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Two Space Notchers Not Fully Connected
Two Space Notchers (Not Fully Connected)
So long 'a' is NOT occupied by white, black can live (provided black plays first). The vital point is at 'b'.
The placement at 2 won't work. After black 3, 'a' and 'b' are miai, so the black group has 2 eyes.
Black has to be careful in responding to the hane at 2. Only playing at 3 will live. Playing at 'a' is wrong.
Playing at 3 is wrong. White makes a placement tesuji at 4, causing an exchange at 5, followed by connecting at 6. Black faces a damezumari - unable to play at 'a', and dies because the eye on top cannot be formed.
Black 1 is a very careless move. White 2 is a tesuji, followed by the atari at 4 which destroys an eye in sente, and then white 6 destroys another eye. Now black is dead.
Black 1 is also wrong. White plays a placement at 2, followed by cutting at 4 in sente (aiming to capture three black stones at 'a'), before making the final killing move at 6.
The two marked white stones make it impossible for the black group to live, even though it has extra liberties outside. Try figuring it yourself, using the last two diagrams in the 'Black can live' section as reference. Good luck! DieterVerhofstadt: I refer to this particular shape in TsumegoFromGames4, so I'll work this out myself, although unkx80 left it as an exercise to the reader. I'll make it a separate page: the FlyingSaucerShape. --unkx80 This is a copy of the living page "Two Space Notchers Not Fully Connected" at Sensei's Library. (C) the Authors, published under the OpenContent License V1.0. |