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 Post subject: 9k handicap game
Post #1 Posted: Tue Oct 05, 2010 7:31 pm 
Oza
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I lost my first game as a SDK :) The opening kept getting worse and worse for me, with especially bad moves at 40, 74, and 96(!), although I came back a little later on in the middle game. I'd really appreciate any comments.

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Thanks!


Last edited by jts on Fri Feb 24, 2017 5:43 pm, edited 1 time in total.
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 Post subject: Re: 9k handicap game
Post #2 Posted: Tue Oct 05, 2010 8:12 pm 
Judan
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Kaya handle: Test
8: As soon as there is a crosscut, you know that you must extend, right? ( If not, see http://senseis.xmp.net/?ExtendFromACrosscut ) Once you have that goal, you can look at your D16 and C17 stones to see which one needs more help. The D16 stone has 3 liberties and room to run; the C17 stone has 2 liberties and not so much room. So at a glance you can narrow your goal to extending from the C17 stone.
There are two ways to do it: C18 and B17. C18 threatens only one of the separated stones; B17 threatens both.
So you conclude that you would prefer to play B17.
Once you know what your short-term goal is, the weakness at C14 becomes evident. It takes a bit of reading - which I won't get into here - to realize that the best way to exploit C14 is to stick a stone in it immediately.
This is where memorizing joseki helps. The books prefer C14.

10: Let's do some tewari analysis on this one. ( If you don't recognize the term, look at http://senseis.xmp.net/?Tewari )

If the situation were like this:

Click Here To Show Diagram Code
[go]$$Bc
$$ |------------
$$ | . . . . . . . . .
$$ | . . . O . . . . .
$$ | . . X O X . . . .
$$ | . . O X . . . . .
$$ | . . O X . . . . .
$$ | . . O a . . . . .
$$ | . . b . . . . . .
$$ | . . . . . . . . .
$$ | . . . . . . . . .[/go]

...you wouldn't play at 'a', of course, because that is pushing from behind. ( If you would, then read http://senseis.xmp.net/?PushingFromBehind ) White can reply with 'b', and black has not accomplished anything. Once you realize that the end result here is no good for black, and you don't want to arrive at it in the above sequence, you can then conclude that you don't want to get to it by any sequence.

Back to the game - you don't want this either:

Click Here To Show Diagram Code
[go]$$Bc
$$ |------------
$$ | . . . . . . . . .
$$ | . . . O . . . . .
$$ | . . X O X . . . .
$$ | . . O X . . . . .
$$ | . . O X . . . . .
$$ | . . b a . . . . .
$$ | . . O . . . . . .
$$ | . . . . . . . . .
$$ | . . . . . . . . .[/go]

...as exchanging black 'a' for white 'b' ends with the same bad result for black. Either way, black is pushing from behind, and only the order of moves is different.

12: Try F16.

16: The hane is dangerous. You cannot tenuki. Something like E12 or C12 or F13 is needed.

20: Play C5. White must respond with B5. Then you play D6 which contests his growing territory on the left.

22+24: Good fighting spirit, but it is very risky after he has C6.

28: This must be a mis-click. Surely you meant F10 or E9.

32: Way too slow.

34: Decent shape, but not nearly as big as Q10 or R10.

40: Stay strong with P4.

54: Nice move.

56-64: This whole sequence seems pointless unless you can seal around O6.

66-74: This is good for you, including move 74.

76: This is not so good. You can just play M18, eventually connect to K16, and he has little option but to run out to the middle where he dies a slow and lonely death because you have all of the influence.

90: This is a good shape move, but it is undermined by the weakness at E16.

98: This is pointless. It only works if E14 is still alive. Regroup with O6.

It is getting late here, so I'm stopping.

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 Post subject: Re: 9k handicap game
Post #3 Posted: Tue Oct 05, 2010 8:31 pm 
Oza
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Thanks, Joaz! That's a great example of basic principles motivating joseki. If you had thrown those six stones into the middle of the board I would have known that the atari was stupid, but in the corner I think I'm just not confident that I know what will happen next.

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