Game result (chess) A. Broekhuizen, 2244 S. Boehme, 2285 1/2-1/2See game 145423
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Viewer FICGS__GO__TOURNAMENT_KYU_III__000020 (type : rated round-robin, time : 30 days, increment : 1 day / move)
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Last move : 1-0 2011 December 5 21:18:19 [Event "FICGS__GO__TOURNAMENT_KYU_III__000020 "] [Site "FICGS"] [Date "2011.07.15"] [Round "1"] [Black "Grguric,Samuel "] [White "de Vassal,Thibault "] [Result "1-0"] [Rating 1 "2046"] [Rating 2 "1906"] 1.q16 c3 2.p3 d17 3.d4 d3 4.e4 c4 5.d6 c5 6.f7 f3 7.c6 c12 8.k17 q5 9.r3 r4 10.r10 r8 11.q8 r7 12.d15 g17 13.c17 d16 14.c16 f16 15.c10 e12 16.e14 f11 17.g15 j18 18.k18 j17 19.k16 r14 20.q14 r16 21.r15 s15 22.q15 s17 23.r17 s16 24.r13 q17 25.p17 q18 26.p18 r18 27.h12 e9 28.d8 h11 29.j11 h10 30.j13 c14 31.c15 b14 32.j10 n10 33.n12 n8 34.m3 q9 35.p11 p9 36.d18 e18 37.c18 j3 38.f18 e19 39.e17 e16 40.d19 f17 41.f19 e17 42.h16 h17 43.g19 g18 44.s4 s5 45.q4 r5 46.e3 e2 47.f4 g3 48.k3 n5 49.m11 p4 50.q3 o4 51.d11 d12 52.o3 b11 53.b10 d14 54.b15 a10 55.a9 a11 56.b9 f8 57.j2 h2 58.c11 b13 59.s3 o11 60.o12 k19 61.l19 j19 62.l18 j16 63.j15 g7 64.e8 g9 65.s14 j9 66.j4 h3 67.b6 b5 68.f6 j6 69.m10 m9 70.k5 k6 71.l5 l6 72.k9 k8 73.j8 h9 74.l8 k7 75.l9 m8 76.g6 h6 77.m5 m6 78.d9 e10 79.n4 o6 80.s9 s8 81.p19 1-0 Here are the names of the openings (joseki) played in the four corners : Corner d4 : c3 d4San-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 q4 : p3 q5Mokuhazushi (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. White prevents Black from gaining influence, but in the local context, abandoning profit in the corner entails a loss. Black 3-4 and 4-4 are best. Corner q16 : q16 r14Hoshi (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 ) Atari, atari is vulgar play. (Anonymous) The best teachers teach from the heart, not from the book. (Author unknown)
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