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JONG "lade ved rit i core Ce UU as ‘OUR ¢ ec a. . 5 a Written by Seo icdiebe? 9'dan : ‘ Jung Dong-sik 5 dan . 2 ki Translated by Nam Chihyang Tdan o : « € . ‘. the re é b: . A é . A < ‘ mie a i ” » @Hankuk Kiwon La. ‘arean Fes Assogiation \ © JUNGSUK IN OUR TIME Somok(3—4 point) Jungsuk Written by Seo Bong-soo 9 dan Jung Dong-sik 5 dan Translated by Nam Chihyang 1 dan @ Hankuk Kiwon Korean Baduk Association Preface We often think that if we follow jungsuk, even if we don't obtain an advantage over our opponent, we should at least end up with a balanced result. However, we forget that while junsuk points out the best moves to play, it is under the assumption that there are absolutely no stones apart from the situation at hand. If there is at least one stone nearby, jungsuk oftentimes is no longer the best solution. This is the reason for the famous Baduk proverb, “learn your jungsuk, but then forget it.” It is more difficult to choose a single appropriate jungsuk for your situation than to memorize countless jungsuk. This book has tried to select the most appropriate jungsuk for the context of each move, but a good rule of thumb to follow when you are studying is not to memorize them, but to learn how to think about and deal with your particular situation. Jungsuk changes, not only according to the surrounding situation, but also with player style or the overall strategy of the game. Out of countless jungsuk, a player who plays territory- oriented Baduk will choose a move advantageous for gaining territory, while another who prefers a more influence-oriented style will choose a move appropriate for his style. This is the reason why the fashionable jungsuk for each era keeps on changing. Nowadays when the importance of central influence is considered to be paramount, jungsuk that can build more influence is preferred. Some jungsuk that become unfashionable are not only excluded from play, but are often eliminated from the jungsuk canon altogether. For example, as techniques using the center advanced, moves that had no potential to develop the center were ousted from jungsuk. Although this book doesn’ t introduce all jungsuk of past and present, it concentrates on those used most often today. Jungsuk In Our Time will be the first Korean book on Baduk in English. As it is the first of its kind, I have no doubt that most of its deficiencies will be generously overlooked, but for the same reason, there were many difficulties with the translation. Since Japan introduced Baduk to the Western world more than thirty years ago, many Baduk terms were replaced by their English equivalents, but many are still used in their Japanese form. Those were the terms especially difficult to translate because they contained highly complex oriental concepts difficult to transpose. When translating this book, I have tried to replace all terms into English words that could be taken in an equivalent or similar meaning. The confusion that will arise from such newly coined terms will hopefully lessen as the new terms become established or if they are replaced with more appropriate terms in the future. I also hope that the readers of this book will contact me if they think of better terms than those used in this book. Please forgive my use of Romanized Korean terms when I was unable to find an appropriate English equivalent to the concept being expressed. Foremost, I would like to thank the Hankuk Kiwon for giving me the opportunity to take on such a worthy project. 1 would also like to express my heartfelt gratitude to James Davies, Charles Matthews, Michael Bulls, and Kim Yoo-suk for aiding me in finding appropriate English terms and for coining new expressions. Lastly, I sincerely hope that this book will aid its readers in improving their Baduk, so that it will become a worldwide bestseller. Written by Nam Chihyung Oct. 31st, 2000 CONTENTS T T TA - TT : TE lege +. & OV e 4 [eet t rt iE SHE leg oir i HHH THE LIP 14p 15p eo oj 79p ®:-® 84p. 90p 98p Bip Sip 100p 104p 106p 109p 112p 1116p 121p o eT 123p 126p 128p o 129p 131p 133p T tS 136p 138p 147p 151p PEAT rite 155p 157p 160p 165p 176 184p 168p 1712p 180p 187 SoC 188p 191p 196p 3 2 5). e: Oe 199p 204p 209p % De. ofr 213p 217 224p OQ fan 230p 232p 244p 248p 249p 253p 2857p 261p 265p 267 272p 277p 280p 284p 2870 294p 304p 298p 337 341p 344p 3486p 349p eo Primary Sequence 1 In the sequence shown, from 1 to 7, White looks better than Black because he has certain territory in the corner(@). But what we call “jungsuk" is a sequence from which both opponents can get well- balanced results. If White gets a territorial profit, Black will gain an external influence with which he can gain territory later. De Secondary Sequence 1 Secondary Sequence 1 After Primary Sequence 1, White's approach at 1 is a Or 7 good move. It has recently become popular for Black to make a grand framework with 2. White jumps at 3. t A Black already has a good framework on the right 5 [see side, so building a wall toward the center with 4 and 6 is good enough. Diagram 1 If Black tries to block with 1, White can get out with | } 2. Black can't shut both exits at A and B. LE 1 Diagram 1 Diagram 2 After Secondary Sequence 1, if White makes territory with 1, Black will strengthen his wall by extending at 2. As for Black’s next move, A and B are good for enlarging his framework. Diagram 3 If White jumps at 1, Black 2 is good. If White secures some territory with 3, Black will take territory in the corner with 4. Diagram 4 If White doesn’t invade with 3 in Secondary Sequence 1, Black 1 in this diagram is good. Up to 6 is a generally approved sequence. If White omits 6, Black will get a chance to invade at A, B, or C. Diagram 5 I HP Instead of playing Black 1 in Diagram 4, | mae | Black can choose to invade at 3 after t exchanging 1 and 2. He will gain territorial , profit rather than external influence. oo FE AUHE +e OO: | D+ settee L egter [ LT tt e re ‘ae efits : [+ 1 ' 6 [ le © 1 cB t 1 + 1 PT Proit i f al Diagram 3 Diagram 4 Diagram 5 S Secondary Sequence 2 Secondary Sequence 2 Continuing from Primary Sequence 1, it is also possible for White to divide the right side with 1. Then Black’s approach-and-extension at 2 is good. Up to 3, Black and White have shared the board peacefully. Diagram 1 Continuing from Secondary Sequence 2, Black needs to jump quickly at 1 to secure his territory on the left side. Diagram 1 Diagram 2 After Diagram 1, Black will aim at gouging out White's corner with 1. Diagram 3 If Black wants to build up his lower-side framework, he will approach at 1. Black’s invasion at A threatens White's basis for life, so White cannot omit 2. Diagram 4 If Black omits the jump in Diagram 1, White’s intrusion at 1 will be severe. White’s counter-bending is good against Black 3. Diagram 5 Continuing from Diagram 4, it is correct for Black to connect at 1. Up to 7, White has restricted both Black’s territory and influence. Black’s dansoo at A, instead of 7, would be a mistake, leaving potential trouble for Black. Diagram 2 Diagram 3 Diagram 4 Diagram 5 Diagram 6 Connecting at 1 instead of White 2 in Diagram 5 would make White’s shape heavy. Diagram 7 It isn’t good to cut at 1 because White becomes very strong thanks to the sequence up to 6. Diagram 8 Black 1 looks plausible. But after White makes Black’s shape low and flat with 2 and 4, White’s influence is worth much more than Black’s territory. Diagrarn 6 Diagram 7 Diagram 8 Primary Sequence 2 Black 1 was played often before Primary Sequence 1 came out. Because Kitani Minoru favored this particular sequence, it is called the “Kitani Jungsuk.” White's approach-and- extension at 4 is too important to neglect because, after Black approaches at 1 as shown in Diagram 1, it becomes almost impossible for White to invade Black’s territory on the left side. Black can therefore use Primary Sequence 2 to take sunsoo by leaving his territorry unprotected after white 4, but in that case, he will face a difficult battle if white invades Diagram 1 Secondary Sequence 1 Secondary Sequence 1 Continuing from Primary Sequence 2, if White invades at 1, Black must shut it off from the upper left corner with 2. White 3 intends to secure territory. Up to 12, White now has several choices. One is to steal the territory on the left side with sequence from 3 to 12. After this, it will be good for Black to strengthen the center with the sequence Black A, White B, Black C, White D, and Black E. Diagram 1 If White pushes at 1 thoughtlessly instead of playing 5 in Secondary Sequence 1, he will be baffled by Black 2. °33 t Diagram 1 Diagram 2 Another choice is to fight with 1, 3, and 5, if white has enough pae threats. Diagram 3 If White comes up at 1, it will be enough for Black just to respond with 2. Diagram 4 Also, Black can turn elsewhere and give up the three stones. By sacrificing these stones, CTT Black makes White @ redundant. O t Diagram 5 ge | ctr It is therefore better for White to wait for a | chance to move at 1. White’s weakness at A [ere Pt makes it hard to decide when to do it. & f 3)+ Diagram 2 vel a Diagram 8 Diagram 4 Diagram 5 Diagram 6 For Black, it is also possible to peep at 1 before dealing with the left side. Diagram 7 If White ignores Black @ and secures the left side, Black can get a better result by capturing White's stone in a ladder. Diagram 8 So, White has to respond at 1. The result up to | TTT 10 in this diagram is almost the same as Fé | Secondary Sequence 1. The difterence is, Black has securely captured White 3, but White can aim at A or B. Diagram 9 Without the exchange of A and B, White can cut at 12 and put Black in danger. Diagram 6 (abescestea RERELESIEE Diagram 7 Diagram 8 Diagram 9 - Cas Secondary Sequence 2 Secondary Sequence 2 White 1 intends to create a wall. Up to 11 is an approved sequence. Though Black 12 is very good, it is not inevitable. According to modern theory, the A-B exchange should be postponed. Although Black can reduce White’s territory by two points with the exchange, it works against Black if Black later invades White's corner with C. Diagram 1 Pushing at 1 is dangerous because White 4 is a very good move. White can either connect with A or jump out to the center with B, cutting Black in two. Black will then be weak and threatened. Diagram 1 Diagram 2 If Black hasn’t strengthened his group with 12 in Secondary Sequence 2, White 1 in this diagram will be good. Black then will come out at 2 first and watch for a chance to make an eye with A later. Diagram 3 Black can make an eye in sunsoo with the sequence up to 6. Diagram 4 So, if White doesn’t want to let Black live in sunsoo,29'™ 2 he can play 1 and 3, uel leaving A for the endgame. This also leaves the option of destroying Black's second eye with B, so Black may have to defend later. Diagram 5 Le After Diagram 2, White's move is the jump to 1. Black has to respond with 2 and 4. As a Diagram 8 result, white gains quite a big profit in sunsoo. Diagram 6 If Black doesn’t respond, then White can make a pae with 1 and 3. White must be well prepared, however, because he suffers considerable damage if loses the pae. Diagram 5 Diagram 6 Primary Sequence 3 Primary Sequence 3 White's peeping at 5 sounds out Black’s response. Black can respond with A, B, or C. Black’s choice among them will depend on his style, taste, or the circumstances. Diagram 1 It is old-fashioned to push at 1. White bends at 2 and gains territorial profit with 4, while Black gets external influence. White can also play 4 at A. Diagram 2 Continuing from Diagram 1, Black puts his group in order with 1 to 7. SP Secondary Sequence 1 Secondary Sequence 1 If Black has allies on the right side, pushing up at 1 is effective for him. Building a wall with Black 1 to 7 is very modern, emphasizing the importance of the center area. White's territorial profit is equally valuable, however. Diagram 1 After Secondary Sequence 1, the sequence up to 14 is almost inevitable. Diagram 1 Diagram 2 Continuing from Diagram 1, if White encloses the upper left corner with 1, Black 2 and 4 are good. Up to 6, the difference between Black’s influence and White's territory becomes clearer. Diagram 3 Turning at 1 instead of Black 14 in Diagram 1 is possible and, is more vigorous. While White gains more territory, Black then gets a stronger wall outside by capturing White 6 in a ladder. Diagram 4 If White is dissatisfied with Diagram 3, he can start a difficult fight with 1 to 9, instead of playing White 8 in Diagram 3. Hee Diagram 3 Diagram 4 atC} From an Actual Game 2A From an Actual Game It is also possible for Black to connect solidly at 1 instead of extending at A because, though White 2 is a very good move, Black can be satisfied with enlarging the right area with 3. Later, B and C will be good moves for both players. Diagram 1 After the last diagram, White has invaded at 1. But Black’s wall is still very effective and powerful. cae - Ota | + @ E | i -@ za 4 | 7 i 5 Oo 3 1 chy 9X11 Diagram 1 eS Secondary Sequence 2 Secondary Sequence 2 Connecting solidly at 1 is old- fashioned, but it appears frequently, under some circumstances, even in modern Baduk . Diagram 1 White 1 is also possible, but but if Black approaches at A later, White will have an exposed weakness at B. Diagram 1 Fate : tl | | 1° @ e t L eee Diagram 2 Diagram 3 Diagram 4 Diagram 2 T After Diagram 1, it is good to 4 @ thrust through with 1 and 3, strengthening Black’s left side. Diagram 3 It is dangerous to block at 1. Black will take the corner up to 12 by sacrificing 2, 4, and 6. Compared with White's influence, Black’s territory is far more valuable. Diagram 4 White can reduce Black’s territorial profit by playing 1, but this move loses sunsoo. Diagram 5 Black’s choice in Secondary Sequence 2 is very successful here. The eeraer Diagram 6 extension-and-pincer at 5 works perfectly. Primary Sequence 4 The various sequences that arise from White 2 and 4 are called the “Avalanche Pattern” because it includes a great number of variations. This pattern was used very often in the heyday of Go Seigen. In particular, Black 5 appeared in the early stage of the history of this pattern. Instead of 5, Black can choose among A, 7, and 9. With the two marked stones in the upper right corner, Black 5 is the Proper choice. The sequence up to 10 is considered correct. Diagram 1 Instead of 9 in Primary Sequence 4, Black can play dansoo at 1. The result up to 4 is almost the same as that in Primary Sequence 4. Diagram 1 Diagram 2 Continuing from Primary Sequence 4, it is common to play dansoo at 1 and to turn elsewhere. Diagram 3 If Black doesn’t play 1 in Diagram 1, White 1 will be good. If Black responds at 2, White will be happy because he gains territorial profit in sunsoo. Diagram 4 Black therefore has to do something and Black 2 in this diagram is good. Black 2 is especially effective when Black has allies on the right side, because he can create a mighty wall with the sequence up to 14. Diagram 5 After Primary Sequence 4, it is also good for Black to attach directly at 1. Diagram 6 If White pushes at 1, the result will be the same as in Diagram 4, except that Black ends in sunsoo. A! ate Diagram 2 Diagram 3 _ Diagram 7 If White wants to keep Black from making a wall, he should bend out at 1, but there is a price to be paid. Diagram 8 If White wants to take sunsoo, he can play dansoo at 1 and turn elsewhere. Diagram 9 It is the usual sequence after Diagram 8. Diagram 10 If White bends at 2, Black will bend at 3, too. White 4 is the right move and shows White's fighting spirit. Diagram 11 In the sequence up to 20, both Black and L 7 | White have tried to oe | prevent each other from creating a wall. HY | + A big battle canbe 9 expected to follow. = | Diagram 9 Diagram 10 Diagrem 11 ©-O @-@ Primary Sequence 5 Primary Sequence 5 Connecting at 5 attaches im- portance to territorial profit White 6 cannot be omitted. Up to 8, Black has gained ter- ritory while White has gained external influence. Black can always choose this sequence, regardless of any allies on the right side. Diagram 1 In the old days, Black played 1 to 5 to gain more territory. Diagram 1 Diagram 2 After Diagram 1, White’s knight's move jump at 1 is good for enlarging his wall. After that, Black can only continue securing territory with 2 to 6, but the result is considered favorable to Diagram 3 If Black has allies in the lower left corner, White’s choice of Primary Sequence 5 is a failure because Black’s extension at 1 is too good. Diagram 4 If White has a stone in the lower left corner, then his choice makes sense. But Black has nothing to complain of, either, because he can divide White's lower side with A. +04 Diagram 3 Primary Sequence 6 The variations that arise after Black’s bending at 5, called the “Small Avalanche Pattern,” were very popular 30-40 years ago, but this pattern rarely appears in professional games nowadays because it is considered favorable to White. Diagram 1 White normally cannot omit 18. If Black comes out at 1, up to 12, he will gain a great wall on the left side. For White, it is possible to turn elsewhere only when he has allies in the lower left corner, as shown in this diagram. Diagram 1 Secondary Sequence 1 Secondary Sequence 1 If Black is good at fighting, he can choose to attach at 1. Up to 12, Black has split White into two and can expect a fight in the center. Diagram 1 To attack Whites on the upper side with 1, Black has to beware of a ladder. Diagram 1 Diagram 2 If the ladder is favorable to White, he can counterattack with 1 to 9. The ladder is created with the sequence from A to G. Diagram 3 Therefore, assuming that Black chooses 1 in Diagram 1 in case the ladder works, it is common for White to run away with 1 to 9. Diagram 4 Blocking at 1 instead of 6 in Secondary Sequence 1 is a trick. Black 2 is correct. But Black should be careful when White cuts at 3. Diagram 5 Descending at 1 is a brilliant move that refutes the trick. Up to 11, Black is ahead. 249 + Diagram 2 Diagram 4 Diagram 5 Secondary Sequence 2 Secondary Sequence 2 White's extension at 1 provokes a fight, but White can choose this sequence only when the ladder is favorable to him (See Diagram 2). Diagram 1 After Secondary Sequence 2, a very difficult fight may follow, starting with 1 to 10. Diagram 2 When White extends at Q, if Black pushes at 1, White must cut at 2. Black 3 to 7 start the Diagram 1 Diagram 2 ladder. White should check whether the ladder is favorable to him before he extends. Diagram 3 If the ladder is favorable to White, Black can still play 1 and 3 in Diagram 2 because pushing up from 1 to 7 is very effective for creating a strong wall. It is enough for him to make a large framework on the upper side up to 11. Diagram 4 After the last diagram, Black 1 is a good follow-up. With 1 to Diagram 4 5, Black can easily undermine White's left-side framework. White must consider all the variations before he chooses Secondary Sequence 2. Primary Sequence 7 eer Black’s extension at 5 and White’s push at 6 result in the so-called “Large Avalanche Pattern.” Turning outward with 11 shows that Black is hoping for influence rather than territorial profit. Diagram 1 yaleeia| alesis White must now cut at 1, and Black must La EF Ee extend at 2. For White's next move, A, B, C, + T + 4 and D will be considered. Fil Diagram 1 Diagram 2 It is a mistake to extend at 1 without exchanging 1 and 2 in Diagram 1. Black strengthens the corner with 2. White cuts at 3, but after Black 8, Black threatens both A and B. Diagram 3 If White takes care of his weakness at 1, Black will come down at 2. Now, White must try an emergency measure with 7. Diagram 4 If Black captures one white stone with 1 to 5, White will be happy to cover Black with 6 and 8. Diagram 5 It is therefore good for Black to give up two stones and take the left area. If the ladder works, he can extend at 6 instead of 3. Diagram 2 Diagram 3 pt RA OGLO Diagram 4 Diagram 6 eS Secondary Sequence 1 Secondary Sequence 1 White 1 is usual after Primary Sequence 7. The sequence up to 10 is established. Black has gained external influence and White has gained territorial profit. Now, Black has the right to choose between A and B. Diagram 1 It is not good for White to turn at 1 to capture the three black stones because Black’s wall becomes too good when Black takes White’s stone with 4 and 6. It is impossible to come out at A instead of 5 because of Black B. Diagram 1 Diagram 2 If White extends at 1, cutting directly at 2 is a powerful move. If White pushes at 7, then Black will strengthen the upper side with 8 to 12. Diagram 3 Continuing from Diagram 2, it is impossible for White to try to save the two stones with 1. After 12, Black can kill one of White's groups with A or B. Diagram 4 White therefore must give up the two stones, but he is still at a disadvantage because he is attacked by Black 6. Diagram 5 Even if White extends at 1 instead of pushing at 7 in Diagram 2, the situation is still favorable to Black because Black’s strong wall is far more valuable than White's territory. Diagram 3 HATE] Diagram 4 Diagram 5 Diagram 6 After Primary Sequence 7, if White jumps at 1, Black will play 2, forcing White 3, and secure the corner with 4 to 8. Though White can encircle the two black stones with 9, there is a lingering danger that Black will break out by playing below 7. Diagram 7 White attaches at 1, hoping Black will again play 2 to 6. Because White is now certain of capturing the two black stones, the result in this diagram is better than that in Diagram 6. Diagram 8 Black’s counter is to push once more at 1. If White bends at 2, Black will also bend at 3. Diagram 9 If White extends at 2, Black will take one white stone up to 9 and still be ahead. or rr EA | Diagram 6 Diagram 7 i Cy ale e- t + OL | : t t Ds Diagram 8 Diagram 9 Diagram 10 The black stones on the upper side are safe. Black’s clever connection at 6 wins the capturing race. Diagram 11 White 1 is therefore the most sensible move. For Black, it is possible to play 4 and 6 instead of bending at A. Diagram 12 Continuing from the previous diagram, up to 10 is an approved sequence. Diagram 13 Black would like to jump to 1, but if he doesn’t protect the corner with 8 in Diagram 12, White can make a pae up to 13. t+ Diagram 10 Diagram 11 Diagram 12 Diagram 13 Diagram 14 Black therefore may try 4 instead of A in order to occupy 6, but Black 4 also has a demerit. Diagram 15 White can’t gain much with 1. He can play only 9 in sunsoo, not A. Diagram 16 But White can get more by cutting at 1, then turning at 3. If Black bends at 4, White can make a two-fold pae , up to 10. Diagram 17 Black therefore must descend at 5 instead of 4 in Diagram 16. Now White can play both 2 and 6 in sunsoo. If Black doesn’t respond to 6 with 7, the black stones on the upper side will be killed by White A. Diagram 14 Diagram 16 Diagram 17 BS Secondary Sequence 2 Secondary Sequence 2 Jumping out at 5 instead of capturing the three stones with A is a move that once disappeared because it was too difficult, but it has reappeared very often in recent professional games. Diagram 1 Black 1 is now inadvisable because White 8 is too good. Diagram 1 Diagram 2 After Secondary Sequence 2, if Black blocks at 1, White will cut at 2 and extend at 4, Diagram 3 When Black pushes at 1, White will protect both sides up to 6. If Black tries to confine White with 7 and 9. Diagram 4 White can make a pae in the corner with the sequence up to 11, and he has an absolute pae threat at 13. Diagram 5 After Diagram 2, if Black wedges in at 1, White 2 is a good response. Black tries to manage both sides, but the weakness at A will annoy him | after White 10. Diagram 6 Because of the weakness in — 1 TT t OF Sot Diagram 2 Diagram 3 Diagram 4 Diagram 5 the corner, it would be better for Black to reinforce with 1. Then White can occupy the important point with 2, but he must beware of Black 3. If he responds with 4, Black then will capture him in a net with 5. Diagram 7 White therefore should respond to Black 1 with 2. He can settle the rig) side with 4 to 8. Diagram 8 For Black, it is also plausible to push once again at 1. If White extends at 2, then Black is happy because he can protect the right side with 3. Diagram 9 After Diagram 8, it is useless for White to try to kill the Blacks on the upper side with 1 to 9. He must be content with blocking at 5 in sunsoo. But his two groups, split by Black 12 will go through hardship. Diagram 6 Diagram 7 Diagram 8 Diagram 9 Diagram 10 White 1, 3, and 5 therefore are the correct responses to Black 1 in Diagram 8. Diagram 11 It is not good for Black to bend at 1 and make a pae in the corner. Diagram 12 Black therefore attempts to lay siege to the center Whites with 1 to 9, but. Diagram 13 White can break through Black’ s siege up to 9 because he can either come out at A to capture the Blacks or cut at B to capture Black 4. Diagram 14 As a result, Black has to return to 3 and White will extend at 4, watching for a chance to Diagram 10 cee t Diagram 11 Diagram 12 Diagram 13 make a pae in the corner. For Black, it is common to protect the corner with 9 and jump toll. Diagram 15 If Black pushes at 1 and 3 before playing 5, the resulting situation will be almost the same as that in Diagram 14. Diagram 16 Attacking at 1, instead of extending at 1 in Diagram 14, - has been popular lately. If Pie White struggles to come out t+- to the center with 2 to 6, then I the net with 7 will work for Black. Diagram 17 +t So, it is correct for White to attach at 1. Black 2 is too 1 aggressive. Now, White can tear Black into pieces up to 7. Diagram 14 HERSEY Diagram 15 Diagram 16 Diagram 17 aS Diagram 18 Black 1 is the correct move. In response White 2 is too simple. Black will be very happy to gain a great influence over the center up to 15. Diagram 19 Descending at White 1 is a brilliant move. Though Black fills White’s liberties with 2 and 4, the Blacks in the corner will be killed with White 5. Diagram 20 Black 1 is an emergency measure. White bends at 8 to kill the Blacks, but then a pae favorable to Black will follow. If White cuts at A instead of 4, Black will play B. Diagram 21 White therefore must cut at 2 and suffer some losses up to 7. He then will thrust at 8 and 10 O O 4 jt lie L Diagram 19 Diagram 20 Diagram 21 and extend at 12 to sound out Black's response. Diagram 22 Giving up the corner and rescuing the Blacks on the side with 1 and 3 are the best that Black can do. Though the overall evaluation depends on the circumstances, the local result is fair to both. Diagram 23 Black can make a pae on the right side up to 6. But after White captures the Blacks on the upper side with 7 and 9, his upper side will be much better than Black’s right side. Diagram 24 If Black wants to avoid all these complicated variations, it is possible for him to push at 1 after Secondary Sequence 2. It is good to jump at 3 against White 2. The sequence up to 13 is very popular nowadays. Diagram 25 @ Because Black has to return to 5, land 3 are unnecessary. Up | to 14, Black’s five stones have I only become burdensome. | e Diagram 22 4 | 4 Diagram 23 Diagram 24 Diagram 25 Diagram 26 Under certain circumstances, it is not unthinkable to give up the corner and to expand the center with 1 to 13. But the territorial profit that White has gained in the corner is too big. Diagram 27 If White jumps at 1 instead of 12 in Diagram 24, then Black will take the initiative in the center with the sequence up to 14. Diagram 28 When White makes much of the upper side, it is also possible simply to block at 3 though Black’s territory around the corner is quite big. Diagram 29 If White doesn’t respond at 9 in Secondary Sequence 2 and captures the Blacks in the : corner with 2 and 4, then e@ Black 7 and 9 are good moves. Up to 29, Black’s external influence considerably sur- passes White's territory. + Diagram 27 Diagram 28 Diagram 29 Primary Sequence 8 Black 11 appeared for the first time in a game by Go Seigen. Diagram 1 What gave birth to Black 1 was the idea that the exchange of 1 and 2 gives Black two more points than in Secondary Sequence 1 on page 46. Diagram 1 Diagram 2 If White jumps at 2 after @ and @ are exchanged, then Black 3 is very powerful. Although White can capture the Blacks on the upper side up to 8. Diagram 3 Black 3 is a very good move, creating a great wall up to 11. Diagram 4 Although White is discontented about being walled in, it is impossible for him to try to break through with 1. After the preparation with 2 to 8, if Black cuts and attacks White... Diagram 5 White will die, as shown here. Diagram 2 Diagram 3 (HAD +#+-@- t Diagram 4 Diagrarn 6 Secondary Sequence 1 Secondary Sequence 1 Against Black @, it is possible for White to cut directly at 1. If Black plays dansoo with 2, then White will block at 3. The sequence up to 18 D has been played for several decades. Diagram 1 If White doesn’t exchange A for B and just if descends at 1, Black threatens both C and D | afrer 4. | | Diagram 1 Diagram 2 By virtue of the exchange of @ and @, Black can win the capturing race up to4. Diagram 3 If White bends at 1, Black can make a double pae, so he is safe locally, but this double pae will be a problem for him if another pae arises somewhere else. Diagram 4 Under certain circumstances, it is also possible for White to bend at 1. Black 2 is a mistake that creates a pae in the corner up to 7. Diagram 5 If Black bends at 2, nothing amiss will happen in the corner. But then White will be able to use A very effectively in the future. Ht Diagram ~ 9 & Diagram 4 Diagram 5 Diagram 6 Instead of 17 in Secondary Sequence 1, it is also possible for White to play 1, to keep Black from playing A. Also, White is watching for a chance to peep at B. Diagram 7 It is impossible to cut through White's large knight move with 1 and 3. White 6 threatens both A and B. Diagram 8 Black 3 in this diagram is also of no use, because Diagram 9 White will use up the value of the four stones and throw them away with the sequence up to 10. Diagram 8 Diagram 9 Diagram 10 If White wants to save the marked cutting stones, he should clamp at 2, then bend at 4. White 4 must not be omitted. Diagram 11 Continuing from Diagram 10, White gains territorial profit with 1 and 3 in sunsoo. White 5 then is a brilliant move that saves the Whites. Diagram 12 If Black tries to save his two stones with 1, White will willingly give up the three stones on the right side and create a wall outside. Diagram 13 If White has forgets to play 4 in Diagram 10, then Black 4 will be a good move. e@ zu Diagram 10 Diagram 11 @ Hf Diagram 12 Diagram 13 Diagram 14 After Diagram 6, therefore, it is common for Black to strengthen the center with 1 and 3. Then White will secure the side with 4 and 6. If White neglects 4, Black’s peep at A will be sunsoo and also very painful t Diagram 15 Black can enlarge the center with 2 instead of responding at 5 in the last diagram. But he should be careful not to extend at 4 thoughtlessly. After the sequence up to 14. Diagram 16 White can rescue the Whites in the corner with 1. Because White © makes a tiger’s mouth, Black cannot go any further than 8. Diagram 15 ‘0 White. Diagram 17 Black therefore must push at 2 to protect the corner before extending at 4. Diagram 18 If White doesn’t like Diagram 17 or wants to enlarge his right-side framework, bending at 2 will serve his intention well. But because Black 3 is also a very good move, the resulting situation will be satisfactory to both. Diagram 19 Instead of attaching at 3, as in Diagram 15, it is possible for White to settle the corner with the sequence up to 15, then jump at 16. Diagram 17 Diagram 18 Diagram 19 Secondary Sequence 2 Secondary Sequence 2 If White doesn’t want to give Black the territory on tl Secondary Sequence 1, it is also possible for him to extend at 7. For Black’s next move after 19, there are three choices: A, B, and C. White 17 is a recent innovation. Diagram 1 In the past, jumping at 1 was considered normal, but it is not played so often nowadays, because Black’s right-side territory is too big. e right side, as in Diagram 1 U 4) @ CORDED E WOE 10) + Cf Diagram 2 Diagram 3 Diagram 4 Diagram 2 When the ladder is favorable to Black, 4 Black 1 and 3 are powerful. When White attempts to kill the Blacks on the right side, Black will counterattack with the sequence up to 17. Diagram 3 Continuing from Diagram 2, if the ladder works for Black, he can connect at A instead of pushing at 6. If the ladder +. doesn’t work, however, Black has to give up the center. Although he can take oy White’s three stones, as shown in this diagram, White's external wall is too good Dagtam 5 and, besides, it is White’s turn. Diagram 4 Striking at White’s vital core instead of playing Black 12 in Secondary Sequence 1 has recently been studied. White 2 looks very natural. Black 3 and White 4 are necessary. The sequence up to 12 has appeared in many games. Diagram 5 Continuing from Diagram 4, however, it is clear that Black is stronger than White up to 7. Diagram 6 For Black, it is also possible to push at 1 instead of playing 1 in the previous diagram. Because Black 3 is a good move and Black’s wall is strong, White cannot be content with this result. Diagram 7 White 2 is the best choice among the responses that have been invented up to now. With this move, White can retain the possibility of a pae, with A in the corner. If Black removes this possibility with A, White will be content to play B. Diagram 8 Bending at 1 instead of Black 18 in Secondary Sequence 2 is not good for Black. White plays 2 to 6, then cuts at 8. Diagram 9 Up to 9, White has created a great wall by sacrificing three stones, and has kept sunsoo. Diagram 8 Diagram 9 Diagram 10 Black can choose the external wall with the sequence up to 9, but White regains the upper side and still keeps sunsoo, so this result is not favorable to Black. Diagram 11 Jumping at 1 instead of playing 18 in Secondary Sequence 2 is not good, either, After the situation settles, as shown here, Black 1 is in an unnecessary place. Diagram 12 Black 18 in Secondary Sequence 2 therefore is correct. The sequence up to 9, it is an approved sequence. Compared with the previous diagram, Black is better off because he has not made the A-B exchange. Diagram 13 Black would like to hit the head of two whites stones with 2. This is understandable, but Black suffers a loss on the right side. Diagram 19 Diagram 11 i ans O e { ie aol ft f 13 Diagram 12 Diagram 18 Diagram 14 Clamping at 1 looks like a brilliant move for Black, but it in fact isn’ t. White will create a great wall outside, up to 12. Diagram 15 Black has to prepare with 1 and 3 if he wants to clamp at 5. Then White won't be able to seal the Black in. Diagram 16 White therefore must fight a pae with 6. If Black clamps at 13 instead of making a pae threat. Diagram 17 Then White's cut at 3 will be powerful. If Black now takes the pae at 6, White ignores it and turns at 9. Diagram 15 | | Tt i Diagram 16 Oo 82 © Diagrarn 17 Diagram 18 Although Black’s breakthrough looks powerful, when White calmly connects at @, Black cannot defend against both A and B. Diagram 19 So, when White sustains the pae with 1, it is wise for Black to settle the situation with 2 to 12. Compared with Diagram 12, Black should be satisfied as he has played the marked stones (@) in sunsoo. Diagram 20 White 2 is a stronger counter to Black 1. White settles the center up to 6 before responding to Black 1 with 8. The result in this diagram is satisfactory for White. Diagram 21 But Black has a counterpunch. Instead of extending at A, he bends at 1. When White cuts at 10, Black cannot cut at B because of White C, but he can play 11 to protect the weak point at C. Diagram 20 Diagram 21 O, Diagram 22 Diagram 22 If White cuts at 1, up to 6, Black will kill the Whites on the upper side. Diagram 23 It isn’t good to protect the upper side with 1, either. Even if White attempts to cut Black off with 3 and 5, Black will easily escape with 6 and 8. Diagram 24 So, when Black jumps down at @, the best thing for White is to take one black stone with 1 and 3. Though White wasn’t able to save his stones on the | Diagram 24 upper side, his shape in the center matches very well the framework on the lower side. ae - e y \ 4 6 + eo. i ‘ | Ut I Diagram 25 Diagram 26 Diagram 25 If White wants to avoid all these complicated variations, it is also possible for him to respond calmly with 2 and 4. When Black clamps at 5, White will connect at 6. Up to 10, the resulting situation is acceptable to both. Diagram 26 It is not good for Black to push at 2 and cut at 4 when White jumps at 1. Because he is stronger now, White can attack the Blacks in the center with 7. eS Secondary Sequence 3 Secondary Sequence 3 The sequence up to 13 is the |; | @) | +@ same as in Secondary Sequence e 1. Black 14, instead of A, t | intends to take advantage of : the arrangement in the upper left corner. Diagram 1 If Black automatically jumps at 1 according to the well-known sequence, the effect of the marked stones will be reduced by White 2. Diagram 1 Diagram 2 When Black pushes at 1, White’s jump at 2 is too simple and serves Black’s purpose. After pushing up to 5, Black will develop the side and attack the Whites with 7 and 9. Up to 11, Black is ahead. Diagram 3 Jumping one line to the right with 1 is what Cho Chihoon did in an actual game. Up to 18, the situation is well balanced. Diagram 4 It is also possible to bend at 1 and attack the Blacks. Diagram 5 After settling the corner with 1 to 5, bending twice with 7 and 9 looks powerful. Diagram 3 Diagram 4 Diagram 6 If Black innocently captures the three Qs with 1 to 5, he will be helping White to get rid of three stones whose value has already been used up with White 1 to 5 in Diagram 5. White 4 and 6 are too good for Black’s liking. Diagram 7 Now Black chooses the sacrifice strategy with 1 and 3. Though White captures four black stones with 4 and 6, Black’s bang-off is too good for White's liking. Diagram 8 White has to extend at 1 instead of playing 4 in the previous diagram. When Black attacks him with 4, he escapes with 5. Diagram 9 Extending at 1 so as not to be attacked by Black 4 in Diagram 8 will endanger the Whites on the right side. Diagram 6 Diagram 7 Diagrarn 8 Diagram 9 Primary Sequence 9 White 1 and 3 intend to settle the corner in sunsoo and turn to 5. TI merit of this sequence is that White can choose between territo ry ® circumstances. After 5, there are many [asl and external influence according to the 4H t variations. Diagram 1 If Black turns elsewhere, White will secure the corner territory up to 5. Diagram 1 eS Secondary Sequence 1 Secondary Sequence 1 Continuing from Primary Sequence 9, when Black attaches at 1, White can take the corner up to 10 while Black gains external influence with 11 and 13. Though Black is ahead locally, the result is fair to both since White can occupy 12 and 14. Diagram 1 When the ladder is not favorable to Black or when he doesn’t want White to occupy the good points, as shown in Secondary Sequence 1, Black can give up capturing two white stones. Black’s external wall is strong enough that he has nothing to complain of. Diagram 2 If White doesn’t want to allow Black a strong wall on the outside, he settle for a smaller corner territory. Diagram 3 If White welcomes a battle, it is also possible for him to cut Black apart with 1 and 3. can Diagram 4 -| - After the last diagram, if Black cuts at 1, White will gain good influence by sacrificing tH two stones. J | Diagram 5 If Black prefers not to fight, he can give away TT 0 @. If White cuts at A, Black can come out at B and fight anyway with White C, Black D, and Ce e TT White E. If he prefers peace, Black can extend at C against White A. TTT TS ola eke Diagram 2 L faelaia|) one + - fol y ot 1 zl 4 [ - | | | Hts 4 Lol a J +B 8 | i + + E 4 4 | 6 +4 rH Diagram 3 Diagram 4 Diagram 5 @-® SP Secondary Sequence 2 Secondary Sequence 2 Bending at 1 and 3 to create a wall, instead of playing White 5 in Primary Sequence 9, has appeared in recent professional games. Black has no reason to avoid this sequence, as he can make a good shape on the right side and occupy the big point at 12. Diagram 1 For Black, it is also possible to bend at 1. White can occupy 4, so there is nothing unsatisfactory for either side. “o Diagram 1 Diagram 2 Diagram 2 White 1 demands a response. Black 2 is the correct response here. Up to 7, the resulting situation is almost identical with Diagram 1. Diagram 3 It is also possible for White to approach at 1 instead of White 5 in Primary Sequence 9. If Black extends at 4, then he can develop the lower side with 5 to9. Diagram 4 Black should therefore jump Diagram 8 I i : Diagram 4 at 1 before extending at 3. Instead of Black 3, Black A or B is also worth considering. eS Secondary Sequence 3 Secondary Sequence 3 + | j ! t+ teal | leet Peeping at 1 is old- 4 fashioned, but the outcome Ee 4 up to 6 is acceptable to i a Ly ‘ both players. a Diagram 1 a | i a It is all too easy to block at OO 1. White 2 forces Black’s Diagram 1 Diagram 2 connection at 3, and White’s wall on the left is much better than Black’s territorial profit. Diagram 2 Black cannot turn at 1 because White's territory in the lower right corner is too big. Diagram 3 White has to beware of Black’s cut at 3. Black is plotting a sacrifice strategy. Diagram 4 Continuing from Diagram 3, if Black cuts at 1 and bends at 3, then White has a choice between 4 and 5. But if White takes Black 1 with 4, then up to 13, Black can create a huge wall outside while White gains just 25 points in the corner. Diagram 5 If White doesn’t like the result of the previous diagram, he can come out at 1, if the ladder shown in this diagram is favorable to him. Diagram 6 When the ladder is unfavorable to Black or when he wants to allow White less territory in the corner, he can just cover the outside with 1to5. Diagram 3 Diagram 4 © --@ Diagram Diagram 6 ae 10 Primary Sequence 10 + L If Black prefers territorial prof- I | it to influence, he will attach at as + — 1. I I Diagram 1 | In the past, White just extended crs I Cr at 1. Up to 8, it was a common + 7 sequence. After this sequence, A +O it is good for White to extend at around A. Diagram 1 Diagram 2 Diagram 2 If Black bends at 1 instead of playing Black 4 in the last diagram, White should not simply respond at 2. Up to 5, Black’s territory is too big, so White must bend at 5 rather than 2. el 3 Secondary Sequence 1 Secondary Sequence 1 + 4 4 Recently, White 1 has a became the usual move. Up = [| ee to 12, White gains power over the right side while Bae ea Black dominates the lower ¢ side. pe laelae Diagram 1 4 It is dangerous to omit all e Black 12 in the last diagram Diagram 1 Diagram 2 because White 1 strikes Black at a vital spot. Diagram 2 If Black connects at 1 instead of Black 8 in Secondary Sequence 1, White will make Black take two stones and build a strong wall outside, up to 6. eS Secondary Sequence 2 Secondary Sequence 2 eee If White wants a more complicated + sequence, he will cut with 1 to 5. Black therefore should be prepared for this cut when he attaches at @. Diagram 1 If the ladder with A is favorable for Black, t he can capture the three white stones with the sequence shown. The loss of these three stones is disastrous for White. Diagram 1 Diagram 2 When the ladder is not favorable to Black, then the diagonal at 1 is the best move for Black, but locally, White’s territory in the corner is too big. If Black blocks at A, White can kill the Blacks with B. Diagram 3 When the ladder is not favorable to him, White must bend at 1 instead rb tep Pte - of White 2 in Diagram 1. Diagram 4 | +7 HH Continuing from Diagram 3, the T sequence up to 14 is expected. - a White has gained territorial profit ‘ and Black has the precious sunsoo. Diagram 5 Unless Black gives up four stones, up to 12, he will meet a miserable end. Diagram 2 o Diagram 3 Diagram 4 Diagram § Sp Secondary Sequence 3 Secondary Sequence 3 Countering with White 1 and extending at White 3 are moves that were developed more recently. White builds an outside wall and Black gains territory. Diagram 1 If White omits the dansoo at 7 in Secondary Sequence 3, his wall becomes less strong than before because of Black 2. Diagram 1 Diagram 2 After Secondary Sequence 3, if Black cuts at 1, the sequence up to 8 is the best for both players. Diagram 3 If White wants to take sunsoo, he can play 1, but he should beware of Black A afterward. Diagram 4 Instead of Black 4 in Secondary Sequence 3, it is also possible for Black to connect at 1. Up to 10, the resulting situation is almost the same as that in Diagram 2. Diagram 5 If White extends at 1 instead of playing White 4 in the last diagram, Black must be careful not just to block at 4. White can build a strong wall in sunsoo, as shown. Diagram 2 | TI t 4+ ch + Tra ss Diagram 8 Diagram 4 Diagram 5 Diagram 6 Instead of Black 4 in the last diagram, Black should jump at 1. After 7, Black threatens both A and B. But Black can do this only when the ladder with Black B works. Diagram 7 For White, it is not recommended that he connect at 1 and crawl along the second line, as shown. Diagram 8 If White wants to develop the lower side, it is also possible for him to jump at 1. Diagram 9 White's diagonal move in this diagram was invented very recently. It has the same meaning as White 1 in the prvious Diagram. Bending at Aisa very big in the endgame and it is also possible for White to attack the Blacks with B. Diagram 6 Diagram 7 Diagram 8 Diagram 9 Primary Sequence 11 Primary Sequence 11 When White has a stone around the lower left corner, as shown, it is reasonable for him to extend at 1. Black 2 and White 3 are common. Diagram 1 The same situation can also arise in a 3-5 point jungsuk. Here, White played 1 on the 3- 5 point and Black approached at 2. Diagram 1 SP Secondary Sequence 1 Secondary Sequence 1 If Black wants to settle the corner lightly and to take sunsoo, it is good for him to extend at 1. White 2 is very big and necessary for the safety of White's group. Diagram 1 It is old-fashioned to make a tiger’s mouth with 1. If White peeps at 2 and extends at 4, however, it will be very difficult for Black to omit 5, and because there still remains potential trouble for him, this jungsuk was recently judged to be unfavorable to Black. Diagram 1 Diagram 2 The potential trouble mentioned above is White 1 and 3 in this diagram. Now, Black will be attacked severely. Diagram 3 If Black wants to add a move to the position from of Secondary Sequence 1, it is good for him to jump at 1. Diagram 4 If Black turns elsewhere, then White 1 will bit the vital point. The best move for Black is to sacrifice two stones and strengthen the outside, but White's territory in the corner is very big. Diagram 5 After the last diagram, White 1 and 3 are very big endgame moves. White has gained more T than 25 points in the corner. Diagram 2 i | | t + ia t |. + + + 7 ere e +H e alae ie 7 —, 4 +t 3 ae { 7 He | + bee 4 : ° 3 ell de kc cts ca Tit ! Diagram 3 Diagram 4 Diagram 5 Diagram 6 If White neglects the endgame moves shown in the last diagram, Black 1 and 3 become very good endgame moves. Diagram 7 It is unreasonable to block at 1 instead of playing Black 2 in Diagram 4 because Black is split into two. Diagram 8 7 J For White, it is possible just to | peep at 1 and link under. But z TT Toa the disadvantage is that White's shape is thin here. ai Diagram 6 Diagram 7 Diagram 8 SP Secondary Sequence 2 Secondary Sequence 2 If Black bends at 1, then White will cut at 2. The ensuing variations are very complicated. Black cuts at 11 after pushing up to 7. Black 19 and 21 are good moves that cannot be altered. Though the sequence up to 34 has been played for a very long time, it still appears often in modern games. Diagram 1 Diagram 2 Diagram 1 After Black bends at 1 in Secondary Sequence 2, if White simply responds at 1 in this diagram, up to 6, Black’s shape will be better than White's. Diagram 2 Black can secure territory and avoid difficult battles by playing 1 instead of Black 9 in Secondary Sequence 2. White 2 is a good sounding-out move. Diagram 3 Black 1 intends to secure the territory on the right side. But White is satisfied because he has eliminated his weakness at A. Diagram 4 Black’s solid connection at 1 prepares to come out with 3. But while Black captures two white stones, White gains a strong wall outside. The sequence A to D willbe a big endgame maneuver for White. Nevertheless, White still has a weak point at E. Diagram 5 It would be a folly to jump out at 1 instead of playing Black 19 in Secondary Sequence 2. Up to 10, the whole Blacks are destroyed. Diagram 6 So, White 1 instead of White 18 in Secondary Sequence 2 is a bad move that permits Black to jump to 4. Diagram 6 Diagram 6 From an Actual Game From an Actual Game With this situation in the upper right corner, if Black attaches at 1 and pulls back at 3, then White 4 is a good answer. White intends to develop the upper side and the center. Diagram 1 Though generally considered a jungsuk, White 1 is bad in this case because Black can extend at 2 and check White's development. oe Ob Diagram 1 Diagram 2 If Black cuts at 1, White will give up the corner through 6. Though Black's territory cannot be ignored, White has nothing to complain of, because he can attack Black’s one stone as well as secure the side. Diagram 3 Black may think that he can successfully defend the corner with 1 and extended at 3, but that is also Black’s miscalculation. Diagram 4 White can gouge out the corner with 1 to 7. Diagram 5 If Black attaches at 1 instead of Black 2 in the last diagram, then the three black stones will be captured with White 2. Diagram 3 Z TH pe eo wr i+ ee Diagram 4 oo z @ tO + + Diagram 5 Primary Sequence 12 Primary Sequence 12 The lower pincer of Black 1 is a very vigorous move. White's attachment at 2 is one of the numerous variations that can follow. Though there are various other choices, it is most common for Black to bend at 3 and push at 5. Up to 15, this is an approved sequence. Diagram 1 Instead of Black 5 in Primary Sequence 12, Black 1 and 3 are also possible. Because White can make a pae in the corner with the sequence A to E, Black should answer at C after 10. Diagram 2 If Black secures the corner with 2 instead of Black 13 in Primary Sequence 12, White should be careful not to respond at 3. Then Black can omit A and connect at 4. Later, Black's approach at B will be fierce. | Diagram 3 @ 1 +O White 2 and 4 are | if alee obvious responses. The Ty cae aa sa cele result up to 13 is fair for both since Black gets + territory while White gains a wall. If Black extends at 12 instead of 9, White will fight by jumping at A and the fight will be difficult for Black. Diagram 2 Diagram 3 Diagram 4 After Primary Sequence 12, White 1 is a very + strong and good move, ae but the timing is difficult. White 1 helps Black to exchange 2 for 3, because there is no more cutting [ point at A. { Pri Diagram 5 1 White 1 is a very big i rpae TT endgame move. Next, > White A is good. i esl ! Diagram 4 Diagram § DS Secondary Sequence 1 Secondary Sequence 1 Responding from underneath with 1 instead of dansoo at 4 sometimes appears in modern games. Black is looking for instant territorial profit rather than future possibilities. On the other hand, White can build a strong wall up to 10. Diagram 1 When the ladder at 6 is favorable, White can simply connect at 2. If Black plays at A, the situation returns to Secondary Sequence 1. Up to 8, the result is satisfactory to both players. Diagram 1 Diagram 2 The simplest thing for Black to do is to take one white stone with 2 instead of playing Black 3. White then will take one black stone and the result will be fair to both players. Diagram 3 Black 2 is another variation. If White comes out at 3, up to 11, Black gets a better result than in Diagram 1. Diagram 4 It, therefore, would be better for White to connect solidly at 2. af ee Diagram 5 If Black turns out at 2 instead of Black 7 in Secondary Sequence 1, then White 3 to 7 are good | moves. After 7, White Paaaati threatens both A or B. fe Diagram 2 Diagram 3 Diagram 4 Diagram 5 Secondary Sequence 2 Secondary Sequence 2 If Black has occupied the upper right corner with @s, as shown, turning at 1 is better than White 12 in Primary Sequence 12. Black 2 will naturally follow. The sequence up to 21 is considered correct. Instead of White 19, A is also possible for White. Diagram 1 When the ladder with 1 and 5 is favorable to Black, White cannot come out at @. Diagram 2 Instead of Black 6 in Secondary Sequence 2, it is possible for Black to thrust at 2 Diagram 1 under certain circumstances. Black can develop the lower side up to 8. Later, A will be an important point for both players. White preserves B, to be ready when there is a pae. Diagram 3 It is not good to push at 2 instead of playing Black 10 in Secondary Sequence 2 because it weakens the five black stones in the center. Diagram 4 If Black doesn’t respond to White 13 in Secondary Sequence 2, Black’s group in the corner will be killed with White's good move at 3. Diagram 5 Instead of playing 18 in Secondary Sequence 2, Black also can pincer at 1 and then develop the upper right side with 3. THe eA TE O. SH rt Diagram 2 Diagram 3 Diagram 4 Diagram 5. Secondary Sequence 3 Secondary Sequence 3 Ramming with 1 and cutting with 3 seem a little odd but they form another variation. The sequence up to 11 is common. Diagram 1 Though White can live in the corner with 1 to 5, this is not good because it makes Black's wall stronger. Diagram 2 If Black thoughtlessly plays 2 instead of Black 5 in Secondary Sequence 3, he can force White to play the sequence up to 9, but this exchange is unfavorable to Black. a Diagram 1 Diagram 3 Nor is Black 2 any better, because White can secure the corner territory up to 5 and also rescue the three stones in the center. Diagram 4 When the ladder is favorable to him, Black can connect at 2 instead of 7 in Secondary Sequence 3. White can be compensated, how- ever, by using the ladder breaker. Diagram 5 Playing White 2 instead of 8 in Secondary Sequence 3 means that White wishes to save the two stones in the center. White 2 is rec-ommendable if White prefers a difficult battle to a calm sharing of territory. Diagram 2 Diagram 3 Diagram 4 Primary Sequence 13 Primary Sequence 13 Black 3 has been in fashion recently. It intends to settle both the lower side and the right side. As for White’s response, there are moves from A to D and each has many difficult variations. Diagram 1 Black 1 was considered standard before the advent of Black 3 in Primary Sequence 13. It is no longer very popular because White can easily settle himself with A or B. Diagram 1 eee eee Diagram 2 If Black defends the right side with 1, White 2 becomes the vital point. Though Black 3 is a good move, up to 7, Black’s shape is thin. White can also come down at A instead of 4 and bend at B. After 7, White will attack the right side with C. Diagram 3 If Black defends the lower side [7 ]1] 1. with 1, then White will tap at 2. - Up to 6, White's shape is thicker | Tae a than Black's. Diagram 4 Ee eel After Diagram 3, if Black }- extends at 1, up to 6, White’s rt wall is outstanding. Diagram 5 Instead of 6 in Diagram 3, White's cut at 1 is also possible. If Tet Black simply connects at 2, White's shape will be very strong, after capturing one stone with 3. Diagram 2 Diagram 3 Diagram 4 Diagram § Diagram 6 Black can provoke a battle with 2 to 10. Diagram 7 The result up to 17 is a pae, but after Black A and White B, Black will need a pae threat. Diagram 8 Black can cut at 1 and start a different pae up to7 Diagram 9 White will take two black stones as a compensation for the pae up to 7, and the tt 2 — resulting situation will be : - favorable to White. Diagram 6 Diagram 7 Diagram 8 Secondary Sequence 1 Secondary Sequence 1 1 and 3 are the commonest responses for White. White is threatening A and B. Diagram 1 If Black extends at 1, White will attack the lower side with 2. Up to 6, White has a good fighting position. Diagram 1 Diagram 2 If Black defends the lower side with 1, White will settle himself with 2 to 6. Black 7 is very big, so Black has nothing to complain of. A is a matter of timing. Diagram 3 If White changes the order of moves and plays 1 first and then bends at 3, Black won’t o rt | connect at 2 in Secondary - Sequence 1 but at 4 in this diagram. While White is dealing with the corner, Black extends on both the lower side and the right side. Diagram 4 If Black extends at 1, it is also possible for White to attack the right side with 4 after exchanging 2 and 3. Diagrarn 2 it Le ttt ® etesH Lot + OF e> L 1 Diagram 3 Diagram 4 Diagram 5 The exchange of Black 1 and White 2 is not good for Black because White’s territory on the right side is too big. Diagram 6 Black therefore should run away with 1 to 5. While White settles his group on the upper right side, Black is laying the groundwork for an attack on White’s stones in the lower right corner. Diagram 7 White 2 is therefore a reasonable reply to Black 1. Up to 7, there is no reason for White to be dissatisfied because he also gets tangible profit. Diagram 5 Fo Ly on aan : e | a i@ I at T yy 4 ® ie @- H OEE | LOT] a T bt 44 | | legis OF Diagram 6 Diagram 7 Secondary Sequence 2 Secondary Sequence 2 White can play 1 first, intending to attack Black with 3 after Black’s response at 2. If White attacks Black less forcefully with A, Black can easily settle himself in the corner with B. White 1 doesn’t give Black time to extend at B. Diagram 1 Though White 1 looks like a vital point, this is not the right time to play it. After 10, White © is located in the wrong place. If Black plays 8 instead of 6, then White will kill the three black stones with 6. Diagram 1 Diagram 2 After Secondary Sequence 2, if Black comes up at 1, White then will threaten the Blacks with 2 to 6. Diagram 3 Nor is it good to bend at 1. White 2 is a good move and, up to 6, Black is still unsafe. Diagram 4 ee T H The trade up to 6 is also unfavorable i f to Black since White’s territory in the aie TI eo corner is too big. 1 Diagram 5 Black must bend at 1. When White + t- ~ peeps at 4, if Black connects at 5, up iid to 10, the result is better for White. | Diagram 2 Diagram 3 Diagram 4 Diagrarn 5 Diagram 6 But Black will push at 2. After splitting the Whites in two up to 6, Black will live in the corner with 8. Diagram 7 White 2 is the only way to respond to Black 1. But if WI corner territory, he will still get a bad result up to 15. 4 ite clings to the Diagram 8 = Instead of White 4 in the last diagram, White should extend i at 1 here. Black has no good | way to respond to this move. Diagram 9 When White bends at 1, Black Tee should block at 2. The result up to 10 is almost the same as that in Diagram 6 and Black is YT satisfied. HH Diagram 6 a + tetH + e 44 Diagram 7 Diagram 8 Diagram ¢ 2 s Diagram 10 It is better for White to capture with 1 instead of blocking with 5 in the last diagram. When Black comes out at 2, White will attach at 3 to avoid confinement, then secure the corner with 5. Diagram 11 Because Black dislikes the result of the last diagram, Black 1 has been tried instead of Black 2 in Diagram 9. Black can confine White to the corner with 5 to 9, but White lives, so Black has nothing to show for his efforts. Diagram 12 Black therefore comes out at 1 instead of Black 7 in the last diagram. Black is satisfied with subduing the lower side up to 15. Diagram 13 In conclusion, it is easier for both players if White bends at 1 instead of peeping at 4 in Diagram 5. After 5, Black can choose between taking two white stones with A to C and bending at D. | ia eee le ° { 3 { 1 ala = = VY r 5) Diagram 10 Diagram 11 i 1 i iit Diagram 12 Diagram 13 Secondary Sequence 3 Secondary Sequence 3 Peeping at 1 and attaching at 3 are the latest invention among the variations that derive from Primary Sequence 13. When Black has to return to 6, White will cut at 7 and capture one black stone. Diagram 1 In the past, White used the two stones as a sacrifice and tapped at 13. Diagram 1 Diagram 2 Continuing from Diagram 1, White builds up a wall while Black secures territory on the side. But because White has many weak points, such as A, for example, he cannot be satisfied with this result. Diagram 3 White’s attachment at 1 was devised as an alternative to 7 in Diagram 1, but if TT LTH White continues with 3 to 11, his - + accomplishments are trivial compared | @ with Black’s shape on the right side. 1 Diagram 4 If White blocks at 1, the result is almost f the same as that in the last diagram. Diagram 5 White’s dissatisfaction with the last four diagrams led to the invention of White 2 in this diagram. If Black tries to come out to the center with 3 and 5, he will be | trapped by White 6 and 8, rn Diagram 2 Diagram 3 Diagram 4 Diagram 5 Diagram 6 Nor is it good to link underneath with 2 and 4. White will fiercely attack the Blacks with 9. Diagram 7 Black can consider a knight’s move at 1. The sequence up to 8 looks reasonable, but... Diagram 8 | fee le White responds at 2 to Black’s ale dansoo at 1. If Black comes out at 3, a ee he will be weakened up to 8. This result cannot be satisfactory for Black. b- — Diagram 9 - Black therefore takes White @ so as pay not to affect Black @. Black 10 is a : mistake, however, and the result up 44 to 13 is favorable to White. a Diagram 6 Diagram 7 Diagram 8 Diagram 9 eo Diagram 10 Instead of Black 10 in the last diagram, Black should ram and cut with 2 and 4. The sequence up to 14 is inevitable and White is ruined. Diagram 11 White therefore should jump at 2 when Black slides to 1. The result up to 6 is quite satisfactory for White. Diagram 12 ale It is also possible for Black to . bend at 2, but he should not continue at 4. White can get a strong shape up to 9. Diagram 13 Black should push at 2 instead of playing Black 4 in the last diagram. After 7, Black can aim at pressing at A to cloes off the center. fs Diagram 10 —— He! Ne] eT Diagram 11 Diagram 12 Diagram 13 Diagram 14 If White cuts at 1 instead of extending at 4, the result up to 13 will be almost the same as that in the previous diagram. Diagram 15 It is an overplay to extend at 1 instead of playing Black 6 in Secondary Sequence 3. After 8, White can attack at either A or B. TAA Diagram 16 | ale White 1 is the newest variation. COC et | Up to 11, White’s shape looks 4 typ more efficient than Diagram 1 | | i on page 114. | Diagram 17 i THe - If Black secures his safety with 1, then White will attack the | right side with 2. TEE |_| O+ Diagram 14 T i+ | e | sulle the I“ J" 1 . EEELLA B Diagram 18 Diagram 16 Diagram 17 hey Primary Sequence 14 Primary Sequence 14 White 1 is a move that emphasizes the center. It was played often in the past and is still popular now. On the contrary, Black 2 has become old-fashioned. Up to 11, Black has gained the corner territory and White has built up a wail outside. Diagram 1 Black's knight’s move at 1 has a more modern flavor since, in modern Baduk, the center is considered more important. Up to 10, White settles himself in the corner. Diagram 1 Eee Diagram 2 Diagram 8 Diagram 2 It is also old-fashioned to exchange 1 to 4 right after Primary Sequence 14. It is rare to see this sequence in modern games. Diagram 3 If White turns elsewhere after Primary Sequence 14, then Black's diagonal move at 1 will be very big. Diagram 4 White 1 and 3 are quite new. They intend to distort Black’s shape with a pae. Diagram 5 If Black extends at 1, up to 8, there will be a pae in the corner, Diagram 6 Diagram 5 Diagram 6 If Black defends the corner with 1, White 2 and 4 then will be light and good. SP Secondary Sequence 1 Secondary Sequence 1 When Black has influence in the upper right corner, the attachment at 1 is powerful. If White attaches at 4, Black will cut at 5 and complicated variations will follow. Diagram 1 +144 Continuing from Secondary Sequence 1, Black 1 is most powerful. Not to be suppressed, White resists Black with 2 and 4, Up to 15, White has encroached on Black’s tight side and Black has secured territory in the lower right corner. flit Diagram 1 Diagram 2 Continuing from Diagram 1, White 1 and 3 are very urgent. Up to 7, White can neatly adjust his posstion up to 7. Diagram 3 If Black extends at 1, then White 2 is calm and good. Black must return to 3 and White can strike at 4. Black 3 at 4 would be an overplay because of White A, Black 3, White B, Black C, and White D. Diagram 4 Black 1 and 3 are recently invented counter to White 1 in Diagram 2. The result up to 7 is much better for Black than that in Diagram 2. Diagram 5 7 White 1 is unreasonable. After 4, White has no way out. Diagram 6 When Black attaches importance to the right side, he can descend at 2 to develop there. White is also satisfied with the territory in the lower right corner. Diagram 7 aa | Black can live in the corner with 1 and 3, re Diagram 4 Diagram 5 Diagram 6 but that will have an unfavorable effect on his wall, so Black is taking a tisk. Diagram 8 It is old-fashioned to connect at 1. Up to 7, Black gains territory and White gets a wall. Diagram 9 If Black cuts at 1 after Diagram 8, White will give up the four stones up to 9. Though Black’s territory is quite big, White can compensate by taking sunsoo twice. Diagram 10 Instead of playing White 4 in Diagram 8, White can secure the corner with 1 to 9, but this sequence should be saved for special situations, because it makes the outside thinner Also, the Whites in the corner are not perfectly safe yet. Diagram 11 Instead of Black 4 in the previous diagram, Black 1 and 3 are possible. While Black has a stronger wall, the Whites in the corner have become completely safe. Diagram 8 Diagram 9 Diagram 10 Diagram 11 ee eS Secondary Sequence 2 Secondary Sequence 2 With White 3 in Primary Sequence 14, White can just tap at 2, as shown. That is very effective when White wants to check Black’s in fluence on the right side. Black 3 is oriented toward territory. Up to 6, Black takes territory and White gains external influence. Diagram 1 White 1 is heavy. Black’s approach at 2 is very good and. Diagram 1 Diagram 2 Even if White retains his territory wit 1, it will be reduced to almost nothing after Black plays 2 and 4 in the endgame. Diagram 3 Instead of Black 3 in Secondary Sequenc e 2, Black 1 in this diagram is also possible. White 2 is usual and, up to 3, the result is almost the same as that in Secondary Sequence 2. Diagram 4 aE eH It is not good for White to bend +. -@ at 1 and penetrate with 3 and 5. | 1 Black's territory is big and White 7 must still add a stone at A to be zi » || safe, after which Black can make e jite’s shape lumpy with Black iF @ B, White C, and Black D. e _| Diagram 5 T Kg White 1 seems to work better but, in fact, after Black’s cutting at 6, = White is in danger. Diagram 2 Te tte aE e ile peli te + +e tt a Lt + + alse + @ @ Biagram 3 Diagram 4 Diagram 5 Primary Sequence 15 Primary Sequence 15 White’s jump at 1 provokes a fight. The sequence up to 4 is an approved one. For Black 4, there are other variations, Black A, for example. Diagram 1 If Black makes much of the lower side, Black can extend at 1. When White has influence over the left side, Black 1 is necessary. Of course, White doesn’t consider this unsatisfactory because he can take control over the right side by attacking the black stone with 2. Diagram 1 Se Secondary Sequence! | | T (0) Coe Secondary Sequence 1 After Primary Sequence 15, = [7 | White shouldn’t miss White 1 } t in this diagram. Black 2 is an | old-fashioned response. White 3 then is a capital move and, ‘| 1 1 up to 9, White takes the corner. | : Diagram 1 Ltt It is now very helpful for Black | to have an ally in the lower right corner, as shown. If White ry jumps out at 2 when Black taps |- on him with 1, then Black 3) = becomes a very severe attack. Diagram 1 Diagram 2 White therefore moves more lightly. The sequence from White 1 to 7 is t1 best one for White. Diagram 3 If White has influence over the lower left corner, then he can develop the lower side with 2 instead of White 3 in Secondary Se- : quence 1. But Black also can | be compensated by driving [ the Whites on the right side toward the center with 3 and Tu 7 5. a Diagram 2 EE Diagram Secondary Sequence 2 Secondary Sequence 2 Black 1 and 3 are moves that appeared quite recently. The sequence up to 11 is sl an approved one. | Diagram 1 T It is common for White to settle the - lower side with 1 and 3. If he neglects ela these moves, Black will make a big | territory on the side by extending at 1. ale | Diagram 1 Diagram 2 If Black descends at 1 instead of playing Black 7 in Secondary Sequence 2, White must be careful. While it is all too easy for White to link with 2, he will be killed up to 9. Diagram 3 So, the diagonal at 1 is the best move for White. If Black plays dansoo at 1, White should lightly give up one stone and limit Black’s base with 5 and 7. Though Black then will capture one stone, he still has to escape to the center. Diagram 4 Bending from under with 1 instead of playing Black 5 in Secondary Sequence 2 is a move that was invented very recently. In this case, White 2 is too simple. Up to 9, the Whites in the corner have no base. Diagram 5 Even if White cuts at 1, he still cannot get a satisfactory result. In addition, Black has a big endgame play with Black A, White B, and Black C. Diagram 6 White 1 therefore is the best move. Black's best response is to cut with Black 2. The sequence up to 6 4 | is considered a new de fee ea a a jungsuk. According | +4 to general opinion, T t aaa however, the situation is slightly more fa- vorable to Black. Yon Diagram 2 Diagram 3 Diagram 5 Diagram 7 we Primary Sequence 16 Primary Sequence 16 White 1 is a relatively modern invention. In Korea, this move was not played even two decades ago. Black’s jump at 2 is usually used in a situation where White has an ally in the upper right corner. Up to 6, there will be a fight in [| | | @ O the center. If White jumps once more at A, then Black will approach at B. Diagram 1 If White already has a stone on the lower side, as shown, he can attack the Blacks fiercely with 6 after exchanging 4 and 5. Diagram 1 Secondary Sequence 1 Secondary Sequence 1 If White extends at 1, his attacking power is reduced, even though he can expand the side a little bit more, because his two-line jump is rather thin. Diagram 1 Black can tap at 1. If White responds by pushing at 2, Black can use the resulting wall in attacking the white stone on the right with 7. Diagram 2 If White dislikes the result of the previous diagram, he can push at 1 and cut at 3. Diagram 3 When cut, Black should jump at 1. The sequence up to 10 is nearly standard. t O Diagram 2 u Diagram 3 Secondary Sequence 2 Secondary Sequence 2 Black’s two-line jump often appears in modern games. It is frequently used as a temporary measure when there is an important move elsewhere. If White jumps at 2, Black can turn elsewhere because his position is rather light. Diagram 1 If Black continues to play in the corner, the sequence up to 9 is common, but, Black’s shape is thinner than that in primary sequence 16. Diagram 1 Diagram 2 If Black turns elsewhere in accordance with his original intention, it becomes easy for White to cut at 5 after 1 and 3. But because White is cutting in a bad way, Black’s reply is also easy. Black 6 and 8 threaten A and B. Diagram 3 Cutting at 1 is worse than cutting at 5 in the previous diagram. Even though White gains territory in the corner, Black's wall is too good. Diagram 4 In this case, White 2 is correct. Black’s strategy is now to lean on White at 3. Up to 7, Black has no cause for dissatisfaction. Diagram 5 If White extends at 4, then Black will solidly connect at 5. Diagram 6 It is not good to draw back at 1 instead of playing Black 3 in Diagram 4. After 4, Black will be fiercely attacked. : pale cad 88 ee co +e Diagram 4 Diagram 5 Diagram 6 Primary Sequence 17 Primary Sequence 17 White 2 is the most frequent response to Black’s pincer at 1. If Black has influence in the upper right corner, White 2 will demonstrate its full value. Up to 13, it is one of the most common variations. Instead of Black 13, A or B is also possible. i Diagram 1 ale aalea ia Blocking at 1 has gone out of style. Up to 7, a Black’s shape is a little bit inefficient because ae | it is better for Black to have a stone at Athan | iz at 1. sf eel + Diagram 1 5S Secondary Sequence 1 Secondary Sequence 1 White can push at 1 instead of playing 8 t > in Primary Sequence 17. While White tT -@ gains more territory in the corner, Black eeeicaite has more influence on the lower side. For sole a Black 6, Black A is good, too. Diagram 1 { | It is not good to penetrate with 1 and 3 ~ instead of playing White 8 in Primary Sequence 17. Compared with White’s territorial profit, Black’s wall is far stronger, and Black has a good clamp at A. Diagram 1 Diagram 2 It was popular several years ago to make a bamboo joint with Black 2 in Secondary Sequence 1, leading to the fight shown in this diagram will become inevitable. Up to 20, the situation is fair to both players. Diagram 3 If the ladder is favorable to White, he can clamp at 1 instead of playing 20 in the last diagram. Black then must retreat at 2 and White can more easily advance into the center with 3. Diagram 4 The ladder mentioned above is shown in this diagram. Diagram 5 Even when the ladder is unfavorable to Black, if he has influence in the upper right corner, he can come out at 1 in the last diagram. Black now blocks at 1, instead of @ playing Black 7 in the last diagram, in order to build a strong wall as shown here. But Diagran he has no way of preventing the Blacks in the center from be- coming weak. Diagram 4 Diagram 5 eS Secondary Sequence 2 Secondary Sequence 2 If White wants to gain more territory, he should descend at 1. White 1 is helpful not only for securing more territory but also for threatening Black, who has no base in the corner. White 1 is also attractive because of the big monkey jump at A. Diagram 1 White cannot descend at 1 in Secondary Sequence 2, however, when the ladder shown. in this diagram is unfavorable to him. Diagram 1 From an Actual Game From an Actual Game Because Black can descend at 12 only when the ladder is favorable to him, White will use the ladder to approach at 13. Black then cannot help but secure the lower right comer with 14 and White will make big gains in the upper left corner up to 17. Black can be compensated by attacking the Whites with 18 and 20 1 Diagram 1 Diagram 1 Black 1 seems to frustrate White’s ladder breaker. If White responds simply up to 8, Black will be saved. Diagram 2 White, however, has means to destroy Black. Cutting at 1 is the first step. After 14, White 15 is the second one. If Black innocently responds at 16, then the whole body of Black will be killed up to 49. Diagram 3 Black therefore must take one stone out with 1 and 3 while White splits Black a part with 2. In short, Black 1 in Diagram 1 turns out to have been an overplay. Diagram 3 Primary Sequence 18 Primary Sequence 18 Black 7 is the famous Shusaku’s diagonal move. Though it began to be played about 150 years ago, it still appears relatively often in modern games. The defect of this move is its slowness, but there are many possibilities for Black to develop from it: extending at A, pressing against White 4 with B, securing the corner with C, and attacking with D, for example. Eb eS Secondary Sequence 1 Secondary Sequence 1 In the situation of Primary Sequence 18, White usually extends at 1. Black 2 and 4 emphasize defense more than offense. Next, A is an important point for both players. Diagram 1 It is not logical to press with 2 because the Whites on the right side check Black's influence. Digoram 1 Diagram 2 Instead of White 3 in Secondary Sequence 1, White 1 is also possible. Diagram 3 Black 1 sounds out White’s response. If White puts all his effort into settling the upper side, Black will then be able fiercely to attack the right side with 9. Diagram 4 ef a Fz White therefore plays at 1 to avoid the result D> | of the last diagram. TET Phd Diagram 5 ++ + The sequence up to 16 is usual and Black has PP gained territorial profit while White has built - OF external influence. ale T be Ll Diagram 2 Diagram 8 Diagram 4 eS Secondary Sequence 2 Secondary Sequence 2 If White approaches at © again, Black 1 is the normal follow-up. Diagram 1 If White jumps at 1, Black will develop the right side with 2. Diagram 2 If White pushes at 1, the result will be almost the same as that in the last diagram. Diagram 1 Diagram 2 Diagram 3 After Diagram 1, Black can play 1 to press White flat. Locally, White 2 and 4 are the normal moves, but White’s shape on the whole is too low. Diagram 4 White therefore comes out at 1 and cuts at 3. Diagram 5 If Black clings to local territory with 1 to 7, White can build good influence in the center. Black’s territory isn’t so small, however, even though he has failed to fulfill his original intention of building a good territorial framework on the right side. Diagram 6 Black’s most powerful response is Black 1 in this diagram. While White takes off one stone, Black can confine him to the corner and build a great wall. Sear rriaereeee ee rer eee 3 4 8 e rt TT : ree elm Ee Diagram 3 Diagram 4 a EE ei te c : i | Ic t + Diagram 5 Diagram 6 Diagram 7 White therefore must come out at 1 instead of playing White 8 in the previous diagram, but because Black 2 gains so much profit, the result will still be unsatisfactory for White. Diagram 8 White tries descending at 1 instead of playing White 4 in Diagram 6, but Black confines him to the corner, and gets almost the same result as in Diagram 6. Diagram 9 The conclusion is that White 1 instead of White 2 in Diagram 6 is the best move for White. Up to 7, the result is fair to both players. Diagram 10 When White has influence in the upper left corner, Black can consider a pincer with 1. The purpose of this move is more to check White’s influence than to attack the Whites on the side. Diagram 7 F is FA Diagram @ Diagram 10 Diagram 11 White 1 tries to maintain the effect of the enclosure in the upper left corner. Though Black’s influence on the right has become stronger, White can still be satisfied with the area he gains to the left throug 7. Diagram 12 Black 1 is a little bit tricky. White 2 and 4 are good moves here. Diagram 13 It is not profitable for Black to take the upper side at this moment. In addition, he must add another stone here to defend his weakness at A. Diagram 14 However, it is not good for Black to take the corner, either, because, after White's break-through with 4, the Blacks on the upper side will become weak. Diagram 11 Diagram 12 Diagram 13 Diagram 14 ee Primary Sequence 19 Primary Sequence 19 Black’s knight’s move at 1 emphasizes defense. Diagram 1 If White hurries to settle himself in the corner, Black 6 then becomes an ex- 41] cellent extension-and-pincer move. t White therefore should not choose this | 7 variation in this opening. 1 Diagram 1 Diagram 2 Conversely, if White @ is already present, Black should not play 1. After White 2, Black can extend only narrowly to A. Diagram 3 In this situation, Black 4 is the right response. The sequence up to 16 is natural. Diagram 4 Though White 1 is solid, it is one line narrower than the usual extension after Black 2 and White 3. Diagram 5 So the three-line extension here is the commonest move for White. When Black has a stone in the upper left corner, Black 2 is good. Against this, White will settle the corner with 3 to 7. Black can occupy the good place with A, so he has nothing to complain of. HEHE Diagram 2 Diagram 3 Hl tia-t He f+ LU t ‘l tt +o Diagram 4 fT el ale Ra ? 1 Ore { ® t 5 { + {+ + ptt 7A 4 +4 4 | 4 Diagram Diagram 6 If White ignores Black 2 in the last diagram, Black 1 will naturally follow. Diagram 7 Continuing from Diagram 6, if White attaches at 1, Black can gain a huge territory in the corner up to 16. White 17 isn’t so threatening, either, because White is not strong enough to attack Black on the upper side. Diagram 8 White must exchange 1 and 3 before attaching at 5. It is difficult for Black to obtain a good result right after White 5 here. Diagram 9 Going back to Primary Sequence, White 1 is an aggressive modern move. Diagram 10 Though Black 1 and 3 are very steady moves, they are also too defensive. White will be very happy to be able to extend at 4. si cI | ef ¢ qe @ ThA 7 ero C Diagram 7 - | ETT C Hoe e 2 4 4H Tio ot Ht FEE Diagram 8 Diagram 9 Diagram 10 Diagram 11 It is therefore good for Black to counter White’s approach at @ with 1. Diagram 12 If White tries to settle himself in the corner with 1 and 3, there will be a big trade up to 12. Black gets the better end of the bargain because his territory is impregnable. Diagram 13 ATT | White 1 was devised to avoid @ the unacceptable result in the [TTT © last diagram. If Black retreats 4 eo at 2, the situation after 5 is | Jesh Le favorable to White. 1 Diagram 14 |" ia ie That makes Black 1 the | t obvious response. After 4, a al | eile elaty really fierce fight is expected. | + + | $ 4 e490 ! 3 i t + + + + ie sas Hi T ales Het HO Ch tO a O eee | oe] Bs tit tI Diagram 12 @--D Diagram 13 Diagram 14 yey Primary Sequence 20 Primary Sequence 20 TL Black 1 was one of Go Seigen’s | e favorite moves during his I co Te heyday. In a situation like this, L | @ >) I T I the best choice for Black is to 1 extend at 1. al _ Diagram 1 Black 1 is not good because Ea | White's approach at 2 works too well with White's position in the lower right corner. @ Diagram 1 Diagram 2 Continuing from Primary Sequence 20, the sequence up to 7 is the usual one. After this, Black's extension at A is very good. Diagram 3 Under some circumstances, Black can redirect the sequence with 1 and 3. But, locally, White's position is better than Black's. Diagram 4 Black can also shift 2 here so as not to let White have the good shape in diagrams 2. If Black has influence in the upper left corner, Black 4 will be suitable. Diagram 5 7 [ | It is also possible for White to extend at 1. | ; Black’s invasion at 2 is a little hasty. After 18, Black can’t save the situation. | IE 2, 0 oor a at ia 4 filial it —