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FICGS__GO__TOURNAMENT_KYU_III__000007 (type : rated round-robin, time : 30 days, increment : 1 day / move)
Last move : 1-0 2010 April 16 22:35:19 [Event "FICGS__GO__TOURNAMENT_KYU_III__000007"] [Site "FICGS"] [Date "2010.02.05"] [Round "1"] [Black "Pillon,Thibault"] [White "Groves,Don"] [Result "1-0"] [Rating 1 "1899"] [Rating 2 "1997"] 1.q17 e17 2.r4 d4 3.p3 r15 4.q12 n17 5.p16 k17 6.r16 q15 7.p15 k4 8.d15 c16 9.c15 c10 10.d16 c17 11.d17 d18 12.c18 b18 13.e18 f17 14.d19 f18 15.e10 c12 16.c6 g3 17.e6 e12 18.b4 c3 19.d9 b8 20.c8 b15 21.b14 b13 22.b16 f15 23.m3 l3 24.m4 r8 25.r10 p8 26.o10 r6 27.p6 n8 28.m16 n16 29.m15 n15 30.m14 k15 31.n14 m17 32.m10 l8 33.b9 c14 34.a15 d14 35.q7 o14 36.o15 p14 37.q14 q16 38.p17 r17 39.s16 r14 40.s17 q13 41.o13 r12 42.p13 q11 43.p12 q10 44.r11 s12 45.r9 q9 46.s8 r7 47.s7 s11 48.s9 q8 49.s6 r5 50.s5 q4 51.q3 p4 52.o4 o5 53.p5 q5 54.n6 r3 55.s4 o3 56.n4 q2 57.s3 r2 58.o2 p2 59.l2 k2 60.l4 k3 61.n2 l1 62.m1 m2 63.k5 j5 64.k6 s15 65.s13 t13 66.t11 t16 67.r18 j8 68.j6 q14 69.l10 s14 70.t15 l6 71.l5 h7 72.h6 g6 73.h5 j4 74.g5 f6 75.f5 e5 76.l7 m7 77.m6 l13 78.m12 n12 79.n11 m13 80.n13 l12 81.l11 j11 82.k12 m11 83.o12 k13 84.m12 d6 85.e7 f8 86.d7 b3 87.e4 d5 88.b7 f10 89.f3 b5 90.b6 e3 91.f4 f2 92.e2 d2 93.g2 e1 94.h3 h2 95.g1 h1 96.g4 1-0 Here are the names of the openings (joseki) played in the four corners : Corner q16 : q17 r15 Komoku (Somok, Xiao~mu`) 3-4 Point. The komoku (3-4) point is the traditional corner enclosure move.. Ikken Kakari (Hankan Keolch'im, Yi Gua`jiao~, 1-Space Low Pincer). The small knight move is the basic approach move to the 3-4 point stone. It has been continually used for over four centuries. There are limitless variations, with new moves constantly being discovered. White 2 opens the door to a treaure store of joseki. Corner d16 : e17 d15 Mokuhazushi (Waemok, Wai`mu`) 5-3 Point. The mokuhazushi (5-3) point was popular in the Edo period in Japan (1600 - 1867). It emphasizes influence; territorially, it is inferior to the 3-4 point. Takamoku Kakari. Black prevents White from gaining influence, but in the local context, abandoning profit in the corner entails a loss. White 3-4 and 4-4 are best. Corner d4 : d4 c6 Hoshi (Hwajeom, Seongjeom, Xingwei`) 4-4 Point. The star or hoshi (4-4) point, emphasizing influence at the potential expense of territory. Ikken Kakari (Hankan Keolch'im, Yi Gua`jiao~, 1-Space Low Approach). Black 2 is the standard approach move to the 4-4. Player Black won this Go (weiqi, baduk) game. Follow this game move after move (download) The poor player plays the opponent's game for him. (Anonymous) Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep. (Scott Adams)
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