Go (weiqi, baduk) - Game 43199

  
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Game result  (chess)


Y. Detchin, 2235
M. Pech, 2092

1/2-1/2

See game 146189




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FICGS__GO__TOURNAMENT_DAN__000021       See crosstable
(type : rated round-robin,   time : 30 days,   increment : 1 day / move)


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   a b c d e f g h j k l m n o p q r s t



Last move : 1-0     2010 June 13   22:0:50


[Event "FICGS__GO__TOURNAMENT_DAN__000021"]
[Site "FICGS"]
[Date "2010.05.17"]
[Round "1"]
[Black "Drouot,Olivier"]
[White "Groves,Don"]
[Result "1-0"]
[Rating 1 "2582"]
[Rating 2 "2121"]

1.q16 c4 2.p4 e17 3.e4 d5 4.e5 d6 5.e6 e7 6.f7 f8 7.e8 d7 8.g7 e9 9.g8 f9 10.l3 g9 11.d15 d16 12.e15 d13 13.f17 f18 14.g17 c15 15.c14 b16 16.e16 d18 17.c17 d17 18.b15 c16 19.d14 f13 20.c11 q10 21.r4 r14 22.o17 r7 23.s16 j17 24.g18 h16 25.g15 g16 26.f16 h14 27.c9 c12 28.b12 d11 29.b10 b14 30.b13 p14 31.h15 j15 32.j14 g14 33.f15 k15 34.j13 l13 35.j11 j9 36.l12 m12 37.l11 l9 38.m13 m14 39.n13 n14 40.l14 l15 41.k13 n16 42.m9 m10 43.l10 n12 44.o13 n9 45.m8 n8 46.n10 o10 47.m11 j6 48.h4 l8 49.m7 g6 50.f6 g5 51.g4 d3 52.e3 k5 53.l4 p12 54.p13 q13 55.o14 o15 56.p15 q14 57.n17 m17 58.m18 o12 59.l13 l17 60.l18 k18 61.o16 n15 62.j8 l7 63.h9 h10 64.h8 j10 65.k9 m6 66.n7 n5 67.o6 o3 68.o4 n4 69.l5 l6 70.n3 m3 71.n2 k10 72.k8 o5 73.p5 m2 74.o2 o7 75.o8 j3 76.j4 k4 77.k3 p6 78.p7 j2 79.l2 a14 80.e13 e2 81.f2 b8 82.c8 b7 83.d8 e12 84.f14 g12 85.h12 g13 86.g11 f11 87.g10 f10 88.h11 e14 89.c13 1-0




Here are the names of the openings (joseki) played in the four corners :

Corner d4 : c4 e4

Komoku (Somok, Xiao~mu`) 3-4 Point.
The komoku (3-4) point is the traditional corner enclosure move..

Ikken Takagakari (Hankan Nop'dakeolch'im, Yi Gaogua`jiao~, 1-Space High Approach).
The 5-4 approach move has become more popular in modern times, as modern Go emphasizes speed and influence.

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 q16 : q16 r14

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).
White 2 is the standard approach move to the 4-4.


Player Black won this Go (weiqi, baduk) game.






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To reduce an opponent's large prospective territory, strike at the shoulder. (Anonymous)


We're missing something. (Gregory House, House M.D.)








 
 
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