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White must now play at 0 6 to save his stones on the left side.

This "Joseki" is very much spread out; it is difficult to say who has the better of it.

XX

HANDICAP

WHITE

1. D 14.

3. C 15. This is not White's best move; it is done to confuse Black, and will win if Black does not know how to reply.

7. B 15.

BLACK

2. C 14. Not so good as F 16. 4. D 15.

8. B13. D13 would be bad.

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Black has the corner and White has commenced to envelop his stones. The following continuation might occur:

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Black's last move in this continuation is interesting, be

cause it will make "Kake tsugu" no matter which way White tries to break through. If he should play at D 17, White could get through at E 16.

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WHITE

13. E 2. White must look out

for his three stones. BI would be

a bad move.

BLACK

14. C IO.

The corner is divided, but Black has better prospects.

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live.

White has entered the corner and still his stones will

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We now come to the "Joseki" where no handicaps are given. In such cases, of course, Black has the first move. The first stone is generally played on an intersection adjacent to the point on which the handicap stone is placed when given. There are, therefore, eight intersections on which the first stone might be played. In the lower left-hand corner, for instance, these would be C 3, C4, C5, D 3, D 5, E 3, E 4, E 5. By common consent C 3 has been rejected as disadvantageous for the first player, because the territory obtained thereby is too small. E 5 has been rejected because it allows the adversary to play behind it and take the corner. D 4, or the handicap point, is also not used. The other six points may be divided into duplicate sets of three each, and, therefore, there are only three well-recognized methods of playing the first stone. These are: in the lower left-hand corner, C 4 or D 3, the most usual and conservative, which is called "Komoku," or the "little 'Me""; E4 or D5 which is

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