lew@ihuxr.UUCP (Lew Mammel, Jr.) (02/15/84)
Here is the board again: P Q R S T 7 . . . . . 6 . O . O . 5 . . . O . 4 . O O @ . 3 . O @ . . 2 . O @ . . 1 . O . @ . The problem is for black to save itself, moving first. I proposed T3, but this doesn't work because of white-T2, which takes away the eye at T1 . I thought black could get eyes at S3 and T2 but white prevents this with T5. This threatens T4, but black can't play T4 because white could then capture with S3. Not having learned my lesson, I now believe in black-T2. This makes an eye at T1 and defends the stone at S4 through the sequence, white S3, bT4, wT3, bS2 (takes). This leaves eyes at T1 and (T3 or S3). If white plays T4 black answers with S3, forming shared eyes at T1 and S2. Lew Mammel, Jr. ihnp4!ihuxr!lew
jones@fortune.UUCP (02/22/84)
#R:ihuxr:-90800:fortune:38000003:000:1174 fortune!jones Feb 21 18:24:00 1984 Good work, Lew. I was fortunate enough to consider the one-two point first, through no particular brilliancy of my own, but from that work I mentioned previously: Go Proverbs Illustrated by Kensaku Segoe. Yes friends, it slices, it dices and it converts into a waterbed... Anyway: "strange things happen at the one-two point". I excerpt: K L M N O P Q R S T 10 * . . . . . * . . . 9 . . . . . . . . . . 8 . . . . . . . . . . 7 . . . . . . . . . . 6 . . . . . . . . . . 5 . . . . . . . @ @ . 4 * . . . @ @ @ O . . 3 . . . . @ O O O . . 2 . . . . @ . @ O . . 1 . . . . . . . . . . -------------------------------------- Black = @ White = O This example really shows to good things to remember. First, White to play and live. Where does White move? Secondly, if White is *silly* enough to play P2, where should Black respond? The interesting answer to that comes from another proverb: "The enemy's key play is my own key play". Dan Jones (who can only remember one joseki at a time) Fortune Systems