EVENT BOARDSIZE 19 SETUP W C17 D14 D3 D2 E2 F2 F3 G4 H3 D7 C8 E7 C6 C5 C4 Q18 O17 L17 SETUP B G3 E3 E4 F4 D4 D5 D6 C7 B7 B4 B3 C3 O3 Q4 R5 Q16 R17 R14 MARK 1@D14 COM Problem 153. Black to play. White makes a large moyo with 1. Black has taken a lot of territory in the three corners, so all he needs to do is to break up this moyo. Should Black play a light erasing move or attack at the base of White's moyo ? ENDCOM B 1 K16 USER CORRECT ANSWER ENDUSER COM Correct Answer. Erase with a shoulder hit. Black is sated with solid territory, so he doesn't need to fight for more. It is sufficient just to erase White's moyo with the shoulder hit of 1. Remember the proverb: 'When you want to erase, hit at the shoulder !' ENDCOM VAR B 1 D17 COM The attachment doesn't work. Attaching at 1 might also be considered. ENDCOM W 2 D16 B 3 E16 COM Black hopes to make sabaki with 3, but ... ENDCOM VAR B 3 E17 COM Black's stones are heavy. Drawing back with 3 is also bad. ENDCOM W 4 C18 B 5 E16 W 6 D15 B 7 J17 COM After 7, ... ENDCOM W 8 G17 COM ... White invades at 8, and ... ENDCOM B 9 G16 W 10 H17 B 11 H16 W 12 J18 B 13 J16 W 14 K17 COM ... the black stones are again heavy after the moves to 14. There is a proverb that says, 'when you want to make sabaki, attach !' In this case, the proverb does not apply. <= ENDCOM ENDVAR W 4 E17 B 5 D18 W 6 E18 B 7 D15 W 8 C16 B 9 F16 W 10 C15 B 11 F18 W 12 C18 B 13 F17 W 14 D19 MARK \t@L17 COM ... up to 14, Black's stones have no eyes and are blocked from extending by the marked stone. These4 stones have become a burden on Black. <= ENDCOM ENDVAR VAR B 1 J17 COM An ideal result for White. If Black invades at 1, ... ENDCOM W 2 G17 COM ... White will attach with 2. ENDCOM B 3 J15 COM All Black can do is to run away into the center with 3, ... ENDCOM W 4 L15 COM ... but White continues the chase with 4. By attacking theses black stones, White will be able to make territory. This is an ideal result for White. <= ENDCOM ENDVAR VAR B 1 Q10 MARK \t@R14 \t@R5 COM Good shape, but ... Black 1 is a slow and deliberate way of playing and makes an ideal shape with Black's two marked stones. ENDCOM W 2 H16 MARK A@K16 COM On the other hand, White 2 is also a good point, The result here must be considered even. Clearly, it is better to disrupt White's moyo by playing the moves beginning with the shoulder hit at A. <= ENDCOM ENDVAR W 2 K17 VAR W 2 L16 COM A successful erasure. White could also push up with 2 ... ENDCOM B 3 K15 W 4 L15 COM ... and 4, ... ENDCOM B 5 K14 W 6 J18 COM ... then slide to 6. ENDCOM B 7 L14 COM But 7 is a thick move, giving Black influence throughout the board. Black has successfully erased White's moyo and his three corners are still intact. <= ENDCOM ENDVAR B 3 J16 W 4 L16 B 5 K14 W 6 L15 B 7 H13 MARK A@M13 COM The moves to 7 are joseki. After this, White will aim to play at A to set up a base from which to attack the right side and the top right corner. <= ENDCOM