Page:Smith - The game of go.djvu/229

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PROBLEMS
203
This is a combination of the first two kinds of problems, and it only differs from them in that both players have comparatively strong groups which are so intertwined that both cannot live, and the question is, which can kill the other first.

5. Connecting Groups.

The problem here is to force a connection between a small group having insufficient "Me" and some larger group.

6. "Oi otoshi."

This really means a "robber's attack." It arises where a group is apparently engulfed by the opponent, and when, by adding further stones to it which the opponent must take, the threatened player can force his opponent to abandon a part of his surrounding chain in order not to sustain greater losses. The attack is so sudden and unexpected that the Japanese compare it to the methods of a highwayman. It is an example of the finest play in the game.

7. Cutting.

This is another method of escape, and the problem is to cut off and kill part of the adversary's surrounding chain.


In the following examples the side having the first move is given in italics.


I. Saving Threatened Groups

  1. (Plate 40, A) White, Q 18, R 18, S 16, 17, 18.
Black, O 17, P 18, Q 17, R 15, 17, S 15.
  2. (Plate 40, B) White, O 3, Q 3, 4, R 3, 5, S 5.
Black, R 2, 4, S 3, 4.
  3. (Plate 40, C) White, A 14, B 11, 13, C 13, 14, 15, 17, D 17, 18, E 16, F 17.
Black, A 13, B 14, 15, 17, 18, C 16, 18.