Source:
Problem diagram.
Black plays.
Analysis:
Myron Souris
Solution follows
(or click here to download SGF)
Correct.
To see many more variations, play through the SGF.
Black 1 is best. White must defend at 2. Black 3 is a key
move that gives Black an extra freedom. If White tries to
kill Black with 4, Black 5 and 7 cut off and kill White's
groups.
White variation.
Given that Black wins the semeai in the previous diagram,
White should just cut his losses and escape with his group at 4.
Failure.
Black 1 is too slow. White grabs the vital point with 2. The
resulting semeai leads to a ko for White.
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