Beruflich Dokumente
Kultur Dokumente
Sanrensei
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Cover Page
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permission of the publisher.
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Contents
Pattern 2
Pattern 3
Pattern 4
Pattern 5
Pattern 6
Section 2: Games
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Michael RedmondBiography
Born May 25, 1963 in California.
Living in Japan since 1977.
Professional 1 dan in 1981, 9 dan in 2000.
1984 Winner of Oteai.
1985 Winner of Ryusei Cup.
1989 Winner of Oteai.
2009 Achieved 500 professional wins.
International tournaments: Fujitsu Cup 6
times, LG Cup 3 times, Chunran Cup 3 times,
Ing Cup 3 times, Tongyang Securities Cup once.
Challenger (final section) tournaments in
Japan: Judan 6 times, Tengen 7 times, Gosei 5
times, Oza twice, IBM Cup once, AgonKiriyama Cup once.
Books in English: The ABCs of Attack and
Defense (Slate and Shell, 2002)
Foreword
To define the Sanrensei, I would like to start
with a description of the star point. Compared
to the 34 point or the 33 point, the star point
is farther from the edge of the board, making it
relatively strong when attacked from above,
and weak when attacked from below. The star
point controls the corner area with one move,
but puts little emphasis on the corner territory.
In fact, it can be said that the star point doesnt
surround any territory at all, as the opponent
can jump into the 33 point and take away the
corner. Quite often the next move in the area is
an extension towards the side, not a shimari as
is often the case with the 34 point. This ability
to control the sides with relative speed is a
strength of the star point. When playing the
Sanrensei opening, Black creates a strong
framework on the right side of the board, and if
White invades the right side he will be in a
cramped position. In this way the Sanrensei
makes full use of the star points strength
towards the sides. The Sanrensei opening
magnifies the outward pointing strength of the
star point, and can quickly grow into a moyo
that stretches out into the center. The potential
speed and large scale of the Sanrensei is what
makes it one of the most exciting openings.
This book is meant to be a textbook for the
Sanrensei as well as a collection of my games. I
will start with 6 basic patterns in the first
section. These patterns are Blacks basic game
plan when playing the Sanrensei. The second
section analyzes 20 of my games. In these
games the reader will see how the patterns
work in actual professional games.
Michael Redmond, May 2011
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Section 1: Patterns
Pattern 1
Moves 15
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Move 6
Move 7
8
12
4
8
11
2
3 1
7
9
10 6
Move 8
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12 10
11
9
13
14
Move 9
Moves 1014
12
5 4 6
7 1
2
3
9 8
11 10
5
6
4
2
3
A large moyo
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18
16
15
17
Move 15
Moves 1618
19
14
9 7
13 11 5
3 6
12 10
4 2 8
Move 19
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26
25
27
3
7 5
8 2 6 1 4
24
10
23
A
Moves 2327
Joseki
21
20
22
Moves 2022
28
Move 28
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29
30
Move 29
Move 30
Black should cut White off with 29. See the next
diagram for a common mistake that gives Black
a bad result.
6
8
10 11 9
7 8
12
6
B
A
2
4 3
1
5
7
2
4 1 3
Too weak
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31
32
33
34
Moves 3132
35
Moves 3335
3
8
9 7
10 8 6
2
4 1
6
5
7
2
1 3
Overall advantage
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43
45 44
42
36 37
39
41
38
40
Moves 3637
Moves 3845
5
6 4
A
3
46
2
Move 46
Gote
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55
51
7
8 4
3 2
5
1
Thick
50
49
Moves 4955
48
47
Moves 4748
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54
52
53
Section 2: Games
Game 1
8
6
4
1
7
Moves 18
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7
4 5
6 10
22
12
11
20 18
16 14 17
21 15 13 19
2
3
Move 9
A large moyo
10
B
6
A 5
8 4 2
7 3
Move 10
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5 1 2
3
4 6
1
16
14 13
15
7 12
9 8 6
11 10
18
17
4 2
3
5
11
Miai
Move 11
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3
1
5
4
2
2
4 3
B D
A
C
Efficient shape
12
Move 12
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2
3
16
A wasted move
15 13 14
Move 16
2
4
Moves 1315
7
A
6
Peaceful
Page 18 of 29
8 4 6 7
2 3
5
21
12
10
11
Move 21
1 2
3
5 4
20
17 18
19
8
7
10
11
Moves 1720
Playable for Black
Page 19 of 29
25
2
1
3
7
23
22
24
4
5
Even trade
A
26
27
Move 27
Move 26
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30
28
5 6 8
1
7
15 14
9
17
29
3
11 10
12
16
13
The correct move
Moves 2830
33
32
31
Move 31
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Moves 3233
27
25 26
1 7
23 21 24
4 3 2 5 15 17 18 22
12 6 9 8 16 19
11 10 13 20
14 28
34
Move 34
11
15
9
13 10
3
5 6 1
2
4
7
12 14 8
35
16
Black is thick
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Move 35
2 3 8
1
4 5 9
39
6 10
7
White wins
36 37
38
5
1 2 3
4
6
7
Dangerous
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55
40
43 42 41 44 45
46
Moves 4046
Move 55
2 4
1 3
49
53
48
47 50 51
52 54
7
6
5 9
8
Moves 4754
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5
60
59
57
1
2
4
58 56
Damezumari
62
63
68
66 67
64 65
Moves 5660
61
Moves 6268
Move 61
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74
71
75
70
69
73
72
Move 69
Moves 7075
1
8
2
6
2
1 8
3 4
5
7 6
Move 76
White wins
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97
95
96
00
99 91 94
92 93
90
83 87 81 77
84 82 79 86 78
80 85 88
Moves 7788
Moves 90100
98 at L18
1 2
3
89
Move 89
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Moves 101103
Move 104
12
14
8 10 11 4 5 2 6
7
3 23
9
1
18
17
20
21
A one-step ko
16 at 4; 19 at 11; 22 at 4; 24 at 2; 25 at
11
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