![]() StartingPoints Paths Referenced by Homepages
|
Monkey Jump
Path: Endgame · Prev: Dame · Next: EndgameClamp
Difficulty: Beginner
Keywords: EndGame
A monkey jump (Japanese: saru-suberi) is a large-knight jump from the second line to the first line into the opponent's would-be territory, reducing it by a considerable amount. The stone on the diagram cannot be cut off. If White has a large territory to the right she cannot ignore the move and has to reply. A monkey jump is proverbially worth 9 points in sente, although the exact amount depends on the position. In some cases a small jump to a is reasonable as well. In the diagram above, Black 1 is not sente. Does the proverb really say "8 points in sente"?
Black can keep sente by not playing 5 but then White can capture 1 and 3 so this isn't 8 points for Black. Notice that if the marked white stone is one space higher...
This monkey jump is sente because White must now defend at a after Black 5. This is in response to Jonathan Cano's suggestions.
I see in many go books that they recommend this sequence (after White 4, Black plays elsewhere).
The follow-up moves can be considered as White 1, Black 2. But how many points is it worth then? --unkx80 See Value of a monkey jump for an attempt to answer -- Andre Engels. Is a monkey jump just another name for a large knight's jump, or does a monkey jump have to be a large knight's jump which invades the opponents corner territory? The monkey jump is a large knight's move on the edge that can be connected to a stone on the second line. Other large knight's moves are not called monkey jump. The stone on the 2nd line has to be strong. e.g. monkey jump (Black a) doesn't work here because of the weakness at b.
Cheers, Jonathan Cano Jonathan states that the monkey jump is invalid, this I'll agree. But White's response is no good! In (continuation 1), Black 3 can always play at 5 and Black's loss is minimal compared to when Black just plays at 5 alone (without playing the monkey jump at 1).
I propose this diagram. White really should play at 2. If Black responds at 3, then the atari at 4 and the throw-in at 6 will capture all the black stones. Thus in response to White 2,Black can only connect at 4, then White plays at 3, and you can see the difference yourself! --unkx80 Defending against monkey jumps... what's White's proper defense in the following:
It seems to me that the circled points are miai and the squared points are miai, in each case with Black connecting and pushing for many more points than 5-6 into White's prospective territory. Which means that White 2 was wrong, right, and should really have been at a? Even then it's not clear to me how White's defense is supposed to go. In the sequenced I'm looking at, I see only horrors like:
If White plays a, then Black ladders her to the right edge. If White plays b, then we get the following diagram, only one point worse. ArnoHollosi: White can play at a:
White 3 putting the two marked stones into atari is correct. If Black continues with 4, White 5 cuts him off. Therefore, Black should play as follows:
In an actual game Black should be satisfied by the Black 1-White 2 exchange and keep the plays Black 3 etc. in reserve. There's no need to play them out immediately. In the original position, is the one-space jump better than the monkey jump?
Path: Endgame · Prev: Dame · Next: EndgameClamp This is a copy of the living page "Monkey Jump" at Sensei's Library. (C) the Authors, published under the OpenContent License V1.0. |