Dragon Killer Series: Captured Within Four Walls

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In my few games of Go, I discovered I leaned on building influence and making a framework in the center. In some instances, which is probably bad style, the game’s outcome is anchored on the life of the invading opponent within my group’s influence. The Dragon Killer Series looks at some of my games where I was successful at gaining center profit by killing the opponent’s dragon.

One Go proverb says “If you have lost four corners, resign.” In part I of the Dragon Killer Series, I disagreed and fought for the win.

Move 1 to 50

DK1a

I play Black with a two stone handicap.

White 3 was very weird. Black decided to emphasize influence. White agreed on taking the corner and giving Black a wall. Black is happy to build more thickness with while White crawls on the second line. White 15 was unnecessary. With White 19, it looked like White wants all the corner points. Black played hane with 28 than to keep pushing White on the second line just to shake things up. White 33 was somewhere in the vital point of the wall. However, with two walls, Black is happy to fight.White decided to leave the top right quadrant after establishing some shape and play kakari with 48. White 49 was very aggressive but not threatening. Black was happy to play the double kakari against White o. White 55 and 57 had some logic behind it. White seemed to be more territorial and fine with giving away the center.

Move 51 to 100

DK1b

Black 66 is a very good point. White 67 was again aggressive and non-threatening. Maybe a bad move from White. Black tried to kill white with 84. Black failed in killing White but gained awesome thickness again. This looked very interesting for Black. So far, Black has enjoyed taking control the center. Black 94 was a good move again. White 95 was again a bad attack. White was really asking for trouble. Black 96 stopped White from connecting underneath. Shifting to White 99 while in the middle of a running fight was weird. Although, maybe White had no more choice.

Move 101 to 150

DK1c

Black 104 stopped White’s connection to the upper right quadrant group. Black 106 continued blocking White’s path to the upper right group. Black 112 plays nozoki against White and makes good shape at the same time. Black 116 prevented White from making one eye. Black 124 is again a good play, nozoki and good shape. Black 126 prevents eye shape. Black missed White 141. White has one eye. The game is anchored on the fate of White’s dragon in the center. The hane of 146 was very good.  Hane at 150 might have been good, but Black felt more comfortable destroying White’s eye shape while preventing the connection to the left side.

Move 151 to 167

DK1d

White 167 was a very good attempt to capture Black. However, Black had the beautiful capture at A. B would allow the White dragon to live.

Variation Black 168

Variation for Black 168. Black can’t play A because White will capture the whole group. If Black captures at B, White gains another eye by capturing the two stones.

Move 168 to 200

DK1e

Black 184 was unnecessary. White can’t play 184 without connecting at o first. Bad move by Black.

Move 201 to234

DK1f

White 205 is just feeding Black.

White resigned. Black would have won by 100 points. In this game, Black built influence on all sides. Black might have used influence properly here. The fight in the center was exciting. Black’s biggest mistake was probably Black 184. However, the game was already decided then for White to take advantage of the mistake. Black should remember this game whenever Black builds a wall.

END

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