Go (weiqi, baduk) - Game 73179

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R. Hendricks, 2006
S. Shklyaev, 2000


See game 127220

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FICGS__GO__TOURNAMENT_KYU__000146       See crosstable
(type : rated round-robin,   time : 30 days,   increment : 1 day / move)

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Last move : 1-0     2013 September 19   19:5:33

[Event "FICGS__GO__TOURNAMENT_KYU__000146"]
[Site "FICGS"]
[Date "2013.05.15"]
[Round "1"]
[Black "Huang,Gary"]
[White "Endean,Andrew"]
[Result "1-0"]
[Rating 1 "0100"]
[Rating 2 "1043"]

1.r15 p16 2.n17 p14 3.q13 r17 4.q16 q17 5.p17 q15 6.r16 o17 7.p18 o15 8.o18 o16 9.c3 d4 10.c4 d3 11.d5 e5 12.e4 d6 13.c5 f4 14.e3 f3 15.d2 f6 16.q4 d16 17.c14 f17 18.h17 f15 19.e7 e6 20.g5 f5 21.d9 g7 22.j4 j7 23.m4 q10 24.r8 p12 25.p13 o13 26.q12 p11 27.r10 q9 28.r9 q8 29.q7 p7 30.p6 o7 31.o6 n7 32.m15 n14 33.b16 c15 34.b15 c17 35.g18 f18 36.h15 g13 37.d12 e12 38.e11 f12 39.f11 g11 40.g10 h11 41.h10 j10 42.j9 k10 43.k9 l9 44.k7 l7 45.k6 j6 46.j5 k8 47.j8 l8 48.g8 f10 49.h8 h7 50.f8 d13 51.c12 c13 52.b13 d14 53.b14 b12 54.c11 b11 55.c10 b10 56.b9 c7 57.g3 r3 58.r4 q3 59.p3 p2 60.o2 p1 61.o1 r2 62.o4 s4 63.s5 t4 64.t5 s2 65.t2 s1 66.q1 q2 67.s3 1-0

Here are the names of the openings (joseki) played in the four corners :

Corner q16 : r15 p16

Mokuhazushi (Waemok, Wai`mu`) 5-3 Point.
The mokuhazushi (5-3) point was popular in the Edo period in Japan (1600 - 1867). It emphasizes influence; territorially, it is inferior to the 3-4 point.

Takamoku Kakari.
White prevents Black from gaining influence, but in the local context, abandoning profit in the corner entails a loss. Black 3-4 and 4-4 are best.

Corner d4 : c3 d4

San-San (Sam-Sam, San-San) 3-3 Point.
The San-San (3-3) point, emphasizing territory at the expense of influence.

Kata-tsuki (shoulder hit).
The shoulder-hit is the traditional answer to the 3-3. The direction of Black 3 depends on the positions on the side. Crawling once may be the premise for a follow-up move of sliding with a knight's move in the opposite direction. If Black plays 3 at 3-4 (to the right), the follow-on knight's move is then played at the top (e.g. 3-4, 4-5, 5-2). Black's knight's move reduces territory potential on the side it is played.

Corner d16 : d16 c14

Hoshi (Hwajeom, Seongjeom, Xingwei`) 4-4 Point.
The star or hoshi (4-4) point, emphasizing influence at the potential expense of territory.

Ikken Kakari (Hankan Keolch'im, Yi Gua`jiao~, 1-Space Low Approach).
Black 2 is the standard approach move to the 4-4.

Player Black won this Go (weiqi, baduk) game.

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Keep sente in the opening. A premature attack loses sente. (Anonymous)

Tomorrow's what you make of it. (Horatio Caine, C.S.I. Miami)


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