Hey I would like to know what I'm doing wrong. I know this game was lost due to my consistent attempts to kill instead of building territory. I think my opening had mistakes, but I don't know. I have forgotten most joseki and have been taking lessons on internet go school. Any critique is welcome and appreciated.
Game review 7kyu kgs
- balmung
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Game review 7kyu kgs
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Bill Spight
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Re: Game review 7kyu kgs
A few comments. 
Main focus: Be bold. Think big.
Main focus: Be bold. Think big.
Last edited by Bill Spight on Mon May 13, 2019 9:47 am, edited 2 times in total.
The Adkins Principle:
At some point, doesn't thinking have to go on?
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Everything with love. Stay safe.
At some point, doesn't thinking have to go on?
— Winona Adkins
Visualize whirled peas.
Everything with love. Stay safe.
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Re: Game review 7kyu kgs
Theme: thinking time and "play the board, not the opponent"
As the game had the appearance of a blitz game, despite the settings of 25 + 5x30, I looked into the time lapses between moves.
Black's first 60 moves were played in 13 minutes, meaning 13 seconds per move. That is quite fast though not super blitz.
Interestingly, the earliest moves worthy of criticism (as pointed out by EdLee and jlt), B13 and B15, took 50s of thinking time each. They responded to weird moves by the opponent. This indicates that, when facing strange/bad moves by the opponent, you are taken off guard, think longer than usual and may play even stranger/worse moves.
The next move with longer than average thinking time (after a blitz sequence) was B57, where you found a splendid tesuji to seal Black in with B59.
That point marks a major strategic point: you have successfully surrounded White. Can you kill? Or should you be satisfied with the fact you have surrounded and reinforce your surrounding position? The question begs the answer and a hint can be found in the essence of Go: is it "the killing game" or "the surrounding game"?
Move 67 takes 4 minutes. I guess you were facing the dilemma of saving your eye destroying stones or fixing the gaping hole in your wall. The next move again takes 40 seconds: do you fix the higher or the lower connection. An understandable dilemma. The thinking however comes too late. If you want to avoid such severe dilemmas, you should evaluate the "all or nothing killing move" at B61. Such a bold move will make White go all out and it's there and then you should spot the holes in your wall.
At 74 it has become clear that locally the situation is desparate but you may still have a game by using your wall on the rest of the board. And actually you do!
At 120 WHite's group is far from alive and you take more than 1 minute to find the best shape move. The one you come up with, 121, is not bad at all. Unfortunately, White still lives and forces you to live yourself at 139. After that it becomes hard to catch up with the big lower left corner you lost earlier, although White's crazy play still gives opportunities.
Pausing here, it's easy to see why you got into the overall blitz mode: while you spent 17 minutes on 70 moves, your opponent spent 5 minutes on 70 moves, an average of 4s per move. His extreme blitz play in a non-blitz time setting, subconsciously forced you into moderate blitz play yourself, although you did take time at certain moves to think through the consequences.
Main lessons to learn here:
- play your own game, not the opponent's game
- this is true in the technical/tactical sense: W12 and W14 were weird moves; you can respond to them with normal moves, not weird ones of your own because "I seem to be missing something here"
- especially if your opponent blitzes in a non-blitz game, don't get lured into blitz yourself because the result will be random
- you do quite well in surrounding; if that happens early on, consider that a success to consolidate, not a prerequisite to killing
- be aware of weaknesses and fix them timely, rather than going all out
As the game had the appearance of a blitz game, despite the settings of 25 + 5x30, I looked into the time lapses between moves.
Black's first 60 moves were played in 13 minutes, meaning 13 seconds per move. That is quite fast though not super blitz.
Interestingly, the earliest moves worthy of criticism (as pointed out by EdLee and jlt), B13 and B15, took 50s of thinking time each. They responded to weird moves by the opponent. This indicates that, when facing strange/bad moves by the opponent, you are taken off guard, think longer than usual and may play even stranger/worse moves.
The next move with longer than average thinking time (after a blitz sequence) was B57, where you found a splendid tesuji to seal Black in with B59.
That point marks a major strategic point: you have successfully surrounded White. Can you kill? Or should you be satisfied with the fact you have surrounded and reinforce your surrounding position? The question begs the answer and a hint can be found in the essence of Go: is it "the killing game" or "the surrounding game"?
Move 67 takes 4 minutes. I guess you were facing the dilemma of saving your eye destroying stones or fixing the gaping hole in your wall. The next move again takes 40 seconds: do you fix the higher or the lower connection. An understandable dilemma. The thinking however comes too late. If you want to avoid such severe dilemmas, you should evaluate the "all or nothing killing move" at B61. Such a bold move will make White go all out and it's there and then you should spot the holes in your wall.
At 74 it has become clear that locally the situation is desparate but you may still have a game by using your wall on the rest of the board. And actually you do!
At 120 WHite's group is far from alive and you take more than 1 minute to find the best shape move. The one you come up with, 121, is not bad at all. Unfortunately, White still lives and forces you to live yourself at 139. After that it becomes hard to catch up with the big lower left corner you lost earlier, although White's crazy play still gives opportunities.
Pausing here, it's easy to see why you got into the overall blitz mode: while you spent 17 minutes on 70 moves, your opponent spent 5 minutes on 70 moves, an average of 4s per move. His extreme blitz play in a non-blitz time setting, subconsciously forced you into moderate blitz play yourself, although you did take time at certain moves to think through the consequences.
Main lessons to learn here:
- play your own game, not the opponent's game
- this is true in the technical/tactical sense: W12 and W14 were weird moves; you can respond to them with normal moves, not weird ones of your own because "I seem to be missing something here"
- especially if your opponent blitzes in a non-blitz game, don't get lured into blitz yourself because the result will be random
- you do quite well in surrounding; if that happens early on, consider that a success to consolidate, not a prerequisite to killing
- be aware of weaknesses and fix them timely, rather than going all out
- balmung
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Re: Game review 7kyu kgs
Thank you all for your reviews. I learned a lot.
“I’m here to play go and chew bubble gum, and I’m all out of gum”- misquoted duke nukem
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dent123
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Re: Game review 7kyu kgs
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- CPPZSTNPUW.sgf
- (6.1 KiB) Downloaded 741 times
Last edited by Uberdude on Mon May 20, 2019 3:10 am, edited 1 time in total.
Reason: Fix sgf
Reason: Fix sgf
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Uberdude
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Re: Game review 7kyu kgs
@dent123 I fixed the embed sgf tag of the game you posted (you need the download url of the file once you have posted it), but what is that game's relevance to this thread? Is it a game you would like reviewed?