Chủ Nhật, 29 tháng 10, 2017

Waching daily Oct 29 2017

Love is in the roses Roses are love,

Cupid walks among things and makes them a flower.

Sometimes awakens a nest, and sometimes he will wander,

and walk in the wind, noise in the forest and the sea.

Thunder awakens and it makes roaring lions,

and how good gardens within the hearts.

Is the voice, the voice wandering, you can not find your word,

and expresses the floating angel, or express the fugitive devil.

It exhausts, spreads, is multiplied, poured,

and it is deep, sad, vague, lifetime or any death.

Wanders a strange silfo that fills my soul invasive

with pearls hour and diamonds of the year.

I've seen the sylph him. And it is all pearls and diamonds.

Pearls are called before, and bright: later.

For more infomation >> Rubén Darío's love recites creative Inkstand - Duration: 2:34.

-------------------------------------------

Acidente de helicóptero do irmão inspirou Selton Mello em série: 'Pensava nele' - Duration: 4:28.

For more infomation >> Acidente de helicóptero do irmão inspirou Selton Mello em série: 'Pensava nele' - Duration: 4:28.

-------------------------------------------

JEU DE COCHONS (feat. Monsieur Lucas Wild) - Duration: 9:54.

For more infomation >> JEU DE COCHONS (feat. Monsieur Lucas Wild) - Duration: 9:54.

-------------------------------------------

"Je t'aime" : le message de Katrina Patchett à Valentin D'Hoore six ans après leur rencontre - Duration: 2:02.

For more infomation >> "Je t'aime" : le message de Katrina Patchett à Valentin D'Hoore six ans après leur rencontre - Duration: 2:02.

-------------------------------------------

🌟 Día 2 · Reto Detox Emocional de Virayoga · MUNDO PRÁNICO 🌟 - Duration: 5:19.

For more infomation >> 🌟 Día 2 · Reto Detox Emocional de Virayoga · MUNDO PRÁNICO 🌟 - Duration: 5:19.

-------------------------------------------

L'histoire d'une femme qui ressemble à un personnage de dessin animé - France 365 - Duration: 4:45.

For more infomation >> L'histoire d'une femme qui ressemble à un personnage de dessin animé - France 365 - Duration: 4:45.

-------------------------------------------

Conheça 'As Boazinhas', grupo de mulheres que dão show de solidariedade - Duration: 0:46.

For more infomation >> Conheça 'As Boazinhas', grupo de mulheres que dão show de solidariedade - Duration: 0:46.

-------------------------------------------

Gérard Depardieu se lâche : "Je refuse de faire des pipes aux journalistes" - Duration: 2:34.

For more infomation >> Gérard Depardieu se lâche : "Je refuse de faire des pipes aux journalistes" - Duration: 2:34.

-------------------------------------------

VIDEO. Cancer de Johnny Hallyday : Laura Smet rassurante sur l'état de santé de son père - Duration: 1:59.

For more infomation >> VIDEO. Cancer de Johnny Hallyday : Laura Smet rassurante sur l'état de santé de son père - Duration: 1:59.

-------------------------------------------

El juego del go. Desarrollo del juego, 3 de 3 - Duration: 35:11.

The course of a game can be divided into three phases:

1st) The fuseki or start.

2nd) or medium game Chuban

3rd) Yose starting or end.

The fuseki is possibly the most difficult stage.

The beginner is the dilemma choosing an intersection to place

his stone when there are so many free. At this stage of the game must be

into account that the territory can be built more easily into corners.

Compare the number of stones that make needed to get 16 points of territory:

16 stones in the center. On one side: 12 stones.

In one corner 8 stones. Therefore, in the fuseki usually start

playing in the empty corners, and then on the sides of the board. The center is

always important, strategically, as in many other games, including football;

but it is more expensive to make territory, as more stones are needed.

Two examples of fuseki: 1) parallel Fuseki: where every player has

chosen to use one side of the board for arrange their forces.

2) Fuseki diagonal or Tasuki: Placement Cross stones evokes the form of a

tasuki, the cord with the samurai hold kimono sleeves.

Starting the beginning determines the development back in the game. Placing the

stones at this stage is like the formation of the skeleton of a child.

If done right, then the body will have a good structure to lean on.

Where? Very bad, no one matches? ...

Here? This I will tell you how it is not mosquito but his name, dragonfly,

They are called dragonfly, dragonfly small, bad example, this is great dragonfly, worst example

it ?, small dragonfly, enters and lives in ko does not make sense, it ?,

then we know, no ?, we know, here !, why ?, not going to go, why not ?, here comes and lives,

Why not here? enters and lives, have not done any point, this makes points

with much possibility of points ...

- Half game: chuban

The stones are filling the board and enter in contact with each other. It is like

the combat. This phase of the game has some resemblance

with chess. It is very important to know the technique of the game, know when a group

live or die, and learn to calculate different variants or combinations of plays.

- Endgame: yose

The territories are closing, and necessary

whet an estimate as accurate possible points that have or can get

to have each player.

Twelve, it ?, what points would, see, I ask,

this move I just made, how many points I have, more than 20 points,

I mean, the change would be far, this live, no ?, it lives and, well, then

black would play here or not ?, white here, black here, here white and black, it ?,

Who's next? white, fine, then, the yose for you to consider, consider the following,

If you play one you do not answer, because If you answer you're losing, you understand me?

so this is right ... next play right of black, if responding well, he has lost everything,

all ... then how will follow, here in the future, here,

it ?, you have seen the difference? ?, and how many points there are more than 20 ...

CAPTURE TECHNIQUES

- Escalera or shicho: better to lose only

a stone, and not increase the loss by adding more stones, because there is no escape.

Interleaved stones in the path of the ladder can change the outcome.

Consider this example ...

At the end: a heart! We see another case with the term JAL.

Capture ladder or Sicho in Japanese, It is one of the first things you learn on the go.

Here we have a situation atari for this white stone, you can escape

this white stone? Let's check it out. Black chases, escapes white, black, ah! you are right,

I managed to escape, because I make a mistake, let us repeat,

black, white, black, white, ...

I do not think ..., continue to the end,

indeed, she had no escape.

There is an old proverb that says

If you're not able to understand the stairs it is better not to go dedicate.

- Capture network (geta)

The stones have been trapped

Sacrificing stones (snap back) Hand over a stone, otherwise nothing is accomplished.

In some cases it is better not capture, as

It would be tantamount to swallow the bait and entrap.

LIFE AND DEATH OF STONES

Groups with two eyes are alive.

When a group of stones is alive means that It is invulnerable, an impregnable fortress.

This occurs as a logical consequence rules of capture. A group of stones

with only one eye can be captured because that eye can become the ultimate freedom

of the group. When the whole group is surrounded, enter the eye would not be suicide because

the whole group would be captured. Instead, with two eyes never comes into existence last

freedom, for at least two points those who can not enter: What are the two eyes

Enter either be suicide because the group is not captured, and

we still have freedom: the other eye. And also you can put two stones at a time.

Oh look! a stone in atari, indeed, would have to defend,

Now it's my turn, go, white He has totally dead,

what they should have done white? let's them ... Sure, it's

this is a false eye, there is only one eye for white, in fact, that white

He could have had two eyes, the position It should have been this.

If the adversary could enter one of both eyes, capturing stones, then

the eye is a fake eye. Although it is not the same group with two eyes

a group with an eye two intersections. A group with two intersections dies.

Three intersections can live if plays on the vital point.

With four or more intersections online He lives unconditionally.

Five free intersections may be insufficient to live.

And even six for the formation called rabbit, or even the vase.

During the game it may become necessary two eyes form a group to live,

or it may be sufficient simply to have the possibility of training them without

no stone add more.

This black group still has not made the

two eyes, but you can make when you need it, if white falls within the black territory

black plays and has two eyes, one and two. In Here is a mistake for black form

both eyes, because he loses a point of land, simply, just leave it,

It is alive and are four points of territory.

If a territory is very large, it should be

Also assess whether an invasion is possible the adversary. The invasion succeeds

If the invading group live in the invaded territory.

Never forget that while the stones continue on the board, continue to exert influence

and they have utility in the same manner as in nature nothing is wasted, and

everything is used or recycled.

CONNECTING YOUR STONES:

A proverb says that if you go have six groups on the board, at least one die.

This means it is best to join stones unturned.

Japanese terms used for They are most widespread in the West have.

Of course, the best way to understand He is practicing.

- Nobi: direct connection from a stone. In Overall it's a solid but slow play,

as we can see in the chart, where black cover less territory playing nobi.

But sometimes it is the best move; for example, to save a stone in atari; or to penetrate

in the territory of the opponent.

- Kosumi: athwart. No connection

direct, but can there be when needed.

- Bamboo Knot: a secure connection.

So there is a proverb that says: "Do not try breaking a lump of bamboo. "

- Watari: move is done in the first or second line connecting two groups.

- Tsugi: Connecting stones avoiding cuts. Contact with the stones of the adversary:

- Tsuke: Contact advances. A headstone itself in direct contact with another adversary.

- Kiri: Cut.

- Hane: move diagonally own stone

that comes into contact with an enemy stone.

- Boshi: "hat". Advances made a line

in front of an enemy stone, preventing It escapes or expansion towards the center of the board

Saltos:

. Iken-Tobi: jump line. . Niken-tobi: jump two lines.

. Keima: move similar to horse jumping chess.

. Ogeima: same as keima, but a long line.

. Monkey jump: In the endgame, Monkey jumping is one of the techniques

most important to reduce the territory the adversary.

SPECIAL SITUATIONS

The development of the game on the board produced

special situations. Here are some:

- Seki: Coexistence. Both players live.

Special case. In the corner: this training seki is not because the starting end, after

to eliminate all ko threats, could form a winning ko.

We see here the case of a double ko seki.

Here we see the so-called "thousand-year ko":

It is so called because, in principle,

neither player wants to play there.

- Triple ko: It is an exceptional case Tables can remember, because if

both players want it, come to a endless repetition of moves.

FORM AND STYLE

Good style is related to the effectiveness,

ie achieving certain goals with the least number of plays.

simply by observing the position of the stones on the board, and seeing their distribution

You can deduct the level of the players. A game between professionals always show

a distribution provided with forms beautiful and efficient.

There are ways of over-concentration of stones that are inefficient.

The best move, the correct play than ever It is sought which would fulfill the

After several objectives:

- Expand the territory.

- Reduce the territory of the opponent. - Ensure the stones themselves.

- Endangering the stones of the opponent. - and gain influence.

Strategic Concepts

Influence and territory

During the game should be produced a balance between the two aspects, as

concerned only one of them is harmful.

The stones do not serve only to build territory. They are instruments of force elements

power, and from that force can consolidate the territories at the right time.

At the beginning of the game it is not recommended

try to make sure territories, as the stones must respond in the most

satisfactory to constant fluctuations of the game. It is imperative to understand how

the game is evolving and where we must address the potential of our stones.

The fourth line is called the line of influence.

The third line of the territory. And second, the line of defeat because

it is achieved very little influence and very little territory.

Sabaki: It involves a rapid and agile development stones, serving a global goal

and long term. No emphasis is on saving stones individually.

Aji: Literally, "taste". One or more stones, which, although already lost, continue

It is a source of concern for the adversary, or a latent threat.

It is said that a position "has bad aji" when there are latent threats that the adversary

You can take advantage when the appropriate conditions are met.

Miai: Two points of equal value. If a player occupies one of them, the opponent will play in the other.

Furikawari: To exchange one group by another,

influence territory, etc.

Yosumiru: move by test performed

to see how it responds the adversary. It forces you to define and remove options to your

position, while maintaining their own.

JAPANESE TERMS

As an example, let's explain some terms the go in Japanese.

- Joseki. It is a series of plays studied relative to a corner generally

during opening or fuseki, involving a territorial division or exchange of

influence satisfactory for both players.

-St-san: the 3-3 point in any of the

four corners. It is a safe spot to live and make territory, but does not exert much influence

the rest of the board.

- Komoku: point 3-4. Takamoku: point 5-4.

- Hoshi (Star): the point 4-4. It's in

the 4th line, the call line influence. These points lead to many possible combinations.

- Kikashi: play that forces the opponent to answer.

- Hamete: move with trick or trap. Whether responds well, causing great losses to whom

makes, but if you guess wrong, earnings usually too large.

- Hasami: Pincer Attack. Two stones attacking another from two different sides.

- Moyo: broad outline territorial yet insured.

- Semeai: A fight or race between two groups wherein the amount of freedom available

each determines the result thereof. - Shibori: literally wring or squeeze.

Pressure is making some sacrifice keep the Sente, while the territory is reduced

adversary, or external influences is obtained.

- Sente: move if it is not answered causes

heavy losses. It means taking the initiative and choose where to play, setting the direction

the game that the opponent must follow.

- Gote: advances which need not be answered.

It means losing the initiative.

- Tenuki: Play elsewhere on the board,

without answering the last play of the opponent. Entails gain the initiative or sente.

- Tesuji: tactical move of great skill It solved a difficult situation.

PROBLEMS GO

As an example, we see some problems

of some difficulty, and their solutions.

Instruction game

We complete the game played in 1683 between Honinbo Dosaku and Yasui Sunchi

of previously we saw only the end

Không có nhận xét nào:

Đăng nhận xét