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- <TITLE>Contents of Figure 1 Move 1 to 50</TITLE>
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- <H1><A ID="SECTION00020000000000000000">
- Figure 1 Move 1 to 50</A>
- </H1>
- d16=.
- f17=40
- k12=49
- l9=48
- l10=47
- l11=43
- l12=44
- m9=50
- m10=46
- m11=42
- m12=41
- m13=45
- n12=34
- n13=37
- n14=27
- n15=35
- n16=29
- n17=31
- n18=33
- o12=38
- o13=8
- o14=25
- o15=26
- o16=28
- o17=30
- o18=32
- p11=12
- p12=10
- p13=7
- p14=4
- p15=14
- p16=15
- p17=17
- p18=36
- q12=11
- q13=3
- q14=2
- q15=13
- q16=.
- q18=24
- r8=39
- r11=9
- r12=21
- r13=18
- r14=1
- r15=5
- r16=6
- s13=19
- s14=20
- s15=22
- s16=16
- <DIV class="CENTER">
- STYLE="" SRC="img2.png"
- ALT="\begin{figure}\gofontsize{15}
- \begin{displaymath}
- \showfulldiagram
- \end{displaym...
- ...lack{18}$\ \end{center}\begin{center}Fig. 1 Move 1 to 50\end{center}\end{figure}">
- </DIV>
- For white move 1, the black move 2 is called ``cover''. Guo liked the
- ``cover'' joseki most. Anytime his opponent played move 1 like this, he most
- likely played the move 2 ``cover''. He made thorough study of all
- variations involved. Although the ``cover'' joseki is very
- thick, straightforward and easy to master, it has fewer variations
- and has a drawback of being less effective. So since then, the go
- masters after Guo rarely used the ``cover'' joseki. It's a big improvement
- from the historic point of view.
- Black 10 is usually played at 28 to make black
- strong, but here black plays 10 and 12 in
- Figure 1 to make a change. White 13 and 15
- moves are a severe counterattack. If black 16 cuts as in
- Dia. 2, black should know enough to deal with white's variations to
- play move 2 first. One of the games between them proceeded in the
- way as shown in Dia. 2, the result shows that white is better locally.
- d16=.
- k17=16
- m14=15
- n14=5
- n15=6
- n16=10
- o13=.
- o14=11
- o15=12
- o16=7
- o18=14
- p11=.
- p12=.
- p13=.
- p14=.
- p15=.
- p16=.
- p17=8
- p18=13
- q12=.
- q13=.
- q14=.
- q15=.
- q16=.
- q18=9
- r11=.
- r13=1
- r14=.
- r15=.
- r16=.
- s13=4
- s16=2
- s17=3
- <DIV class="CENTER">
- STYLE="" SRC="img3.png"
- ALT="\begin{figure}\begin{displaymath}
- \showdiagram a-t:10-19
- \end{displaymath}\begin{center}Dia. 2 \end{center}\end{figure}">
- </DIV>
- <P></P>
- White 25's cut and atari is an inevitable move. If this
- move is played as in Dia. 3, then black 2 will make a good
- shape. When white plays move 9 to avoid being attacked,
- black 10 is a good move. Apparently,
- it is disadvantageous for white.
- n15=2
- n17=10
- o13=.
- p11=.
- p12=.
- p13=.
- p14=.
- p15=.
- p16=.
- p17=.
- p18=1
- q12=.
- q13=.
- q14=.
- q15=.
- q16=.
- q17=5
- q18=.
- q19=7
- r11=.
- r12=.
- r13=.
- r14=.
- r15=.
- r16=.
- r17=6
- r18=3
- s13=.
- s14=.
- s15=.
- s16=.
- s18=4
- s19=8
- <DIV class="CENTER">
- STYLE="" SRC="img4.png"
- ALT="\begin{figure}\begin{displaymath}
- \showdiagram m-t:3-19
- \end{displaymath}\begin{center}Dia.~3 \end{center}\end{figure}">
- </DIV>
- Black 28 bending is not a good move, this move should be
- played as move 1 in Dia. 4. Although white may play A to make a seki,
- white also have defects, so black's situation is better than in
- Figure 1.
- d16=.
- l18=8
- l12=13
- m14=10
- m15=2
- m16=4
- m17=6
- m18=7
- n12=11
- n14=.
- n15=1
- n16=3
- n17=5
- n18=9
- o13=.
- o14=.
- o15=.
- p11=.
- p12=.
- p13=.
- p14=.
- p15=.
- p16=.
- p17=.
- p18=A
- q12=.
- q13=.
- q14=.
- q15=.
- q16=.
- q18=.
- r8=12
- r11=.
- r12=.
- r13=.
- r14=.
- r15=.
- r16=.
- s13=.
- s14=.
- s15=.
- s16=.
- <DIV class="CENTER">
- STYLE="" SRC="img5.png"
- ALT="\begin{figure}\gofontsize{10}
- \begin{displaymath}
- \showfulldiagram
- \end{displaymath}\begin{center}Dia.~4 \end{center}\end{figure}">
- </DIV>
- White 29 succeeds in building a wall and potential by
- giving up two stones. After white 39, although black gets
- 18 points at the lower-right corner, the central black group is very
- weak. It will be a very large burden for black in
- future combat. Up to now, white obtains some advantage from the
- lower-right corner fight.
- Black 40 is not good, it should be played at 1
- as shown in Dia. 5. It's a crucial point for the whole board. Next,
- regardless where white plays, for example, 2 or position A,
- black can play 3 to limit white's future development
- first, then play 5. If the game proceeds like this, the
- game is still a long way to go.
- d16=.
- g17=A
- h16=2
- k15=3
- k17=4
- l12=1
- n12=.
- n13=.
- n14=.
- n15=.
- n16=.
- n17=.
- n18=.
- o12=.
- o13=.
- o14=.
- o15=.
- o16=.
- o17=.
- o18=.
- p11=.
- p12=.
- p13=.
- p14=.
- p15=.
- p16=.
- p17=.
- p18=.
- q12=.
- q13=.
- q14=.
- q15=.
- q16=.
- q18=.
- r11=.
- r12=.
- r13=.
- r14=.
- r15=.
- r16=.
- s13=.
- s14=.
- s15=.
- s16=.
- <DIV class="CENTER">
- STYLE="" SRC="img6.png"
- ALT="\begin{figure}\gofontsize{10}
- \begin{displaymath}
- \showfulldiagram
- \end{displaymath}\begin{center}Dia.~5 \end{center}\end{figure}">
- </DIV>
- After white's quick-witted moves 41 and 43, the
- white wall is thicker and thicker, and the influence is stronger and
- stronger.
- Black 48 is very reluctant, but black has to manage to play
- here. Otherwise, when white plays at 48, then the whole
- board is more unfavorable to black. White 49 is weak, this
- move should have been played at 50. Regardless wherever
- black plays, white will be in an advantageous position in fighting.
- After black 50 avoids the cut, the tension in the central
- part is relaxed a little bit, but overall, white is still leading.
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