EVENT BOARDSIZE 19 SETUP W C17 D17 E17 G17 H17 J17 P17 P10 P8 Q6 Q5 Q4 P3 O4 E3 J4 C11 E11 G11 SETUP B C15 F15 E16 H16 J16 K16 M16 P16 Q17 R16 Q3 R3 R4 R5 R7 R8 C4 D5 C9 E9 COM Problem 168. White to play. This is another after-the-fuseki problem. Where is the vital point for White to play ? ENDCOM W 1 H9 USER CORRECT ANSWER ENDUSER COM Correct Answer. The knight's move of White 1 is the vital point. With this move, White builds a moyo in the center and Black is now unable to use his thick wall above to attack White. ENDCOM VAR W 1 G9 MARK @@H9 COM Failure. There is a big difference between White 1 and the knight's move at @ in the Correct Answer. ENDCOM B 2 F10 MARK \t@C9 COM The double peep of Black 2, anchored by his marked stone, is now a strong move. ENDCOM W 3 E14 B 4 D16 W 5 H12 MARK 3@E14 COM After White 3 and 5, ... ENDCOM B 6 G10 COM ... Black can cut through with Black 6 ... ENDCOM W 7 H10 B 8 H9 COM ... and Black 8. <= ENDCOM ENDVAR VAR W 1 F9 COM Failure. Attaching with 1 only helps Black ... ENDCOM B 2 F8 W 3 G9 B 4 G8 W 5 H9 B 6 H8 COM ... to march into White's potential moyo with the sequence to 6. <= ENDCOM ENDVAR VAR W 1 F5 COM Failure. Although White 1 is often a good move, in this case it is too small in scale. ENDCOM B 2 G9 W 3 J11 B 4 J9 W 5 L11 B 6 L9 COM Black advances into White's sphere of influence with the sequence to 6 while using his thickness to maintain the pressure on White. <= ENDCOM ENDVAR B 2 F10 COM If Black peeps at 2, ... ENDCOM W 3 E14 COM ... White defends by forcing with 3, ... ENDCOM B 4 D16 W 5 H12 COM ... then playing the diagonal move of 5. <= ENDCOM