Subject: THE BIG GAME 9 Question From: John Fairbairn <JF@harrowgo.demon.co.uk> Date: Wed, 14 May 1997 21:24:07 +0100
I am going to whizz on a bit now, for two reasons. One is that we are coming to some heavy tactical sequences which do not lend themselves readily to questions (too few different type moves to consider) or to presentation in this ascii format. The other reason is that I don't want this thread to overstay its welcome.
So the next big chunk of moves (with commentary) is given below, and the diagram shows the position after these are played.
66. F4 - natural
67. E4 - The only move Black considered. He allowed that g3, g4, h2, h4 (not e3 as Black h4 is too thick), e3, d3, e4, e5, k2 was a powerful alternative.
68. E5
69. E3
70. G4
71. D3 - natural sequence
72. C3 - Forced. c5 would be a shape-only move with no affect on White. What would follow is c3, g2, k6.
73. G3 Not c2, c4, b2, g2 (gote for B) And not c4, d5, b3, c2, b2, c5, b4, g3, d2, m2.
74. H4
75. H2
76. G2
77. F2 Realises he has made a mistake. Was expecting to play j3, g1, j2, f2, c4, d5, c2, b3, e2. But he suddenly saw that in this sequence White can replace d5 with d2: d5*, e2, d4, b3, e6, f5, d7, g7, b4, a4, a5, a3, b6, m2.In that light, 67. g3 was probably better.
78. J2
79. G1*
80. J3
81. C4
82. D5
83. B3
84. C2
85. B4
86. B2 - c4, b2, k3 is not enough for White because Black will play o6 and get the whole right side as territory (What? You thought he had it already?!).
87. C6
88. D2 - j1, d2, d7 is similarly not enough (Black plays o6. The hole at e10 cripples White.).
89. J1 - if a2, White j1 and Black is then forced to take off the white stones in the corner, losing a lot of territory in the process. [This sort of play by White is called semedori and is a useful concept to isolate and learn].
90. K3
91. L2
92. D7
93. D6 - with this and his next Black appears to be filling in his own liberties, but he is actually defending against c5 which leads to a one-step approach move ko in the corner (sequence: b5, b7, b6, c7, a2, a3, a4, a1, b1, c1).
94. E6
95. C7
96. C8
97. E7
98. D8
99. L3 - White still has tricks in the corner: c5, b5, b8, b6, a2. The "but" will be understood after this instalment's question.
100. L4
101. A2
Your task is now to find two pro-looking moves: 102 and 103. The 103 played was not actually the best move, but it _was_ a pro-type move.
a b c d e f g h j k l m n o p q r s t
19 . . . . . . . . . . . . . . . . . . . 19
18 . . . . . # # . . . . . . . . . . . . 18
17 . . . # . @ # . . # @ @ @ # . . @ . . 17
16 . . . . . . @ # # . @ # . # . @ . . . 16
15 . . # # # . @ @ @ @ @ # . . # # @ . . 15
14 . . @ @ @ . . . . . # . . @ # . . . . 14
13 . . . . . . @ @ # # . # . # # @ . . . 13
12 . . . . . . . # @ . . . @ # @ @ . . . 12
11 . . . @ . # . # . . . . . @ . . . . . 11
10 . . . . . . . . . . . . . . . @ . . . 10
9 . . . # . . . . . . . . . . . . . . . 9
8 . . # # . . . . . . . . . . . . . . . 8
7 . . @ # @ . . . . . . . . . . . . . . 7
6 . . @ @ # . . . . . . # . . . . . . . 6
5 . . . # # . . . . . . . . . . . . . . 5
4 . @ @ # @ # # # . @ # # . . . . @ . . 4
3 . @ # @ @ @ @ # # # @ . . . @ . . . . 3
2 @ # # # . @ . @ # @ @ . . . . . . . . 2
1 . . . . . . @ . @ . . . . . . . . . . 1
a b c d e f g h j k l m n o p q r s t
Because of the length of the above, Background Noise this time will reduced to a whimper in the form of a question/puzzle.
How many animals can you think of as being intimately associated with go (on or off the board). Monkey jump and clam shells give you two. I have jotted down a list of about 30 so far, most on the board. My answers next time.
From: John Fairbairn <JF@harrowgo.demon.co.uk> Date: Sat, 17 May 1997 22:25:00 +0100
Phrases using humans such as oiran go and Mori no Ishimatsu are omitted. Tengu is included but not other unearthly beings (eg Kannonbiraki).
Maybe someone very creative fancies devising a web page of this menagerie. Then we can go on to the flora.....
-- John Fairbairn