Page:Smith - The game of go.djvu/148

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122
THE GAME OF GO

White

Black

White's first move is to lay a basis for future aggression; he cannot, of course, play in the corner immediately, neither can he play nearer the black stone with advantage.

Beginners would generally find O 17 more safe and conservative.

3. R 17. This is a direct attack on the corner. White can either connect with his first stone or form a living group in the corner.

4. R 16. Black plays to prevent the connection of the white stones.

5. S 16. White threatens to connect.

6. S 15. Black breaks the connection by this move.

7. S 17. White cannot play at R 15 at this time because he would lose the stone at S 16.

8. R 15. Black also must connect. Beginners are prone to neglect these necessary connecting moves.

9. P 18. Since White cannot connect, he must play to form two "Me" in the corner.

10. P 17. Black plays to connect his stones, and at the same time confines White to the corner.

11. Q 17. White makes his corner as large as possible. This move is also "Sente," because it threatens to break through Black's line.

12. O 17. Black must connect to prevent White's escape.

13. S 14. White threatens "Watari," and again Black must reply at once. ("Sente.")

14. T 14. Prevents "Watari."

15. Q 14. To confine Black's group and prepare for territory on the right side of the board.

16. P 15. An important defensive move, Otherwise White could almost envelope the black stones.

Even game. White has a small territory in the corner, but black has greater possibility of expansion.