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VI. A Sample Game (continued)

Figure 4: Moves 16-23

White plays 16 to make an eye, and hopes that there will be room for a second eye on one side of 16 or the other. Actually, this group is still not quite alive, as we will see a little later in the game. But Black cannot find a good way to attack, and decides to play 17 to put the white cutting stone into atari. This is a good idea. Can the white stone get away? No, because it is caught in a ladder. If White tries to get away, Black will be able to play atari again and again until the white stones are trapped against the side of the board and captured. White sees this and wisely decides not to try to save this stone. Instead, White plays 18 to try to grab some territory in the last corner. Since White invaded the top right corner and made a group which is (almost) alive, Black decides to try the same trick with 19. This is not a good idea. This stone is on a 2-2 point, and is far too close to the corner to make two eyes. White plays 20 to surround this stone, Black tries to get away with 21, and White blocks the way with 22. The two Black stones are now trapped, and their only hope lies in some kind of counter-attack on the white stones that are surrounding them. So Black plays 23 to cut the white stones into two pieces in the hopes of capturing one or the other. This is a good type of strategy which often works.

Figure 5: Moves 24-27

White sees that black 23 has only two liberties, and so White happily plays 24 and says "atari". But this turns out to be a big mistake. When Black plays 25 and gets away, it is the white stones that are in trouble. If Black could play 26, then the white stone marked with a Y would be captured easily, and this would save the two black stones in the corner, keep the white stones separated, and cause all kinds of trouble for White. So White plays 26 to connect this stone before Black can capture it. But then Black plays 27 and the two white stones marked with X's are in trouble. There was no way for White to defend both sides at once. So 24 was a bad move.

Figure 6: One alternative for 24

Should White have played 24 as shown in Figure 6, and put the black stone into atari from the other side? No, because when Black escapes with 25, the white stone marked Y is very weak. White can save it by playing a stone to the right of Y, but after that things will get complicated. White may still win the battle, but there was a simpler way for White to handle this corner. Try to find a better move for white 24 before looking at the next page.

 

 

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