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Anchor
Cup & Trap
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Jumping
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Block
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A simple block
Two easy escapes
Running game


The Block (3: A Third Escape)
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In section 1 white 15 keeps black from the bottom left side, allowing black to take the corner. If white takes the corner instead, black should take care: he cannot immediately take b1, because d10 keeps him from the rightmost side. The narrow escape with black 17 is unlikely to be successful in any actual game situation.
At the top of the diagram we see black securing access to the leftmost side, forcing white to close at the other end. An interesting question is whether black 19 can be played at white 20. If you choose NEXT, you'll see how this situation can develop into a running game.

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