Difference between revisions of "Cornering"
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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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B 6:e5 R 7:f6 B 8:e6 R 9:g3 E *:f5 *:h4 B 10:e4 R 11:f2" | 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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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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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:
This results in a new ladder, but now the attacking player is defending instead.
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.