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2007-10-19 10:21

Lesson 118 : One-Space Jump Downward (2)

In the previous lesson, we saw jumping moves on the second line, which break through unfavorable situations. However,the more usual downward jumps occur on the first line.


Diagram 1

This variation happens when White comes into Black’s territory with the ▲-marked stone after this famous 3-4 point joseki is over.

The problem for White is how to prevent Black’s endgame in the corner of Black A, White B and Black C. Of course, to play A would be the simplest answer for White, but it is a gote.




Diagram 2

As you may have already guessed, the correct answer is to jump at 1.

The difference between this move and White A in Diagram.

1 is that there remains a possibility for White to make a ko by forcing Black to connect at B with A, and throwing in with C.




Diagram 3

White’s turn to play. The goal is to capture the whole black group in this corner.





Diagram 4

Of course, the answer is to jump at 1. This combination of a jump on the 1st line and a large knight’s move from the ▲ -marked stone is a well-known technique to connect the ▲-marked stone along the edge.

In this case, White 1 saves the marked stone and kills the black group at the same time.




Diagram 5

Although Black plays 2 in order to cut the connection, White can still kill the group by making it a flowerfive shape with 3 and 5.




Diagram 6

This is a very similar problem to the last one.

There is a brilliant move to save the two ▲-marked white stones, either by bridging under to the left or capturing the black stone cutting the two marked stones.

Of course, the black group on the left will die as the two white stones are saved.

Be careful, since there are two places where you can jump downward.




Diagram 7

The answer is to jump at 1. If Black blocks the connection with 2, then White can capture the black stone with the sequence, A to E.

If Black prevents it by playing B instead of 2, White can connect his stones to the left by playing at 2.




Diagram 8

The characteristic of this problem is slightly different because the answer is a jump not from our side, but from the opponent’s.

The goal is to find a good endgame move for White.




Diagram 9

White 1 is the vital point in this shape. The correct answer for Black against White 1 is 8. If Black insists on capturing White 1, it will end with Black’s disaster as shown here, with the sequence up to 11.

It would be a two-point loss for White to simply bend at 3 instead of 1. Black answers the bend by jumping at 1.


chihyung@mju.ac.kr


The writer is a baduk professor at Myongji University and a professional player of the game.






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