Lesson 116 :A Brilliant Move With No Name (2)
There are several explanations on the subject of how the strong players find good moves.
However, in many cases, the best motivation is necessity. In Baduk, there is a proverb, “urgent situations inspire ingenious solutions.”
Diagram 1
This is a game played by Lee Chang-ho (White) and Choi Myong-hoon (Black) in 1998. The two players are the same age, and Choi was considered one of many possible rivals for Lee at the time the game was played.
As you see, the x-marked black stone is cutting the two ▲-marked white stones, but a ladder is not favorable for White.
Besides, the whole white group in the center, including the two ▲-marked stones, is under siege by Black.
It is very likely that White has to allow Black to create a huge territory on the upper side while he struggles for the escape of one part of the group in the center.
Diagram 2
Lee may have felt that ordinary moves could not save the game, and consequently found the moves which helped the center group, and destroyed Black’s territory on the upper side as well, namely White 1 and 3.
Diagram 3
It is far easier to understand ingenious moves once they are played.
The meaning of White 1 and 3 in Diagram 2 is that if Black blocks White’s connection on the side with 1, then White will capture the △-marked black stone with a ladder and save the whole group in the center.
Diagram 4
Black 1, attempting to break the ladder in the center, doesn’t help the situation.
After gaining profit up to 4, White can cause pain to Black again with 6.
Diagram 5
Of course, it is impossible for Black to win a game by letting the opponent overcome a crisis with such a favorable result, as shown here.
Diagram 6
The sequence 1 to 10 is what happened in the real game. Although the result is better for Black than the others shown above, it is still unsatisfactory as White saves the center group even in sente.
Diagram 7
Let’s look at another example.
Black 1 can look like a big mistake, but it is actually a brilliant makeshift move.
Diagram 8
The sequence from 1 to 8 would be what normal people can expect.
However, Black’s influence is quite humble while White’s territory in the corner is substantial, and Black cannot be satisfied with this result.
Diagram 9
If Black wants an influence, this is much better than the one in Diagram 8, all thanks to the smart move Black 1.
Diagram 10
Even though White pushes at 2 and tries to make the situation better, the result will be almost the same or even worse.
If White plays 8 instead of 6, Black will cut at 9, and the same sequence up to 15 will be repeated.
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The writer is a baduk professor at Myongji University and a professional player of the game.