EVENT BOARDSIZE 19 SETUP W D18 E18 E16 F16 G16 M17 R11 Q7 R6 Q5 D4 D10 SETUP B C18 B17 D17 D16 E15 F15 G17 O17 Q16 R16 R5 R4 Q3 O3 R13 MARK \t@R13 COM Supplement to Problem 13: The joseki. When the marked stone is in place, ... ENDCOM B 1 R8 COM ... Black 1 is the start of a middle-game joseki (See Get Strong at Invading, Problems 27, 30, 33, 36, 39, and 42.). ENDCOM W 2 S7 COM After White 2, ... ENDCOM B 3 Q10 MARK A@S10 COM ... Black 3 or A are joseki moves. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W D16 O3 L3 L5 E3 D4 D6 SETUP B Q16 P5 R5 Q3 J3 F3 F4 MARK A@Q11 COM Supplement to Problem 23: Correct for Black. Instead of playing at A in the Problem Diagram, ... ENDCOM B 1 J5 COM ... Black should have reinforced his stones at the bottom with 1. ENDCOM W 2 N5 COM Now it is White who must defend with 2. Next, ... ENDCOM VAR W 2 C9 MARK @@N5 COM If White omits @ and extends to 2, ... ENDCOM B 3 M4 COM ... Black will attack White's stones at 3 ... ENDCOM W 4 L4 B 5 N2 COM ... and 5. :::: ENDCOM ENDVAR B 3 Q11 COM ... Black can extend to 3. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W D16 D4 D6 H4 J3 H3 K3 M3 R11 SETUP B F3 F5 G5 H5 J4 K4 L4 N5 Q4 Q16 MARK A@C10 COM Supplement to Problem 25: White's best move. Instead extending to A in the Problem Diagram, ... ENDCOM W 1 O3 MARK A@N3 COM ... White should have jumped to 1. Her stones are now secure. Many joseki books give only the extension to White A as the next move, but 1 here is preferred because it aims at the outside. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W D16 E17 D14 D4 K3 K16 K13 SETUP B Q3 Q5 Q16 N16 F17 F16 G13 MARK A@Q10 COM Supplement to Problem 45: Black's mistake. Instead of extending to A, ... ENDCOM B 1 H16 COM ... Black should have played 1. It is now White who has to make shape for her stones. ENDCOM W 2 M15 COM White 2 ... ENDCOM B 3 N15 W 4 M14 COM ... and 4 are the usual way to do so, but ... ENDCOM B 5 O13 MARK 3@N15 COM ... these moves provoke 3 and 5, enabling Black to begin building a moyo in the upper right. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W F17 G16 G15 F15 C6 E6 B4 Q4 Q16 Q14 SETUP B D16 E16 E17 F16 D14 D9 D4 C3 F3 O17 L16 MARK A@R10 COM Supplement to Problem 71: White's best move. Instead of playing A as in the Problem Diagram, ... ENDCOM W 1 B9 COM ... White should have slid to 1. This is the joseki move and it cannot be omitted. White's stones are settled and the territory on the left side is up for grabs. ENDCOM B 2 R9 W 3 R11 B 4 R6 W 5 R5 B 6 Q6 W 7 O3 COM The game would most likely continue with the sequence to 7. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W F17 C7 D7 E7 F7 F6 B6 B5 C4 C3 D3 D2 Q5 Q4 Q3 P3 P2 M3 P17 Q15 J16 K17 SETUP B D16 C14 D10 C9 C5 C6 D6 D4 E4 E5 E6 F3 B4 B3 B2 C2 R2 Q2 R3 R4 R6 O3 L17 MARK C@L16 B@K17 A@L17 COM Supplement to Problem 87: Black's best response. Instead of playing C in the Problem Diagram, ENDCOM B 1 L15 COM ... Black should have jumped lightly to 1. The black stones are now out in the open and Black has a good game. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W R14 Q10 Q4 K3 K5 C3 D3 E2 C10 C7 SETUP B C16 E17 Q16 O17 D4 C4 E4 G3 H5 C12 COM Supplement to Problem 94: Another example. Here is a similar position. ENDCOM B 1 E7 COM Black 1 reinforces his weak stones below while attacking the white stones on the left side. ENDCOM W 2 E10 B 3 D9 W 4 C9 B 5 E12 COM Black jumps to 5 and, ... ENDCOM W 6 D8 COM ... when White reinforces with 6, ... ENDCOM B 7 J16 COM ... expands his moyo with 7. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W E17 E16 R3 Q3 P4 L3 C4 D4 D6 E4 F4 E3 G3 H3 B12 C11 C13 D13 E14 SETUP B D17 C16 J17 Q16 Q7 R4 S5 S3 F3 G4 F5 F2 E2 D2 C3 D14 C14 B14 B13 MARK E@G12 D@D11 C@E12 B@F14 A@E13 COM Supplement to Problem 100: The best way for Black. Instead of cutting at A in the Problem Diagram, ... ENDCOM B 1 J14 COM ... Black should have simply jumped to 1. ENDCOM W 2 E13 COM Connecting at White 2 in now necessary. ENDCOM B 3 N16 COM Black can then stake out his own moyo in the upper right with 3. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W D15 C14 D13 C9 K3 Q3 O4 O6 Q8 Q17 R16 SETUP B D17 F17 C16 C15 C4 E3 P7 Q6 R5 S3 R11 R14 MARK A@L17 COM Supplement to Problem 106: White's best move. Instead of extending to A in the Problem Diagram, ... ENDCOM W 1 Q10 COM ... White should have played a shoulder hit at 1. ENDCOM B 2 Q11 W 3 P10 COM She could then move out into the center with 3 ... ENDCOM B 4 O12 W 5 N10 MARK B@C6 A@L17 COM ... and 5. Depending on how Black plays next, White can aim at the points A and B. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W D17 D3 C6 O17 Q18 R18 R17 R16 R14 SETUP B E18 F16 D15 Q4 Q16 Q15 Q17 P17 P18 MARK A@B15 COM Supplement to Problem 113: Black's best move. Instead of playing at A, ... ENDCOM B 1 O16 COM ... Black should have made good shape with 1, Black now has a dominant position at the top. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W B18 C18 D18 D17 E16 F17 D12 C8 C2 D3 E3 G3 K3 R10 SETUP B C17 B17 A16 B15 C15 D15 D16 D14 E17 B3 C3 D4 C5 F5 P3 R4 Q16 MARK A@O17 B@R14 C@R7 COM Supplement to Problem 120: White's best move. Instead of A and C in the Problem Diagram, ... ENDCOM W 1 B13 COM ... White should have played 1. This move threatens the eye shape of the black stones above, so if Black invades on the left side, the fighting could spill over the top and the black stones there could get into trouble. For that reason, White 1 is a good move because it reinforces her thin stones on the left. :::: ENDCOM EVENT BOARDSIZE 19 SETUP W D16 D17 D14 C12 B13 C5 D4 G3 K3 S4 S6 T6 T7 R7 R8 S8 R9 R10 Q10 R11 S11 R12 R16 S16 SETUP W R19 Q19 Q18 Q17 P17 P16 P15 N18 N17 M17 L17 L16 L18 K18 H18 H10 O9 G9 H9 C2 D3 H4 SETUP W H5 C6 D7 C8 D8 SETUP B B12 C10 C7 P3 R4 R6 R5 S5 T5 S12 T13 S14 S15 R15 Q15 Q16 R17 S17 R18 S19 O15 O14 SETUP B N16 M16 O18 J18 J17 K17 K16 K15 L15 F17 F15 G11 Q9 P9 P10 P8 Q11 Q12 G10 D2 E3 F4 SETUP B G4 F6 D6 H7 E7 K7 F9 MARK A@K7 COM Supplement to Problem 123. ENDCOM EVENT BOARDSIZE 19 SETUP W C16 D17 F17 G18 H18 J17 C6 C3 D3 F3 Q6 O6 Q12 O13 M11 O15 O16 O17 SETUP B H17 H16 J15 F16 E16 D14 D9 B6 C5 D6 D4 Q4 O4 M4 M17 M15 P17 Q16 Q14 S15 MARK A@B14 COM Supplement to Problem 130: A big move. The stone at A in the Problem Diagram is a big move because it expands White's corner territory while denying Black significant territory on the left side. If White omits it, ... ENDCOM B 1 C15 COM ... Black can secure most of the territory on the left side ... ENDCOM W 2 B16 B 3 E17 W 4 E18 B 5 D16 COM ... and make good shape with the sequence to 5, ... ENDCOM W 6 C18 COM ... ending in sente. :::: ENDCOM