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: |
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. |
Page:Smith - The game of go.djvu/97
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ILLUSTRATIVE GAMES
71