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137. M 18.
X 139. M 12.
138. M 13. Threatening White's other connection.
White must con- 140. P 18. To an inexpert eye
White's group in the upper righthand corner now looks hopeless.
Here the 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."
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:
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 game as follows: "In spite of so many errors, Black wins showing how great is the advantage resulting from a handicap."
WHITE. Murase Shuho, seventh degree.
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.
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.
4. P 17. The attack could also be commenced at P 16.