Page:Smith - The game of go.djvu/141

Rh

reply to it, or he would find himself without the necessary "Me" in that group.

67. K 6.

68. J 8.

69. L 6.

70. J 6. Takes.

71. K 5. Avoids "Ko" and nevertheless assures a connection.

72. N 6.

73. L 7.

74. K 4. Is played for the same reason as No. 66.

75. J 5.

76. N 7.

77. K 8.

78. J 7.

79. O 7.

80. N 8.

81. L 9.

82. J 10.

83. O 8.

84. N 10.

85. K 11.

86. R 10. Now the effect of the mistake at move 19 begins to be apparent.

87. Q 10.

88. Q 11.

89. R 11.

90. R 12.

91. S 10. Takes.

92. S 11.

93. R 10. Q 12 would probably have been better; at all events it would have been surer, because it assures the connection by way of P 11 after White has taken. If White does not take, but plays at P 11, his stones on the edge of the board will die.

94. M 11. This move separates P 14 from K 11, and is at the same time "Sente" as regards the black stones near K, because if Black does not answer, these stones would be cut off by W–K 10. Moves Nos. 98, 100, and 102 isolate the black stones in the neighborhood of P 14.

95. L 11.

96. Q 12.

97. L 14.

98. L 13.

99. K 13.

100. M 13.

101. K 14.

102. M 14.

103. S 14.

104. S 13.

105. T 15.

106. N 15.

107. O 11. It is certain that either the eight black stones or the five white stones must die, and on this depends the result of the game, because it would make a difference of about 40 "Me."

108. O 12.