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B Q M 16
This is the game between SakataEio and WuQingYuan, which is described in length in Sakata's book KillerOfGo. It was full of thrilling fights and eventually ended in a 1 point win for Wu.
Sakata comments on White 1 that it's a new idea. He considered three replies: A (safe), B (kind of tenuki) and C (seemingly natural). Sakata chose A and I'll discuss the other moves briefly.
The game proceeded like this. Sakata basically criticizes 4, because he had to play kakari from the wider side. At 6, he didn't know how to continue, so he decided to settle the shape and then decide how to play , quite an unusal idea AFAIK.
The tenuki would comply too much with Wu's style. That's what Sakata says. I can smile at this comment, but not fully understand it of course.
This variant would be falling in to White's plan, says Sakata. Now, I guess that everyone, except maybe strong players, wonder what happens if Black simply plays the "joseki" move, that is, the move that makes you think of the joseki shape. Black 2 in the next diagram. I certainly couldn't help but wonder, and it is interesting that Sakata doesn't even consider it.
I guess a strong player dismisses 1 immediately because of 2. 1 through 6 seem forced to me. At 7, Black seems to have the choice between A and B.
I didn't figure this out completely. This is where my BQM comes in: 1) White wins the fight ? 2) Do the players read this out or do they "feel" it ain't right ?
This is the other variation, which seems forced to me - well, if Black believes his move at 1 a good one, he HAS to cut. Now for the continuation.
I think 1 is the toughest resistance. Likewise 2, or so I thought. But after 8, the cut at 9 is terrible. So White 2 maybe hane first and then make a HangingConnection? with 4 at A ?
Thanks for your opinions. --Dieter This is a copy of the living page "B Q M 16" at Sensei's Library. (C) the Authors, published under the OpenContent License V1.0. |