I’m hoping that they waste a few turns chasing down the Q6 lead. I hope to build something like this
But maybe I should first feed them a few more stones in the bottom-right and right side to really commit them to hunting in that area. Maybe even capture P10?
Seems tough to mislead them at this point. I think it’s likely they’ll completely abandon the lower-right corner now. But if they try one more time, what could you play that they would be likely to discover? Maybe Q2? If that works, we’d need them to be distracted for two additional moves for it to pay off.
With a 50% chance of the distraction working, we need to count on them getting distracted for at least three additional moves after revealing your stone, right?
/me laughs conspiratorially.
Originally, I was looking for a GIF that had Pac-Man running from a ghost, but then eating a power pellet, and turning around to eat the ghost instead. However, I went with Han shot first, since I couldn’t quickly find a good GIF like that.
Clearly, I’m committed to a big fight on the top edge now. I think I might have a chance up there to make something, but at the very least, it will occupy the detectives for several turns.
If things go south up there, maybe my backup plan could be this, especially if the detectives feel secure about that corner and leave it alone.
You don’t really need A2 and B2 in that pattern, right?
Things are looking dire for the fugitive. An unexpected large-scale capture may be the only path forward.
There’s a possibility that they will discover L15 and/or J16 next.
However, I’m also hoping that they begin to maybe second guess this entire development at the top as a decoy, and maybe begin to consider some moves elsewhere to explore.
Convincing them it’s a decoy seems like a pretty tall order, since you spent at least 4 of your 10 moves there. The slow pace of the fugitive’s moves don’t seem to lend well to multi-stone decoys. I find that unfortunate.
When I read the detectives thread the game seems very hard for the detectives (the worst case scenarios look so scary).
But when I look at the true board state the game seems utterly hopeless for the fugitive! I guess there is some potential in the upper right though. It will depend on how unlucky they are with their guesses, but 3v1 is so powerful that they could kill even if they discover the top right very late.
So currently I would bet on the detectives to win (90% or so), but maybe it would be more honest to say that I still have no idea
I’m reminded of this position from Feldmann’s bestiary:
Black plays first, but white makes two moves after every one black move. Who does this game favor?
Solution
Black is dead
The three colors for detectives can be a surprising weakness. For example, if you are discovered at J16, but you play J15 (light red) before getting killed like this:
then the green stone at K15 is immediately in atari.
I wonder if that kind of thing is going to become important as the fighting gets more serious. But maybe it will just be hopeless for you in any area where they have played so many stones.