Difference between revisions of "Cornering"
(Elaborated example) |
(Added an example of cornering that does not result in a ladder for the opponent.) |
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Red could have also cornered earlier, resulting, for example, in a 4th row ladder for Blue. | Red could have also cornered earlier, resulting, for example, in a 4th row ladder for Blue. | ||
+ | |||
+ | Given enough space, the attacker can sometimes get an outcome that is better than merely turning the ladder, though not as good as a [[switchback]]. For example, starting from a 2nd row ladder, the following maneuver lets Red move towards the center, rather than parallel to Blue's edge: | ||
+ | |||
+ | <hexboard size="7x8" | ||
+ | coords="hide" | ||
+ | contents="R a6 B a7 R 1:b6 B 2:b7 R 3:c6 B 4:c7 R 5:f4" | ||
+ | /> | ||
+ | |||
+ | Blue now has several options, but all of them allow Red to connect towards the center of the board: | ||
+ | |||
+ | <hexboard size="7x8" | ||
+ | coords="hide" | ||
+ | contents="R a6 B a7 R b6 B b7 R c6 B c7 R f4 | ||
+ | B 6:e5 R 7:f6 B 8:e6 R 9:g3 E *:f5 *:h4 B 10:e4 R 11:f2" | ||
+ | /> | ||
+ | Note how Red's 9 is connected to the edge via a [[double threat]] at the cells marked "*". If Blue instead plays 6 on the second row, things are generally worse for Blue: | ||
+ | |||
+ | <hexboard size="7x8" | ||
+ | coords="hide" | ||
+ | contents="R a6 B a7 R b6 B b7 R c6 B c7 R f4 | ||
+ | B 6:d6 R 7:e5 B 8:d5 R 9:e3" | ||
+ | /> | ||
+ | Note that Red's 7 is connected to the edge via [[edge template IV2b]]. | ||
+ | |||
[[category:ladder]] | [[category:ladder]] |
Revision as of 01:53, 17 October 2020
In a ladder situation when no ladder escape exists, the attacking player can into a corner and create a "quasi-escape piece" at the very last minute. This play is called cornering.
Example:
WARNING: Unknown keyword: BbWARNING: Illegal character: '4'
This results in a new ladder, but now the attacking player is defending instead.
WARNING: Unknown keyword: BbWARNING: Illegal character: '4'
Red could have also cornered earlier, resulting, for example, in a 4th row ladder for Blue.
Given enough space, the attacker can sometimes get an outcome that is better than merely turning the ladder, though not as good as a switchback. For example, starting from a 2nd row ladder, the following maneuver lets Red move towards the center, rather than parallel to Blue's edge:
Blue now has several options, but all of them allow Red to connect towards the center of the board:
Note how Red's 9 is connected to the edge via a double threat at the cells marked "*". If Blue instead plays 6 on the second row, things are generally worse for Blue:
Note that Red's 7 is connected to the edge via edge template IV2b.