A tesuji lesson

I’m sharing some cool tricks I learned in this game from 2014. They are not even difficult to grasp, although most of the moves did not happen in the game.

Some key moments in the game are shown below. (The rest of the game is dubious and omitted here.)

Note that looking at the next diagramme to peek at the solution does not work, as most of the tesuji did not happen in the actual game.

lb1
1: Is is Black’s turn to do something.

lb2
2: Again Black’s turn.

lb3
3: I don’t know what to say. White just played another keima so I guess it is Black to play.

lb4
4: Something about the fight in upper left.

lb5
5: Nevermind the last move. There is a cool endgame in the lower left corner.

lb6
6: Now White gets to play. Something in upper left.

Credits to Guo Juan 5p who taught me 2, 3 and 4:)

1:
lb7
Black peeps and covers White’s two-space extension. (This is pretty standard, not sure if it counts as a tesuji. Nonetheless, I think this is really good:>)

This dramatically expands Black’s moyo. There might be some extra black stones on the black line, unless White uses a move to counteract it.

2:
lb8
Nevermind White’s intimidating keima. Black can cut him apart.

White cannot ladder the stone at 1 or do anything spectacular to the stick at 3, so White should be in trouble.


3:
lb9
“A nice move that would earn your teacher’s praise.”

Basically White’s double keima was overplay and now White is in trouble again.
lb10
For example, if White retreats at 2 (making a horrible shape with the left keima, no less), Black cuts off the other keima.

None of Black’s groups are in danger, so this fight in Black’s arena is not something White desires.
lb11
White playing at 2 leads to almost the same result.

I wonder if this was worth making an extra diagramme.

4:
lb12
I love the upper right joseki~ Black has so many sente moves to choose from, to threaten capturing White at 2. Like the keima at 1.

Black can save a move around A defending the corner, in order to jump at 3 immediately (or some other move to this effect.)

White’s wall stick is under attack while Black’s corner is safe.
lb13
White can do the double-hane but it does him no good. The stone at A is working well and White has no adequate sabaki against the stone at 7.

5:
lb14
A similar shape can be found in the legedary problem collection kanzufu.

Black pushes at 1, and White is guaranteed to block. After this exchange, the clamp at 3 is working well.
lb15
If White goes down at 4 and tries to block everything at 6, the bump at 7 deals him the finishing blow. A-B miai.

(In theory White would need to yield to either the clamp or the hane 5 in an embarrassing way. But 7 is tricky to see if you don’t know the move, so there was a chance for White to collapse like this.)
lb16
Alas, in the game there was no exchange 1-2, so I could not push at A first, for B would become sente for White.

This means the tesuji is not effective in this particular case. In the game I was really stubborn and played it anyway…
lb17
After the minusses 1, 3 and 5 I pushed at 7 on the last move.

The gote profit of cutting of three white stones, if there is any, is greatly dimished by the loss of letting White capture at 8, in addition to the damaging exchanges 1 and 3. This sequence by Black was rather horrible:S

6:
lb18
I played in the upper left instead of A, so this did not happen in the game.

I was guarding against White’s combo 1 and 3.
lb19
If Black connects at 4, White pulls back the stone with 5 and needs not come back at A.

What a huge endgame.
lb20
Countering at 4 does not work well. Black’s stones would die a dramatic death in futile resistance.
lb21
The most stubborn answer is perhaps the tigermouth at 4. This would lead to a ko if White plays at A. There is a snapback for five stones so the ko would be rather devastating for Black.

White can also make a different ko if he wants…
lb22
…by throwing in at 7. In the end White can throw in at A for a ko that would capture all of Black stones at once.

This ko has another advantage: Even if White does not throw in at A, Black cannot remove the ko in one move. So White has time to play elsewhere and create some ko threats if necessary.

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