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219. F 5.
221. C 1.
226. K 13.
1227. J 7.
229. H 10.
231. H 12.
"235. S 5. By sacrificing one stone White forces Black to fill two spaces.
I 237. T 8.
239. J 1.
241. K 1.
243. L 19.
'247. A 14.
I 249. K 15.
261. N 5.
253. Q.9. ("Ko tsugu.")
222. D 6. Black must connect.
226. K 11.
228. H 6.
230. G 12.
232. K 7.
234. 0 8.
240. K 2.
242. A 13.
244. N 19.
246. O 18.
1 248. L 14.
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."
254. Q.12. The three white stones must be taken before Black is safe.
256. R 19. White must take this 256. T 15. A necessary connecbefore filling T 19. tion.
257. N 6. Necessary to form connection.
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:
258. T 19.
X269. O 19. 260. P 17.
261. N 15. 262. N 14.
"^263. F 12. 264. J 10.
266. H 7. 266. M 7.
267. M4. 268. M3.
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.
Hontnbo 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."
White. — Murase Shuho, seventh 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 D 3, D 4, D 5, C 4, C 5, E 3, and
E 4. On the other hand, C 3 and E 5 are bad, because the territory which is obtained by C 3 is too small, and the adversary would reply to E 5 with D 4, by means of which E 5 would be cut off from the margin. Of moves that are good D 3-C 4 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. 6. C4.
7. O 4. Beginners would have replied to Q.6 with Q 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
6. Q6. Corresponding to No. 4, this move should have been played at R 5 or Q's, but White plays on Q6, because if he played on Q.5, 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.*., C 16-E 16, Q3-Q.5, etc. As soon as one player gets a position of the kind his opponent often takes a similar position on