Page:Smith - The game of go.djvu/98

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72
THE GAME OF GO

White

Black

 Comment by Honinbo Shuye:
"This move may be called a little dangerous. P 6 would have been preferable, and if White responds at O 8 or O 7, Black could reply at L 9."

57. P 8.

58. P 6.

59. O 6

60. O 7. ("Kiru.") Cutting off connection of the white groups.

61. M 2. Since White is cut off at O 7, he must form "Me" in this group.

62. K 9. Black sees that White can form the necessary two "Me," and therefore does not press the attack.

63. Q 8.

64. R 7. Black must extend in this way.

65. R 8.

66. S 8. ("Osaeru.")

67. S 9.

68. S 7. ("Tsugu.") The usual series of moves.

69. P 5. ("Atari.")

70. Q 6.

71. Q 10.

72. Q 11.

73. R 9.

74. P 10. ("Sente.")

75. O 10. White must sacrifice No. 71 in order to escape.

76. S 10.

77. N 9.

78. M 8.

79. P 9.

80. Q 9. Takes. This is "Ko."

81. T 10. ("Haneru.")

82. T 11. ("Osaeru.")

83. Q 10. Taking in "Ko."

84. P 11. ("Tsugu.") Black must play here to save the frontier

85. T 9. Saving the stone at T 10.

86. R 11. Black cannot neglect to play here.

87. O 11.

88. L 11.

89. L 10.

90. K 10.

91. Q 13. White must break up Black's territory in the upper right-hand corner.

92. P 12.

93. M 11. White retreats.

94. M 10.