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Knight's move cap
    Keywords: MiddleGame

[Diagram]
Diag.: Knight's move cap

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.


[Diagram]
Diag.: Passive?

Black 2 in reply is good for security; but in some contexts it will be a little too submissive.


[Diagram]
Diag.: Tenuki

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.


[Diagram]
Diag.: Strong resistance

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.


[Diagram]
Diag.: White tries to settle

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.

Charles Matthews



This is a copy of the living page "Knight's move cap" at Sensei's Library.
(OC) 2003 the Authors, published under the OpenContent License V1.0.