![]() This is by contrast with double sente, where the player with the move can play locally with sente. ![]() If it is White's move instead, Black dies. So when there are no ko threats or Black is komaster, Black will normally be able to take the ko in sente, but when White is komaster Black will defend in gote. In the unlikely event that White is komaster, when White takes the ko back Black will normally defend at a, leaving a sente ko. That will leave a sente ko worth 1 2/3 points for later. If there are no ko threats, or Black is komaster, Black will be able to take the ko with sente when the ambient temperature is between 13 1/3 and 1 2/3. This contrasts sharply with gote ko, in which the ko loser gets the first two plays elsewhere.īill: This is a rather hot ko (17 2/3 points miai value). black 1, white 2), but the winner of this ko saves his own group while forcing his opponent to defend, so the winner gets the first opportunity to play elsewhere. Here, few points are at stake locally (both sides can live, e.g. ![]()
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