lapos wrote:
@ tentano :
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Capture Q17 for simplicity. You've got slightly more than half the corner that way and L17 is looking weak.
I thought like first atari then capture q17, I did not expect white to give up R16 !
Keeping it implies accepting a really bad result for white.
014: white S16, 015: black Q18, 016: white S15 for dear life, 017: black R14 drives white along the side.
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What are you walling off, here? What are you surrounding?
I was trying to connect and in the same time building some territory in the center.
Yeah, but connecting two living groups while walling off a living group, while making a wall facing white's walls seems needlessly kind to white. It's a multi-purpose move, but some of those purposes seem a little off.
I guess you were still worried it might die, and white punched you in the insecurity.
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For your last variation are you sure it works ? Isn't it a double ko life ?
210: white takes A13, 211: black takes C17, 212: white A10 (because B12 would be a snapback), 213: black A14
209: black A13, 210: white A10, 211: black B17
209: black A13, 210: white B17, 211: black B19, 212: white A10, 213: black A18
The last one seems worse because black needs to find the first ko threat and nothing is big enough (though T5 is a nice consolation prize), which is why I went with B17.
In case you mean the situation branched off from 192, if black wins the ko at B17 after 205, all that remains is a blob with two false eyes. You could only keep that alive in a seki or if you have unlimited ko threats through some unremovable situation, which is not on the board in this game. The black stones surrounding white are unambiguously alive on their own, and connected out to a larger group with very simple connections.
If white closes the ko at B17 instead of playing at B19, black B19 just kills it.
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Thanks for your comments !
I'm glad you found them useful.