Page:Smith - The game of go.djvu/97

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ILLUSTRATIVE GAMES
71

White

Black

31. F 2. Preventing the connection of the two Black groups.

32. F 1. ("Haneru.")

33. G 1.

34. E 1. ("Tsugu.") This series of moves is necessary and often occurs in the game.

35. H 2. Protecting the connection at G 2.

36. J 3. Black must connect otherwise the stone at H 3 is lost.

37. F 6.

38. F 8. Aiming to make territory.

Comment by Honinbo Shuye:
"This move does not hit the spot. It should have been played at L 7."

39. G 8. This move prevents White from being shut in.

40. G 9.

41. H 8. ("Nobiru.")

42. F 7. Black completes his frontier.

43. G 7. Necessary to connect.

44. F 10. This secures the connection at F 9, and at the same time extends.

45. K 4. White threatens to break through in two places.

46. L 4.

47. H 9.

48. L 7. Leading out the stones on line L, which are now threatened.

49. G 11. This connects White's groups and prevents Black from extending.

50. Q 3.

51. P 4

52. Q 7. Making territory on the right and at the same time attacking White's five stones.

53. M 6. This move gives White the "Sente."

54. L 6. Black must connect.

55. P 7. Leading out the small White group.

56. N 8. A dangerous move.