By Otake Hideo
Hideo O. starting thought Made effortless (Ishi Pr, 1992)(ISBN 4871870367)
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Additional resources for Opening theory made easy: twenty strategic principles to improve your opening game
5 Dia. 8: developing quickly White can move out more quickly by playing the knight's move of 1. Compared to 'a', he gains a tempo. If Black` White stays ahead with 3. Dia. 10: too good How about moving out with the one-space jump of 1? If Black 2, White is satisfied, as he moves out ahead of Black with 3. However, Black 2 is too kind. Dia. 11: trouble Black will cut immediately with 2 and 4. Because of his cutting point at 'a', this fight will probably be more than White can handle. The conclusion is that we can't recommend the one-space jump here.
Principle 7 Build box-like moyos When building territory, one first establishes a base in the corner, then extends along the side, but that's by no means the end of the story. After extending along the side, you now have to expand into the centre. Extensions along the side secure flat territories; expanding into the centre makes them three-dimensional. An understanding of three-dimensional territory is important in the fuseki. When White extends to 1, the marked black stone is weakened. How should Black defend?
His group is now floating. Dia. 13: too late Blocking at 1 is now too late: White can attack with 2 and 4, so Black can't secure a base. Dia. 10 Dia. 12 Dia. 13 Dia. 14: narrow, but ... When White attacks at 1, Black has room for only a onespace extension, so he is dissatisfied. Even so, this is a big move, as it helps to stabilize the group. If White 3, Black plays 4 or 'a' and more or less has a base. Dia. 16: slack White 2 is a peaceful answer to Black's invasion at 1, but it looks a little slack Black burrows into the corner with 3 and builds a base up to 7.
Opening theory made easy: twenty strategic principles to improve your opening game by Otake Hideo