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By Masaki Takemiya, John Power

Enclosure Josekis This e-book is a pragmatic consultant to the artwork of invading a nook place the place the opponent has already made an enclosure. It covers, in a dictionay layout, the elemental styles that arise many times in one's video games. The styles are: the small knight enclosure, the big knight enclosure, the one-space enclosure (from the 3-4 point), the megastar element enclosure. there's additionally a supplementary bankruptcy on 3 different universal formations 'Enclosure Josekis' teaches the invader find out how to dwell contained in the opponent's place by way of making gentle and versatile form. It additionally exhibits the defender the right kind method to take care of an invasion in order that he will get sufficient repayment whether the defender lives. This e-book will sharpen up your center online game and make you a grasp of the endgame.

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Example text

The aim of Black 2 is to stop White from making a base on the side, but White will be able to get sabaki by exploiting the thinness of the large knight enclosure. However, when White invades at 1 he has to have ready countermeasures against 2. 52 Dia. 8 (tesuji). The shoulder-hit at 1 is the vital point. The continuation from 3 to 7 is a basic tesuji. Next — Dia. 9 (good shape). White throws in a cut at 1. If Black 2, White forces with 3, then fixes up his shape with 5. Dia. 10 (forcing moves).

Dia. 24 (tsuki-atari). Black's solid block (tsuki-atari) at 2 is also possible. White can live after 3, but he has to know the counter to Black 4. Dia. 25 (life). White plays the 1-3 combination. Black gets central thickness with 4, but White's invasion is a success when he lives with 5. The last move cannot he omitted. Dia. 26 (ko). If White does not play at 1, Black starts a ko with 1 and 3. If White `a', Black counters with `b'. Dia. 27 (thickness). The hane at 2 is a strong move when the ladder is favorable for Black.

Permitting Black 2 is unsatisfactory. 51 Dia. 3 (moderate). Black 2 is the moderate response: Black is content to secure the corner. White 3 next is the key point. Dia. 4 (a fight). Next Black jumps to 1, starting a fight in the center. White 2 and `a' are the standard moves. Dia. 5 (the knight's move). If Black 2, attaching at 3 is the tesuji. Dia. 6 (sabaki shape). If next Black 1, White gets sabaki with 2 to 6. White threatens to play `a', and the black stone on the side has also been weakened.

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Enclosure Josekis by Masaki Takemiya, John Power

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