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Knight's move cap
Keywords: MiddleGame
White 1 is a knight's move cap against the marked black stone. compared to the ordinary cap at a this is more forceful. That doesn't imply that it is better; but this is one of the standard ideas of reduction play.
Black 2 in reply is good for security; but in some contexts it will be a little too submissive.
Simply ignoring White's play invites White 3, which is quite severe. One advantage the knight's move cap has is that this follow-up is stronger than in the case of the cap.
Blsck should consider fighting harder with the contact play Black 2 and cross-cut Black 4. Now there will be a tough fight, and ladder relationships can be important.
Therefore White 3 is an option: this warikomi play makes it quite hard for Black to decide between a and b next. There is a good example of this tactic in game 8 of the Kamakura jubango. This is a copy of the living page "Knight's move cap" at Sensei's Library. ![]() |