Difference between revisions of "Cornering"

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   contents="R c1 R b3 Bb4 R c3 B c4 R d3 B d4 R e3 B e4 R 1:f3 B 2:f4 R 3:g3 B 4:g4 R 5:i3"
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             B 6:h3 R 7:i2 B 8:h2 R 9:i1"
 
             B 6:h3 R 7:i2 B 8:h2 R 9:i1"
 
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<hexboard size="7x8"
 
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   contents="R a6 B a7 R 1:b6 B 2:b7 R 3:c6 B 4:c7 R 5:f4"
 
   contents="R a6 B a7 R 1:b6 B 2:b7 R 3:c6 B 4:c7 R 5:f4"
 
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<hexboard size="7x8"
 
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   contents="R a6 B a7 R b6 B b7 R c6 B c7 R f4
 
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             B 6:e5 R 7:f6 B 8:e6 R 9:g3 E *:f5 *:h4 B 10:e4 R 11:f2"
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<hexboard size="7x8"
 
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   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"
 
             B 6:d6 R 7:e5 B 8:d5 R 9:e3"
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[[category:ladder]]
 
[[category:ladder]]
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[[category:definition]]

Revision as of 18:40, 28 December 2020

In a ladder situation when no ladder escape exists, the attacking player can ladder into a corner and create a "quasi-escape piece" at the very last minute. This play is called cornering.

Example:

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This results in a new ladder, but now the attacking player is defending instead.

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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:

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Blue now has several options, but all of them allow Red to connect towards the center of the board:

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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:

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Note that Red's 7 is connected to the edge via edge template IV2b.