EVENT BOARDSIZE 19 SETUP W D17 C15 D4 P4 K3 M3 N3 O3 O18 P18 Q17 R17 S17 S16 SETUP B R4 P3 Q3 O4 O5 M4 Q10 K16 N17 O17 P17 Q16 R16 S15 R14 MARK 12@R14 11@S17 10@S15 9@S16 8@N17 6@O17 7@O18 5@P18 4@P17 3@Q17 MARK 2@R16 1@R17 COM Problem 167. White to play. White has taken the territory in the upper right corner, completing her profit-oriented strategy. But she must now cut Black's moyo down to size. To find the right move, you need to rely intuition rather than analysis. ENDCOM W 1 M9 MARK \t@P4 \t@N7 \t@M10 \t@L13 \t@O5 \t@K16 USER CORRECT ANSWER ENDUSER COM Correct Answer. Before discussing the solution, we will show you how to determine the limits of your invasion. We have marked the line stretching from the outermost black stones (marked) enveloping his moyo. If your move is outside this line, you should have no problems, but it might be not enough to win. If it's inside this line, your stone could end up being captured. You have to find the 'golden mean'. It is best to approach outside the line, your answer should be to play 1 towards the bottom. Why ? Compare the top and bottom parts of this moyo. On the lower right, White has a marked stone in place. Another stone played in this area could bring the aji of this stone to life. Therefore, it will be easier to make sabaki in this area. ENDCOM VAR W 1 L9 MARK \t@N7 \t@M10 \t@L13 COM Failure. The erasure of White 1 is too shallow. ENDCOM B 2 N9 MARK 1@L9 COM Black 2 hits just the right balance in expanding his moyo. Any wider and Black would be overextended. White 1 cannot be considered a good erasure <= ENDCOM ENDVAR VAR W 1 N9 MARK \t@N7 \t@M10 \t@L13 COM Failure. In contrast, White 1 is too deep. ENDCOM B 2 L9 COM Black would immediately cap at 2. ENDCOM W 3 P9 B 4 Q9 W 5 P7 B 6 Q8 W 7 M7 COM White's stones are not in danger of being captured, but ... ENDCOM B 8 L4 COM ... after Black 8, White has also to worry about her stones at the bottom. <= ENDCOM ENDVAR VAR W 1 M10 MARK \t@N7 \t@L13 COM Failure. White plays 1 one line higher than the Correct Answer. This approaches Black's thick wall at the top, so it doesn't have a good feel to it. ENDCOM B 2 K10 COM After Black 2, it is going to be hard for White to make sabaki. <= ENDCOM ENDVAR VAR W 1 M11 MARK \t@N7 \t@M10 \t@L13 COM Failure. Suppose White plays even one more line higher. This is clearly a bad move. ENDCOM B 2 K10 COM After Black 2, it is going to be even harder for White to make sabaki. As the proverb says, 'Don't approach thickness !' <= ENDCOM ENDVAR VAR W 1 D9 COM Failure. White 1 is too slow. It breaks the iron rule of not allowing your opponent to perfect his moyo. ENDCOM B 2 J10 MARK \t@N7 \t@M10 \t@L13 A@K10 COM Black will play 2 (or just A) and what was before only a moyo has almost become territory. In contrast, White 1 is not a very big move. <= ENDCOM ENDVAR B 2 K9 COM If Black caps with 2, ... ENDCOM VAR B 2 O9 COM If Black defends with 2, ... ENDCOM W 3 M11 COM ... White jumps to 3. White's stones are working throughout the board and the limits of the black moyo have been defined. <= ENDCOM ENDVAR W 3 P9 COM ... White plays 3 ... ENDCOM B 4 Q9 W 5 P8 COM ... and 5, seeking sabaki. However, all your moves should be natural. Do not make unreasonable moves, trying to trick Black. <= ENDCOM