:: Igo Hatsuyôron 120 (2021)

Variations of Our Solution (IIIb)

Tricking KataGo (Triple-Ko)

VAR (C) (A) (.2) (.2) (.2)

(Referenced by 222gn)


: ( 222bb)
White captures the nakade.

The comparable position in the modern line of play, i.e. after the Guzumi Exchange, can be found later ( 222gn).

:
As usual, Black has to stop White from achieving independent life at the left edge.

:
White extends into Black's upper left corner, starting a severe attack.

: (B 222dt ; C 222du)
It is best for Black now to capture White's two stones at the upper edge.

Extending to , instead, will result in a change in the order of moves.

Giving atari at in the corner will result in a loss of three points.

Trying to connect his troops along the edge of the board by jumping to is a bit better for Black, White will benefit by "only" two points.

:
White blocks in the corner.

:
Black's peep is mandatory.

:
White gives an atari at the left that Black has to connect.

Please note that this move could also be played a bit later.

: (A 222dv ; B 222dw)
It is best for Black now to connect his stones, also threatening White's territory at the top.

The connection at lacks this potential at the top, and so would benefit White by a few points.

Connecting at in the corner, instead, would result in a difficult ko fight in the upper left corner.
Please note that this line of play contains a subvariation that - after a seemingly tiny change in the order of moves by White - will end with "no result" (Japanese rules), due to a triple-ko.

:
White's push stops Black from creating a second eye at the upper edge.

:
White prepares for an own eye in the corner.

:
Black is able to play this atari at the top as a kikashi.

:
White is forced to connect.

Otherwise, Black would be able to cut through at the top.

:
White establishes an eye in the corner, in sente.

:
White's atari is the preparation for her descent at the upper edge.

:
Black connects.

If he captured at , instead, White would also descend to , forcing Black to connect at . Nothing would have changed.

:
White continues with the Main Semeai.

:
Black inserts this atari at White's three stones below as a kikashi.

:
The Main Semeai continues.

:
White must start the endgame at the left side of the board "early", in order to not lose one point unnecessarily.

:
White's wedge in the left centre is essential here.

:
KataGo's bad-shape move in the left centre destroys one point of Black's territory there.

:
Black plays KataGo's solid connection in return.

Black must not play any reduction.

Before the end of the game, some moves must be played in the upper left corner.
Either Black throws-in at and White captures at , or White connects at , also forcing Black to sacrifice a stone e.g. with that will be captured with .
In any case, White will gain one prisoner in the seki in the upper left corner, compensating for her earlier captured stone at the top.

Capture Variation:

Compared to the super²ordinate variation ...

  • White's cumulated gain in the upper left corner is 21 points.
  • Black's cumulated gain at the top is nine points.
  • White's cumulated gain in the left centre is one point.
  • White did not capture Black's stone in the lower left, so losing two points.

In total, White gained eleven points.

Jigo => White + 11

Copyright © 2021 Thomas Redecker.

Design by Jan van Rongen, modified by Thomas Redecker.

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