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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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