White
|
Black |
109. G 2. |
110. M 7. |
111. E 2. |
112. C 3. If Black plays at D 3, White could reply at D 1 with the "Sente." |
113. L 8. Threatening Black's territory. If Black defends, White can connect somewhere. |
114. K 9. |
115. J 6. |
116. H 6. |
117. L 6. White's attack on this territory is very fine. |
118. L 7. |
119. K 4. |
120. K 5. |
121. J 5. |
122. K 6. |
123. H 4. Takes. |
124. S 3. |
125. R 3. |
126. S 2. |
127. J 7. |
128. M 9. Black cannot neglect this—the whole center of the board might be lost. |
129. R 2. |
130. H 7. |
131. T 15. |
132. S 17. Better than T16, as it provides for "Me" in the corner. |
133. S 12. |
134. S 11. |
135. L 19. |
136. K 17. Takes in "Ko." |
137. N 9 |
138. N 8. |
139. L 17. Takes in "Ko." |
140. M 16. |
141. N 7. |
142. M 8. |
143. B 17. |
144. B 16. |
145. B 8. |
146. M 12. Threatening to surround the ten white stones in the center. |
147. E 9. |
148. F 9. |
149. K 14. Forming "Me" for group in center. |
150. G 11. |
151. H 11. |
152. H 14. |
153. M 11. |
154. H 13. |
155. H 12. |
156. M 13. |
Page:Smith - The game of go.djvu/127
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ILLUSTRATIVE GAMES
101