Page:Smith - The game of go.djvu/159

Rh

1. C 13. "Ogeima Kakari." This is another method of commencing the attack; it does not attack the corner so directly, but it gives White a better chance on the sides or center.

2. C 15. This is to prevent White from playing at B 16.

3. G 17. White attacks from the other side in the same way.

4. E 17. Preventing White from entering at D 18; this secures the corner for Black.

5. C 17. This is a "Sute ishi" or sacrificed stone. White threatens to connect it with one side or the other.

6. B 16.

The game is about even; if White does not play at C 17 on the fifth move, Black gets much the better of it.

1. N 17. "Ogeima Kakari."

2. P 17. Preventing the entry at Q 18.

3. R 14. White attacks the other side with "Kogeima."

4. S 15. Very important move for Black; if Black makes a move elsewhere at this point ("Tenuki,") White gets much the better of it.