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6.7 Three Points without Capturing (2)
Under territory rules I the game is played out in the same way, but when
Black passes after White 44 he has to give White a prisoner. Again, the
result is a draw. Traditional territory rules, territory rules I and
area rules III are all in agreement. The new rules make it possible to
explain why this position can usually be regarded as worth three points
to White. As the next example shows, however, there are exceptions.
In Dia. 6-12-1 the position in question occurs in a seki, and there
are ko threats that White cannot remove. Traditional territory rules
would still award White three points, so White would win the game by one
point.
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Dia. 6-12-1 (90-91) pass: 91 |
Let's see how the game ends under area rules III. White has just
played 90 and Black has passed. If White follows the usual strategy of
sacrificing an extra stone at 94 in Dia. 6-12-2, a large-scale exchange
takes place as shown in Dias. 6-12-3 to 6-12-5 and Black wins by two
points. |
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Dia. 6-12-2 (92-96) |
Dia. 6-12-3 (97-101) ko: 101 |
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Dia. 6-12-4 (102-107) |
Dia. 6-12-5 |
Here it is better for White to play 94 in Dia. 6-12-6. After Black 95,
White sacrifices a stone above 92, Black captures it, White plays 98,
and Black connects. White and Black now both pass, ending the game.
Black wins by one point. In this case the position in the bottom left is
worth only one point to White. |
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Dia. 6-12-6 (92-99) 96 above 92, 97 at 92, 99 connects, 100 & 101 pass |
Since this position may yield one point or three points depending on
surrounding circumstances, it is unnatural to rule that it is always
worth three points. The position should be resolved through actual play
as in territory rules I or area rules III. |
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