Frequently also the players differ in their estimate of the value of the various end positions, and do not, therefore, respond to each other's attacks. In this way the possession of the "Sente" generally changes more frequently during the end game than is logically necessary.
The process of connecting the various groups with the edge of the board gives rise to end positions in which there is more or less similarity in all games, and most of the illustrations which are now given are examples of this class. The end positions which occur in the middle of the board may vary so much in every game that it is practically impossible to give typical illustrations of them.
Of course, in an introductory work of this character it is not practicable to give a great many examples of end positions, and I have prepared only twelve, which are selected from the work of Inouye Hoshin, and which are annotated so that the reasons for the moves may be understood by beginners. The number of "Me" gained in each case is stated, and also whether the "Sente" is lost or retained. To these twelve examples I have added eight positions from Korschelt's work.
I
Plate 35 (A)
The following stones are on the board: White, S 15, R 14, P 14, L 17; Black, R 16, Q 16, N 15, N 17.
If White has the "Sente," he gains eight "Me," counting together what he wins and Black loses.
White
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Black |
1. S 17. This is White's only good move; S 16 does not take ad- |
2. S 16. If Black had had the move or "Sente," he could have |