EVENT BOARDSIZE 19 SETUP W C15 D16 F17 C12 C8 B6 C5 D4 F4 J3 R8 O17 O18 Q17 R17 S17 SETUP B C10 D8 B8 B7 C6 D6 L3 P4 R4 R10 Q16 R16 S16 O16 P16 M17 MARK \t@R8 COM Problem 42. Black to play. How should Black attack the marked stone ? ENDCOM B 1 P9 USER CORRECT ANSWER ENDUSER COM Correct Answer. The knight's move of Black 1 is a strong attacking move. ENDCOM VAR B 1 R6 COM Failure. If Black plays a checking extension to 1, ... ENDCOM W 2 P8 MARK A@N3 COM ... White can easily escape into the center with 2. Later, White can aim to invade at A. <= ENDCOM ENDVAR W 2 R5 COM White makes some breathing room for her stones with 2 ... ENDCOM B 3 Q5 W 4 R6 COM ... and 4, but ... ENDCOM B 5 S4 MARK 3@Q5 COM ... this just induces Black to secure the corner with 3 and 5. ENDCOM W 6 P7 COM When White jumps to 6, ... ENDCOM B 7 N8 COM ... Black keeps up the attack with 7, and a moyo in the top right suddenly appears that extends well into the center. The important point of this problem is that by attacking a weak white stone, Black has been able to build his moyo and make his territory at the bottom secure, while White busily tries to rescue her stones. <= ENDCOM