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Killing isolated groups or finding a way to make two eyes for them is an important technique that every Go player must acquire. Although this is first and foremost a problem book containing problems , the explanations of the main topics make it useful as an introduction to life and death and it should be accessible to players who have read an introductory Go book and played a few games.
Divided into three parts, the first part systematically covers the basics of life and death, starting with the fundamental concept of eye space.
Next, the three essential tesujis used to kill groups are introduced: the hane, the placement and the throw-in.
In another section the reader is shown when it is appropriate to expand his eye space and when he should fall back and play on a vital point.
Part Two contains life-and-death problems of positions that arise from josekis and their variants. The final part contains 64 problems for the reader to review and practice the principles learned in the first two parts.
This book concerns common joseki mistakes, why they are bad, and how to take advantage of them. Each mistake originates in a real game where an amateur made a real mistake.
Joseki books typically concentrate solely on the correct line of play, with perhaps lip service paid to mistakes whose subtlety eludes all but the most advanced of players.
The faulty lines are dreamed up by the author, a professional Go player, and do not reflect the mistakes of astounding simplicity that amateurs routinely commit.
Showing only the mistake is insufficient: an opponent of equal skill will often fail to take advantage of these mistakes.
Therefore, a thorough discussion of the mistake is necessary to truly learn its nature. We have chosen games reflecting many of the most common joseki mistakes committed by amateur players, most of whom fall between 3 kyu and 4 dan.
Consider this a practical guide to learning joseki sequences and the ideas that govern them. This book provides a large variety of tesuji problems.
There are about 45 different kinds of moves that make up tesujis. Some of these tesujis occur quite frequently in games, while others are seldom seen.
This book presents examples of every kind of tesuji. The more common ones occur in numerous problems, but even the less common ones will be represented a number of times.
All of these different tesujis are scattered throughout the book. Just as in a game, one never knows what kind of tesuji will appear.
It may be easy to find it, but often it is hard; it might be a quite common tesuji, but it could be one of those that rarely occur.
Going through the tesujis in this book will be like getting a tesuji experience in games. However, in a game, many tesujis will go by unnoticed; in this book, each problem will be a learning experience.
Yilun Yang is justly famous among his many devoted students for his remarkable guidelines about how to play Go. These basic principles cover virtually every situation and enable a player to find the best play with a minimum of reading.
Now, for the first time, he has consented to allow the publication of a book containing a broad selection of these principles, focusing especially on the opening and the early middle game.
Yuan Zhou discusses kyu-level mistakes in another six games. In this book, Yuan Zhou looks at common kyu-level mistakes in tactics as well as in strategy.
His commentaries on six games played by single-digit kyu players point out and explain both mistakes and good moves.
Earlier versions of these commentaries were included in the American Go Association E-Journal ; the commentaries have been significantly expanded for this publication.
This is a great follow-up to How Not to Play Go , elaborating and illustrating the principles discussed there. Have you ever wondered what pros think about during a game?
This book gives you a unique opportunity to find out and you will frequently be surprised. The book follows a game between two teams: Go Seigen and Kitani Minoru the young hot-shots versus Segoe Kensaku and Suzuki Tamejiro the established top players.
The members of the teams were allowed to consult with each other in another room between moves, and a reporter made notes on what they said and what they did on the practice board.
As a result we have an incredible record of what the players were planning and hoping for, what they thought their opponents were doing, and what they decided not to do as well as why they made the choices they did.
There could not be a more thoroughly commented professional game. This book provides a vast number and a large variety of opening problems for the inexperienced player.
Explanations are brief, with emphasis being placed on principles to give the reader a feeling of what a good opening move is.
To this end each problem is presented by stating an opening principle that can be used to solve the problem.
By seeing how these opening principles are used in games, your intuition in the opening will become highly developed. The positions in the book are illustrated in more than diagrams, which makes comprehension of the material simple.
This is both a thoroughly enjoyable exploration into one of the most fascinating aspects of Go, and a text which can be invaluable for growing stronger.
This book has been out of print for years. A legendary work by a legendary player. Sakata conveys, with exquisite erudition, the thrill of the chase and the satisfaction of the winner when a well-planned attack bears fruits.
The SmartGo Books edition of this tour de force has been enhanced with 27 additional diagrams that replace long sequences of letters that were hard to follow.
The essential principles and techniques of good fighting: Battle strategies for invasions, reductions, running battles, contact fights, identifying key stones and expendables, capturing races, and ko fighting.
Learn the secrets of professional Go playing from two top masters of the game. Seven Go dangers — learn what to avoid. Eight secrets of winning play.
Real games — even, high, and low-handicap — analyzed in depth. Second in a series that takes you step-by-step to stronger Go playing — field-tested theory for the modern practitioner of the ancient art of Go.
Self-test chapter to check your progress. Requires only a basic knowledge of the rules for comprehension. The award-winning first book in the Learn to Play Go series.
Takes the complete beginner step-by-step all the way to playing real Go in fourteen chapters that can be read in minutes each, each with a try-it-yourself section at the end.
Suitable for kids, demystifies the learning process for adults. A collection of eleven masterpieces by some of the great players of the post-war era.
An exhaustive commentary accompanies each game. This book will have a revolutionary impact on any kyu player who reads it.
Zhou clarifies common kyu level misunderstandings that hold kyu players back from reaching dan level.
He explains that the skills needed to reach shodan are not things like a thorough knowledge of josekis or an ability to read out long sequences, but rather the elimination of some common confusions about how the game should be approached.
The principles involved are not difficult to understand, and Zhou clarifies them by giving detailed analyses of how they are being ignored in three different games between kyu level players.
Surrounding a large moyo is a lot of fun, and the Sanrensei opening is perfectly suited to do it. Patterns of the Sanrensei is a complete study of Sanrensei opening strategies that Michael Redmond used successfully in professional tournament games.
Throughout the book Redmond gives a detailed analysis, making clear the meaning behind his tactics. Michael Redmond is the only Western Go professional to reach 9 dan.
Written directly in English and specifically designed for Go Books, then refined as he translated it to Japanese, this book is a treasure for every player interested in the Sanrensei opening, whether you want to play it or defend against it.
Among his contemporaries, he ranks with Go Seigen and Sakata Eio for his creativity and the depth of his understanding of Go.
His two greatest achievements were becoming the first tournament Meijin in and winning the first six terms of the Kisei title from to Shuko won this title against Hashimoto Utaro at 52, an age at which most pros are washed up as title contenders.
He went on to defend this title against challenges from the young stars of the day who were dominating all the other titles: Kato Masao, Ishida Yoshio, Rin Kaiho, and Otake Hideo.
This book presents all 40 games that Fujisawa played in the Kisei title matches, including the seven in which he was dethroned by Cho Chikun.
Most of these games were first published in Go World, but two against Hashimoto never appeared there and one had only an extremely brief commentary.
John Power has provided new commentaries for these games to make this volume complete. Studying and playing through these games will give you an appreciation of the profundity of Go and the genius of Fujisawa Shuko.
The most useful book for beginning players ever written. After introducing the basic principles of opening play, the reader is shown practical sure-win strategies to use in handicap games.
A chapter is devoted to tesujis tactical brilliancies , with 69 examples and 50 problems. The book ends with a chapter on the endgame.
This book is the best and most authoritative introduction to this ancient and fascinating game. Written specifically for the western reader by one of the strongest players in the world, it presents the rules, tactics, and strategy of this unique game in a step-by-step, easy to understand way.
Besides showing you how to play, it contains essays about the world of Go which will broaden your knowledge and understanding as well as pique your interest.
This book has been widely acclaimed as a masterpiece on one of the greatest Go players who ever lived.
The SmartGo Books edition of Invincible includes the complete text, games, and diagrams of the print edition, painstakingly converted to digital format.
A key feature in the Go books Neil has written is an evaluation of the intention behind each and every move played. The vast majority of game reviews on the Internet and in traditional books have sparse move commentary.
Beginners and many intermediate players are thereby sold short—they have to guess why most moves were played. In this book, Neil analyzes six double digit kyu games.
He illustrates shortcomings in the reactionary and localised, small-scale thinking that characterizes play at this level. Every move is evaluated, with variations showing the effect of better moves.
By commenting this way, the reader is made to think about each move - the repetition reinforces better thinking, much as repeated Go problem solving sharpens your reading.
These game commentaries should help players tidy up their play, make them more efficient, and start to see new ways of appraising positions, moving them towards single digit kyu level.
Because Fairbairn draws on numerous sources not available in English, the discussion is unusually illuminating.
The print book contains thirty games with extensive commentary as well as a great deal of historical and biographical material. In the e-book version, only the game commentary, with colour notes slightly abridged , is included.
This book contains four games analyzed and explained by Yuan Zhou. Zhou is especially adept at clarifying what is happening in pro games so that even relative beginners can benefit from studying them.
This e-book is a selection of commentaries on professional games from two print books by Yuan Zhou. This is Go the Natural Way!
When he published the material that has been translated here, Takemiya was Honinbo and at the top of his form. Few professional Go players were serious rivals for him.
And the ones who were are today considered as great players in the same way as he is, such as Cho Chikun, Kato Masao or Sakata Eio.
All of these players and many more make appearances in this volume. This second volume examines fighting moves in the middlegame. The positions that are investigated are from games played by the best of the younger generation in Japan, China, and Korea against each other or against the best of the older generation.
As always, Shuko Sensei sharply criticizes complacent moves, and points out how to take control of the games. In his long career, Fujisawa Shuko won a place among the elite of the Go world lasting several decades.
Few players have won as many prestigious Go tournaments as he did. But in addition, he was one of the most important mentors for younger generations of players.
Then, Shuko Sensei himself gives the Only Move as the solution. Few players would disagree that the analysis that follows is a triumph of the imagination.
Innovative moves in the opening are explored in this first volume. These are the newest moves in the fuseki or joseki as they are examined by the next generation in the dormitory or played in top competition.
Sabaki is one of the most intriguing techniques of Go. In the hands of accomplished players it can seem like pure sorcery.
At times the stones can appear to dance with life. Yoda Norimoto has been one of the leading players on the Go scene for more than ten years.
Despite this narrow focus, finding the correct solution can be surprisingly difficult. But Yoda clearly explains all of the possibilities, so the reader can cultivate the judgment to find the key line of play in such positions.
Everybody loves a good fight. There is nothing better to get the adrenalin pumping and the heart racing. In Japan today, perhaps Yamashita Keigo is the most successful attacking player on the Go scene.
His effectiveness in attacking has brought him to the pinnacle of the Go world, winning the Kisei title. In this book, Yamashita retraces his career, from his first forays as a fledging professional to one of the masterful games that gave him the Kisei title.
Over ten chapters, he analyzes these games in detail, starting with Highlight Scenes that he presents of the games to follow and where he challenges the reader to find the best move.
Then he explains the essence of his approach to the game and the key to attacking. The next chapter offers problem positions from 12 memorable games that he played, selected by his teacher, Kikuchi Yasuro, who for many years was one of the top amateur players in Japan.
Rather than being a brilliant or flashy player, Yamashita has achieved success through tenacious and indomitable play. That characteristic has served him well and is the kind of thing that can be emulated by anyone.
Altogether, it is instructive, entertaining, inspiring and informative. It shows how Go is currently being played at the highest level and the attacking innovations to be seen there.
The key to his win was innovative play in the opening, stubborn persistence in the middle game and precise calculation in the endings. All of these facets are explored in this work.
In Chapter 1, O Rissei presents sixteen strategies that he has used to get the advantage in the opening of his games.
These are cutting-edge moves that are rarely found in even the most up-to-date joseki dictionaries. Chapter 2 illustrates the continuations and offers the reader a chance to guess at the winning play in a problem format.
Again, a problem format gives the reader the chance to match wits with these great talents. Catching Scent of Victory is one of the rare books in the world that delivers more than it promises.
It explains how to set the stage in the opening of a game of Go so that one has a chance to win, then demonstrates the mechanics of the play and finally shows how events typically develop through the middlegame.
But then it goes even farther, to step behind the scenes and recapture the human element of top-level match play. And as such, it proclaims that one must always be on the lookout for suspicious moves.
What actually is thickness? And how is it best utilized? Hane Naoki 9 dan, former Kisei, has a surprising answer. He does not necessarily seek to use it to attack as many players do, nor to dominate the opponent.
Instead, Hane says that thickness gives him leeway to play in a relaxed way, rather than going all-out, to be satisfied with a mere sufficient gain instead of a big windfall and to play moves that others might deem too mediocre to consider.
This book shows the keys to doing that successfully. Using positions from his actual games, Hane highlights both the most significant strategic and tactical moments, while also pointing out fundamental truths about the game that one needs to master in order to play skillfully.
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Lee Sedol vs. Download a Sample English. Download a Sample German. Brett und Stein. Black to Play! Download a Sample English German.
Ke Jie vs. Park Junghwan The Battle to be Number One Yuan Zhou A review of the games of the two best human go players in the world with an emphasis on their contrasting playing styles: Ke Jie is an aggressive fighter, while Park Junghwan prefers more solid, territorial plays.
Kiseido Amazon. Get Strong at Joseki 1 Get Strong at Go Series, Volume 2 Richard Bozulich Most books on joseki list endless variations, leaving it up to the readers to fend for themselves in applying these josekis to their games.
Download a Sample English German French. Download a Sample English Spanish. Sabaki — The Art of Settling Stones Mastering the Basics, Volume 11 Richard Bozulich Along with fighting a ko, sabaki is one of the most difficult concepts to put into practice, as it involves a variety of high-level techniques, such as sacrificing stones, making good shape, calculating complex variations, using forcing moves kikashi , and good style for example, avoiding the elimination of aji.
AlphaGo vs. Get Strong at Invading Get Strong at Go Series, Volume 5 Richard Bozulich After the players have mapped out their spheres of influence in the opening, invading these areas is a basic technique of the middle game.
The Young Chinese Masters Volume 1 Yuan Zhou The professional go world is suddenly being overwhelmed by teenage and twenty something Chinese players who are winning both international and Chinese national titles—virtually all current world title holders are Chinese, and several of them were born in the s.
Master Play The Style of Iyama Yuta Yuan Zhou This latest volume in the Master Play series analyses the playing style of Iyama Yuta, who is on the verge of being the first pro ever to hold all seven of the top Japanese titles in the same year — he has won each of the seven individually several times.
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Delivery charges on orders placed from igobooks. Memoirs and Final Closure. No-holds barred accounts of Executive Outcomes. Bushman art and other wonders.
The collapse of the Portuguese colonies in Angola and Mozambique. South African Battlefields Guides. Africa War- insights into military operations and conflicts in Africa.
Move The Border Marius Scheepers. An account which strives to place the war which South Africa fought in Angola in a historically meaningful perspective.
The Elite Barbara Cole. The Rhodesian Special Air Service, one of the most formidable fighting forces in the world, operated almost exclusively across borders during the long bitter bush war, undertaking deep-penetration missions against insurgents being harboured inside neighbouring Mozambique and Zambia.
Bat Out of Hell Granger Korff. What Is Africanness? Charles Ngwena. What is Africanness? Even though the Anglo-Boer War of ended more than years ago, no extensive study on the sites of remembrance of this war that covers the country as a whole and is based on methodological research has thus far been published.
Executive Outcomes Eeben Barlow. Mine-protected and mine-resistant, ambush-protected MRAP vehicles are today standard in the US, most major western armed forces and many other armies as a result of the wars in Iraq and Afghanistan.
The South African Army was already routinely using mine-protected armoured personnel carriers and patrol vehicles forty years ago even Troepie Snapshots Cameron Blake.
This pictorial is a compilation of images obtained by the author while working on his first book—an oral history of pre South African Defence Force national service.
Go Books. Edit page Discuss page 4. Extensive list of English Go books. Cross-linked to reviews in the American Go E-Journal. Book Reviews.
Annotated Go Bibliographies. Henk Mourik? European Go Library. Catalogue based on the bibliography started by Theo van Ees? It contains titles of his large collection of go books in European languages.