A frequently mentioned limitation of Monte-Carlo Tree Search (MCTS) based Go programs is their inability to recognize and adequately handle capturing races, also known as semeai, especially when many of them appear simultaneously. The inability essentially stems from the fact that certain group status evaluations require deep lines of correct tactical play which is directly related to the exploratory nature of MCTS. In this paper we provide a technique for heuristically detecting and analyzing semeai during the search process of a state-of-the-art MCTS implementation. We evaluate the strength of our approach on game positions that are known to be difficult to handle even by the strongest Go programs to date. Our results show a clear identification of semeai and thereby advocate our approach as a promising heuristic for the design of future MCTS simulation policies.