Win a game and lose the review

A recent game from earlier this year. Frankly, I learned a lot~

My opponent was a veteran player whose understanding of Go is very solid. In the end I won the game by his blunder, but I had no chance in the post-game review.

Here are some key moments. You need Steve for some of the positions.

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1: White (I) crawled a lot, where would you play next as Black?

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2: How to answer the shoulder-hit? I impressed myself with my next move.

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3: What’s a good way to play around Black’s weak group?

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4: A decisive moment that could turn around the game.

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5: Variation: Black to escape from the geta and pwn White.

1:
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Due to the low and impeccable nature of Black’s lower right corner, we should identify the lower side as an area that is not very interesting.

That would leave the upper side as the last strategic point to occupy.

Although not as extreme, this situation is similar in that sense to the first position I presented here.
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In the game Black played the nobi 23 and I got the extension 24.

Unlike my nobi 22 in the previous post, this 23 does hold some value by making Black’s shape stronger, so it is not a 100% wrong decision.

However, we notice that W 24 not only occupies the side, but also takes control of part of the centre area. It is a truly vital point for both players.
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Here Black’s continuation is shown. Once Black turns, White will make the necessary hanetsugi and play at 6.

Basically it is an exchange of 1 with 6 which might be a minus. Black would severely lack ambition to surround the red area.

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If I were Black, I would grab the strategic point.

The hane at the head is tempting, but for now it helps Black more than White.
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My opponent taught me that there is some annoying shapey stuff. (This is why locally the nobi 23 is really powerful.)

But I think the upper side extension is still more valuable.
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From White’s point of view, crawling (like in the game) is better than the normal joseki when you expect the opponent to tenuki (like I did).

The hanetsugi 1 and 3 are bad exchanges that suffocate the marked stone. Also, because the jump 5 is a “soft” shape, Black has some invisible helping stones along the black line.

2:
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Having occupied the marked point, the right side is the next interesting area to develop.

Black saw the shoulder-hit as an asking move to decide on his next move on the right side, but he did not foresee my response~
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Basically, because of the right side, my two choices were 26 or A.

At that time I did not know how powerful 26 was. In hindsight I’m glad I chose this one.
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If Black blocks, White makes an ideal shape.

Black has to move out and White is going to surround the right side in a big way and also move towards the left side which would pierce a hole in Black’s potential.
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If Black turns, it will almost be the same. The marked cap is still in a good position as Black cannot attach out at A.
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Black spent a lot of time on his next move (and later praised my 26 <3).
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In the end Black couldn’t avoid what Steve envisioned a few diagrammes up and White has secured a favourable position.

(It was remarked that 40 might be better at A, but this is already a great result for White.)
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Why did I bother to show the whole sequence?

I asked why my opponent defended so dumbly at 39 instead of attaching out as shown on the left. And I was taught the kosumi at 6.
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I was impressed how well this kosumi, and subsequently my cap 26, worked:>

If Black connects 7, White will cut 8 and wedge 10. Black cannot capture the marked stone (or any other stone for that matter), so all of Black’ stones inside are dead.

3:
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The first move that comes to mind is to respond by hane. We should try to judge whether it’s good to move towards the left on the white line and give Black some stones on the black line.
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Well, of course it is:S

Every stone White gets automatically diminishes Black’s potential.

No need for anything fancy, just hane an nobi.
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Which is almost, but not quite, entirely unlike what I did in the game.

I simply forgot that Black could nobi at 51 -_- White got separated and instantly Black’s previously weak group is now attacking White.

One might say it’s suddenly game over.

4:
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A few moves later, the tables were turned back because Black overlooked this amazing geta.

It works just right, Black has no way to escape. Game over again.
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Instead of 63, Black had to hane at 2. (White cannot cut at 4.)

The geta at A leads to the final position. How to escape from that one?

5:
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This move… orz

It took 4 people to read out the variations.
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White would try to connect at 2 which is the least obvious to not work. Black’s push and cut creates a miai.
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If White defends at 6, Black goes down all the way and always wins by one liberty.
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So if White defends at 6, first Black gets a comfortable squeeze…
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…and Black escapes with the atari sequence.
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Going back to the game, couldn’t Black have tried the same move?


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It turns out that White can connect on this side instead of one above 1.

Also, if Black starts at 2, White can atari from inside at 1 and avoid all the sequences from before.

Thus is the story of this game.

I hope you could get something out of this post. Personally it was a traumatic experience to find out during the review just how many hidden sequence I have missed.

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