The 2002 Oxford Go weekend for Ladies

Guo Juan at work

Contents

(You can just scroll down the document, or jump to any item by clicking on it in the contents list)

The Continuous tournament
The first lecture, Kirsty vs Helen
Some remarks about the weekend by sylvia
A game between Ellie and Jemma
A letter from Rebecca
Rasa vs. Jill
Helen vs. Sylvia
Sue vs Natasha
A lecture on shape
Matthew vs. Guo Juan

The People

Return to Contents List

The tournament

A tournament was run through the weekend, with people finding opponents as and when they felt like it. In order to keep things manageable, two groups were formed. The stronger players played (mostly) even games, while everybody else used handicaps.

In the end, it proved that the supposedly more 'serious' group contained the majority of anarchists, and several of the games were left unplayed. Most people had left on Sunday before it was clear who deserved to look after Eva Wilson's go ban for the year. Anyway, here are the results of the games which were played:

The main point of having a tournament is to make sure plenty of games get played, and that people swap opponents a lot. The 34 games certainly kept Guo Juan busy commenting, and kept Harry and Nick busy taking notes and recording games.
The Idle Section
NameAlison Helen Kirsty NatashaSue Sylvia
AlisonX---1/20
Helen-X0--0
Kirsty-1X-11
Natasha---X11
Sue1/2-00X-
Sylvia1100-X
The Workers' Section
NameCorrina Elinor Elly JemmaJill Rasa RebeccaSally Rowan
CorrinaX000100-0
Elinor1X000-0-1
Elly11X110-11
Jemma110X01/2110
Jill0101X01-0
Rasa1-11/21X-11
Rebecca11-00-X-0
Sally--00-0-X-
Rowan1001101-X

It seemed unclear whether Elly (with most wins) or rasa (with best percentage) had won the tournament, but it was clear that the handicap section had played a lot more go and done a lot more improving. So after a final game, won by Elly, the curatorship of Eva's Go ban goes to her for the year.

Return to Contents List

The First Lecture by Guo Juan, ‘Sente’, a game between Helen and Kirsty

"Sente" will be the theme for the week-end. A sente move is one that our opponent should answer. When you take sente, you play first elsewhere. Generally we do not take sente enough -- there is a danger of simply following each other around the board. We should look at the whole board

We will discuss this using a game played between Kirsty Healey (Black) and Helen Harvey Harvey (White). Remember -- When the opponent plays, the first reaction should be "do not respond directly".



















Fig. 1 (1 - 19)

6: A good place. Play what seems natural to you. Another possibility might be the star point on the left hand side.

7: Can White take sente? Answer "Yes" -- consider what would have happened if Black had played at the 4.4 point and White had invaded ... If White extends at bottom (e.g. 12 or 14) then Black can block below (at 8) an we get the standard sequence (...) This ends in gote for Black -- note that Black cannot miss out the final (hanging) connection, or her stones will be cut apart.








After this who is better off? All 3 answers given by the audience ... You decide. Your decision will affect whether White responds to Black's 7. When to take sente is often a difficult decision even for a Professional like me. I have found the same problems when playing Chess.

10: Kirsty (Black) was confused by White 10 (not joseki). Guo Juan said that it is important to play moves that suit you -- follow your own ideas -- ignore professionals' advice! White 10 was a good move.

11: Black had to respond in this area -- could not take sente to play elsewhere. Various opinions ("Too high, "Floating"). If W attacks at 18, Black defends at A say, Black's position would work well to produce a territorial framework (moyo) with a Black stone above 6, but there is already a white stone there.

After 11 is Black's connection strong/weak? If White is worried about the Black block (above 7) then White should play 18 now. Black block is very good, because Black is weak. Black needs a strong base. Therefore White should attack now.

12: White does not now have a severe attack against the lower right corner, so Black can take sente to play elsewhere. Playing at 14 instead of 12 was probably better -- White pushes Black towards the left hand side which does not have much value because a strong White stone at 10 is already there

13. taking sente is very good. Playing Black 13 at 45 is big but not urgent. A move at the top left is even bigger now .

14, 15, 16, 17 all miss the key point .

Black's extension to 17 has a "hole", and can be invaded -- better either to play securely with a 2 point extension, or to go one point further, and attack the White stones above.. .

18: Very good . If your opponent plays a move that hurts you, it probably means that you have made a mistake. ..



















Fig. 2 (20 - 48)

19: Black took sente -- good, but ... suffers from the same problem as 17 -- neither very secure, nor aggressive.

20: The idea was to get strong, in preparation for an attack on the right hand side. A good strategy, ...

21: In response to a contact play like 20 -- normally best to extend or block. Now both Black and White have "holes" in their positions.

22: good.

24: Does Black feel bad now? Black can not take sente, and play elsewhere now.

28: White wants to protect the cutting point, and also wants to attack the Black group in the corner. Can she do both? instead of the strong connection at 28 White could attack 11 by attaching to it (left of 28), force a response, and then attack the Black group (at right of 21). If White plays like this then she makes Black 11 stronger, so she pays a small price for keeping sente.

29: Brave.

30: White should attack the Black group at top right. What is the best move? White should play at right of 21. If Black now cuts at 35, White should atari at 37, Black extend to 34and now White plays to the right of 25. White is strong. Black will come under attack. We will discuss this position, in detail, later this weekend. Black can escape at the top, but White will get very strong. Going back a bit ... White 28 -- was this sente, threatening to attack the corner? Helen (White) said yes -- Guo Juan said " ... so White must punish Black for playing elsewhere".

30: leaves a "hole", better to play at left of 29.

32: after this Black can not take sente to play elsewhere -- too many weaknesses, especially 33 or below-right of 33.

35: White cannot take sente to play elsewhere -- lots of weakness and possibilities.

46: White has successfully got territory in the corner, and has kept sente. Where is the biggest point?

White at 48 is greedy. White must cut through between 33and 11. This is difficult to read out. A simple way is to protect 18 first by playing at left of 29 (Black blocks and defends), now White can cut through more safely.

48: White gives up sente …

Eventually Black survived a plausible attack on the upper group and won.

Our first thought should always be "Do not answer my opponent's move"

... Beware advice from much stronger players -- they will often give advice from their perspective not yours; do not be depressed by their critical comments. Take one piece of advice per game -- one that suits you.

From notes by Harry Fearnley

Return to Contents List

Sylvia's Summary

I enjoyed this weekend a lot. Guo's teaching is as excellent as ever. I particularly like the visual aid-de-memoirs she introduces, like the graceful dancer of beautiful shape but with an exposed weakness at the belly.

The other memorable lesson was planning your game so you get more of the big points than your opponent (although that does of course involve you recognising which these are!). This really was a good illustration of how to take Sente, even though I usually associated this concept a lot more with the endgame where you can throw away a surprising number of points by just answering your opponent all the time.

I do agree that the harmonious atmosphere throughout made the learning a lot easier. I enjoyed our group commentary of Guo and Matthew's game. Let's hope they learn something from us.....

So, thank you again for organising the event, and I look forward to next year in Cornwall.
Love
Sylvia

Return to Contents List

Game comments, Ellie vs Jemma



















Fig. 1 (1 - 25)

The game starts with White furiously rushing around the board trying to invade everything Black has. This approach is usually very difficult to carry through, eventually White will have too many weak groups to look after.

But Black needs to take the chances on offer. Her decision to take sente with 14 was excellent, but the blocking move at A would have been even better, completely shutting White into the top corner.

Along the way, Guo Juan remarked that a stone on the fourth line has an open door. In this diagram a white stone at A leaves the black position feeling ‘draughty’ with the sliding move at B available.






This means that white’s stone 3 will take a long time to settle itself, since Black can undermine it from either side. On the other hand black 2 only has one ‘open door’ direction, so that black 10 is a very big move. White could have played at 10 (or on the 4th line just above it) with 5, and this would have helped white 3.

In the top right corner, stones come into contact when Black plays 6. As soon as this happens it becomes urgent for both sides to rush to rush to shut each other in. So black 8 should be at A or, if she is frightened of being cut, at B. When Black takes neither of these points White’s only thought should be which of them to take.








The diagram above shows the best result, with nice cutting points at A and B,








But if this diagram looks too frightening, then. .








This line is acceptable. White gets enough room to be alive with territory, and can choose A,B or C.



















Fig. 2 ( 26 - 54)

This diagram starts with Black’s first real mistake. Black 26 should cover the cutting point by playing 30 (29 would also do, but one of these is essential).

White spots the weakness and cuts immediately, up to 35 is a big disaster for Black, but she recovers well, by taking sente and getting the big points at 36 and 38 Black keeps comfortably ahead.

At 39 we find another example of stones in contact, and all of the next few moves should take the urgent point at 54. Black finally gets the chance to play this point when White 49, which is locally a very good move, fails to block Black’s head either at 54 or next to 48. Black went on to win.

Return to Contents List

Rebecca's Remarks

Dear Sally,

Thank you very much for your email! I would like to give you a big thank you for your hospitality and the kindness you showed me when I wasn't well! (Thankfully, the antibiotics have now sorted that one although they do not seemed to have helped my Go playing!)

Jemma had a lovely time, really enjoyed her games and is now stood over my shoulder offering her thanks too.

Guo Juan is a beautiful person. Please convey to her that even though I was not well, I still have "close those doors" "have fun"and "ignore your opponent" ringing in my ears! The only problem I have now is a desire to tell all my online ooponents that I would like to start again! Can you also advise me on the title of her book ? I thought her teaching technique was the most understandable I have yet encountered! I need all the help I can get it seems!

Due to a forthcoming operation I expect to be far more with it next year! Hopefully my go playing will have improved too! It would be lovely to be able to host the even in Cornwall and I know Corrina and I have every intention of trying to sort that one out!
Once again, Thank You!
All the best to you and Nick,
With Best Wishes
Rebecca and Jemma

Return to Contents List

Game comments, Rasa vs Jill

There is a bit of a problem with this game—Black does not make enough mistakes so White, although she does nothing wrong, runs out of steam rather early. After the game, Rasa was promoted by three grades to give her other opponents some sort of a chance.

Black 6 was a little negative, two points to the left to separate White would be slightly better, but Black plays flawlessly up to 18.

The stones are touching and urgent plays appear. Black 20 at 21 would be even better, keeping White busy and securing the corner.




















Fig 1 (1 - 22)

Black continues to play flawlessly. 28 aims into the White position, then 32 blocks the group off and creates worries at the cutting point 33. White 33 would be slightly better one point lower, but the effect would be much the same.

Jill's last real chance comes with 35, surrounding the centre stones, albeit loosely.

Black 40 could be a little safer by playing A, B, C (the same combination as should have happened on the right side) but Rasa keeps her eye sharply on the main business. When she connects at 46, White’s last cause for hope disappears.

By the end of this figure Black is solid everywhere, White has no territory, no eyes, and a lot of thin connections. A model handicap game for Black.




















Fig 2 (23 - 46)

Return to Contents List

Helen (Black) vs. Sylvia



















Fig 1 (1 - 22)

4: OK to play here before playing in the empty corner, especially if you choose a joseki which gives sente for White, so that White can still play in the bottom left corner first.

9: Better to hane at 11, or simply connect.

10: Better to play this at 11 -- the Black hane there is big.

12: The hane, and the following sequence, are good for Black -- each exchange gives Black 3 points of territory, and White should count only 2 points each time for the thickness. Better to extend down the right side.

22: After this White move, where should Black play? Black should aim to get two of the three remaining big points. It is not enough to ask where your opponent will play next. You should also know where you will play after that.



















Fig. 2(23 - 99)

23: This is easier than to play the star point on the right side.

25: Slow. Better at the star point. The White group below is not very strong -- because of the weakness at A it can be attacked at B. If Black plays the 2 point extension at left, White will play at 28 and Black will get the last big point -- the star point on the right.

29: Too low (we want a balance of high and low -- remember "waves"), and too slow. Better to play more aggressively -- two points below the star point -- at Q8.

36: Better one point to right -- limit White's movement, and get ready for the knight's move of 48 to shut Black in. Access to the centre is the crucial issue.

41: Better to push through, rather than cut just now. After the push Black would control the centre.

49: Black gets two weak groups, and White only one ...White won.

Return to Contents List

Sue (Black, 2 stones) vs. Natasha



















Fig. 1 ( 1 - 36)

8: Not bad, but Black normally plays at the 3-3 point.

9: Bad shape -- better to stabilise the White group with a play at the 3-3 point.

10: Black should stand up at 63 -- this would both defend Black and attack White. This move stays important for a long time.

17: Not an attacking move. Better to slide into the corner from above with a knight's move first. Still better at 63.

18: Not necessary. Not worried by a White move there -- Black will be walking out ahead of White. Better to block from the corner.

21: Better at 22 -- get out safely.

The sequence to 36 is a disaster for White.



















Fig 2(37 - 97)

38: OK, but a play at 63 is better, 63 continued to be the best move through this exchange.

48: Safe -- perhaps a bit timid. Perhaps at 58 -- making space for 2 eyes while attacking -- is better.

50: Good -- better than connecting.

58: Black wants to play the nose attach of 59 -- can play at 63 now, threatening to do that next.

63: At last -- but now not so big.

69: White can play more aggressively at 70.

71: White is very strong, and should attack the Black stones in the bottom left corner by playing at

74: Black should defend the corner. Black lived in the lower left, but White won.

Return to Contents List

A Little lecture on shape

Several of the game analyses included reference to this black move as a shape mistake:







Black 1 is regarded as suspect, Guo Juan recommends playing the solid connection at A in most cases, there are also arguments for playing B and C, but for the moment we are concerned with a particular reason why black 1 may be bad.

Here is an example, taken from a handicap game in which Guo Juan had White:








White plays elsewhere after 16, she is setting Black a little test.








Here is the continuation we are interested in. Black was really supposed to play 3 at 6, then White has to go back and live and there is no problem:

White 14 may seem too loose to capture, but Black's only way out is to try this line, which leads to the shape we are interested in:








White starts by pushing through at 2, then carefully plays the throw-ins in the right order, starting with the one which threatens a snap-back on 4 stones, then the other throw-in, then the approach move at 10. Black can exchange A for B, but it is too slow to capture. Black dies.collapses

Here is another example of the same shape:









And here is the right order of moves:








This time, all the moves have to be in this order, except that 3 and 5 can be swapped. Otherwise:








5 was too soon, White can't get to atari at A








The second cut was missed, Black can crawl underneath and A is not atari








The cut is too late, Black can atari from on top








Notice that this line is not a ko. After white 9 Black needs three moves to connect - take the stone, connect, conect - while White needs only two to capture.








Black does have a ko of sorts by playing at 1 here instead of capturing the second throw-in,but it is an almost hopelessly indirect ko.

Return to Contents List

Spectator Sport

This game was played by Guo Juan, who had White against Matthew. Everyone else watched in another room where a lively commentary was led by Natasha. She adds the comments below. Anyone else who wants to add remarks or queries please send them to Matthew.

The players will remain silent as to what they thought was going on.



















Fig. 1 (1 - 19)

We started by wondering how far down the LHS to go at White 6. Sylvia pointed out that the move played cut out a natural extension from Black's shimari, whilst allowing White the 2 point extension should Black invade, which sure enough he did a few moves later.

At 9 we preferred a narrower extension

At 15, Matthew takes sente which happens a lot in this game. It's funny how for several moves both sides ignore the groups on the LHS rather than fighting to get ahead into the centre.

White 18 is the last large fuseki point.

We didn't anticipate Black 19. Black came up with many surprises in this game. When we couldn't work them out we said "Oh, it's just Matthew".



















Fig. 2 (20 - 43)

Alison came up with white 22 which looked very nice to us when seen on the board; it starts off the battle to the centre of the LH groups, and White running doesn't help Black's moyo.

At 26, Guo figures she is strong enough to take sente. OK, so this is going to be a standard invasion, but not one the group was familiar with. We figured on an invasion in roughly the area but didn't get the same point.

With 34 White's group is compact.

At 43, Black would like to wedge, but the other stone gets captured.