More than merely a scientific interest or hobby horse, the study of
rare diseases leads to new understandings. Although it may take many
years before these insights are derived, they often provide benefits
for general medicine in the form of new diagnostic methodologies and
therapeutic treatments. For this trickle-down effect to happen, the
doctors and specialists applying these new insights must have a good
understanding of the basics.
Specific fuseki patterns will give you general
insights into the opening. To top off this series on the sanrensei
opening, we will now look at some rare cases. Hopefully, this will
reinforce your understanding of the sanrensei fuseki. In particular,
one benefit might be an increased appreciation for the more normal
moves that we have looked at.
Diagram 1
Diagram 1
As we have seen in the previous weeks, Black has a variety of options
in response to White 6. The most popular moves were defending at A and
pincering at or near B. A move that was sometimes seen in pro games was
C. However, some of my students have asked me if it is possible to
defend the corner. Although the game is ultimately about territory, the
sanrensei opening stresses influence, as illustrated by the moves on
the fourth line. If you want to defend the corner, locally the best
move would probably be 7. This move has been played in pro games, but
only when the circumstances were right. And, as you might have guessed
by now, they differ from this diagram.
Diagram 2
Diagram 2
Last week we looked at a game by Takemiya Masaki,
and this week we will look at another of his games. For the amateur who
studies thickness and influence in general and the sanrensei
specifically, Takemiya is a good top pro to imitate. In this game,
played in 1982, his opponent is hane Yasumasa, 9-dan. Before answering
White 6, Black decides to play a yosumiru move. Although the sequence
in the top left is joseki, locally White gets a better result, even
taking in account that White spends an extra move. However, Black is
probably happy because his thickness in the top left works together
with his sanrensei. Whether Black 23 is the best move is unclear, but
it is certainly ambitious. Let’s see what happened in the game.
Diagram 3
Diagram 3
White is now forced to make an extension somewhere
along the top, allowing Black to approach at 25 and make a base up to
29. White 30 is a large move, but so is Black 31. As an added bonus
White builds thickness in sente with 32 and 34. However, Black is not
unhappy to be forced to play a huge endgame at 35—a White move would be
sente. White is now ready to invade in the lower right. As we stated
last week, when Black has a double-wing formation (extensions on each
side from the star point in the lower right), White should usually
invade at the 3-3 point, as White does with 36. Black must block on the
wider side, which is 37. The moves through 47 are a joseki. Now you can
see that the stone at A has its limitations: it does not protect the
right side. When White invades at 48, Black has to add a stone at 49,
giving a slightly cramped position. White attached at 50, which started
a long battle. In the end, Black won by 1.5 points.
Diagram 4
Diagram 4
The last move we will look at in response to a kakari at A is Black
1. In conjunction with the sanrensei, this is a very special move, and
the circumstances in which Black played this move were quite different.
As a matter of fact, the left side featured a rare position.
Let’s investigate.
Diagram 5
Diagram 5
In this game, played in 1975, the players are Sekiyama Toshio (Black)
and Hashimoto Shoji, both 9-dan. The sanrensei appeared unexpectedly,
after Black had captured a stone in the top left. To optimize his
chances of using this influence, Black choose to develop the right
side. The top appears to be the largest place to make territory for
Black, so White approaches with 18. In this particular case, Black 19
seems a fine move. Why? Black wants White to extend along the top,
because that is a relatively uninteresting area. There are two reasons
for this. First, for Black it is difficult to turn the top into
territory because it is open around A. Second, a White extension from
18 to the left has no impact on Black’s strength. His ponnuki (plus 9)
is extremely strong. You might then argue, ‘If the top is not
interesting for Black, why should White play here then?’ That is a good
point. Imagine the position without the 18/19 exchange but with a Black
move at B or C. Can you see that this Black moyo could take on gigantic
proportions?
Diagram 6
Diagram 6
White has little choice but to extend to 20—this move definitely has
to be on the fourth line because this game is not about territory but
about influence, especially at the top. Also, playing on the fourth
line makes this stone light, meaning it can escape easily. Meanwhile,
Black’s stones marked with triangles stand as a rock and they will
never come under attack. But that is not the meaning of White 20. He
plays a light move here to prepare for an invasion at C or D. It is
unclear what the impact is of the exchange A for B, but Black’s
position is that he has defended the corner and he is daring White to
invade the right side.
The moves 21 through 35 are given as a reference. The idea behind
White’s tight moves of 32 and 34 is that he makes a strong position
here. Once he is strong, he is confident he can fight his way out with
his weaker stoner in the lower left. After Black 35, the game turns
into a confused free-for-all fight.
I hope these special cases have given you some
insight in the way pros reason, prioritize, make payoffs, seize
opportunities, and force issues. When you yourself are playing a game,
you may get a better insight by imitating the moves rather than by
imitating the reasoning.
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