![]() StartingPoints Aliases (info) Paths Referenced by
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Oiotoshi
Path: Tesuji · Prev: ThrowIn · Next: EyeStealingTesuji
Difficulty: Beginner
Keywords: Tesuji, Tactics, Go term
Here's an example (modified from The Second Book of Go):
So White shouldn't have run away at 2, but instead connected at a or 4.
Using the previous example as reference, it is easy to see that if White saves her two
BillSpight:
I don't think this is premature. Doesn't this work? (Thomas Nordhaus)
Bill is right, in the starting position the tesuji is premature and brings almost nothing. (Capturing one stone will be a bigger sente than if 1 hadn't been played, but on the other hand, one ko threat has been lost.)
White should of course connect at -- AlainWettach
Bill:
After Black 1, White 2 is White's correct response. If White does not play there, Black can throw in at 6. After White 2, Black 5 and White 6 are miai. Black can count 1/3 point in the ko (1/3 of the marked stone).
White 6 fills at 1. Oiotoshi is also known under the terms connect and die and serial atari. See also: Damezumari and throw-in. The Crane's Nest is a classic example of oiotoshi. -- Jan de Wit Path: Tesuji · Prev: ThrowIn · Next: EyeStealingTesuji This is a copy of the living page "Oiotoshi" at Sensei's Library. ![]() |