Interesting Game

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hailthorn011
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Interesting Game

Post by hailthorn011 »

At the end, I knew I had to play G12, but I hesitated because I thought I saw a weakness at D6. However, it dawned on me as soon as I played D6 that it seemed to be an unnecessary move (at least from what I can see) and that's what cost me the game. So close and yet so far.

Am I right or wrong?


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Solomon
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Re: Interesting Game

Post by Solomon »

Even after he cuts, you can still win by playing F13 instead of F12. A simple net.
Or you could even G13. A simple ladder.
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Re: Interesting Game

Post by hailthorn011 »

Araban wrote:Even after he cuts, you can still win by playing F13 instead of F12. A simple net.
Or you could even G13. A simple ladder.


I should see that at my level....*sigh* Thanks for pointing that out to me!
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Re: Interesting Game

Post by aurik »

On a different note, let's discuss :b10:, R3.

With the continuation as it happened in the game (R2, S3, S2, R5), you ended up having to protect the cutting point with R5, giving up sente. Then W uses the initiative to ensure his group is fully alive, though from a glance I think W can at least escape to the center even after a tenuki. Doesn't seem like a great result considering you started the corner with a 4-4 stone and a 4-10 extension on one side.

Given that, perhaps you should consider something like R4, to which W probably will respond R3. At that point you have successfully cut off S6 in sente. You can use the initiative to fix with M5, contain the Q6 stone, or there are still lots of big points to play.

Or, if you want to play R3, follow up W's R2 with R4. This fixes your cut point, but leaves the threat at S2 next to take away the W group's eyespace in the corner. If W plays S2, great--once again you have cut off the stone in sente.

Lastly, you could concede W will probably live in the corner and decide that the N4 is the more important cut point. Some moves around there look good to my naive eye: N3 looks sente against the corner group (it enables the double hane), or M5 looks to be both extending from D4 and has a constraining effect on Q6.
Keep in mind, I am frequently wrong.
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Re: Interesting Game

Post by Solomon »

aurik wrote:On a different note, let's discuss :b10:, R3.

With the continuation as it happened in the game (R2, S3, S2, R5), you ended up having to protect the cutting point with R5, giving up sente. Then W uses the initiative to ensure his group is fully alive, though from a glance I think W can at least escape to the center even after a tenuki. Doesn't seem like a great result considering you started the corner with a 4-4 stone and a 4-10 extension on one side.

Given that, perhaps you should consider something like R4, to which W probably will respond R3. At that point you have successfully cut off S6 in sente. You can use the initiative to fix with M5, contain the Q6 stone, or there are still lots of big points to play.

Or, if you want to play R3, follow up W's R2 with R4. This fixes your cut point, but leaves the threat at S2 next to take away the W group's eyespace in the corner. If W plays S2, great--once again you have cut off the stone in sente.

Lastly, you could concede W will probably live in the corner and decide that the N4 is the more important cut point. Some moves around there look good to my naive eye: N3 looks sente against the corner group (it enables the double hane), or M5 looks to be both extending from D4 and has a constraining effect on Q6.
Actually I think R3 is the strongest move. R4 feels slack. The problem in the game was the follow-up, S3. Your suggestion to follow up W's R2 with R4 after R3 is sound though. This all stems from White's P3, which was a mistake (should have been N4; there's also R4, a hamete).
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