EVENT BOARDSIZE 19 SETUP W D17 F17 C16 C15 D4 SETUP B C14 D15 D14 Q4 Q10 Q16 MARK 1@D15 2@C15 3@C14 4@C16 5@D14 6@F17 7@Q10 COM Problem 13. White to play. After White 6, Black does not complete the joseki, but rushes to make a sanren-sei with 7. What should White do ? ENDCOM W 1 D10 USER CORRECT ANSWER ENDUSER COM Correct Answer. White should pincer Black's stones with 1 to make them heavy. ENDCOM VAR W 1 K4 COM Failure. White 1 is a good move because it erases the influence of Black's sanren-sei. However, it is bigger to attack the black stones on the upper left side. ENDCOM B 2 D10 MARK \t@Q10 COM Black has now played the important moves of 2 and the marked stone on the right side. <= ENDCOM ENDVAR B 2 G15 COM If Black escapes into the center with 2, ... ENDCOM W 3 H16 COM ... White takes profit at the top with 3 while keeping up the pressure on the black stones. <= ENDCOM