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Tedomari

 

Tedomari Discussion
    Keywords: EndGame, Theory

Here is my (24.59.96.237) best understanding of how to get tedomari, in practical terms:

If you are to play, and the number of plays at the current temperature is odd, you have tedomari. If it is even, you do not have tedomari. In order to get it, you have to change the parity of the number of plays available.

This can mean playing a move that denies your opponent two moves. This means you have "taken" three moves with your play, so an odd number of plays becomes even. In practical terms, usually you deny your opponent one move simply by playing where he would like to play (Your Opponent's Good Move Is Your Good Move). So you need to also deny him a potential follow-up move, and you will grab tedomari.

Bill: How about an example?

The other possibility for gaining tedomari is to play a move that gives you two independent follow-ups at the local temperature.

Bill: I think that he means that they are miai, and so cancel out.

I'm sure there are other tricks, anybody want to post some?

Charles Matthews When it's down to mutual damage, you can call it 'who blinks first'. If after some plays each advancing into the opponents' territory, Black has a threat worth t and White has a threat worth t', Black hopes t is worth noticeably more than t'. Then if it's White's turn, she can choose between (a) stop Black's threat, and so Black's play stopping White's threat gets tedomari, or (b) play the move setting up the threat but allow Black's threat too - White carrying out the threat is tedomari all right but White has already lost too much.



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