PK FfWoa, mimetypeapplication/epub+zipPK FfW META-INF/PK FfW? META-INF/container.xml
Jumping out into the center with the marked white stone is a bold move, but it is really an overplay because White’s position is too thin. How can Black seize the initiative?
Black should separate the two white stones by jumping between them with 1. If White tries to link up by attaching with 2, Black plays 3 and 5. Against the double atari of White 6, extending to 7 is the key move. White captures with 8, but Black secures the corner with 9 and 11; White’s stones at the top are nearly dead.
Jumping to Black 1 cannot be called a bad move. It certainly keeps the weak white stones above and below separated. However, by not attacking directly, Black gave White the chance to play another move at the top with 2. Fierce fighting later ensued through which White settled his stones at the top and gained some profit.
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