Girls win, Marozzo follows, the Portuguese are catching up. T-shirts sales are looking up, so we’ll be re-jinking our method of selling them and adding new designs soon-ish. The “Hits like a girl” shirts are the easy bestsellers, followed by the House Marozzo. House Figueiredo is catching up, while Fiore and Liechtenauer are dead last in the house wars. Italo-iberians stylists are the big t-shirt winners so far. Poor grandfather Fiore seems to be forgotten, and I’ll just assume the german stylists haven’t figured out the shirt thing yet. We’ll give them a little time.
I love the opening game of Go, but it’s the bare beginning. After the matadorian manouvering, the battlefield becomes somewhat defined. The next step in the game usually falls into a rather neat phase. The good players start to build patterns, repeating structures that act as traps or fortresses. They try to interrupt the other players patterns while building their own, always being careful not to inadvertently fall into a very clever trap. It’s a very tense part of the game, and the first time you start to see your errors in the opening game.
You may have assumed that your partner was easy going and mellow, only to find that they switch to an aggressive tight play in the middle game, ripping apart your casual open structures. Or they may have played an aggressive opening game, forcing you into tight strong groups, only to switch to a defensive play in the middle game that stunts your growth and locks you out of the territory you need to survive.
Marozzo is a middle-game teacher. His manuals details what happens at the conclusion of different opening game strategies. He gives you a series of easily remembered patterns to repeat based on what situation you find yourself in. He has traps and fortresses, and responses for defensive or aggressive opponents. If you play a good opening game, Marozzo has your back when you get into the fight.