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Kanazawa Solution 20
Path: KanazawaSolutions · Prev: KanazawaSolution19 · Next: KanazawaSolution21
Keywords: Problem
Starting at the 1-2 point to prevent White from linking up, and simultaneously occupying a vital point, is pretty obvious.
If White takes the other 1-2 point, and destroys the eyeshape with 4, Black 5 makes life. White 6 at a makes a seki in gote.
If White 2 here, Black must resist the temptation to play at 4 but must attach at 3 instead. This is tesuji. If White 4, Black 5 makes seki. If White adds another move at a or b, she almost fills Black's eyespace with one of the bent four shapes that give life.
If White resists with 4, Black sacrifices two stones with 5. This is the continuation of the tesuji. White captures at a ...
... but Black recaptures at 2!! If White now connects her stones at 3, Black 4 creates damezumari. Note the liberty at the circled point, without which Black would not be able to execute this tesuji, since the move at 4 would place himself in atari.
If White doesn't connect, but tries to make it ko again ...
... Black calmly connects at 2 and will have the time to put all White's stones into atari at a. Again, the circled point is crucial for the tesuji to work.
If Black fails to see the tesuji, and falls for the temptation to occupy both 1-2 points instead, White 4 creates a ten thousand year ko. Note: in case the tesuji mentioned above doesn't work, due to the liberty at the circled point being filled, this is Black's best option.
The only other option for 1 we have to investigate is Black 1 here: it also prevents White from linking up, and if it worked, it would perhaps make more points than the correct answer.
White 6 makes miai of a and b: b would enable White to almost fill Black's eyespace with a bulky five and White a would make an eye inside Black's group. If Black rushes to capture White's stones, he's left with a farmer's hat space inside his group. Note: In this position, the defects at the circled points may well make the presence of Black 5 dangerous. But there is no need for Black to look for complications, when simple life is available.
With the clamp at 5, Black lives.
If White plays at a to prevent a seki, then Black plays at b to form a bent four living group.
After 9, White is short of liberties and cannot play at the marked stone to form a bulky five, so Black lives.
White 4 here doesn't work... after Black 7, White is caught in a connect-and-die.
Same fate here if Black chooses to take the ko at 6 instead. KarlKnechtel (~14k) Can't Black also live by escaping with a monkey jump in this case?
No escape. --unkx80
So I propose White 2.
This dies easily.
Deathe in bulky five. If Black continues with atari at a, White simply connects at 5.
After 4, a and b are miai.
Resistance at 3 is useless here.
The black group dies as well: a and b are miai.
The only correct answer for Black is at 3. White's correct answer is at 4, and note that White must capture the black stone at 6, resulting in ten thousand year ko. This is the best sequence for both players after Black plays at the marked stone.
If White plays at 4 here, Black lives in seki. --unkx80
Go to Problem 21 Path: KanazawaSolutions · Prev: KanazawaSolution19 · Next: KanazawaSolution21 This is a copy of the living page "Kanazawa Solution 20" at Sensei's Library. ![]() |