|
|
| |
|
| |
1.
A bamboo joint can't be cut |
| 2.
Add a stone to the sacrifice on the third
line |
| 3.
Attach to make shape |
| 4.
Attack after making the other stones heavy
|
| 5.
Approach from the wider side |
| 6.
Big groups never die |
| 7.
Capture a ladder as soon as you can |
| 8.
Capture what you cut off |
| 9.
Chess is a battle, Baduk is a war |
| 10.
Count your threats before starting a pae(ko)
fight |
| 11.
Cut to gain a liberty |
| |
12.
Defend while attacking |
| |
13.
Don't crawl any more than you have to |
| |
14.
Don't cut the one-space diagonal jump |
| |
15.
Don't give up key stones |
| |
16.
Don't make compact group of stones |
| |
17.
Don't make empty triangles |
| |
18.
Don't make only one huge territory |
| |
19.
Don't make two weak groups |
| |
20.
Don't touch stones you want to attack |
| |
21.
Don't try to surround an area with an open
skirt |
| |
22.
Don't try to surround the center directly |
| |
23.
Don't peep at a bamboo joint |
| |
24.
Don't peep at a cutting point |
| |
25.
Don't play near thickness |
| |
26.
Don't play pae(ko) theats that hurt you |
| |
27.
Each moves in a failed ladder costs seven
points |
| |
28.
Enlarge eye space to live |
| |
29.
Extend after the crosscut |
| |
30.
Extend three spaces from two stone wall |
| |
31.
Extend two spaces from a single stone |
| |
32.
Fill outside liberties first |
| |
33.
Give up worthless stones |
| |
34.
Good moves and bad moves are bedfellows |
| |
35.
If you lose four corners, resign |
| |
36.
If your stone is capped, play the knight's
move |
| |
37.
If high on one side, play low on the other
|
| |
38.
If you don't understand the ladders, don't
play Baduk |
| |
39.
If you're afraid of pae(ko), don't play Baduk
|
| |
40.
In a race to capture, take the pae(ko) last |
| |
41.
In the corner, four die and six live |
| |
42.
Keep inessential dansu(atari) till the end
|
| |
43.
Never push on the fifth or sixty lines |
| |
44.
One eye beats no eyes |
| |
45.
On the second line, Six die and eight live
|
| |
46.
Play in the center of a symmetrical formation
|
| |
47.
Play at the center of three stones |
| |
48.
Play first corner, side and center |
| |
49.
Play the first move in your upper right corner
|
| |
50.
Play vital points before big points |
| |
51.
There is death in the bend |
| |
52.
Sacrifice small to take large |
| |
53.
Strange things happen at the 1-2 point |
| |
54.
Start with the smallest pae(ko) threat that
works |
| |
55.
Strike at the head of two or three stones
in a row |
| |
56.
Strike at the waist of the knight's move |
| |
57.
Take territory while attacking |
| |
58.
The butterfly formation is bad |
| |
59.
The enemy's vital point is my own |
| |
60.
The larger eye wins the fight |
| |
61.
The one-point jump is never bad |
| |
62.
There are no ladders in a nine-stone game
|
| |
63.
The third line is for territory, the forth
line is for influence |
| |
64.
The tortoise shell is worth sixty points |
| |
65.
The second line is the line of defeat |
| |
66.
To reduce an opponent's large prospective
territory, strike at the shoulder |
| |
67.
Try to make the stork's wing formation |
| |
68.
Use the knight's move to attack, the one-point
jump to defend |
| |
69.
When you're winning, keep the game simple |
| |
70.
Win the stones, lose the game |
| |
------------------------------------------------------------------- |
| |
|
| |
1.
A bamboo joint can't be cut |
| |
|
|
A
bamboo joint is hard to cut because
there are two spots to be cut A and
B.
Therefore, it is one of the strongest
connections.
|
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Top
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|
| |
2.
Add a stone to the sacrifice on the third
line |
| |
|
|
Abandon
a stone on the third line only after
you add another stone to make two stones.
This way, you can use all of 3. 5, and
7 as initiatives. |
|
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Top
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|
| |
3.
Attach to make shape |
| |
|
|
When
making shape inside the opponent's territory,
attach to the opponent's stone.In the
reference figure on the left, Equivalent
points attaching with 1 makes a nice
shape of 3 atari, 2 bend or 11 stretch. |
| 10-¡â |
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Top
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|
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4.
Attack after making the other stones heavy
|
| |
|
|
Before
attacking a stone, you have to make
the other stones heavy.Pincer with 3
can make the opponent ignore or 3.3
infiltration can make the opponent abandon
the territory.So you have to make the
other stones heavy before attack so
that the opponent may not easily abandon
the territory. |
|
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Top
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| |
|
| |
5.
Approach from the wider side |
| |
|
|
When
approaching from the opponent's corner,
approach from the wider side. If you
approach A, the narrow side, you will
be attacked. |
|
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Top
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|
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6.
Big groups never die |
| |
| Big
groups never die. If the number of stones
spread all over never ceases to grow,
The possibility of life also grows.
So it would be better to attack and
gain proper advantages rather than just
to capture a piece. |
|
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Top
|
| |
|
| |
7.
Capture a ladder as soon as you can |
| |
|
|
Capture
a ladder as soon as you canIf you do
not as seen in the diagram,all the stons
in "X" area become sun-su(sente)
and they loose power in oncoming battles
though they are hu-su(gote), you should
strike the ladder as soon as possible. |
|
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Top
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|
| |
8.
Capture what you cut off |
| |
|
|
Capture
what you cut offIf you do not capture
with 2 and connect with A, Capture form
and thickness do not match with elsewhere.
From the Black's angle, he or she has
to cut off first what is opposite to
the side that is preferred to capture,
Because the opponent will capture what
is cut off. |
|
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Top
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|
| |
9.
Chess is a battle, Baduk is a war |
| |
| Chess
is a battle,and Baduk is a war. It takes
a while to engage in many battles repeatedly
using various strategies to lead to
an end of a game.When playing Baduk,
you should never be discouraged over
one loss because another game is ahead
of you, and you should never be too
proud of one win unless you are sure
to win next time. |
|
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Top
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| |
|
| |
10.
Count your threats before starting a pae(ko)
fight |
| |
|
|
Count
your threats before starting a pae(ko)
fight.You may be embarrassed to know
you do not have threats when you reckless
start a pae(ko) fight.When you do not
have threats, pae should be reserved
and you have to build your threats somewhere
else. Then, it would be harder for the
opponent to respond. |
|
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Top
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| |
|
| |
11.
Cut to gain a liberty |
| |
|
|
In
the capturing race, cutting off like
1 ends up with gaining one move. Attack
by 3 will cause Atari by white and you
will die short of liberty.But cutting
off by 1 first forms a suicide that
prevents Atari. |
|
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Top
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|
| |
12.
Defend while attacking |
| |
|
|
You
have to defend yourself while attacking.Bend-connect
with 1, 3 by Black weakens White's basis.
Black's corner forms a perfect house.
Without bend-connect, White will possibly
regain its strength and you will suffer
from 3.3 attack. |
|
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Top
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|
| |
13.
Don't crawl any more than you have to |
| |
|
|
Do
not crawl any more than you have to.There
is no choice for White when Black's
move creates initiative, but you do
not have to extend as far as X.When
not in a specific situation, you should
not crawl any more than you have to. |
|
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Top
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|
| |
14.
Don't cut the one-space diagonal jump |
| |
|
|
You
are not expected to win if you recklessly
try to cut 'the one-space diagonal jump'.As
seen on your left, trying to cut off
a white stone made 2, 4 precede and
the stone cut off by 6 became a bad
move.'the one-space diagonal jump'move
implicates many moves around so you
should not cut it unless you have perfectly
figured out reading. . |
|
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Top
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|
| |
15.
Don't give up key stones
|
| |
|
|
You
have to know what is a key stone and
what is not.4 '¡ã' stones of black are
all insignificant but Black's '¤·' are
all key stones. You have to build up
key stones with 1 and find a way to
attack White's '¡à'.If you save 4 stones
with A, you will end up with making
insignificant stones heavier. |
|
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Top
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|
| |
16.
Don't make compact group of stones |
| |
|
|
Compact
groups of stones do not work well. They
are heavy, yet less effective.When Black
makes a cut off with ¡ã, do not try to
save White stones but just keep extending
with A. |
| 6-¡ã |
|
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Top
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|
| |
17.
Don't make empty triangles |
| |
|
|
Empty
triangles represent a very bad form.
When Black pushs on you with 2, you
have to take it with 3, then the empty
triangle of White's 4 and Black's 5
is inevitable. And still, a White stone
places on Black's vital point. As for
Black's 3, should-stick to A is a proper
move. |
|
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Top
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|
| |
18.
Don't make only one huge territory |
| |
|
|
One
huge territory apparently looks huge.
But it is not that promising and is
forced to face too many end games. When
White makes a cut off with 1, put on
a hat around A and attack.The territory
will shrink, but you have to keep attacking
on White and take advantage elsewhere. |
|
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Top
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|
| |
19.
Don't make two weak groups |
| |
|
|
Two
weak groups are hard to control. Though
there is a weak group on upper sides,
attack is made from right side.Brilliant
attacks by 2, 4 and 6, 8 from equivalent
points of A and B , and White is out
of control.You have to control weak
groups first so that they may later
work for next fights. |
|
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Top
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|
| |
20.
Don't touch stones you want to attack
|
| |
|
|
Be
careful when touching weak stones. If
Black responds to White's attack by
'¡â' with placing stones lower than 1,
White will be easily controlled.Should-stick
to 4 brings about White's stand-up against
1, then you have to make 1 point jump,
slowly degrading the opponent's basis,
and attack. |
|
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Top
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| |
|
| |
21.
Don't try to surround an area with an open
skirt |
| |
|
|
Surrounding
an area with an open skirt does not
contribute to a territory.When 1 tries
to make a cut off, it would be better
to attack Black 1 than to protect the
territory with 2. Because you have to
watch A again later anyway, it's like
a blow on your face. |
|
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Top
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|
| |
22.
Don't try to surround the center directly |
| |
| The
center looks huge but actually it is
not. And forming a territory in the
center requires blocking all four directions
in advance, which is also easily breakable.So
it would be better to start forming
a territory from a corner or a side,
and extend to the center from then than
to block the center. |
|
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Top
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|
| |
23.
Don't peep at a bamboo joint
|
| |
|
|
It
dose not look good to peep at a bamboo
joint. Peeping with Black 1 does not
make a bamboo joint but moves of 2,
4 definitely creates peeping at a bamboo
joint.In this situation, just jumping
off to A is a good move. |
|
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Top
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| |
|
| |
24.
Don't peep at a cutting point |
| |
|
|
Watch
for a good chance to cut it when you
find a good spot to cut.Peeping and
having the opponent connect it is a
great loss. It is like you are willing
to get rid of the opponent's weakness.
|
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Top
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|
| |
25.
Don't play near thickness |
| |
|
|
Do
not get too close to the opponent's
thickness because you will have weak
groups as soon as you are attacked.In
this arrangement, you are doing well
enough if you make a move around A.
This way, you will decrease the opponent's
thickness and protect your territory
at the same time. |
|
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Top
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|
| |
26.
Don't play pae(ko) theats that hurt you |
| |
|
|
Don't
play pae(ko) theats that hurt youWhite
plays a pae threat with 1 and Black
takes it, and this ends up with great
loss because some moves remaining around
A which can easily get cut. If you play
pae threats too much, pae burden for
the opponent decreases accordingly.
So you may have a great loss though
you have won the pae(ko). |
|
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Top
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|
| |
27.
Each moves in a failed ladder costs seven
points |
| |
|
|
Developing
a ladder is the last move that you have
to makeWhen thinking of adding a stone
that inevitably causes the opponent's
thickness after hitting the stone, each
moves in a failed ladder costs seven
points. |
|
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Top
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| |
|
| |
28.
Enlarge eye space to live |
| |
|
|
There
are many cases you have to enlarge eye
space to liveFor example, you can make
a shape to live by enlarging eye space.
But you have to be careful because there
are some cases where you have to make
a move at the vital point rather than
to enlarge eye space in order to live.
|
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Top
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|
| |
29.
Extend after the crosscut |
| |
|
|
It
is advantageous to extend after the
crosscut. Abusing Atari cause the opponent
to strengthen and yourself to weaken.
|
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| |
Top
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| |
|
| |
30.
Extend three spaces from two stone wall |
| |
|
|
As
seen in the diagram, it is suitable
to extend three spaces (to 1 or A) from
two stone wall (¡ã). It is easy to reconnect
after the opponent has cut it.
|
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| |
Top
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| |
|
| |
31.
Extend two spaces from a single stone |
| |
|
|
As
seen in the diagram, it is suitable
to extend two spaces from a single stone
(¡ã). If you extend three or four spaces,
it is hard to connect it when the opponent
tries to cut it, and you will also have
two weak groups if the opponent's background
is strong. |
|
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Top
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| |
|
| |
32.
Fill outside liberties first |
| |
|
|
In
the capturing race, it is fundamental
to fill outside liberties as seen on
the right. Filling liberty inside 5
with 1 causes Black to be captured short
of one move. |
|
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Top
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|
| |
33.
Give up worthless stones
|
| |
|
|
When
Black tries to cut off you with 1, it
is the worst move to extend to 3 in
order to save White's two stones. You
may save your ass but you still have
to crawl on the second line for a little
while. Just abandoning 2 and 4 to occupy
6 of great power is more promising for
White. |
|
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Top
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|
| |
34.
Good moves and bad moves are bedfellows |
| |
diagram
1
diagram 2
|
Good moves and
bad moves are bedfellows. A move's final
fate is subject to detailed circumstances.
So it is important to make a move suitable
for the situation rather than to memorize
each move. In the diagram 1, Black's
1 is a good move. And in the diagram
2, Black's 2 is a bad move; it should
be placed on A. |
|
| |
Top
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|
| |
35.
If you lose four corners, resign |
| |
|
Corners
are the best place for building a
house (crosses). If you give in all
of your 4 corners to your opponent,
You are unlikely to win. The corners
are important, so you have to make
a move at the corners first.
|
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| |
Top
|
| |
|
| |
36.
If your stone is capped, play the knight's
move |
| |
|
|
If
your stone is capped by the opponent,
play the knight's moveIf you carelessly
touch capping stones, you can be made
use of. |
|
| |
Top
|
| |
|
| |
37.
If high on one side, play low on the other |
| |
|
|
When
extending to the sides, The most important
is the balance of high and low. Low
on both sides means 'not promising',
and high on both sides means 'hard to
make crosses'. If it is high on one
side, you have to play low on the other.
|
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| |
Top
|
| |
|
| |
38.
If you don't understand the ladders, don't
play Baduk |
| |
|
|
The
ladder is the most fundamental skill
in playing Baduk. That's why beginners
always learn the ladders first of all.
|
|
| |
Top
|
| |
|
| |
39.
If you're afraid of pae(ko), don't play Baduk |
| |
|
|
Quite
a few people are afraid of pae(ko).
But pae(ko) also is one of the most
thrilling parts of the play. You hardly
win if you are afraid of pae(ko). It
is important to decide whether to play
pae(ko) or avoid it depending on situations.
|
|
| |
Top
|
| |
|
| |
40.
In a race to capture, take the pae(ko) last |
| |
|
|
It
is a principle to take the pae(ko) last
in a capturing raceIf Black's 1 takes
the pae of 3, White will strikes at
you first.This is the loss of one ko
threat. So you have to fill up the neutral
point first before taking the pae(ko).
|
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Top
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| |
|
| |
41.
In the corner, four die and six live |
| |
|
As
seen in the diagram, in the corner,
four die and six live. And five live
if your move precedes your opponent's,
and don't if not. |
|
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Top
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| |
|
| |
42.
Keep inessential dansu(atari) till the end |
| |
|
|
As
seen on your left, atari on A requires
no urgency. It can also be used as ko
threat later and you need to keep it
till the end if not urgent. |
|
| |
Top
|
| |
|
| |
43.
Never push on the fifth or sixty lines |
| |
|
|
Pushing
on the 5th line leads to more loss than
gain. Never push on the fifth or sixty
lines if not on specific occasions.
|
|
| |
Top
|
| |
|
| |
44.
One eye beats no eyes |
| |
|
|
In
the capturing race, having one eye is
better than having none. In the shaping
of stones in the diagram, white stones
are less than blacks but with having
eyes, its move precedes the Black's.
|
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| |
Top
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| |
|
| |
45.
On the second line, Six die and eight live |
| |
|
As
seen on your left, on the second line,
six stones die and eight live. Seven
will live if your move precede the opponent's,
and will not if not. |
|
| |
Top
|
| |
|
| |
46.
Play in the center of a symmetrical formation |
| |
|
|
The
shapingof the diagram on your left is
simple. In many cases, the center of
symmetrical formation of can be a vital
point regardless of its degree of complexity.You
have to play in the center of a symmetrical
formation. |
|
| |
Top
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| |
|
| |
47.
Play at the center of three stones |
| |
|
|
In
most cases, the center of three stones
is a vital point. White's move on A
looks good at first glance, but it dies
because Black's B is a good move. The
center of three stones is a vital point
for almost everything like move,tesuji
not to mention 'life and death'. |
|
| |
Top
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| |
|
| |
48.
Play first corner, side and center |
| |
| Whatever
they may say, in the game of Baduk,
the player with more crosses wins. Corners
are the easiest to build crosseson and
the center the hardest. So you have
to play corners first, and then go on
to sides and center. |
|
| |
Top
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| |
|
| |
49.
Play the first move in your upper right corner |
| |
|
|
Baduk
is the game of manners. The first move
dose not directly lead to a matter of
win and loss, but the first move in
your upper right corner is an unspoken
custom for your opponent to easily see
it. However some pros do not follow
this to engage in a nerve war. |
|
| |
Top
|
| |
|
| |
50.
Play vital points before big points |
| |
|
|
You
sometimes encounter vital points and
big points at the same time. As seen
in the diagram, A area looks big but
Black 1 is very vitalBlack's going to
1 creates a move in the right-side territory
of White, but White's going to C give
an eye on D. So you find this a vital
point after due consideration. |
|
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Top
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| |
|
| |
51.
There is death in the bend |
| |
|
|
In
a life-and-death battle, there are many
cases you are more powerful if you reduce
eye space by bend. As seen in the diagram,
Black 1 reduces eye space and 3 captures
White at one strike on the vital point.
But not exactly as told in the proverbs,
sometimes you have to move on the vital
point in advance. |
|
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Top
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| |
|
| |
52.
Sacrifice small to take large |
| |
|
|
Abandoning
a stone is wasteful. But you should
be willing to abandon some stones if
you can get more advantage by doing
that. As seen in the diagram, the crosses
at the corners are merely worth 20,
but White's influence dictates the whole.
|
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Top
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| |
|
| |
53.
Strange things happen at the 1-2 point |
| |
|
|
1-2
point can be a vital point in the corner
fight. As seen in the diagram, Black
elsewhere is pae(ko) or short of one
move, but only 1 is a good move that
can capture White; Check this out. The
vital point of corners is 2-1; Keep
this in mind. |
|
| |
Top
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| |
|
| |
54.
Start with the smallest pae(ko) threat that
works |
| |
| It
is good to start with the smallest pae(ko)
threat that works, for you can get more
advantage with a big ko threat even
if you lose pae. The use of ko threat
is more essential than winning pae itself.
|
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Top
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| |
|
| |
55.
Strike at the head of two or three stones
in a row |
| |
|
|
Striking
at the head of two or three stones in
a row makes the opponent's shape shrink
and yours enlarge. As seen in an action
on your left, White's shape is warped.You
can double-bend or bend with 3 even
if White bends to A. |
|
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Top
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| |
|
| |
56.
Strike at the waist of the knight's move |
| |
|
|
As
seen in the diagram, you have to strike
at the waist of the knight's move. If
a cut off is made around Black 2, it
is disadvantageous for White after Black's
stretch to A. The shaping of the diagram
tells us that White is okay to go ahead.
|
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Top
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|
| |
57.
Take territory while attacking |
| |
|
|
The
attack with no gain is worse than just
staying still. In the diagram is shown
the model example of attacking and building
crosses on both sides at the same time.
You need to strive to take territory
while attacking unless you can capture
pieces. |
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58.
The butterfly formation is bad |
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Like
¡ãs seen in the diagram, Guarding corners
is ineffective. Though guarding 3 stones,
White's attack with 1 gives him a move.
Guarding 3 or 4 rather than¡ã is narrower
but stronger. |
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59.
The enemy's vital point is my own |
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There
are many cases when the enemy's vital
point is also your own. White 1 is an
absolute move and it puts Black in danger.On
the contrary, if Black's move is made
on 1, it pus White on the defensive.
When it is hard to make up your mind
about moving, think in the opponent's
position. |
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60.
The larger eye wins the fight |
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When
in a capturing race, It is advantageous
to have larger eye if there are crosses
on both sides. The smaller common neutral
point is, the more advantageous it is
to have larger eye. |
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61.
The one-point jump is never bad |
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The
one-point jump is one of the commonest
moves at Baduk.With this, there is no
problem in connecting, building crosses,
enlarging formations; so one-point jump
is simple but never bad. Even the strongest
players use this many tims with great
care in actually plays.Not every complicated
play is a good one. |
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62.
There are no ladders in a nine-stone game
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In
a nine-stone game, the ladder in the
opening game is unconditionally good
for Black.The nine trimming stones block
all directions. Therefore there are
no ladders for White in a nine-stone
game. Black has to use this to his advantage.
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63.
The third line is for territory, the forth
line is for influence
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The
third line is for territory, the forth
line is for influence. It is hard to
gain in influence oppressed by the enemy
on the 3rd line, on the 4th line, it
is easy to take large territory; yet
also easy to be taken by the enemy's
attacks. You have to properly use the
third and forth lines for a better play.
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64.
The tortoise shell is worth sixty points |
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The
tortoise shell made by strikes at two
stones has only 4 points, but is extremely
heavy and expansive. This tortoise shell
is approximately worth sixty pointsYou
must not have the opponent build this
formation in any cases. |
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65.
The second line is the line of defeat |
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Unnecessary
crawl on the second line like 13 and
15 is not good. Crawl on the second
line should be made only when necessary.
For example, White 7 is obligated to
crawl because Black's move precedes,
but 13 and 15 cause much loss. |
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66.
To reduce an opponent's large prospective
territory,
---strike at
the shoulder |
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If
the opponent's territory becomes prospective,
you need to cut it down. In this case,
Strike at the shoulder like White 1
is a good move.You can crush the opponent
and make an easy escape to the center.
If White does not take action, Black
will extend to A. |
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67.
Try to make the stork's wing formation |
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This
seems to be a good shaping for all players.In
a backdrop of corner enclosure, this
is an ideal shape occupying both sides.
Though you lose one of the two corners,
you can make a prospective territory
on the other side.And you should not
allow the enemy to do this. |
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68.
Use the knight's move to attack, the one-point
jump to defend |
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Use
the knight's move to attack, this way
you can oppress the enemy. One-point
jump is also used but not as oppressive.
But one-point jump is more effective
when escaping. |
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69.
When you're winning, keep the game simple |
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a game of Baduk, sometimes the situation
is to your advantage and sometimes against
you as time passes by. When you are
winning, you have to make the game to
come to an end easily.This way you will
make less mistakes and keep this advantage
easier. |
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70.
Win the stones, lose the game |
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Sometimes
you win in a series of fights but you
still lose the game. As seen, White
was too greedy to win the game, White
tried to capture Black but it consequently
blocked itself. You have to have an
eye of looking at the entirety before
actually playing. |
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