Looking for Something?

Showing posts with label shusaku review. Show all posts
Showing posts with label shusaku review. Show all posts

Sunday, September 12, 2010

Shusaku Game 5

This is a great game that was played down to the wire with both sides fighting till the very end. Finally the margin of victory comes down to a single point. This is another game from 1840 and Shusaku will be taking three stones as black against the same opponent both this game and the next.

Figure 1
Moves 1 - 26

Black plays thickly in the upper right but allows white to develop on both sides. When white siezes the whole board initiative with 15 and 17 one has the feeling that white is satisfied with his rapid development. With regards to 16 and 18 these were standard responses at the time. Since opening theory was centered around the 3-4 point the use of the handicap stones was not so well researched. The idea here is to rapidly make territory by making the large knights extension and then enclosing the corner at C4 or R4 respectively. The in game result, though, gives black an unacceptably low position on the bottom. 16 is questionable but not fundamentally wrong but 18 should absolutely be a one point jump to O4. This puts much more pressure on white 17 and balances out the low position of black 16. 

White continues by invading the corner and living swiftly through 25. White 23 could be played at 24, black responds at R14, but after white defends in one way or another it is unlikely that black will respond, deciding instead to take sente and play elsewhere. Black gets magnificent thickness and seals white in on both sides but through 26 white still has sente.

Overall this opening is a good success for white. The 15-16 and 17-18 exchange favor white and black's play has been a little slow so far. This is typical of Shusaku's early childhood in general. In the middlegame we can see a deep reading ability that rivals any of his elder's. His opening play, in contrast, is incredibly mild. This is probably the result of not having played enough games to get a good feel for the openings. These games in particular were probably the first time young Torajiro was playing strong, established players. The difference in having played an extra several hundred games is invaluable. Despite the general success of white's quick opening play the three stone handicap is telling and Shusaku will soon show his teeth.

Figure 2
27 - 53

White makes a solid extension to 27 and finally black gets a chance to breath. Black invades at 28 and we can see how the modern one space jump would work better with 28 than the large knights extension at G3. Again the one point jump was rarely played in the 1840s so we can forgive black for following tradition. White invades a second corner with 29 and establishes a living shape through 37 before setting his outside stone in motion with 39. This may be a little premature for this sequence but in a three stone game white probably welcomed the opportunity to start a fight. White moves out smartly to 49, black seals white into the corner with 50 and then white responds to the jump to 52 with the shoulder hit at 53. I get the feeling that white is seeking complications even though black's position is fairly thick throughout the board. Black will have to watch to make sure his large group in the lower left doesn't come under attack during the large fight brewing in the center.

Personally I would like to ignore 53 and maybe make a splitting move around K5. This attacks both the solitary stone at 53 and the large white group above. Secondly it gives good eye making space with a follow up at K3. The main reason for ignoring the shoulder hit at 53 is that black has nothing to worry about another white move here. Against N4 black can fall back to O3 and against M3 white can push up to N4.

Figure 3
54 - 76

Black responds by pushing at 54 and when white jumps to 55 we see his intent to harass the large black group in the lower left. Black responds positively by breaking out with 56-64 and then linking under with 66 and 70. White tries to link up all his stones with 69 but after 71-75 black shows fighting spirit by cutting with 76. There are a lot of things to manage right now but the main point is connection. White has three groups of stones that are in danger. The first is the large dragon starting at A7 and stretching across half the board, the second is the floating group from 55-69 and the third is the weak group on the right side. If white can connect these stones together they will be safe but if black can isolate even one of them his game seems promising.

Figure 4
77 - 105
Note 1-5 = 101-105

White doesn't respond directly but instead plays 77. This resolves the situation for the weak group on the side as it is now unquestionably alive. It is large in territory as well given the follow up move at the 3-3 point. Shusaku plays at 78 to separate the other two white groups. After jumping to 79 white comes back with 81 to capture the cutting stone. Now white has settled two of his three weak groups so black will look to attack the remaining one.

This is indeed what happens through the next series of moves. Black has already played 80 so sealing in white with 82 is only natural. White expands his eyespace with 83 but black reduces it with 84. Black strikes at 90 to protect the cutting point at C10 and after black 92 white feels secure enough to play at the large point in the lower right. Granted, black could rob white of his second eye with a hane at A9 but with cutting points at both H9 and L9 black would not have a lot of confidence in the ensuing fight. Note that White can play at A9 to make certain life for his group but this would be gote and against three stones he has to leave weaknesses behind him and strike at black directly.

After white 95 black attacks the stones in the upper left. This is very astute since weakening these stones helps if white tries to cut through black's position at either of the aforementioned points. After white connects at 101 (1 in Figure 4) black makes a sente reduction on white's upper right corner. That concludes our review for now but I'd like you to look at the timing of black's last two moves. These are his sente, but if played too early white might sacrifice the corner and come out ahead in another area. Too late and white might hane at Q18. This is excellent timing and shows Shusaku's unearthly reading abilities at a young age (I believe he is eleven at the time of this game). Till next time, play hard, read well and, above all, have fun!

Wednesday, September 8, 2010

Shusaku Game 4 - Part 2

Onto the second half of the the game. If you missed it here is part one. Shusaku is eleven at the time of this game and is playing black with a three stone handicap. The bulk of the second half of the game is a large ko fight that I'm going to break down into pretty small pieces so we can try to understand whats happening on the board. Here we go:

Figure 1
102-119

Black tries to escape at 4 and here we see the severity of white 99 (the stone at N10). The central white group gets a lot of strength pushing black around and when he pokes at 15 black has no time to connect at 19 but must use 16 and 18 to ensure safety for his large group. Losing these stones is a big setback but black still has the lead. Looking at how the game turned out it is easy to see that black should have played in the center rather than pressuring the white group in the upper left. Had black played at 4 directly with 96 (which was played at D11 to pressure the eye space of the stones on the left side) then the lead would still be solidly in Shusaku's hands. Once the three cutting stones are captured with 19 the pressure black built on the left is meaningless.

Figure 2
120-136

Black ataris with 20 and then white builds up the bottom in the sequence through 35. White looks to get a pretty decent amount of territory along the bottom which, if you look back to before this sequence, is impressive as white was fairly thin around here. With 36 black starts a ko fight that rages through the next 50 moves.

Figure 3
137-145
39, 42, 45 Take Ko

One thing to note is that white has a plethora of threats around 37 but black will be happy to take compensation in another part of the board so he has quite a few himself. This is the style of playing 40. Even if he loses the ko he just has to break up white territory somewhere to win.

Figure 4
146-154
48, 51, 54 Take Ko

Here we continue with black threatening to jump into white's territory while white threatens black's center left position. Even with all the ko threats around 49 this fight is very hard on white. He has to come out of this fight ahead or it will be almost impossible to stage an upset in the endgame. The 52, 53 exchange looks a little strange but black is aiming at the hane at Q14 while white is trying to keep the aji of reducing the corner alive while protecting against the hane. Black retakes with 54 and white will continue to threaten the center left.

Figure 5
155-169
57, 60, 69 Take Ko

When black retakes with 60 white threatens at 61 but when black connects at 62 white must block at 63 or black will play there and his center stones are suffering from a shortage of liberties. If black 63, white J11, black L13 and black has rescued his three stones. Shusaku seizes the opportunity and wedges at 64 in sente to reduce the center and then plays the extremely big point at 68. This lets white recapture the ko with 69 but more or less assures black of a small lead.

Figure 6
170-184
72, 75, 78 Take Ko
84 Fills Ko at O3

White keeps making threats but his position is so dire that even black 76, connecting in the upper right, serves as a ko threat, forcing white to play 77 to keep his territory intact. When white finally runs out of threats and plays 79 to enlarge his territory on the lower side black senses victory. After first playing the endgame sente moves at 80 and 82 he comes back to fill the ko with 84. Black has a small but insurmountable lead at this point and by connecting the ko he shows that he is confident that he can win with the current balance of territory. 80, for example, could have been saved as a ko threat and black might have tried to force white to settle for a less valuable move than 79 but 84 is good enough for the win. 

Figure 5

185-202
189, 192, 195, 198, 201 Take Ko

Another ko fight develops in the upper left but when black simply gives way with 202 the game is pretty much over. The game record ends here but there are only a small handful of points to still be played. If you want to do a quick exercise try to find the biggest endgame move for white (bonus if you find the two biggest and identify which is larger and what order they should be played in). I'll have the answer after the jump. I hope you enjoyed this game even though the bulk of it was a ko fight. Have fun!