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2009-08-10

Problem diagram.
White plays.

Source:
American Go Journal, Vol. 23, No. 3, pp. 22-23
Finish the Opening, James Kerwin 1p

Solution follows    (or click here to download SGF)






























Failure.
Even though White is an amateur 2 dan, his decision to invade at 1 is a common mistake, viz., starting the middle game before the opening if finished. When Black caps at 2, the game is already over! White can live in the lower right, but only in gote, with Black pressing from the outside. Black will then attack the top right group with A. Both White groups will live, but only with a tiny amount of territory. More importantly, Black will have an outside wall stretching all the way across the board. Black has a sure win.


Correct.
The correct sequence starts with the force at 1. Black must respond with 2 or risk major damage to the lower right corner. White can then take the biggest opening point at 3. White has struck a much better balance between reducing Black's territory and building his own at the same time. So opening moves have double value. Invasions only have a single value, i.e., you deny your opponent territory, but you get nothing for yourself.


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