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Viewer FICGS__GO__TOURNAMENT_KYU_II__000021 (type : rated round-robin, time : 30 days, increment : 1 day / move)
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Last move : 1-0 2010 September 25 0:38:40 [Event "FICGS__GO__TOURNAMENT_KYU_II__000021 "] [Site "FICGS"] [Date "2010.04.29"] [Round "1"] [Black "Lubeck,Kate "] [White "Praz,Sylvain "] [Result "1-0"] [Rating 1 "1500"] [Rating 2 "1535"] 1.q16 d17 2.d4 r3 3.q4 r4 4.q5 p2 5.o3 r5 6.r6 q6 7.r7 p3 8.o4 p4 9.p5 o5 10.p6 n5 11.n2 m3 12.m2 l3 13.q3 q2 14.c14 c12 15.e15 f16 16.f15 g16 17.h15 c6 18.d6 d7 19.e6 c4 20.c3 c5 21.d3 h3 22.g2 h2 23.g3 h4 24.g5 g4 25.f4 h5 26.g6 g15 27.g14 h14 28.j15 h13 29.g13 h12 30.f11 e13 31.d13 e12 32.d12 e11 33.g12 c11 34.d11 e10 35.d10 b9 36.d9 c8 37.e7 d8 38.e8 e9 39.f9 g11 40.f10 o17 41.o16 n16 42.n15 p16 43.o15 q17 44.p15 p17 45.r16 m16 46.l15 d15 47.f12 d14 48.e14 e16 49.f13 c13 50.j7 q8 51.q7 o7 52.o6 n6 53.p7 p8 54.n7 o8 55.r8 m7 56.n8 n9 57.q10 p10 58.q11 o10 59.o12 m15 60.m14 l14 61.k14 l13 62.k13 k11 63.k12 j11 64.l11 k9 65.l10 m8 66.l9 l16 67.k15 m13 68.n14 m11 69.m12 n12 70.n11 o11 71.n13 l8 72.k8 k7 73.j8 j6 74.h6 k6 75.k16 r17 76.s17 s18 77.s16 p12 78.p11 r9 79.q9 s9 80.s8 r11 81.r12 s12 82.s11 s10 83.r10 t11 84.r11 t8 85.t7 t10 86.s13 t13 87.t14 t6 88.t12 k17 89.j17 k18 90.j18 g18 91.k19 l18 92.h17 g1 93.f2 f1 94.e1 h1 95.e2 s6 96.t9 b3 97.b2 b4 98.l19 m19 99.j19 m18 100.g17 f17 101.t18 s19 102.c15 d16 103.b17 c17 104.b16 b18 105.b10 c10 106.c9 1-0 Here are the names of the openings (joseki) played in the four corners : Corner q4 : r3 q4San-San (Sam-Sam, San-San) 3-3 Point. The San-San (3-3) point, emphasizing territory at the expense of influence.Kata-tsuki (shoulder hit). The shoulder-hit is the traditional answer to the 3-3. The direction of White 3 depends on the positions on the side. Crawling once may be the premise for a follow-up move of sliding with a knight's move in the opposite direction. If White plays 3 at 3-4 (to the right), the follow-on knight's move is then played at the top (e.g. 3-4, 4-5, 5-2). White's knight's move reduces territory potential on the side it is played. Corner d16 : d17 c14Komoku (Somok, Xiao~mu`) 3-4 Point. The komoku (3-4) point is the traditional corner enclosure move..Niken Kakari (Dukan Keolch'im, E`r Gua`jiao~, 2-Space Low Approach). Black 2 is used with friendly forces backing it up. Its purpose is to prevent a pincer. Locally it results in a loss, but may be appropriate fuseki strategy. It was popular in the late 1950s and early 1960s, but is not seen often nowadays, having been replaced by the one-space high approach, with which it has points in common. Corner d4 : d4 c6Hoshi (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). White 2 is the standard approach move to the 4-4. Corner q16 : q16 o17Hoshi (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). White 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 ) On the third line, four die, six live. (Anonymous) There are lots of people who mistake their imagination for their memory. (Josh Bilings)
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