10 kyu Turn Based game

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bleep69
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10 kyu Turn Based game

Post by bleep69 »

Hi,

After a fairly long break, I've rediscovered the joy of go, and turn-based go, which I'd never really tried before. I really enjoyed this game, it's the first time I've been able to really think about moves and consider variations away from the game. I put a fair amount of thought into the game, and tried to put comments in to the sgf, but it kept saying invalid game data when I did so, so I have left this blank.

I tried to be aware of sente in the end game, only realising as I typed it that it's something I need to be considering the whole way through!

Any comments or criticisms would be appreciated.

Thanks.

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Re: 10 kyu Turn Based game

Post by judicata »

I'm not so sure black should resign.
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Re: 10 kyu Turn Based game

Post by p2501 »

judicata wrote:I'm not so sure black should resign.

Please elaborate.

Hi @bleep... small world :>
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Re: 10 kyu Turn Based game

Post by daniel_the_smith »

By my count, white is about 10 points ahead. At ~10k, that's no where near resignable, even at long time limits.

Also, for both players: http://senseis.xmp.net/?ArmpitHit
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Re: 10 kyu Turn Based game

Post by judicata »

p2501 wrote:
judicata wrote:I'm not so sure black should resign.

Please elaborate.

Hi @bleep... small world :>



Yeah, sorry for the short post--all I had time for. But basically what Daniel said. White is a bit ahead (and 10 points in a pro game is definitely resignable), but I think black has some reduction opportunities (white does too, but still...).
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Re: 10 kyu Turn Based game

Post by bleep69 »

Hi p2501

Thanks for the game! I was hoping to use the clues provided in the review to whip you in the rematch, I see that plan has been foiled already.
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Re: 10 kyu Turn Based game

Post by p2501 »

daniel_the_smith wrote:By my count, white is about 10 points ahead. At ~10k, that's no where near resignable, even at long time limits.

Also, for both players: http://senseis.xmp.net/?ArmpitHit


That was quite insightful thanks. Armpithit xD
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Re: 10 kyu Turn Based game

Post by daniel_the_smith »

Looking a bit more, w30 seems to be the first really bad move.

b35: Why do this? Of course white will connect.

w44: better to save your corner.

w52: It's usually not a good idea to make a weak group right next to your other weak group.

b75 and following: You kill your own group, did you forget it was there? Or maybe you thought white was dead?

b91: If there's something weak on the board (like the white group in the lower right area), it's not a good time for this kind of move. Attack!

b99: one stone. Not big.

b117: Don't play ko here unless you know you will win it, this ko costs you a lot if you lose it. R2 is better.

b145: you have to give something up. Read carefully, S5 or S6.
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Re: 10 kyu Turn Based game

Post by p2501 »

daniel_the_smith wrote:b35: Why do this? Of course white will connect.

True. Beginner mistake ^^

daniel_the_smith wrote:b75 and following: You kill your own group, did you forget it was there? Or maybe you thought white was dead?

I was oblivious of the danger. I rarely take much time to chose a move, most of my moves I make from work. ^^ Honest mistake.

daniel_the_smith wrote:b91: If there's something weak on the board (like the white group in the lower right area), it's not a good time for this kind of move. Attack!

I see. What are the best plays to attack it? P2 to close the lower right corner and take away any possible aji/eyespace? Or L10 cap and kill?

daniel_the_smith wrote:b99: one stone. Not big.

"Discard a stone to gain sente." I forgot ^^

daniel_the_smith wrote:b117: Don't play ko here unless you know you will win it, this ko costs you a lot if you lose it. R2 is better.

Yeah that was not a good idea ^^

daniel_the_smith wrote:b145: you have to give something up. Read carefully, S5 or S6.

True. Again a hasty reply by myself ^^. I was quite shocked with w146.

Thanks Daniel
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Re: 10 kyu Turn Based game

Post by daniel_the_smith »

p2501 wrote:
daniel_the_smith wrote:b91: If there's something weak on the board (like the white group in the lower right area), it's not a good time for this kind of move. Attack!

I see. What are the best plays to attack it? P2 to close the lower right corner and take away any possible aji/eyespace? Or L10 cap and kill?


I like M10.

Don't attack to kill, attack to get something somewhere else. In this case, make your moyo bigger.

Also, white is pretty weak in the area, that group might still end up dying.
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Re: 10 kyu Turn Based game

Post by bleep69 »

daniel_the_smith wrote:Looking a bit more, w30 seems to be the first really bad move.


Agreed. I'm trying to remember what I was thinking at the time. I think I had read out a favourable sequence, without really considering the black might not respond as favourably as he could.

w44: better to save your corner.


I thought I could do both. Reading let me down again.

w52: It's usually not a good idea to make a weak group right next to your other weak group.


I was so disheartened by events in the top left, I thought I had to do something relatively odd to make up for it. Quite why I though that would help is unclear to me now.

Many thanks for the review Daniel. It's clear my reading is letting me down. We are involved in another game at the moment, and I very seldom correctly anticipate the next move correctly!
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