Page:Smith - The game of go.djvu/158

132 Black is supposed to have a stone at D 4 also.

1. R 6.

2. K 3. This move is an invention of Murase Shuho; it would not be played unless Black had a stone at D 4. Black's intention is to develop territory in either corner depending on the nature of White's attack.

3. O 3. White attacks the right-hand corner from both sides.

4. Q 6.

5. Q 7.

6. P 6.

7. R 3. This is a direct attack on the corner.

8. R 5. Black must play here before playing at Q 3. It also gives Black the "Sente."

9. R 7. White must connect.

10. Q 3.

11. Q 2.

12. S 2. This is a clever move. Amateurs would be tempted to play at P 2, which would be very bad for Black, as White would then get the entire right side.

13. R 2.

14. S 3. Secures Black's connection with R 5.

15. M 3. White must extend his boundaries or his stones will die.

16. K 5. Black plays to shut in White as much as possible; he also supports his stone at D 4.

Black has the better game.