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Here the game is left as finished in the published report, but the remaining moves are not all strictly speaking "Dame." There are quite a number of moves to be made before we can proceed to the count. The first question is, naturally, what stones are dead, and we find that White has three dead stones at S 12, S 5, and K 4. Black has three dead stones at J 15, O 4, and R 18. The white stones at P, Q, and R 13, are not dead yet. They have aggressive possibilities, and must be actually surrounded. As near as we can judge the game would proceed as follows:

First: Necessary although obvious moves which are not strictly "Dame."

255. R 19. White must take this before filling T 19.

257. N 6. Necessary to form

connection.

259. O 19. 261. N 15.

263. F 12.

WHITE

265. H 7.

267. M 4.

Second: The following moves which are strictly “Dame." It makes no difference which side fills these intersections, but it would generally be done as follows:

WHITE

BLACK

254. Q12. The three white stones must be taken before Black is safe.

256. T 15. A necessary connection.

258. T 19.

260. P 17.

262. N 14.

264. J 10.

266. M 7.

268. M 3.

BLACK

The frontiers are now absolutely in contact, and the count can be made, and it will be seen that after filling up the vacant territory with the captured stones as far as they will go, Black has won by three points. The Japanese would rearrange the board in order to make the counting of the spaces more easy ("Me wo tsukuru"), but for the first game or two the beginner might find it less confusing to omit this process.

Honinbo Shuye comments on this game as follows:

"In spite of so many errors, Black wins showing how great is the advantage resulting from a handicap."

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II

Plate 15

WHITE. -Murase Shuho, seventh degree.
BLACK. Uchigaki Sutekichi, fifth degree.

This game is taken from Korschelt, and the notes are his. In some of these notes will be found mere repetitions of matter that I have inserted in the preceding chapters, or which will be hereafter found in the chapter on "Joseki." These notes are, however, very full and valuable, and a little repetition may have the effect of aiding the memory of the student, and will do no harm. Contrary to the custom, this game was played without handicaps.

BLACK

1. R 16. In the beginning of the game the corners and margins are first occupied, because it is there that positions can most easily be taken which cannot be killed, and which also contain territory. From the edges and corners the player makes toward the center. This process is repeated in every game.

3. Q3. In taking a corner that is still vacant there is a choice among seven points; e.g., in the corner designated as D 4, these points are D3, D4, D5, C4, C5, E 3, and

2. D 17.

WHITE

4. P 17. The attack could also be commenced at P 16.

19

18

17

16

15

14

13

2109

A B C D E F G H J K L M N O P Q R S T 150-153-155 169-166

174-172 173
(58-57

156 126 125 127-167 168-62)

(56) 29 175 (4)

2164 165 65 28 60 27

6463

873

70 69 99 98

40-39

3837

132

44

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55 61 6654

(36) 35133-131-103 97 96 141

(10

101 100 119

41

117

94

19 42

162 90

9 88 93

(128

130-45 102 142 118 137-129

33

34 18 30 31 43

68

89 86 87 20
163 21 23

140

138 139

92

124

53 67 50 1

171 59 51

136 182 170 46 47
181 183

48 49

95

115

116 84 151 83 104 107

113 110 114

85 111 105 106

109 108 26

8144-148 7121 122

6143 146 14 16 17 5147 145 12 13 91

4 15-5)

4

3

3

2

2

1

1

A B C D E F G H J K L M N O P Q R S T

PLATE 15

152 120 25

24

11 135 179-134)

52 180

158 7 82 32 160 22 157 80 78 161 159 123 81 79

(112)

19

18

17

16

15

4321

10

9

8

7

150

6 72 1491786

74 71 75

76 176 177

3 77

5

BLACK

E 4. On the other hand, C3 and E5 are bad, because the territory which is obtained by C3 is too small, and the adversary would reply to E5 with D 4, by means of which E 5 would be cut off from the margin. Of moves that are good D3-C4 are the surest, and most frequently used. E 4-D 5 formerly were the favorite moves, but the preceding moves are now preferred to them. E 3-C 5 are seldom used. All of this, of course, applies to the corresponding points in the other three corners. 5. C 4.

7. O4. Beginners would have replied to Q6 with Q5 or R 5. They attack their opponent at close quarters from the beginning, because they cannot take in the whole field at a glance. Their entire effort is to absorb the last stone that their opponent has played. When two beginners play together the battle

WHITE

6. Q6. Corresponding to No. 4, this move should have been played at R 5 or Q5, but White plays on Q6, because if he played on Q5, Black would have replied at R 10 or R 9, and later White P 5 and Black O 4 would have followed, with the result that White has nothing, while Black has obtained two positions, one on O-Q and the other on R.

8. D15. The position D 15D 17 is very strong, and players like to take it. This applies, of course, to the corresponding positions in other parts of the board, of which there are seven; i.e., C 16–E 16, Q3-Q5, etc. As soon as one player gets a position of the kind his opponent often takes a similar position on

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