(;FF[4]
GM[1]
PC[OGS: http://online-go.com/game/review/27326]
BR[8d]
WR[8d]
CP[online-go.com]
RE[?]
SZ[19]
KM[6.5]
RU[japanese]
C[Game chats will be available in SGF downloads once the game has finished.
]
;B[pd]C[Z: I am very happy to be here today to talk about game openings with Mr. Q.
Q: Great! I am very interested in openings, and I have seen a lot from the Internet. But recently I always seem to fall behind in openings, because I don't know which opening to choose especially when I'm Black...Sometimes I watch professional games as well to learn from them how to play, but sometimes it's just so confusing that they start taking corners at 3-3 or initiating battles right away...The modern Go theory is so different and hard to understand!

]

;W[dd]C[Z: Indeed. I don't understand them either. \[Smile\] Nowadays the pace of Go is becoming faster and faster, so players want to optimize the efficiency of every single move. The result is, as we might see, there is no opening at all! This is indeed a very interesting phenomenon.
Z: So today we are going to talk about those, just plain practical things...
Q: What do you think is a simple and practical opening for us amateur players? Can you recommend one?
]

;B[pp]C[Z: Alright. Today we are going to recommend a very easy-to-start opening: San-Ren-Sei.
Q: San-Ren-Sei? That is Masaki Takemiya's favorite! \[Smile\] But I haven't seen many professional players using San-Ren-Sei recently?
Z: That's right, some people avoid SRS for a reason. To use San-Ren-Sei as an opening, you need to have A FREE HEART. Because when you are in such a style, you are subject to giving away territory on the sides and at the corners. And you need to wave your hand like, "I can just let my opponent have those points \[as long as I keep my style\]!"
Q: \[Smile\]
]

;W[dp]C[Z: Just now we talked about the infrequency of SRS in professional games. Indeed, there's a lot of nerve and pressure \[to win\] on both players, so rarely do we see players giving territory away like that.
Z: But for amateur players, there is no pressure as the result of the game doesn't matter that much. Also, I think that San-Ren-Sei openings are very powerful if you use it in a good way. So it's definitely worth a try!
]

;B[pj]C[Q: Great! Can you explain to us how to play San-Ren-Sei nicely?
Z: Sure, no problem. First, let's set it up on the board.
Q: Alright. I guess I'll be White then. Let's say a Ni-Ren-Sei?
Z: Sure!
]

;W[nc]C[\[Q plays move 6.\]
Z: Good. So in most cases, if White wants to tackle the San-Ren-Sei, he will choose a direction to play the corner kakari. In fact, there are many ways for Black to respond.
Z: For example, Black can play the simple jump at A, as well as the one-space pincer at B. Or, simply tenuki and expand at C. Takemiya used to play the 5-5 kosumi at D, which is also a novel and creative move.
]

;B[lc]C[Z: But today the move that I am going to recommend is the one-space pincer here.
Q: Hmmm...White will usually respond by jumping out at A, or maybe the 3-3 at B, probably the most popular...Also, the double-kakari at C. Why don't we just try the 3-3 today?
]

;W[qc]C[Z: No problem. \[Plays move 8\]
Z: The reason that I am promoting the pincer here (triangled) is, it is a very compact move for forming easy and quick joseki formations. So it should be simpler for amateur players to manage.
Q: True.

]

;B[qd]C[Z: And obviously Black shield on the same side of the SRS, in order to protect his moyo. This is a very common joseki.
]

;W[pc]
;B[od]
;W[nb]
;B[me]C[Z: Yeah, like that. So now, here comes another choice for White after the joseki...
]

;W[nq]C[Q: Hmmm...So another kakari, maybe?
Z: Yes. This is the mostly used combination for White - to kakari at both corners. So let's focus on this situation today.
]

;B[lq]C[Z: Black might play the pincer again...
]

(;W[no]C[Q: I don't know...Mostly in this case White might switch to jump out at A? Anyway, let's give the 3-3 one more try.
]

)(;W[qq]C[Q: I don't know, usually in this case, White might jump out at A instead of 3-3? Let's give the 3-3 one more try, anyways. It'll give White some quick territory!
]

;B[qp]C[Z: Alright, so Black might play the exact same joseki again. Now it's Black's potential versus White's territory.
]

;W[pq]
;B[op]
(;W[nr]
;B[mo]C[Z: Okay. White takes two corners and Black takes the outside. Now, which side would you like to pick, Mr. Q? What do you think?
Q: Definitely Black.
Z: \[Smile\] Indeed, the middle Black stone (triangled) is sitting on a perfect placement for Black. Also, Black has thick influence on both sides of the moyo, and the middle stone supports both structures. In other words, it uses Black's potential in a nice way.
Z: Therefore, BLACK CAN BE SATISFIED if White kakaris from both corners.
]

(;W[ql]C[Q: Okay. What if White invades right away?
Z: That's a way for White to continue the "take-and-invade" strategy.
Q: Right.
Z: Okay. So first of all, we don't need to worry about this type of invading move, because it is an irrational move at the situation. If White dares to dive in, Black should leave him NO WAY OUT.
]

(;B[qj]C[Z: So the key for Black is to compose himself and touch down at 23, forming an iron pillar.
]

;W[ol]C[Q: White will escape then...Trying to jump out.
]

;B[pm]C[Z: Black then peeps right on-spot.
]

;W[pl]
;B[ml]C[Z: And here Black plays the head-on cap.
Z: We can see, from this variation, that Black has gained an advantage after both of the corner josekis: his potential is very wide and his structures (on both sides) are at high positions on the board. Therefore, even if White tries to escape now, he is still miserably within Black's control.
]

;W[nk]C[Q: Now White can only play the kosumi...
]

;B[lj]C[Z: Now Black plays the knight jump. He has built a solid line and sealed White's exit.
]

;W[ni]
;B[lh]C[Z: White still can't escape, as Black's structure is high and wide.
]

;W[ph]C[Q: What if White touches down?
]

;B[qh]C[Z: No worries, Black can simply play at 33. The top Black group is thick enough, so Black can just cut at B if White hanes at A.
Q: Now it is too difficult for White to live.
Z: Right. There is not much room for White to make eyes; even if he succeeds, he'll have to fight inside and as a result, the outer Black wall will become even thicker.
Z: In conclusion, if White dives into Black's moyo straight away, he will face a terrible situation.
Q: Hmmm. Seems I have to change the approach.
Z: Good. So if White intrudes like this, Black will surely punish him to the utmost by calming down and attacking.
]

)(;B[ol]C[Z: One note for Black is to not play "soft" moves like the knight cap...
]

;W[qj]C[Q: Hmmm...Maybe White will just attach and try to live directly, right?
Z: Yes.
]

;B[qi]
;W[ri]C[Z: If White follows the hane like this, Black can find it difficult to kill White...The attacks won't result in significant effect.
]

(;B[qk]C[Z: For example, if Black ataris down...
]

;W[rj]
;B[pk]
;W[qh]C[Z: White can just play the atari at 30. And now A and B are miai: if Black connects at A, White can easily bring his stones together at B; if Black cuts the triangled stone off at B, White will just capture at A. This result will surely be unacceptable for Black.
]

)(;B[rj]C[Q: That makes sense.
Z: And if Black captures from the second line here...
]

;W[qk]
;B[rh]
;W[pi]C[Z: White can just play the atari.
]

;B[qh]
;W[pk]C[Z: Even the dumbest method of ataring and punching will earn White a way out. And if Black cannot kill White, he will suffer from a huge loss, so the cap at 23 is probably not the best choice!
]

)))(;W[nj]C[Q: Alright. This time White plays the cap and reduces from the outside?
Z: \[Smile\] Good thinking! We can see from these two variations that Mr. Q's style is very "tight" and aggressive. However, this move is also an irrational move...
]

;B[lj]C[Z: Since White is still deep in Black's turf, Black can cap from the outside and sandwich the triangled stone in the middle.
]

;W[nl]C[Q: Then I'll have to jump to the side...
]

;B[pl]C[Z: Alright. Note here that Black should follow from this side to prevent White from making life at the foundations of his moyo.
]

;W[lk]
;B[kk]C[Z: Compared to the last variation, White is easier to make sabaki out of his group and live...
]

;W[ll]C[Q: Then White will extend out?
]

;B[mj]C[Z: Right, but Black will bump at White's structure and make him uncomfortable.
]

(;W[nk]C[Q: I'll try to make the bamboo joint then.
]

;B[kj]C[Z: Black can then simplify the matter by connecting at 31. The hane at A will be huge on the next move for Black, as if he does so his moyo will \[be restored and\] almost receive no damage. On the other hand, if White extends at A, Black can play the knight jump at B and seal White's group in. If that's the case, White will face a dangerous situation again, as his group is made very heavy.
]

)(;W[mk]C[Q: What if White plays this?
]

;B[ni]C[Z: Then Black can directly hane at A.
]

;W[kl]C[Q: Cutting at A is probably too reckless, so I guess White will bend instead.
]

;B[kj]C[Z: Black connects, and we see that the outcome is almost the same as the previous (bamboo-joint) variation. Black has gained a lot of territory on the top portion as well as thickness, while White's triangled group is still not entirely alive (even after White jumps out at A.)
Q: I see. So this approach does not work well for White...
Z: You are right. It is still a little too deep.
]

))(;W[lj]C[Q: It seems that now White has to retreat two lines out and reduce Black here.
Z: \[Smile\] Good, Mr. Q has learned from his previous attempts. 
Z: Another question for you: What would you play if you were Black now?
Q: Conservatively I would respond at A. But as Black has forces on both sides, it doesn't seem to use his potential well enough...
]

;B[jj]C[Q: So I guess it's time for another head-on cap!
Z: Excellent! Indeed, the cap at tengen is the correct refutation for Black here. Now, White is still in danger as he poses virtually no threat to Black's side (he cannot touch down in just one move.)
]

;W[ll]C[Z: So White still has to escape like this.
]

;B[mk]
;W[lk]
;B[jl]C[Z: Then, as long as Black doesn't allow White to make life on the side and keep sealing White in, he will always be good. The key is to not let White into the foundations. Once that is in mind, White will have to struggle for life in the center, which is low in efficiency and helps make Black thicker.
]

;W[ok]C[Z: For example, if White plays at here...
]

;B[pk]
;W[ol]
;B[pl]C[Z: He'll HELP build Black's territory on the side.
Q: Yeah. And it's painful to see Black have a fourth-line territory.
]

;W[om]
;B[pm]C[Z: This will be very comfortable for Black, even if he just follows White's moves. Next, White will have to spend one move in order to capture the triangled Black stone; and even so, he is still yet to live, while Black is gaining profit from both sides.
Z: So this is not good for White either!
Q: Ah, time to change to a new approach.
Z: \[Smile\] So keep in mind, that when White caps from above, Black's objective is NOT to capture and kill White, but to attack and seal in, forcing him to make life and indirectly "build up" Black's own territory. 
]

)(;W[kj]C[Q: What if White retreats further away?
]

;B[mj]C[Z: Then Black can simply defend his territory at here. White hasn't earned much because he has just barely touched Black's moyo; however, Black is very satisfied as his territory is now 7 lines deep!
Z: So after trying various points of reduction, we can infer that Black is not afraid of White's efforts to dip into Black's San-Ren-Sei structure.
]

))(;W[rq]C[Z: This is an example of an online game I've played against a 5D. Moves 1-19 are the same, but in the game he chooses to stand down. This is a variant of the joseki.

]

;B[np]
;W[nr]C[Z: The benefits of choosing this joseki for White is, Black's structure is slightly weaker (White can chip in at A.) The downside, however, is that White ends the joseki in gote.
]

;B[gp]C[Z: Black tenukies and continues to expand.
]

;W[rp]C[Z: White 24 is a decent move by itself.
]

;B[qn]
;W[mp]C[Z: However, White proceeds to play the hane at 26, which is a bit inconsistent here because the exchange of 24 and 25 makes Black thicker before the contact battle at 26.
Q: Right.
]

;B[mq]
;W[mo]
;B[jp]
;W[on]
;B[ql]C[Z: Black continues to attack...
]

;W[lm]
;B[lk]C[Z: By the cap at move 33, Black has established an advantage in the opening phase. His structures are thick, and his moyo is solid and not much affected by White. Meanwhile, Black has built a "fort" on the bottom side, which makes it harder for the triangled White group to live. Last but not least, the kakari at A can also be powerful for Black.
(White eventually resigns at move 191 after death of his large invading group.)
]

;W[ko]C[Z: We have just seen an interesting example of using San-Ren-Sei openings to win by resignation. The key is to correctly harness the power of SRS's great potential and maintain the game in control.
Z: In conclusion, San-Ren-Sei openings are very useful, so give it a try!
Q: Great! \[Smile\] I'll try playing more SRS games online.
Z: Good. That's all for this episode, thank you very much for watching!
\[THE END\]
Thanks for watching! ~xhu98
]

)))