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BenShoemaker

 

Teaching Game 66
  Difficulty: Beginner  

[Diagram]
Diag.: Moves 11-20

BenShoemaker: I know this is a move too late, but it's pretty much the same situation again, right?

AvatarDJFlux Well, not exactly... For what I understand of the game (pls remember, I'm only 3k), we both have pushed one step further, so, as I said before, also my group is stronger and more solid: I do not feel to keep on pushing (for instance, with a move at a) and I prefer to establish my moyo, or, IOW, to put to use the influence I've obtained.
If my move is the right one, only a stronger player can tell. For sure, I wouldn't like a B stone around there, it would neutralise my wall...

BenShoemaker: Ok, well I don't know how to respond directly to 2, so I'll start something in another corner.

DJ I think the first half of your comment is about right (WhenInDoubtTenuki?), but the second contains two common mistakes... ;-)))
I'll start something: What?
In another corner: Where?
IOW, now it's time to plan a plan!
If you consider the left side, you can see that your group is strong, and not only because B11 is on the 3rd line. Mine is strong too.
All this makes the LS unintersting for both, as far as I understand. Moreover, now you have there two low stones, 11 and 13. I do not exactly know how to punish this, though... :-)
Maybe 13 could have been played from the other direction, at b (which would also be backed up by your marked stone), in order to make me develop toward your strong B11 and an unintersting area... Or play SanRenSei at c...
Now what shall I do? I'm just hopeless at this game, so I will take a little time to think...

BenShoemaker: I chose that corner because I thought B11 and B13 would reinforce each other... But if you feel the B11 group was relatively strong (and uninteresting) I guess that didn't help too much.

Bill Spight: The B11 group is already alive, and doesn't need much in the way of reinforcement. So it and B13 do not really reinforce each other. But a play at c would help both Black stones on the right, which are still unsettled, and at the same time create a Black sphere of influence on the right side. :-)

DJ Thanks, Bill. I too felt that the right side is more important. OTOH, I also wanted to press B low on the left one and make him overconcentrated, but I wasn't able to think of a good move. Maybe later...
So I invent this: I've been kakaried at 3, I'll return the kakari at 4... ;-)
The point is, I didn't feel like to play a Wariuchi at c... What about that?

BenShoemaker: I considered d, but played B15 at c because it seemed to take a stake in a larger part of the board.

DJ 16: Your pincer is very good, and I really didn't know where to play... Most of the options I considered had some serious drawbacks, to my opinion... I'm afraid I've taken on too big of a job!
Anyway, The idea here is to play simple moves, to keep your UR hoshi separated from the pincer, and to push it against my strong position.
Whether this is the right direction, I do not know... :-(

BenShoemaker: I don't want to lose the corner, so I play at d now with B17.



[Diagram]
Diag.: Moves 1-10

AvatarDJFlux I'll take this on. I'm only 3k, so not everything I'll say will be right, but still I may give you some hints.
The only thing: you'll probably have to bear with my inconsistecy and laziness... ;-)

BenShoemaker: My Strategy is basically:

  1. Stake out corners
  2. Attack/Defend corners to develop sides
  3. Connect through the middle while preventing your opponent to connect
  4. Hope for the best

DJ I think you have a basic, sound strategy for your level. I'm personally always afraid of talking of strategies because I fear I'll not be able to carry them on consistently... Nevertheless if you play NiRenSei it means you want to go for influence, moyo and an attacking game, so I play Mokuhazushi only to bother you... ;-)

BenShoemaker I do find that I have trouble following through in some situations (like high-handicap games) where I have the advantage and white is tempted to resign, but I ensure them "it's not as bad as it looks."

Is 5 okay, or should I be developing a or b?

Scartol: Being a masterful expert at Go (har har) who is currently being vivisected in two teaching games, I would say that B5 is good -- getting in there and making a place for oneself early on is a good tactic. The longer I wait, the harder it is. Now I just need to work on making those invading stones live..

DJ Well... As I understand, a play on Mokuhazushi places emphasis on influence, that's way I played it: to contrast the influence of your Hoshi's.
If stones had eyes, my Mokuhazushi and your Hoshi's would stare into each other's...
Entering at Komoku is just what W wants: she will press with 6 or t (for Taisha, the most troublesome of all troublesome josekis... I didn' play it in order not to scare you! (Actually because I'm scared myself... ;-))))
(The point t is now W's move 8)
Thinking twice, Taisha can be played only if you have favourable Shicho's, and here W has not...
With 6 W will give B some territory in exchange for influence that will neutralise any influence B will obtain from his NiRenSei.
Very often B won't play at 5, just not to follow orders: he will take other big points (b for instance is a very good one), and eventually W will make a Shimari, which can be turned in territory but won't have the same contrasting influence of a wall.

Bill Spight: B 5 at 6 is a good play, consistent with the rapid development indicated by the rest of the board. (Not that B 5 is bad. :-))

BenShoemaker : my idea with 7 is to keep 5 alive with corner/side possibilities, and cede the inside influence for now.

Ben: DJ? Hello?

DJ Sorry, Ben, I must have missed you move in the RecentChanges...
Here I am, playing by the books! I stick with my strategy described above.

BenShoemaker : I considered c, but that seemed to leave me locked in the corner, so I chose 9 to extend along the side a bit further.

HolIgor: TG66move9Joseki

DJ I think your move is in the right direction, but usually you would want to jump ahead of W as soon as possible, so 9 could have been at d: see in fact TG66move9Joseki, where I have also added some comments.
Your move is not Joseki (but who cares about joseki... play as you feel!). Still, it is not enterily out of question: Ishida mentions it in his joseki bible as a special strategy to take sente!
What is the situation now? You have increased your territory, but it was a very small increase; my influence OTOH has grown more than your territory has. Your best achievement here is that you are more solid and I have less Aji to exploit with various Kikashi's.



(Non-game commentary moved to bottom of page)

Search for TeachingGame resulted in: TeachingGame TeachingGame22 TeachingGame44

So I assume following the naming convention makes the next teaching game 66?

Sure, but notice that I only named my first one 44 because it's Reggie Jackson's number {and Forrest Gump's for some reason} .. 22 is just 44 divided by half. But sic semper linguistics, I suppose. -- Scartol
(so this should really be TeachingGame11?...)

I think lots of commentary (by everyone) makes for a good learning experience (and nice reading material for other beginners.)



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