EVENT BOARDSIZE 19 SETUP W B17 C17 F18 F17 E16 D16 C15 F15 C3 C4 E2 L4 O3 R17 R16 R15 R13 SETUP B C18 D17 E17 E18 G18 G17 G16 F16 C16 F13 D4 D5 G4 Q4 R6 P17 Q15 Q14 COM Problem 164. White to play. Black is fairly thick at the top, but he still needs one more move to strengthen his moyo there. Where should White invade ? ENDCOM W 1 N17 MARK A@P18 \t@R17 USER CORRECT ANSWER ENDUSER COM Correct Answer. Note the marked white stone in the corner: White has invested an extra stone in this area. There are three black stones to White's four. By playing 1, White is threatening to link up with her marked stone by attaching at A. ENDCOM VAR W 1 Q13 COM Failure. Pushing up with White 1 ... ENDCOM B 2 O14 COM ... just helps Black get in the move he needs to strengthen his position. <= ENDCOM ENDVAR B 2 O16 COM Black 2, which prevents the link-up, is the strongest response. ENDCOM VAR B 2 N15 COM Variation. If Black caps with 1, ... ENDCOM W 3 P18 MARK B@Q18 A@O18 COM ... White attaches with 2. Black has two choices: A and B. ENDCOM B 4 O18 COM Bad for Black. Let's look at Black 1 first. This is not a severe move. ENDCOM VAR B 4 Q18 COM Variation. Black strongly resists with 4, but ... ENDCOM W 5 P16 COM ... White attacks by attaching on top with 2. ENDCOM VAR W 5 Q17 MARK 4@Q18 COM Failure. White 5 in response to Black 4 is bad. ENDCOM B 6 O18 W 7 P16 B 8 O17 W 9 O16 B 10 N16 MARK A@Q16 COM After the moves to Black 10, the cutting point at A is left behind. <= ENDCOM ENDVAR B 6 O17 W 7 O16 B 8 N16 MARK 6@O17 COM Black continues to resist with 6 and 8, but ... ENDCOM W 9 O18 B 10 Q17 W 11 Q16 MARK 9@O18 COM ... White plays 9 and 11 and, ... ENDCOM B 12 N18 W 13 M17 B 14 P19 W 15 M18 B 16 O19 W 17 R18 COM ... with the moves to 17, White will capture the black stones. <= ENDCOM ENDVAR W 5 O17 B 6 Q18 W 7 P16 MARK 5@O17 COM White can easily link up with 5 and 7. <= ENDCOM ENDVAR W 3 N16 B 4 N15 COM However, because his own group still has weaknesses, he must continue with 4 ... ENDCOM W 5 M15 B 6 N14 COM ... and 6. ENDCOM W 7 L16 MARK B@L13 A@K18 5@M15 COM This enables White to settle her group with 5 and 7. White now need fear no attack because she can get a base with A or escape into the center with a knight move at B. <= ENDCOM