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CAMEO 7 SOLUTION TO "HOP" PROBLEM
The hane and connection at Black 1 and 3 are normal moves, but after White drops down 4 and Black completes play at 5, Black's territory is 6 points and White's is 8. Black loses by 2, which means failure. [Note for beginners from JF: White 4 at 5 is countered by a Black throw-in at 4.]
Inserting the cut at 3 after Black 1 is a tesuji.
When White defends at 4, Black can proceed to the atari at 5. White drops down to 6 and Black 7 marks the end of the game. White has to fill in at 'a' and so has 5 points of territory, which is 3 points worse off than Diag. 1A. Black wins by 1 point. |