2008-10-20

Problem diagram.
Black plays.

Source:
Blueprint 361 , Miyamoto Naoki 9p
Go World #2, Jul-Aug 1977, pp. 54-59

Solution follows    (or click here to download SGF)






























Correct.
White's large framework stretching from the upper left into the center dominates every other issue on the board. Black 1, the only play, is on the point of contact between both players' spheres of influence. Black 3 is an all-out play, so White 4 must push through and cut, or lose the game. Black 7 is a strong play that takes advantage of White's incomplete shape.

The power of Black's plays through the rest of the diagram are terrific. The game is still up for grabs, but Black has not let White take over the game. Black won the game by 4 points.


Bad timing.
The shoulder play of Black 1 certainly feels right. White has to jump out with 6 or Black has the good blocking play below 6. With 7, Black seems to be able to go back to the main point of the game, but White can now switch to 10 to reduce Black's moyo from the inside out.

The difference with the correct line is that here White has made territorial profit (and reduced Black's potential) along the right side. Don't play a move like Black 1 without very definite prospects of success!


Too small.
Black 1 gives White the huge play at 2. Black can try to take the corner with 3, but White's lonely stone still has corner aji, which is unsatisfying for Black. In addition, White can easily reduce Black's framework with a move around A.


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