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Enclosure Josekis.pdf

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Dia. 43 (a special case). If Black wants to emphasize outward<br />

influence, he might try pressing at 3. However, White crawls once<br />

at 4, then lives in the corner with 6. This is very big, so Black<br />

should only play this way in special circumstances.<br />

Dia. 44 (powerful outward influence). The aim of Black 1 is to<br />

build powerful outward influence while letting White live in the<br />

corner. Black 3 continues this strategy. Connecting at 7 gives Black<br />

good aji. If White now switches elsewhere, Black is left with the<br />

atari at `a'.<br />

Dia. 45 (apparent gote). White may crawl at 2 in an attempt to<br />

live on a larger scale. Black 3 is a peaceful answer. White secures<br />

life with 4 and 6, but Black gets nice thickness with 7. This looks like<br />

gote, but appearances are deceptive (see Dia. 49). Instead of 6 —<br />

Dia. 46 (a fight). If White crawls once more with 1, Black naturally<br />

cuts at 2. This way a fight gets started.<br />

32

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