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Go Winds: Volume 4 Number 4 Winter 2001 $3.00
Go Winds: Volume 4 Number 4 Winter 2001 $3.00
Go Winds: Volume 4 Number 4 Winter 2001 $3.00
Diagram 23
Vol 4, Num 4 Go Winds Winter 2001 3 4 Go Winds Winter 2001 Vol 4, Num 4
7
NEW KISEIDO BOOK MA XIAOCHUN'S 2
10
2
7 8
8
6
5 A The World of Chinese Go GO LECTURE 9 6
1 7 6 9
4 5
3 by Guo Juan B 5 1
A 4 3 2 Third game Huida Cup Qi Wang Tournament A 4 3 3
2 1 B 1 An in depth Chinese go scene view devoted to Black- Ma XiaoChun 9 dan. White- Cao Dayuan 9
some of China’s super-stars such as Nie dan. The game was played on December of 1993 in
Weiping, Ma Xiaochun, Chen Zude, Chang Hao, Chungxing. Ma led the series by 2:0. Diagram 2 Diagram 3
Correct Solution 4.1 Correct Solution 4.2 & the great female player Rui Naiwei. Detailed After the game, Cao Dayuan said he considered a
Correct Solution 4.1 - The peep at white 1 is game analysis includes character and personality three-point jump to C, but finally decided to jump
alert. White then turns to 3 and ataris at 5. White insights. Great for game study and entertaining to 10.
traps a black stone by ladder with the sequence reading. $18 s/h: $1. F 24 26 Black diagonally attaches at 11 before forcing at
through 7. 2 25 1 13. If white 8 was played as a splitting play at 10,
Correct Solution 4.2 - When white peeps at 1 and E 21
the forcing play at black 13 would prompt white to
Kiseido Publishing Company, USA
black connects at 2, after white connects at 3, white 2255 29th Street Suite #4; 22 18
jump to 8. This way black would not jump to 9, but
will certainly get to play at A or B. Santa Monica, CA 90405 would make a one-point jump to D. After Black 17,
Tel: 800-988-6463; FAX: 310-578-7381 13 the game is up in the air.
Failure Solution 4 - e-mail: sales@kiseido.com 23 19 C
The connection at 1is a http://www.kiseido.com 10
crude play that results in 20
2 16 8 6 4
an overdeveloped shape.
6 12 8 15 9 7 5 3 2
1 The white group is in 4 A 1
14 11 17
trouble. 3 2
4 7 A D 3 B
NEW 5 9 1
KISEIDO SOFTWARE
Failure Solution 4 Diagram 4 Diagram 5
Figure 1 (1-26)
Go Professional II Diagram 4 - White aims at attaching at 1.
Although it seems premature, black is in bad shape
Win. 95 CD-Rom (Go4++) Figure 1 - In the past, black 7 was mostly played if the hit and cut of 2 and 4 does not favor Black.
NEW FROM KISEIDO $30 $3.5 s/h at A. Nowadays, black 7 has become very popular. Diagram 5 - Black can also forcefully cut off a
1999 Fost Tournament Champ. Most powerful In anticipation of the exchange of white 8 for black white stone. White 4 at A is an overplay. White
GET STRONG AT yet simple-to-use Go playing program. Internet 9 (or in the vicinity of 9), black 7 is clearly better should atari at 4. Cutting off a white stone is big.
play option. Play against human or computer. than A. However, after black 7, white can choose to Because of the above consideration, White
ATTACKING approach at 9. stubbornly invaded at 18, to avoid the weakness in
Hint option. Take back/forwards to any point
By Richard Bozulich Dia. 5 and aim for the result of Dia. 4.
in the game. A range of board sizes available.
Various skill and handicap levels. Load, save White welcomes black 21. It should have been
An in depth study covering an often neglected 9 played at 23 instead.
and print games. Requires: PC running
phase of go: Attacking in the middle game. 8 4
Windows 95 or 98 with a Pentium 100
Accurate analysis, spotting tesuji, and 8
processor or higher. 30 megabytes free hard
capturing or rescuing stones is the backbone of A 7 3 6 3 2 7 9 11 13
disk space, 16 megabytes of free RAM, CD- 6 5 1 2 5 4 1
middle-game strength, but creating or finding 10 12
ROM Drive, SVGA Graphics, Microsoft 3 4 5 A
vulnerable stones, then attacking them
Mouse or compatible pointing device, A
correctly is an equally important technique that 15
Soundblaster or compatible sound card.
many amateurs are deficient in. This book Diagram 1 2 14
contains 136 problems that illustrate: the Diagram 1 - An approach with white 1 on the
importance of a base, which direction to attack, other side is also possible. The sequence through 16
confining or putting your opponent on the run, 1
white 9 is another common joseki. If ! is at A, than
leaning attacks, and splitting attacks. The the approach play at white 1 would not be possible.
ultimate purpose of attacking is not to capture
your opponent’s stones, but to threaten them
Go World Diagram 2 - Due to the location of !, the pincer Diagram 6 Diagram 7
Special - $28 for 5 issues instead of 4 attack at black 2 is not appropriate. After 8, black
in order to secure influence and/or territory . Current issue #90 (Autumn 2000) has no good reply to the invasion at A. It would be Diagram 6 - In response to black 1, white should
Price $15 s/h$1 better if ! was played at B instead. accordingly jump to 2. Black 3 should not extend
The difference between black 7 and A determines diagonally at A. In reply to white’s jump to 4, black
the development. extends diagonally at 5. The game is even.
White plays a two-point extension at 10, instead of White 24 in the actual game is extremely
jumping to B because he dreads the result of Dia. 3. interesting. If black 25 is played at 26, white jumps
Although white 1 and 3 seem good for white, the to E, sealing off black. If white 24 is played as a
pincer attack at black 2 forms an ideal framework for direct jump to E, black jumps to F. This result is
black, and white is not satisfied. entirely different than that of the actual game.
Vol 4, Num 4 Go Winds Winter 2001 5 6 Go Winds Winter 2001 Vol 4, Num 4
70 51 Although black seems to 9 7 8
74 73 49 50 47 31 28 26 30 36 3 1 suffer in territory in the
72 39 48 29 27 25 35 5 2
4
actual game, he preserves
71 64 42
white’s weakness for 2 4
40 65 45 46
41 66 43 44 32 34 37
future attacks. 5 1 3
60 38 A 33 After 52, white is ahead
68 52 globally in territory. Due
69 63 57 to the mistakes of black 21
67 59 53 55 Diagram 9 (in Figure1) and black 41, It looks as if black can Diagram 13
58 54 56 white pulled ahead in the game.
With 53, black calmly takes away white’s base and 87 88
B 62 white’s maneuver in Dia. 8. 89
61 5
Black 61 is alert. If white 62 is played as a retreat 116 120
C 1 3
D to B, black reinforces at C, and white lacks eye 113 111 114
2 4 6
space on the right. In the actual game, white blocks 115 112 118
107 110
at 62 and black plays tenuki, taking away white’s
maneuver of attaching at D. 117 105 86 99 121
Figure 2 (25-74) 119 108 109 106 Diagram 15
Black 63 in allowing white 64 to make life easily,
93 104
Figure 2 - Black 25 is the only play. The crawl to aims at invading at 67. 91 98
26 is a play that is consistent with white’s strategy in After black 69, the potential corners on the top and 90 92
the previous figure. bottom left are huge. White picks the upper corner, 6
Black 27 can also hane at black 1 in Dia. 7. because that’s the pivotal point for the expansion 100
10 3 7
8 9 2 4
Diagram 7 - In reply to black’s hane, white is and reduction of territory. 7
forced to capture a stone. At a glance, black looks 82 84 102 96 94 97
2 1 5
fine. However, since the descent to white 14 is sente 75 76 80 85 103 101 95
4 5 8 1
2 79 77 78 81
(a diagonal jump at A threatens to link back four 6 3 9
1 3 3 83
stones), black’s three stones are isolated after white
A 2 4 Figure 3 (75-121)
16. Black fails. 1
This is the reason why black plays the way he did extend to 81 as in Diagram 13. After white attaches Diagram 16 Diagram 17
in Figure 2. White 30 in occupying the 3-3 point is at 2, black extends to 3. After black makes life at 5, Diagram 16 - After white hanes, he can clamp at
the key. Since white can descend to 37, he is not he can still attack White. Of course this would be 7. Therefore, black should not count all the territory
afraid of black’s attack. ideal for black. However… to be his.
After black turns to 31, the two white stones are cut Diagram 14 - White Unfortunately, white misses the simple way of
off, because 35 is a sente. could jump to 1 first claiming victory as in Diagram 15.
The jump to white 32 is a bit heavy. This play Diagram 10 Diagram 11 2 and after black blocks Of course white 86 is another good point, however
should lightly jump to A. 1 at 2, white turns to it is not as good as Dia. 15.
After white jumped to 38, the battle on the upper Diagram 10 - When black invades at 1, white can 7 kill black’s corner. If With 98, white is close to defeat. This play should
right comes to a halt. As far as territory is only block at 2. If white 2 at 3, white dreads that 6 black cuts at 4, white have been played at 100 followed by a press at 99.
4 5
concerned, white is not behind at all. Therefore, this black would stubbornly diagonally jump to A. After fences black in at 7. This way, white may still have the lead. After black
3
approach is quite acceptable to white. black 3, a hane at black A is a huge sente. Black fails. blocks at 99, white was in a bad mood and soon
Black 39 and 41 seem unpractical, black 41 should In reply to black’s peep at 71, white 72 can only After 85, the battle made another mistake at 104. This play should have
be played at 45. block from the inside. of the last corner been played as in Dia. 16. In contrast, Black 105 is
White 42 is a good point. The plays that follow Diagram 11- If white connects at 1, black plays comes to an end. At brilliant. If 106 is played calmly at 120, white may
Diagram 14
black 45 seem crude, but black has little or no exquisitely at 2, making it difficult for white. this juncture, black is still be able to put up a fight. White 106 was the
choice. Figure 3 - The invasion at 75 is the only play that most afraid of the final losing play. After black jumps to 107, white is
Diagram 8 - If there were a white stone at A, white can alter the outcome of the game. The sequence development in Dia. 15. in a mess.
could stubbornly hane at 1 and cut black apart. through 80 is inevitable. Diagram 15 - To avoid black’s furious attack, If white 116 tries to capture a stone at white 1 as in
Therefore, black is forced to jump to 47 in the actual Diagram 12 - Black 81 normally jumps to 1. white can bluntly hit at 1. After white captures a Diagram 17, black clamps at 6 and white still fails.
game. White presses at 2 before the hane at 4, as planned. stone with sente, black connects underneath. Black destroys white’s territory at 119, white loses
In reply to white 48, the diagonal at 49 shows Ma’s Maybe black is not satisfied with this result and This way, white is not behind in either territory or as many as 20 points. After black reinforces at 121,
light and flexible style. chose to clamp at 81 first. thickness. Objectively this is a close game. white resigned.
Diagram 9 If black 49 This way, white is also On the right, the development in Dia.16 is waiting
extends to 50, then white A satisfied and turns to 82. to take place.
hits at 2 and hanes at 4. 9
However white is worse off 11 10 3
4 7 1 2
after black extends to 5. 4
5
3 2 1 8
6
Diagram 8 Diagram 12
Vol 4, Num 4 Go Winds Winter 2001 7 8 Go Winds Winter 2001 Vol 4, Num 4
the bottom. White’s approach is sound. Figure 3 - After the exchange of black 1 and white
Lee Changho’s 4 2 3 2, black presses at 3 to flatten white. White’s hane
at 6 prompting black to hane at 7 seems
ABC’s of A 1 questionable. White 6 can cut at 8 to counterattack,
then , with black extending to 9 and white pressing
Positional Judgment at 13, white can make it a game. The sequence
Part 4 from white 6 to 20 clearly reflects Lee’s style.
With his excellent endgame calculation, Lee won
1
the game by 3.5 points in 234 plays.
Diagram 3
Diagram 1
Diagram 3 - The jump to white 1 is dull, black NEW YUTOPIAN
peeps at 2 and caps at 4. It’s tasteless for white.
In the game, black 19 maneuvers to build up his SOFTWARE
moyo. White is faced with a tough decision. 4
2
3 GO GAP
1 FOR WINDOWS
B
Games Against Pros (GAP) allows you to
5 A 1 replay a professional game as if you were in the
4 game. Choose to take black or white against
2 3 9 your favorite professional or play as if you
8 6 7 10 Diagram 4 were him. Over 3600 games. The program
Question Diagram grades your performance and ranks you from
Diagram 4 - A jump to the other side doesn’t work beginner (>30 kyu) to professional (>7 dan)
Question Diagram - This game is taken from the Diagram 2 either. Black blocks at 2 and 4, making it level. Price :$45 s/h: $3
2nd game, 1st LG Cup International Tournament. Diagram 2 - The cap at white 1 is a vital point for uncomfortable for white.
Lee Changho 9 dan took white against Yoo reducing black’s framework. However, it seems a The shallow reduction at 5 and the attachment at 7
Changhyok 9 dan. Black just played a one-point bit reckless here. are follow-up plays to white 1 in Fig. 2. Not only TESUJI MADE EASY
jump to !, creating a moyo. What maneuver should Black 2 is a severe corner invasion. After black’s does white secure territory with 1, it creates potential
white employ to counter the moyo? clamp at 10, white loses sente because a cut at A for other maneuvers such as an invasion or deep FOR WINDOWS
works. With sente, black can attack white 1 with a reduction. It probes black so that Lee can then
pincer at B and black can be satisfied. decide to reply accordingly. There are 2440 tesuji problems : 1043 Life and
White 1, 5 and 7 are concerted plays that reflect Death, 217 capturing races, 596 Endgame, 259
18 Lee’s accurate whole-board positional judgment. Attack, and 325 Defense. The problems are
2 1 6 After white 19 (in Fig. 2) white can be satisfied with compiled from various sources, including
19 his territory reduction plan. famous classic literatures of Xuan-Xuan-Qi-
2 4 5 Jin, Igo Hatsuyo-ron, Guan Zi-Pu, GoKyo
9 3 17 Shumyo, as well as modern encyclopedias. A
67
11 13 comprehensive collection for developing your
66 64 65 60
14 8 7 9 12 15 30 27 29 1 36 tactical reading skills. Price: $50 s/h: $3
8 10 16 18
32 34 24 2 28 62 63 37 61
1 31 33 38 68 69
16
13 10 80
6 11 Figure 2 (1-19, i.e. 20-38) VISIT
19 15 14 12 35 47 23
Figure 2 - Correct solution. In the actual game, 45 41 44 55 19 13 9 7 21 22 www.yutopian.com
4 17 3
Lee elected to jump downward to 1. In light of the 46 40 42 43 14 11 8 5 6 25 26
5 7
variation in Dia. 2, white 1 is a brilliant play. 53 51 20 10 3 4
Yutopian Enterprise’s web site
Black continues to expand his framework with 2 54 57 52 49 12 for new souvenir items
Figure 1 (1-19) and 4, in grand style. 58 39 48 for all occasions.
50
The shallow reduction of white 5 is a brilliant play
Figure 1 - The sequence through black 11 is quite that shows Lee’s accurate judgment. The cap at 77 79 16 56
a popular fuseki nowadays. The sequence from white black 6 is certain. 74 78 17 59 70
12 to black 17 is acceptable to both sides. White 18 The attachment at white 7 is a great maneuver in 76 72 73 71
in enclosing the upper left corner is a new attempt by this situation. 75
Lee. Figure 3 (1-80, i.e. 39-181)
Diagram 1 - White’s turn to 1 is a favorite play of
Lee. A jump to A is also very popular. Both plays
aim at strengthening the white group on the right and
limiting the development of black’s framework on
Vol 4, Num 4 Go Winds Winter 2001 9 10 Go Winds Winter 2001 Vol 4, Num 4
Diagram 2 - If black diagonally extends to 1, Black 29 is a play of careful consideration. Why With the sequence through 39, black manages to
Analyzing white still jumps to 2. However, allowing white to didn’t black play at 30? cultivate the side. However, white’s influence also
approach the upper right corner at A is a big play increases. This exchange favors white slightly.
Korean Games which may lead to an invasion at B. Therefore, Focal Point 4: Secret Variation on the Lower Left
Part 4 black still needs to reinforce the upper right corner Black 41 was huge. Could white have done
(maybe at C). This way, the actual game is something different with white 40 on the lower left?
A Good Game of Lee Changho (7) reproduced.
Lee Changho takes white against Seo Bongsoo When white plays a splitting maneuver at 6, it is
(white wins by 13.5 points) standard to play a three-point extension from the
2 6
This game is quite complicated. In order to small-knight corner enclosure of black 3 and 5. 1 4 8
understand this game, one must spend time to study However, white 10 exquisitely eliminates the threat 3 5 6 7
it carefully. of the three-point extension. No wonder when Seo
Bongsoo was faced with the splitting play of white
6, he chose to play tenuki at black 7. Maybe he was Diagram 5
59 54 55 worried about white 10. Diagram 5 - Black 1 is an appropriate play. White
4 70 20 67 40 11 57 52 53 Focal Point 2: White makes a two-point jump to 2 and 4 are as planned. Black 5 is solid. After a few
8 66 65 69 76 60 56 58 1 20. exchanges, the crawl at white 6 becomes powerful.
51 63 68 74 72 71 13
Is another steadfast two-point extension necessary? The sequence through white 8 forms a flexible
7 61 62 64 73
43 42 75 10
According to Honinbo Shuei (who was considered shape.
44 78 a fuseki expert) one should leave two equally
15
9 46 important points after each fuseki play. This way,
3 7
45 47 48 77 6 one is certain to get one of these important points, 5 2 4 9
49 12 and thus become invincible. White 20 has the 1 10 8 11
50 characteristics of such a play. The two good points 12 14 13
14 are, an extension from white 20, and a reducing or
16 B 15 Diagram 8
invading maneuver on the lower part of the board.
38 21 C 2 5 9 11
If black 21 reinforces at A, the framework is too 1 4 8 10 12
Diagram 8 - A hane at white 1 looks attractive in
2 36 34 25 A 3
41 18 35 15 26 30 19 24 23 5
flat, with limited development. This allows white to D 3 A 7 6 14 16 gaining sente. Black is forced to play 2 and 4
37 17 32 27 28 29 39 22 cultivate the upper part. Black 21 jumping towards 13 reducing his own liberties. Black 6 is a big
33 31 the center in the game challenges white’s plan. territorial point. When white cuts at 7, he is up to
Focal Point 3: White invades with determination Diagram 6 something. If black 8 at 10, white’s atari at 8 results
Figure 1 (1-78)
at 22. An extension to 23 is a powerful reply. Diagram 6 - Black 5 is a variation of Dia. 5, and in a capturing race, with the six black stones on the
Figure 1 - Focal Point 1: White makes a two-point is a powerful play of careful consideration. White left being captured. In Dia. 8, white gets profit with
jump to 10. loses the capturing race of white A, black B, white C sente of 11 and 13, before jumping out to 15. White
and black D. It looks as if white is hopeless, but destroyed all of black’s territory on the side. This
16 15
white 6 turns the situation around. Black 7 cannot result favors white.
14 9
B be at 14, or white makes life with a big group at 8.
6 1 4 C A 8
5 6 In the future, white aims at covering at C. This is
1 2 5 13 10 6 4 problematic for black.
2 1 3 7 9 15 5 3 Instead of white 26, what if white extends to 1 in
4 10 11 8 7 21 11 20 1 2 14 Dia. 7?.
12 17 16 18 12 23 19 13 22
Diagram 3 Diagram 4 D B
F A 5
Diagram 3 - White tries to make life with 1 and 3.
C 4 2
However black turns to 4, making it difficult for 6 1 8
3 2
white. Black gets the outward influence with the 3 G 7 E
sequence from 8 to 16, reaping up profit.
Diagram 4 - White tries to make life along the Diagram 9
2
side with 1. Black 4 and 6 are powerful plays. Diagram 9 - If black 2 in Dia. 8 squeezes first,
1
White fails even if he gets to hane with sente at 13. A white can afford to play elsewhere and still come
After black 24 (at 18), white is annihilated. Please out ahead compared to the actual game. However,
Diagram 1 Diagram 2 note that black 24 should not be played as an atari white’s descent to 3 is exquisite. If black plays 4
Diagram 1 - This diagram shows a variation to the at 12, for white makes life by ishi-no-shita at 18. Diagram 7 and 6, to prevent black from playing atari at G, the
actual game. White 1 approaching the broader side Compared to the passive and defensive plays of Diagram 7 - Can white extend to A after the diagonal jump at 7 is another exquisite play
is a common maneuver. A two-point extension to 3 white 10 and 20, white 24, 26 and 28, are active and exchange of white 1 and black 2? White is probably preventing black from filling in on either side. Note
is a solid pace. The end result is comparable to that aggressive. more worried that black would play 2 as a turn to A, that black 8 is the only response, and with the
of the actual game. The sequence to black 6 is an making white 1 extremely heavy. sequence from A to G, an Ishi-no-shita results.
acceptable maneuver for both sides. White is ahead in both territory and thickness.
So what was the real intention of white 10?
Vol 4, Num 4 Go Winds Winter 2001 11 12 Go Winds Winter 2001 Vol 4, Num 4
Focal Point 5 - The attack of white 78 Part 3
The attack of white 78 is practical and typical of NEW YUTOPIAN This game is taken from the second round of the 6th
3
the style of Lee Changho. In this situation, most Tong Yang International Cup Tournament with Kim
people would choose to confine and not cut. SOFTWARE Dongyup 6 dan (black) against O Rissei 9 dan.
WULU GO CHAMPION
3 1
The champion of 2000 Ing Cup 2 2
53 A 56 57
Computer Go Tournament, Wulu is one of the 2 51 58 1
56 strongest Go programs on the market. The user
1
32 28 31 can select levels from 7kyu to 15 kyu of 42 33
30 25 26 27 strength with up to 25 handicap stones in each 52 47
6 4 1 16 23 level, and three rules sets. Wulu is also a full 39 50
54 52 5 51 3 2 10 24 15 11 9 13 game recording software that allows the user to 41 36 40 34 26
53 29 22 7 12 45 add symbols, and variations to record games in
17 14 8 37 37 35 31 44
SmartGo, Ishi, and HandTalk formats.
41 36 35 33 43 30 29 27 45 15
49 47 43 39 34 44
This program has a very unique play 38 32 28 21 Diagram 2 Diagram 3
55 48 46 42 mode known as 'Array Mode', which allows the 10 20 16 12 22
19 18 user to play Go on preset board positions of 24 46 13 17 18
20 intriguing patterns. Each pattern is associate 4 5 9 11 25 23 54 14
64
50 40 21 with a strength level (7dan to 19kyu), so the 8 6 7 49 48 3 19
60 62 B A D
38 user knows exactly how difficult the problem 55
61 63 C 59
is. Another mode known as the 'Test Your
Figure 2 (1-56, i.e. 79-134) Strength Mode', allows the user to enter his or Figure 1 (1-58) 65
her rank, and depending on the performance, 76
Focal Point 6 - White 56 the player will be demoted or promoted 68
Figure 2 - Lee’s accurate reading often gives his accordingly between 7dan and 19kyu. The Figure 1 - The pincer of white 26 in the lower right 66 74 67
opponents headaches. White 56 is a typical game comes with four styles of stones, four joseki, is O’s favorite play that fits his attacking 72 69 70
example. Black 1 blocks stubbornly in Figure 3. boards and three melodies to choose from. A style. However, this seems to be a slight overplay, 73 71
White manages to atari at 2 and runs out with 8 and very good program indeed! and the position favors black. The exchange of
12. There is no need to perform positional judgment Price: $69 + $0 s/h black 47 for white 50 is questionable, giving white
at this point. the opportunity to take a breather. Following that,
white attaches at 56 and hanes at 58 threatening to
46 56 55 57 turn the game around.
33 28 58 14 13 69 Next, white aims at invading at A. Therefore black
35 25 34
27 26
94
93
68
5
NEW YUTOPIAN BOOK must carry out a decisive counter attack.
61 112 16 1 GALACTIC GO Figure 2 (59-76) (75@!)
Diagram 1 - (White is
Galactic Go, Volume 1, systematically teaches 3 not satisfied) If white 20
75 11
you how to play a 3-stone handicap game when of Fig. 1 is played as a Figure 2 - In the actual game, Kim connects
71 2 4 17 4 1
73 82 3 7 white plays first on the 3-4 point and black 2 tiger connection at 1, submissively at 59, giving white a chance to invade
72 81 51 80 12 replies with a knight's approach. This book black fences white in at 60. White proceeds to wipe out black’s territory
70 109 52 53 87 49 84 48 8 6 contains many new josekis showing how you with 2 and 4, setting up a on the upper part. The sequence of black A, white
74 30 110 31 23 21 86 85 41 50 107 should change existing josekis when you have good framework. White B, black C and white D is certain.
98 97 29 111 24 22 20 66 40 83 67 three stones placed on the star points. is not satisfied. Realizing that he is behind, Kim plays 65 to
47 95 96 78 65 42 64 90 9 10 Whether your rank is 4k or 4dan, Galactic GO Diagram 2 - threaten the central white dragon. Black 67 cutting
104 32 60 59 92 43 62 45 91 15 105 106 will guide your intuition to develop a whole Diagram 1 (Traditional Approach) forcefully is an overplay leading to white’s
102 19 36 44 38 63 88 77 76 18
board vision, sharpen a keen sense of direction, The pincer of 26 in Fig. counterattack at 68. Black is in terrible shape after
103 89
37 39 79 54
spot sparkling tesujis and make shape in 1 is generally played as a jump to 1 in good shape. white 76.
101 99 100 various stages of the game. Developing and When black answers at 2, white approaches the
using thickness to attack your opponent is a upper corner at 3. This would be an even exchange.
Figure 3 (1-113, i.e. 135-247)
recurrent theme in the twenty chapters. Each Diagram 3 - (Cutting Off) The exchange of black 2 8 7
(108@!, 113@52) 1 3
joseki is analyzed in the context of a game with 47 for white 50 in Fig. 1 helped white to connect his 3
more than 400 full board analyses. A
Total Plays 243. White wins by 13.5 points. stones. Instead, black should have played 1 and 3 to 4 1 2
We hope the reader will have fun getting cut off white. This will greatly limit white’s 5
strong. Enjoy! Price: $17.50 s/h: $1 mobility. 6
GO GAMES ON DISK (GOGoD) SOFTWARE Strategic Fundamentals In Go by Guo Tisheng Chinese players shows how a grasp of full board
and Lu Wen This book offers a Chinese perception principles is essential for effective play. Tactics in
Play over 1000 professional games to reach 1- Recent sets have focused on "How the pros on the fundamentals of strategy in Go. With the aid all phases of the game, as well as the operation of
dan, it is said. How about 6-dan? Games of Go play the ...". So far there are sets covering the of many illustrations it covers the key issues of thickness is covered. $17.50 s/h $1
on Disk now offers over 6000 professional games "Chinese Fuseki" Volume I (a second volume is in initiative, profit, safety, and the life and death of
on disk, games that span the gamut of go history - preparation), and "Nirensei", Volumes I and II. A groups. $17.50 s/h: $1 Pro-Pro Handicap Go by the Nihon Kiin
featuring players that helped define the history. "Sanrensei" volume is also in preparation. All Subtitled “Invincible Play with 3, 4 and 5 Stones,”
All game collections come with DOS or these disks typically contain 300 games. Beauty and the Beast, Exquisite Play and Go this book is designed to teach you how to get the
Windows 95 viewing software, and most The latest addition to this series is a "specialty" Theory by Shen Guosun The author gives us most out of handicap stones. Model play is highly
collections include the celebrated Go Scorer in item - so special GoGoD invented a new term for biographical information, anecdotes, and illustrated with getting full handicap value. All
which you can guess the pros' plays as you play it. It is the "Sideways Chinese" fuseki, which playing-style profiles on the leading 1980's Chinese games are analyzed in terms that weaker players
(with hints if necessary) and check your score. incorporates the Mini-Chinese pattern. Very rarely players. Some of this material is not available in can easily understand, and tests are included to
The star of the collection may well be "Go seen in western publications yet played by most of any other form, because it stems from the author's measure the reader’s real strength. A thoroughly
Seigen" - the lifetime games (over 800) of perhaps the top pros, this opening is illustrated by over intimate knowledge of the players as his colleagues enjoyable book to read! $20.65 s/h $1
the century's greatest player, with more than 10% 130 games from Japan, China and Korea. Over and friends. $17.50 s/h $1
commented. "Kitani" 1000 makes an ideal half have brief comments. The next specialty item Tesuji and Anti-Suji of Go by Sakata Eio The
matching set - most of the lifetime games of his in preparation is a set of games featuring unusual Dramatic Moments on the Go Board by Abe follow-up book to Killer of Go. If you want to
legendary rival, Kitani Minoru. fusekis - this will include rare New Fuseki games. Yoshiteru Fascinating behind-the-scenes stories of emulate the exemplary play shown in Killer of Go,
Stars of the past feature in a monster collection The more serious student who wants to see unique and unusual occurrences in professional Go. you have to understand how to exploit the potential
covering Japanese go throughout the Edo period "everything" is also catered for. Between 200 and Blunders and mis-readings by top players such as for skilled play (tesuji), as well as to recognize
up to modern times - 1250 games "Sansa to 400 games covering the tournaments for various Go Seigen, Sakata Eio and Fujisawa Shuko are crude play (anti-suji). 224 pages with glossary and
Shusai". 300 games (out of just over 400 known) years in Japan and Korea are provided on disk. presented by Abe 9 Dan, a born raconteur. 220 index. $17.50 s/h $1
of Honinbo Shusaku form the "Shusaku" set. All The above files are in GO or Ishi format. pages with glossary and indices. $14.90 s/h $1
the games in Invincible are there, but this disk GoGoD also has special collections in a GMX The Thirty Six Stratagems Applied to Go by Ma
includes corrected or extended versions of many format. Volume1 offers the complete games of Fighting Ko by Jin Jiang This book catalogues Xiaochun Ranked as the best player in the world
of those games, using the latest discoveries. Huang Longshi, the "Chinese Dosaku", plus 50 the wide variety of ko situations that one is likely to in 1995, Ma Xiaochun has had a phenomenal
Modern masters are not neglected. Two of the games (about 40 per cent of those known) of encounter over the board, as well as several that career since turning professional just ten years ago.
West's favorites appear in sets of over 300 games Honinbo Dosaku. Volume 2 offers the complete may not appear in the course of a lifetime of This book represents his first major work of Go
each - "Yi Ch'ang-ho" (Lee Changho) of Korea games of Honinbo Shuho. GMX games come with playing. Mastering the subject matter presented in literature. It examines the application of ancient
and "Takemiya Masaki" of Japan. Both sets a viewing program containing proverbs that you this book will add potent weapons to any player’s military maxims to the game of Go. $17.50 s/h $1
include their earliest and latest games. can call up - a unique and valuable study aid. game. $11.95 s/h $1
Utilizing Outward Influence by Jin Jiang and
Available on Disk in GO or Ishi Format for Windows, DOS or Mac Golden Opportunities by Rin Kaiho Game Zhao Zheng Provides a study of how to efficiently
positions are explained through compelling build and use outward influence. Numerous
Go Seigen - $ 45 Huang Longshi - $30 Yearbooks Fuseki analogies with historical events in a way that repays
examples of how to construct thickness and avoid
Lee Changho - $20 Chinese Fuseki - $ 20 Kido 80-84 - $39 ea Mini Chinese - $20 re-reading the book many times. New insights will thinness are given. Includes numerous examples
Sansa to Shusai - $35 Takemiya - $20 Kido 90-95 - $39 ea Nirensei - $20 be found each time. $20.65 s/h $1 for constructing thickness or outward influence
Shuho - $20 Shusaku - $20 Korean 92-93 - $25 ea through pivot points, sacrifice, and ko tactics.
Killer of Go by Eio Sakata Filled with murderous $17.50 s/h $1
attacks, fatal stratagems and cutthroat tactics, a
special section tests the reader while analyzing in Yang Yilun’s Ingenious Life and Death Puzzles
depth a classic game by the master himself. $17.50 — Volume 1 and 2 A collection of over 200 life-
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Hailed as the highest authority in life and death intriguing puzzles one can greatly improve one’s
HANDTALK problems, it contains 183 problems. Volume 1 reading/fighting abilities and appreciate the beauty
contains the first 63 problems. Of all the life & of Go. Each $17.50 s/h $1
CD-ROM death problem books, none exceeds the level of Igo
Champion 1995-1997 FOST Cup Computer Go Tournament Hatsuyo-ron. It sets the line between amateurs and Rescue and Capture, Yang's Pocket Series by
Champion 1996-1997 World Computer Go Congress professionals. $17.50 s/h $1 Yang Yilun Rescuing and capturing stones are two
Strongest Go Program Available vital tactics in the game of Go. In this first volume,
Awarded a 3 kyu diploma by the Nihon Ki-in Master Go In Ten Days by Xu Xiang and Jin these two tactics are introduced in depth with
Price $59 s/h $0 (No Charge) Jiang The book is designed to help beginners eighty exercises. $13.75 s/h: $1
IBM compatible 286+, support reach three or two kyu level amateur strength.
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100 Challenging Go Problems for 100 Days of Cho Hun-hyeon’s Lectures on Go tactics
Study by The Nihon Kiin Test your skill and provides the basic fundamentals of Go. Basic
develop a disciplined study regimen at the same shapes are analyzed covering Surrounding,
time. It is filled with such a wide variety of refinedEscaping, Connecting, Cutting, Attachments,
tactics and insights into strategy, reading and Diagonals, Tigers (Hangs), Empty Triangles, and
perception, that many more than 100 days of Hanes as well as basic tactics for Attachments,
enjoyment can be anticipated. $17.50 s/h $1 Extensions, Establishing A Base, Running Towards
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A Compendium of Trick Plays by The Nihon Weaknesses. $17.50 s/h $1
Kiin Tricks, traps, pitfalls and pratfalls, ruses and
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With almost 900 diagrams in 220 pages, this is one Game Go Seigen provides Three Golden Rules
of the great bargains on the market! $17.50 s/h $1 with examples of their application in actual games.
One often encounters professional games lost after
Intermediate Level Power Builder, Vol. 1 By building up a commanding lead, or a game won by
Wang RuNan 8D is based on a Chinese television turning the tables on the opponent. This book
program about go hosted by Wang RuNan 8 dan. highlights such cases. $17.50 s/h: $1
The book emphasizes basic concepts, theories, and
tactics for intermediate level players. This volume The Art of Connecting Stones by Wu Piao and
covers openings and invasions useful for Kyu-level Yu Xing is a problem book covering connections:
as well as low dan level players. $17.50 s/h $1 along the edge of the board, made by capturing
stones, using influence of friendly forces, and in the
Proverbs by the Nihon Kiin collects and explains endgame. $17.50 s/h $1
over a hundred fifty proverbs that have arisen over
the centuries to help players remember various The Art of Capturing Stones by Wu Dingyuan
aspects of the game. A study of this book will and Yu Xing is a problem book covering “under
prove rewarding to all players. $17.50 s/h: $1 the stones,” killing oversized eyes. and other
sacrifice tactics. By working through the problems
Essential Joseki, from The Master of Go Series one can improve analytical and reading skills.
by Rui Naiwei 9 dan. A handy joseki reference. $17.50 s/h $1
The author provides advice on when to choose each
variation based on the whole-board situation. Lee Changho’s Novel Plays And Shapes Volume
Potential ladders, ko fights, and seki are explained 1by Lee Changho is packed with illustrations and
to understand the conditions when a particular explanations from the amateur players point of
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Studying the novel plays and shapes in this book
Fuseki Small Encyclopedia by the Nihon Kiin will help you improve your reading, strategical and
covers basic Go opening strategy. Thirteen chapters tactical skills. $17.50 s/h: $1
examine the full spectrum of go openings, which
are divided into twenty-nine specific patterns and Galactic Go, Volume 1 by Sangit Chatterjee &
strategies. Three star points in row and the Chinese Yang Huiren systematically teaches you how to
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