Kyu Exercise 26 / Solution

Sub-page of KyuExercise26
[Diagram]

Preventing the cut

Black B1 puts White's marked stone in atari, so White backs off with W2. After B3, White can't play at a as it would be auto-atari (but b is a ko threat). This isn't optimal play by White, though.

LukeNine45: This is how white responded in the actual game, which made me happy.

[Diagram]

If white plays differently...

A ko fight ensues. White has to find the first ko threat.

LukeNine45: This is the solution I had in mind.

[Diagram]

Something for later...

If white can't expect to win the ko fight, she still has the play at 4 for a little more profit later on. This won't work, of course, if white plays and loses the ko. ~Alex Baxter

[Diagram]

Something for later... (9 at 4)

LukeNine45: Does that work? I don't think it should. I know it didn't in the game, but I could have set the problem up wrong...

My goodness...totally missed that extra liberty. Nevermind =).


Mystery Go Player?: To show an alternative... W2 is quite troubled. If we can assume that White has up to 5 big Ko threats elsewhere, Black can still win.

[Diagram]

White chooses this variation

[Diagram]

White's overblown KO part1

[Diagram]

White's overblown KO part2

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White's overblown KO part3 (White plays Ko threat)

[Diagram]

White's overblown KO part4

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White's overblown KO part5

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White's overblown KO part6

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White's overblown KO part7

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White's overblown KO part8

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White's overblown KO part9

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White's overblown KO part10

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White's overblown KO part11

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White's overblown KO part12

[Diagram]

White's overblown KO part13

I know this sequence may seem a bit pointless and pedantic... However, the player needs to remember that an unreasonable play isn't always an impossible play. Simple forcing threats can result in endgame points. BEWARE!!!


This is a copy of the living page "Kyu Exercise 26 / Solution" at Sensei's Library.
(OC) 2012 the Authors, published under the OpenContent License V1.0.
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