often wrote:RobertJasiek wrote:Maybe [the 1d players] half understand what every concept is about, but using every fundamental concept well is for 4d or 5d. This is so especially for using influence well.
without any ideas or examples to back it up.
1) For an example to back it up, see above.
2) In the other thread, the purpose was just to give a hint, instead of derailing that other thread.
3) Since you want to see more typical 1d gaps related to fundamentals, see below.
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- They know that they should avoid blunders, but their blunder rate is ca. 2 or 3 per game on average.
- They know that there can be different answers to a corner approach, but they do not always decide among tenuki, extension, pincer or blocking the corner. Instead they sometimes consider only part of these choices.
- They sometimes construct a moyo of intermediate size along an edge, thinking it would be territory and so omitting a reinforcement. Their strategy is spoiled when the opponent simply invades.
- They do not always do proper local move selection.
- They often rely on a proverb for choosing extensions, instead of verifying their connections tactically.
- They are sometimes unaware of endgame aspects relevant during opening and middle game. (Don't play just some move, but a move fulfilling a major purpose with also the best impact on the endgame later.)
- They sometimes choose strategies purely for fun, instead of verifying whether they can also be justified.
- In a tournament game, they spend 5 minutes on a life and death problem to verify death, but sometimes overlook ko.
- They are occasionally completely surprised by stronger players' sacrifice strategies, which they overlooked completely.
EDIT: typos.