EVENT BOARDSIZE 19 SETUP W C14 D14 D15 D13 J17 J16 J15 R14 Q11 C9 SETUP B D17 C16 C15 E14 F16 H16 L16 L17 O16 Q16 Q4 K4 D4 MARK \t@J17 \t@J15 \t@J16 COM Problem 18. Black to play. How should Black attack the three marked stones ? ENDCOM B 1 J13 USER CORRECT ANSWER ENDUSER COM Correct Answer. Black caps with 1. ENDCOM VAR B 1 K14 COM Failure. The knight's move of Black 1 lacks forcefulness. White ... ENDCOM W 2 J14 B 3 K13 W 4 J13 B 5 K12 W 6 H11 COM ... runs away with the sequence to 6, and the wall Black makes is ineffective because of the two white stones on the right. <= ENDCOM ENDVAR W 2 G15 COM If White peeps with 2, ... ENDCOM VAR W 2 K14 COM Variation. If White tries to escape with 2, ... ENDCOM B 3 L12 COM ... Black keeps her stones confined with the knight's move of 3. ENDCOM W 4 M14 COM If White 4, ENDCOM B 5 N12 MARK A@Q14 COM ... Black 5. If White continues to run away, Black can lean on the white stones on the right by attaching at A, so White will suffer a loss on the right or lose her stones at the top. <= ENDCOM ENDVAR B 3 G13 COM ... Black 3 confines the white stones to the top. ENDCOM W 4 E17 B 5 E16 W 6 D16 B 7 D18 W 8 C17 B 9 B17 W 10 E18 B 11 C18 W 12 G17 B 13 G16 W 14 H17 B 15 H15 W 16 K18 B 17 L18 W 18 F17 COM White lives at the top in gote with the sequence to 18, so ... ENDCOM B 19 R9 COM ... Black can switch to the right side and attack the two white stones there with 19. <= ENDCOM