Request for review (11k)
Posted: Wed Nov 30, 2011 2:57 am
Hi,
I have been looking to post a warts-and-all game for review, so I decided I would post whatever happened this morning.
I'm black. If I'm honest, this game is at about the current strategic limits of my play and is about average for me tactically, blunders and all. This was a 10-minute game, so a couple of the blunders are from time pressure at the end, but making basic oversights like that are, sadly, part of my game too.
After move 25 or so, I have no idea how to proceed. Should I keep attacking his O7 group? 26 seems to be the obvious wrong idea, as I end up losing a few points that could've won the game had I made them with the stones I send over there to die. Maybe just invade the 3-3 here, as he is reinforced on both sides?
30 is the beginning of the "I have no idea what to do here" moves though it seems obvious now (to me at least) that taking the LR and UL corners is better.
59 I just didn't see coming. 60 is an attempt to complicate things to see if I can get my group out somehow if he makes a mistake. There's no reading here other than it doesn't look like that stone is going to obviously die and I might help my territory along the bottom if nothing else.
155 is a pretty common way for me to lose stones--having a sort of imaginary connection that turns out to not be connected.
At the end I was rather shocked to see that W only won by 3.5 as I was considering resigning near move 155.
Anyway, thanks for any help that you can offer.
I'm going to play in the London tournament (my first tournament) at the end of the month and am a bit nervous about it. My rank has quickly improved and I'm having trouble getting comfortable playing people around the 8-11 kyu range because the "just play along until they make a horrible obvious blunder and kill their group" plan that I've used thus far in my Go career doesn't work anymore.
I have been looking to post a warts-and-all game for review, so I decided I would post whatever happened this morning.
I'm black. If I'm honest, this game is at about the current strategic limits of my play and is about average for me tactically, blunders and all. This was a 10-minute game, so a couple of the blunders are from time pressure at the end, but making basic oversights like that are, sadly, part of my game too.
After move 25 or so, I have no idea how to proceed. Should I keep attacking his O7 group? 26 seems to be the obvious wrong idea, as I end up losing a few points that could've won the game had I made them with the stones I send over there to die. Maybe just invade the 3-3 here, as he is reinforced on both sides?
30 is the beginning of the "I have no idea what to do here" moves though it seems obvious now (to me at least) that taking the LR and UL corners is better.
59 I just didn't see coming. 60 is an attempt to complicate things to see if I can get my group out somehow if he makes a mistake. There's no reading here other than it doesn't look like that stone is going to obviously die and I might help my territory along the bottom if nothing else.
155 is a pretty common way for me to lose stones--having a sort of imaginary connection that turns out to not be connected.
At the end I was rather shocked to see that W only won by 3.5 as I was considering resigning near move 155.
Anyway, thanks for any help that you can offer.
I'm going to play in the London tournament (my first tournament) at the end of the month and am a bit nervous about it. My rank has quickly improved and I'm having trouble getting comfortable playing people around the 8-11 kyu range because the "just play along until they make a horrible obvious blunder and kill their group" plan that I've used thus far in my Go career doesn't work anymore.
is gote. Sente endgame moves are merely aji keshi, but gote endgame moves really need to wait for the endgame. Three, it removes the potential to steal W's base with S8.
-- we may be over-emphasizing the fuseki -- but another way to think about this is, if you want to develop a side, which side is biggest? Things that make a side big: (i) it is (or prevents) an extension from a corner enclosure, (ii) it is (or prevents) an extension from a high stone, or (iii) it is (or prevents) an extension from from two sides at the same time, and (iv) it is (or prevents) the widest extension available on the board.