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Even Game 14k's
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Author:  Goceman86 [ Thu Oct 21, 2010 8:13 am ]
Post subject:  Even Game 14k's

added my thoughts for each of my Key moves

awesome fight for life in the midgame. proud that i didnt let her make life


Author:  amnal [ Thu Oct 21, 2010 10:17 am ]
Post subject:  Re: Even Game 14k's

8: Reverse your hating process. If she pincers, you learn something new. Embrace what you fear, and you can make others fear it instead.

14: Probably good. Black has left a weakness for you to take a bit of advantage of.

16: Now your group is safe, so it's probably fine for you. Black still has M2, though, and you probably can't ignore it or answer in sente. The M2/L2 area seems like a vital point, so maybe you sould play L2 instead of M6 and leave a weakness in black's shape.

20: Bad. N17 was fine, but it's close enough to not need more strength helping it. This way, you let black into the corner anyway and will end up with an overconcentrated wall. If you want to protect, play R16 or S17. If you want to invade eye up R12 or R8. Don't play this, which fixes black's shape for him and gives you strength facing a stone (N17) which is too close.

24: Seems very bad. This group is alive, and has access to the centre. So what does this move give it that it doesn't already have? It doesn't give much at all, and it fixes black's shape (you could have aimed to invade at R8 or maybe play Q9 later). Don't help your opponent!

26: You are already pincered by D10 ;) . Anyway, possibly you should play on the other side - you can still aim at L3 a bit, and there is more space there.

28: Usually bad. You just force black to make his shape strong. Consider shapes like C4 to make shape quickly and do something useful with your group, rather htan living raelly small on the side.

33: Now black's group is basically indestructible.

34: This isn't so bad, it's pretty big as black M2 is so good for him. On the other hand, maybe something else was bigger.

38: There is no peep here, black can probably ignore it entirely and be fine. This is because of C9 making black's group strong.

39: You hate them? Then play to stop them, don't play a move black can ignore ;)

50: You can't take the centre...black is strong everywhere. You should probably cut at J17 - it isn't obvious how black will live, and you can take territory (and aimto get R15) whilst he does.

75: Black keeps doing this. I feel I should point out that it's often bad, black should aim to play S17 (or the equivalent), as S16 is pretty slow. Not that it necessarily works, but black didn't even see it.

77: Far too small, I think.

82: Alright, so you got some points in the middle, but only because black didn't play any good moves ;) . This sounds harsh, but you really do need to be careful of aiming to make territory somewhere you don't deserve to.

Author:  Dusk Eagle [ Thu Oct 21, 2010 7:52 pm ]
Post subject:  Re: Even Game 14k's

When I was 10k or so my 2k friend told me "If you want to develop your fighting skills, pincer [all of your opponent's approaches]." You don't need to know the joseki for them even, or whether it is the best global decision, just do it for a few games. If you get to the same position multiple times and you have no clue what to do, then you might want to look up the joseki. Once you get some experience with pincers under your belt, then you will be better equipped to decide when to pincer and when to not. You will also probably get better at handling being pincered yourself through this process. I'm telling you this because I cannot imagine you getting all that much better while living with an irrational fear/hatred of being pincered (as pincering is a vital part of Go as you get stronger).

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