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 Post subject: 14k vs 10k with 2 stones
Post #1 Posted: Sun Sep 12, 2010 4:14 am 
Dies with sente
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Rank: KGS 12k
KGS: DIVINATION
I played this game tonight and was a little surprised. It was, at the same time, closer and further than I thought it would be. I'd love a critique of my overall play. I am DIVINATION, just to be clear


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 Post subject: Re: 14k vs 10k with 2 stones
Post #2 Posted: Sun Sep 12, 2010 4:39 am 
Gosei
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Tygem: 치킨까스 5d
This will only be for Black's perspective. Also, this doesn't cover everything; far from it. I will just try to cover the simple stuff.

18: Better to just extend to M16. You don't need to exploit the weakness at O15 right away; leave it for later so you can choose between O15 or P15.
28: It helps N13, sure, but not well enough. After the M13 -> M12 exchange, you're left with an annoying cut at N12.
32: Does nothing.
38: Bad move. Now if White plays at O11, your entire O13 group will be in trouble.
42: Not the best way to move out because if White plays at M8, you have to invest another move to maintain the connection.
64: Not necessary; M7 can connect to M9 anyways.
72-78: You should suspect something is wrong when you play 72 to separate the White groups and attack, then suddenly 6 moves later the cutting stone (K4) dies and White is not only safe but has made some profit.
80: Too slow.
82: Too slow; and even if it wasn't too slow, it's better to just connect at E2 in terms of endgame value. This is because with your move, White gets to play F1 for free.
84: Connecting is not necessary; both groups are fine.
96: Does nothing.
98: Too slow. White makes the mistake of connecting at H3. If you get to play H3, you get 3 stones. That is too small at this stage in the game.
112: Better to just play C16 and grab a (large) corner. Playing the failed ladder only makes White stronger and your corner weaker.
120: Better to play B14 because it threatens D12 to kill the clump of White stones.
122: A better way to ensure the death of C16 is B17.
124: B16 is safer and simpler.
126: Instead of saving C17, consider B16. Then White captures at B17, you atari at E17, White has to fill at C17, and then you protect D18 by playing E19. White's group will die first.
138: Too slow; attack D6.
140: Too slow.
142: Too slow; look at how many points you enclose in the center with that move. I see less than 4.
166: R7 instead.
168: Bad; if White plays S5 then it just dies.
186: C9.
190: Too slow; just 1 stone.

I will stop here; hopefully this helps. I also fixed the SGF error so people can see your game in the thread instead of having to download the attachment and loading it up separately.

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 Post subject: Re: 14k vs 10k with 2 stones
Post #3 Posted: Sun Sep 12, 2010 6:24 pm 
Dies with sente
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KGS: DIVINATION
thanks for the advice. I guess overall it could be said my play is too slow, correct?

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