Master Index of E-Journal Reviews (2001-2002)
(alphabetical by title)
1971 Honinbo Tournament, The (2/19/01)
2002 Go Yearbook (11/04/02)
AIGO 1.3.0 (04/22/02)
Attack and Defense (Elementary Go Series, Vol. 5) (2/12/01)
Beautiful Mind, A (2/11/02)
Beyond Forcing Moves (9/26/01)
Book of Go, The (04/08/02)
Breakthrough to Shodan, The (1/7/02)
Cho Hun-hyeon's Lectures on Go Techniques, V. 1
(01/22/02)
Compendium of Trick Plays, A (12/16/02)
Cross-Cut Workshop (07/01/02)
DieOrLive software (11/05/01)
EZ Go (5/7/01)
Fighting Ko (3/19/01)
First Kyu (10/1/01)
Five Hundred and One Opening Problems (11/11/02)
Five Hundred and One Opening Problems (12/23/02)
Get Strong at Attacking (04/15/02)
Get Strong at Invading (5/29/01)
Get Strong at Tesuji (4/2301)
Get Strong at the Endgame (05/06/02)
Go Elementary Training & Dan Level Testing CD (9/10/01)
Go Elementary Training and Dan Level Testing CD (10/8/01)
Go for Beginners (4/30/01)
Go Player's Almanac, The (6/12/01)
Go Player's Almanac, The, 2001 edition (10/22/01)
Go Player's Almanac, The, 2001 edition
(04/15/02)
Go World (the magazine) (6/25/01)
Gogod Database (8/20/01)
Golden Opportunities by Rin Kaiho (1/29/01)
Graded Go Problems for Beginners (Vols 1-4) (3/5/01)
Graded Go Problems For Beginners: Vols. I-IV (08/26/02)
Great Joseki Debates, The (6/4/01)
In the Beginning (5/14/01)
Intermediate Level Power Builder, Vol. 1 (8/13/01)
Introduction to Go; Rules and Strategies for the Ancient Oriental Game (09/16/02)
Invincible: The Games of Shusaku (12/10/01)
Jungsuk In Our Time (8/06/01)
Kage's Secret Chronicles of Handicap Go 4/11/01
Kan-zufu (03/04/02)
Learn to Play Go (four volumes) (5/21/01)
Learn to Play Go, Vol. I; (11/25/02)
Leather Pente or Go Game Set (10/16/02)
Lessons in the Fundamentals of Go (3/12/01)
Lessons in the Fundamentals of Go (02/25/02)
Life and Death: Intermediate Level Problems (06/17/02)
LiveOrDie Software 03/25/02
Magister Ludi: The Glass Bead Game by Herman Hesse (10/21/02)
Magnetic Go Set (Kiseido MG25) 3/27/01
Many Faces of Go Joseki Dictionary (Palm OS Edition) (2/26/01)
MasterGo, software (09/23/02)
Master of Go, The (7/10/01)
Monkey Jump Workshop (09/02/02)
One-Thousand and One Life-and-Death Problems (08/19/02)
Opening Theory Made Easy (01/28/02)
Pro-Pro Handicap Go, edited by the Nihon
Ki-in (2/5/01)
Positional Judgment: High-Speed Game Analysis
(03/11/02)
Restless Directed by Jule Gilfillian (1/29/01)
Split; a play (09/30/02)
Tesuji and Anti-Suji of Go 4/17/01
Tesuji Made Easy CD (8/28/01)
Tournament Go 1992 (11/19/01)
Treasure Chest Enigma, The (12/24/01)
Understanding How to Play Go (9/4/01)
Understanding How to Play Go (10/15/01)
Understanding How to Play Go
(4/2/01)
Utilizing Outward Influence (2/04/02)
Way of Play for the 21st Century,A (11/26/01)
Word Freak, by Stefan Fatsis (09/09/02)
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The 1971 Honinbo Tournament
(2/19/01)
By Kaoru Iwamoto, 9-dan
(The Ishi Press 1972)
Reviewed by Lon Atkins, 15K
"Presence" is a word
we often attribute to a powerful personality. Presence may also
imply our attendance at an event. Great events are usually sparked
by strife between powerful people. A tournament battle for a prestigious
title can capture both meanings of the word.
The 1971 Honinbo Tournament
was rich with presence in every sense of the word. Rin Kai Ho, Honinbo,
seemed invincible. Whatever challenger might rise from the Honinbo
League must be truly a remarkable player to have a chance. "The
1971 Honinbo Tournament" tracks the ascent of Yoshio Ishida to his
destiny. The author, Kaoru Iwamoto, feels this exceptional presence
in his bones. His words transport us straight into the tournament.
They give us pictures of the contestants, the conditions, the stakes
and the high-voltage tensions of the games.
In my first reading
of the book I drank the atmosphere, and I meticulously worked my
way through a game or two. In my second reading (having improved
a bit) I was able to appreciate more of the wonderful annotations
Iwamoto provides. Enjoying the games makes the narrative all the
more vivid.
This is a book of two
great virtues: "Presence" is one, the historical chronicle. Incredibly
fine go with superb annotations is the other. In my third reading,
which will surely happen, because this book is one of the cornerstones
of any enduring go library, I expect to feel more acutely the presence
of mythic 1971 and the battle of these great warriors.
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2002 Go Yearbook
Published by Korean Baduk Association
Waller's Go Books, $40
Reviewed by Les Waller
The Korean Baduk Association (KBA), in addition to their Baduk Monthly
magazine, also publish the Baduk Yearbook, which mainly consists of
Korean and international tournament games over the past 12 months. It
includes 24 color photographs of various Korean professional go players
and the text is entirely in Korean.
The 343-page book is divided into four sections, the first covers 15
Korean professional tournaments and includes 250 games. The second
section has 11 international and foreign professional tournaments and
includes 101 games. The third covers four amateur tournaments and
includes 16 games. The fourth is an appendix which consists of a
collection of various types of interesting plays within the tournament
games; a KBA
handbook; a list of internet sites; an address list of Go Associations
around the world; brief descriptions of title holders from Korea, Japan,
and
China.
The prior year's yearbooks would take a game and spread it over a couple
of diagrams. This year all the games within the book are placed in one
diagram each. If anyone has taken a game and tried to put it into sgf
format or play it on a board, then they know how difficult it can be
looking for a numbered stone in a game with over 200 moves. There are
only about 12 pages of advertising in the entire book and they are
mostly confined to the front pages along with the color photos of the
players, which are nicely done.
This book is probably better for senior ranking players than it is for
lower kyu players. I'll spend more time going over the commented games I
receive from this newsletter than I will all these yearbooks I have
sitting on my shelf already.
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AIGO 1.3.0
by A. lizuka
Shareware. Available for download at
www08.u-page.so-net.ne.jp/rf6/iizuka. License US $8
Reviewed by Stephen Charest, 23k
As a beginner whose real life gives me far less time to play Go
online or in person than I'd like, I searched for software that
would run on my trusty Handspring Visor so that I could use the time
on airplanes, in hotels, waiting for judges, and so forth. I didn't
just want a game recording program, either, but something that could
play at least as well as I play now (not a difficult feat for a
23k!).
AIGO seemed to fit the bill, the only actual Palm OS software I
found that will play the game, even if it's at a fairly basic level.
The technical aspects of AIGO are pretty good. The software isn't
huge (151k), so it doesn't take up a lot of space. The program will
play 9x9, 13x13, or 19x19 games, with the player selecting whether
the computer plays white or black. You can also set your own
handicap level, up to 9 stones. There's also a game recording mode,
where you (or you and another human) use the software to play each
other. Finally, you can set the software to play itself.
The biggest advantage AIGO has is its convenience as a PalmOS
system. It really is handy to be able to whip out your Palm Pilot
and zip through a 13x13 game while killing time. It's much easier
than doing so on a laptop. The display, especially at the 9x9 and
13x13 level is pretty good and is quite readable at night, using
your PalmPilot's illumination. Display at the 19x19 level is a
little small, and you must be very careful where you put your stylus
to make your move (unless you're in the 2-step move mode). This is
one place where the take-back (an improvement in the 1.3.0 version)
comes in handy. The program will count your score on request or at
the end of two passes (Japanese counting), and gives you an
opportunity to cross-check its counting.
The SGF save function is handy, if a bit cumbersome. To save a game,
you tap the "Save" function in the menu, which then saves
the game in the "Memo Pad" function of the Palm Pilot. You
must then hotsync your PalmPilot to your desktop or laptop, then
rename the saved game (the name AIGO gives it is the full text of
the game!) and use an SGF editor to open the game.
The real question is "How well does it play?" The answer
is, well enough to break you of basic bad habits like closing up
your own eyes. If you make such a silly mistake, the program (like
most other players) will jump on it. On the other hand, if you're
looking for a palm-sized Ing-Cup contender, this ain't it. Quite
honestly, I'm not sure there ever will be one -- PalmOS does have
its limitations. It isn't difficult to fool the software into
letting me get away with building eyes under circumstances that a
human player of 15K or higher would thrash me over. Oddly enough,
the game seems to be best (or perhaps I am worst) at 9x9 games.
Still, I have a winning record against it. With a 23k rating on KGS,
that tells me that this program probably plays about the 20k level.
(As a reference, I've read that programs such as ManyFaces or WuLu,
both past winners of the Ing Computer Go Cup, play around the 15-10k
level).
The program does seem to have a limited self-teaching function: it
doesn't often make the same mistake twice. However, I've discovered
certain patterns (again, especially in 9x9 games) which will almost
always result in a pass by the computer. On the other hand, it seems
to be learning how to invade open territory in areas that, when I
first started using it, it would have treated as my territory.
If nothing else, AIGO is fun and a good way to pass time. It's also
great if you meet someone while traveling and don't have a board
handy. And for beginners like me, it's not bad to help break us of
bad habits. However, like any other computer software, it still
can't replace a human player. I'd like to see some joseki patterns
or maybe some life or death problems to load and solve using AIGO;
then it would be a much better teaching tool. Still, if you keep in
mind that humans won't act as predictably as the software, AIGO is
worth the eight bucks just to practice some basic functions.
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Attack and Defense (Elementary
Go Series, Vol. 5) (2/12/01)
by Ishida Akira, James Davies, 256 pages (September 1997) Kiseido
Publishing Co.
Reviewed by Barry C. Willey, 12K (NNGS)
This is a valuable
book is an excellent introduction to the middle game for go players
who know the basics. It takes for granted that you are familiar
with some basic openings and begins at that point. Focusing on the
strategy and tactics of large scale fighting, the authors use the
balance between territory and influence to show the reader how to
best attack an opponent's stones while defending one's own framework.
This book helps novice players develop workable and potent strategies
utilizing influence and teaching defense against common attacks.
Middle to high kyu players would easily benefit from this volume.
I first read this book
when I was about 19K and found it immensely helpful. It sets out
basic ideas on how to choose a successful strategy during the middle
game. With those principals in mind it gives you specific tesujis
or techniques to help put that strategy in play. Next it teaches
a few essential defensive moves and three fundamental principals
on reducing and invading frameworks. This book helps the novice
player place priorities on moves during the chaos that starts to
grow during the middle game and encourages players to use their
creativity to find their own moves.
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A Beautiful Mind
by Sylvia Nasar
$16, Simon & Shuster
Reviewed by Chris Garlock
Any book with no less than six references to Go in the index is a
must-have for the serious player. When the book in question is also the
basis for a major motion picture with not one but two scenes featuring
the game, it becomes required reading.
Sylvia Nasar's "A Beautiful Mind" is a riveting story of
genius, madness, love, and, ultimately, the incredible fragility and
strength of our very humanity.
The true story of the life of math genius John Nash is considerably more
complicated than the film version now playing in a theater near you, and
the book makes for rewarding post-film reading.
Of special interest to Go players, of course, are Nash's encounters with
the game of Go, which began in his first year at Princeton in 1949.
"There was a small clique of go players led by Ralph Fox, the
genial topologist who had imported it after the war," writes Nasar.
Fox got strong enough to be invited to Japan to play and invited Fukuda
to play him at Princeton. Fukuda, naturally "obliterated Fox"
as well as another local player by the name of Albert Einstein.
Go figures in the tale of Nash's descent into madness, as well. At one
point, "he imagined he was a go board whose four sides were labeled
Los Angeles, Boston, Seattle and Bluefield," writes Nassar.
"He was covered with white stones representing Confucious and black
stones representing Muhammadans." Later, Nash "was thinking of
another go board whose four sides were labeled with cars we had owned:
Studebaker, Olds, Mercedes, Plymouth, Belvedere. He thought it might be
possible to construct 'An elaborate oscilloscope display...a
repentingness function.'"
And the game theory that won Nash the 1994 Nobel speaks as much to the
game of Go as to other applications: the possibility of mutual gain
rather than zero-sum games where one player's gain is another's loss.
Nash's insight, writes Nasar, "was that the game would be solved
when every player independently chose his best response to every other
player's best strategies."
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Beyond Forcing Moves,
Understanding Kikashi and Tactical Timing
By Shoichi Takagi 9D, Translated by Brian Chandler
Reviewed by David Dinhofer
In my never-ending
quest for advancement to dan-level play, I stumbled upon this text.
The title was a very attractive one, one that implied that, as a
kyu player, I have only scratched the surface of this game's complexity.
And indeed, this book makes that clear. I look at joseki and I am
beginning to see that a joseki is really a fluid sequence meant
to change with the "mood" of the game.
Shoichi Takagi has
carefully chosen about twenty games to demonstrate the art of kikashi
(making a defensive move with the best return) and sabaki(making
good shape with the most efficiency in a difficult situation). As
a 1-2 kyu player, I am not sure I would have considered the possible
sequences and variations mapped out by Mr. Takagi. Now, on my second
reading, I am beginning to make some sense of it.
Master Takagi breaks
up the book into three sections; Basic Concepts, Putting the Concepts
to Work, and Masterstrokes. Each section has examples that clearly
demonstrate the concepts with alternate sequences that a kyu level
player might make(at least, ones I probably would have made). When
I learn the alternatives, I think to myself that I don't know if
I will ever remember them in times of stress.
But I also can't help
thinking about the alternative that I would not have thought about
before. The book is well organized with good diagrams. Brian Chandler's
translation is clear and to the point. Summary portions of this
text have good descriptions and definitions.
I think the weaker
kyu player will not learn as much as the weaker dan players. But
both will gain insight into the complexity of the game. I plan on
rereading this book at least once a year to understand a little
better that which was completely incomprehensible the year before.
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The Book of Go
By Bill Cobb
Sterling Publishing, $14.95 128 pages
Reviewed by Terri Schurter
Bill Cobb's "The Book of Go" is an excellent introduction to
Go for the rank
beginner. It comes complete with a set of stones and a reversible 9x9
and
13x13 board. Aside from the audience for which it is intended, The Game
of
Go is also a "must read" for anyone considering the capture
game as a method
of instruction, and also for collectors of Go literature.
The first half of the book is spent explaining the rules of Capture Go
and
offering strategies for play. Problems for Capture Go are also offered,
and sample capture games are analyzed. After a thorough, clear, and
interesting explanation of Capture Go the reader is introduced to
full-fledged Go. Concepts such as the rule of ko, establishing
connections, and life and death are clearly covered. The life and death
problems are easily solved, as they should be in a beginners' book to
make them accessible, and to build confidence in the reader.
Basic strategy and tactics are covered next including ladders, nets,
snapbacks, and throw-in sacrifices. Go proverbs, study problems, and a
list of recommended go books round things out.
Readers are left wanting more and knowing where to find it. The chapter
on
"Go on the Internet" points readers to the right resources
including links
to KGS, IGS, the American Go Association, and my own archive of
E-Journal
articles about online Go.
"The Book of Go" fills a glaring gap in existing Go
literature; there are beginners' books such as Go for Beginners, which
are fine for those who actually have someone to play with after the
reading is over. However, The Game of Go is the only book I have seen
that is truly aimed at the uninitiated, and offers
a means to begin learning about Go without the help of an experienced
player. Two Go newbies could open this book and accomplish some serious
Go
learning on their own.
"The Book of Go" is a strikingly well designed book that will
attract attention in bookstores, where it is already available. The
timing of this book is excellent since it comes quickly on the heels of
the release of the hit movie "A Beautiful Mind" which has
piqued the interest of the general public in Go. Bill Cobb and Sterling
Publishing have pulled off a brilliant tesuji with the publication of
this excellent beginners' book.
Available at http://www.sterpub.com/home/home.asp
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The Breakthrough to Shodan
by Naoki Miyamoto 9-dan
Translated by James Davies
Reviewed by Christopher Shelley
Go books in general
suffer from two flaws: they are narrow in scope (many times by necessity),
and they are written in a flat style, often by someone other than
the purported author. The Breakthrough to Shodan has neither of
these flaws. Because it was taken from a set of lectures transcribed
into magazine articles, it rings with the author's voice in a lively
prose. In addition, the book's scope is broad enough to appeal to
any kyu level player.
"Breakthrough" is divided
into sections that deal with low handicap games. Within these sections,
Miyamoto describes "Strides," or principles, by which black can
rid him or herself from negative attitudes. By taking the reader
through five-, four-, and three-stone games, Miyamoto deals with
negative attitudes and complex joseki.Miyamoto shows how dan-level
players often hoodwink weaker players, even those who are strong
fighters. His treatment of the Taisha Joseki exemplifies this: the
Third Stride in Chapter 7 is "Know the Taisha, but don't play it."
After reviewing several complex variations, demonstrating the pitfalls,
he shows the reader a simple variation that stresses thickness.
It is an easy variation to remember, but what makes it so important
is that it works with the power of the starpoint stones.
Miyamoto does this
with many popular joseki: shows how black tends to get into trouble
with complications, squandering the influence of the starpoints,
rather than playing perfectly serviceable joseki that compliment
influence. Starpoints are about influence, and influence favors
fighting. But without sensing the direction a wall made from handicap
stones exerts power, fighting can degenerate into who is the best
reader. (Hint: against a dan, it's rarely the kyu.) Therefore, fighting
should take place, but in an arena where black has the advantage.
The Breakthrough to Shodan shows the reader how to create this arena,
how to see through white's false threats, and to trust the power
of influence to create territory naturally, through a positive approach.Each
chapter ends with two whole-board problems that test the reader's
positional judgment.
The end of the book
is a set of problems derived from the large-knight's extension from
a starpoint, and here Miyamoto shows the techniques white has used
over the years to terrify and bamboozle kyu-level players, and the
correct refutations.Since the book never really moves past handicap
go, it should perhaps be called The Breakthrough to One Kyu. But
this is quibbling. Miyamoto's philosophy of "You don't need to be
fancy to win at handicap go," shows again and again how to find
attacking moves that work with thickness and take territory. This
book was worth four stones to my go strength, and any kyu-level
player can gain from its expansive approach and clear thought.
Available from Ishi
Press: http://www.ishigames.com/intermed.htm
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Cho Hun-hyeon's Lectures on Go Techniques, Volume One
Translated by Sidney W. K. Yuan
Edited and diagrammed by Craig R. Hutchinson
Yutopian Enterprises, paperback, 220 pp. $17.50.
Reviewed by Neal L. Burstein, Ph. D.
Cho Hun-hyeon 9-Dan came to Japan to study Go at the age of ten. He won
many tournaments with clean 3-0 sweeps, long dominating Korean Go. His
lectures help the intermediate player to answer attacks by building
secure shape and structure for the endgame. For example, the connection
of two stones to form a "full" triangle after a hane is often
seen in strong games. Cho shows us by example why this is essential to
prevent problems later. When two stones touch on the third line, do you
play up or down, extend or hane? Cho demonstrates the preferred sequence
of moves that will stand to the endgame and shows why other results are
inferior. The problem sets are, like joseki, fighting patterns analyzed
to obtain a good result.
The book format is brilliantly designed. Each topic comprises a set of
clearly numbered diagrams to illustrate weak and strong play. Each
diagram is supported by a caption and brief explanation. There is no
other text to confuse the reader. The brief introductory chapter
illustrates connects, cuts, shapes, and hanes in detail. Problem sets
comprise the bulk of the book, each answering situations that arise in
play. Each problem is set on a right-hand page with a handful of stones
already in correct position. The possible solutions follow two per page,
clearly captioned, to show good and bad responses for each side. The
diagrams save 1000 words in illustrating correct stone placement
relative to those already in position. What else is Go is about?
This book is ideal for players of 10-24 kyu. Strong players might review
for fundamentals missing from their game. Writers, translators, and Go
book editors would do well to study and utilize the clear format.
Available at www.samarkand.net.
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A Compendium of Trick Plays
Edited by the Nihon Kiin
Yutopian Enterprises
Reviewed by Lon Atkins, 12K
Don't buy this book if you think it will arm you with dozens of
dazzling swindles with which to win games quickly. Buy this book if you
are a student of joseki, tesuji and shape - in other words, a student of
go!
If you study joseki, you'll find here many trick plays that could
foil your joseki efforts if you were to face them for the first time in
a real game. If you study tesuji, then you'll see plenty of them here -
trick plays are all about setting up tesuji. And if you study shape,
you'll see how adhering to the principles of good shape can save you
from trick plays and how mindlessly reacting with "natural"
moves can sometimes destroy your shape.
There's a mixture of material here: basic trick models, historical
examples, theory of trick play, pop psychology, slippery places in
joseki, and even some cartoons. The crown of the book is a section of 25
problems by Maeda Nobuaki 9 dan. Solving them will enhance your
practical skills.
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Cross-Cut Workshop
by Richard Hunter.
Slate and Shell, $10.
Review by Barney Cohen, IGS 7k*
Caught in a cross-cut? Then extend! Or at least so goes the famous
proverb. Unfortunately (or fortunately, depending on how you look at
it), Go is rarely that simple. After studying a large number of next
move problems, Richard Hunter observed that the extension was rarely the
correct solution to a cross-cut problem. His suspicions were apparently
confirmed by watching advice from two professionals on Japanese TV.
Consequently he undertook an extensive study of situations in which
cross-cuts arose in actual play. This research led Hunter to identify
nine (yes nine) basic patterns that frequently arise from cross-cuts,
depending on the presence or absence of other friendly or opposing
stones in the vicinity.
The results of Hunter's study, which was first published in a series of
articles in the British Go Journal has now been pulled together in the
form of a slim book, entitled Cross-Cut Workshop, the latest offering
from Slate and Shell Press. The material in the book contains the
original articles plus a dozen new problems for additional practice. The
depth of presentation is suitable for Kyu-level players, although
low-level Dan-level players may wish to review it.
I recommend this book highly. Hunter's approach is wonderfully didactic:
He presents the nine basic patterns in two parts. For each pattern, he
shows you how to handle the cut correctly and what can happen if you
play incorrectly. Problems are provided along the way to test your
understanding of the material. And additional problems are included at
the end to reinforce the lessons.
Apart from the immediate lesson of how to handle a cross-cut, the book
shows Kyu-level players the importance of being able to look at a
situation and mentally work through several different patterns. It is
not enough to simply come up with your next move (i.e. extend -- more of
the time wrong anyway). Hunter demonstrates how you must adjust your
strategy to the presence of surrounding (friendly and opposing) stones
and be able to work out an entire sequence of moves before playing the
first stone. Learn that lesson, and the one afternoon that you spend
reading this book will be repaid many times over.
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DieOrLive software
By Lyu Shuzhi
http://www.szsoftware.com/
$29.95
Reviewed by Chris Garlock, 1d
Ask any pro how to
get stronger and the first words out of his mouth invariably are
"Study life and death."
The problem (pun intended)
is that studying life and death (tsume-go) is hard and, let's be
honest, boring. I love these elegant little problems but until a
couple of weeks ago five a day on the subway each morning was all
I could find the time for. Forget about cracking the book on weekends.
Now, thanks to Lyu
shuzhi's 'DieOrLive' software, I'm solving more than 20 problems
a day, seven days a week. DieOrLive makes life and death studying
so easy, fun and addictive that it may well become the go crowd's
"Minesweeper."
The tsume-go student's
dilemma is whether to cudgel your brains until you solve the problem
or to give it your best shot and move on. DieOrLive solves the dilemma
by speeding up and easing the process of solving over 1,000 problems,
grouped as basic, beginner, intermediate or advanced. You match
wits against the program, which responds instantly to each move.
Solve the problem successfully and you're rewarded with a "success"
message; if not, you get a "failed" message.
Either way, the instant
response and easy interface proves remarkably addictive. Success
spurs you on to solve more problems while failure sends you back
to take another crack at it. The software itself doesn't care: you
can drop in at whatever level you like, re-do problems you already
worked on or try out new ones.
The astonishing thing
is that after just a few days I found myself instantly spotting
successful sequences where it would have taken me several minutes
before in a book, if I'd even had the patience to keep trying. And
the proof of the pudding is that none of my opponent's groups are
safe anymore. Try DieOrLive and your opponents will soon be calling
you "killer" too.
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EZ Go
by Bruce & Sue Wilcox
Ki Press, 1996
Reviewed by Lon Atkins, 15K
When we start playing
go, reasonable mastery of the game seems very distant. One technique
to determine the position of a distant point is called "triangulation."
Triangulation involves taking a bearing on that distant point from
two rather widely separated sites.
Bruce and Susan Wilcox
have written a book based on concept as opposed to inculcation.
It camps a far distance indeed from the problem books. EZ Go --
based on a series titled "Instant Go" that ran in the American Go
Journal in 1977 and 1978 -- covers all the basic concepts from making
shape to attacking weak groups. It offers some useful original ideas,
like sector lines. It's also full of proverb-like rules of thumb.
I don't suggest that
anyone start with EZ GO, but after working hard in the traditional
forms, you might benefit a great deal from the concept-based, metaphor-driven
approach offered here. As you read EZ Go, the material covered in
traditional books may gain an extra level of meaning. Likewise,
EZ Go's concepts will resonate more strongly. That's the benefit
of triangulation.
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Fighting Ko
by Jin Jiang
(Yutopian, 1995, original Chinese version February 1987), 146pp
Reviewed by Clayton Wilkie, 1D
This is a handy pocket
sized book that relies mainly on teaching by example. It amounts
to a thorough survey of how ko situations can arise, how they fit
into the overall logic of the game, and what the effects of avoiding
them would be. Most of the book is suitable for middle to high kyu
players, but the final chapter and concluding problems move up to
the dan
range.
Fighting Ko contains
a few pages dealing with capturing races, including the best explanation
I have seen of a basic principle governing them. Unfortunately,
it is presented with no special emphasis, right along with the less
satisfying rules of thumb you have probably seen elsewhere. Further,
this section should logically lead to a discussion of capturing
races involving ko, but the only related topic, on approach move
kos and the like, precedes the capturing races.
What the book does
not provide are hints on how to find ko threats, and how to play
so that when a ko arises, you do not find yourself devoid of ko
threats. There are only a few examples of effective ko threats in
the book. Study of this book should help a wide range of players
to recognize
ko possibilities in their games, but it will not help you fight
them.
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First Kyu
By Dr. Sung-Hwa Hong
Good Move Press/Samarkand
Reviewed by Chris Garlock
One of the best go
books has a scant handful of diagrams and very little on tactics
or strategy.
"First Kyu," the novel
by the late Dr. Sung-Hwa Hong, is the story of Young-Wook Kwon,
a young Korean student who abandons his career and family in pursuit
of the life of a professional go player. Anyone who's been even
lightly bitten by the go bug will be entranced by this slim yet
substantial novel, packed with fascinating details of the rocky
road to professional.
Dr. Hong's premature
death recently at just 51 robs us of not only a charming man and
strong go player, but of a great teacher, as well, for "First Kyu"
is much more than just the tale of one go player's trials and tribulations.
The novel, which clearly has a strong autobiographical flavor, explores
the conflicts between duty and dreams, and the difference between
desire and determination.
Of most interest to
go players, of course, is the window "First Kyu" provides into the
game as a way of life that does not yet exist in this country. In
Korea, in addition to the select group of players who earn a living
as professional players, it is also possible to eke out a life as
a club pro or as a gambler in go games called "bagneki" where players
and spectators wager large sums based on the margin of victory.
The lure of the easier
way, then, is another theme in "First Kyu," as Wook must choose
between gambling and the purity and rigor of studying the masters
in the quest to become a professional. Of course, it is in this
study that we, along with Wook, learn the real lessons of go and
life. Give up a little to gain big. Slow down, beware of speed.
Greed for a win takes the win away.
"Every book will reveal
its truth if read one hundred times." This Confucius quote refers
to Wook's review of collections of master games, but it applies
to "First Kyu" as well. Just 98 more times and I can write a better
review.
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Five Hundred and One Opening Problems
Mastering the Basics Vol. 1
By Richard Bozulich and Rob van Zeijst
Kiseido Publishing Company; 2002; 256 pages
Reviewed by Peter Shotwell
Cognitive Psychologists say that the clearest measurable difference
between novices and expert Go players is that experts turn visual
patterns into verbal principles, and novices do not. This is most
obvious in the opening, where 'intuition' must be used to find what is
important.
Each of the 501 problems are introduced with one of 25 different
principles, such as: 'Take profit while attacking your opponent's weak
stones!'; 'Push back the border of your opponent's territory while
expanding your own!'; and 'Rob your opponent's stones of their base,
then attack them!'
The book is meant for all levels of players. The problems are taken from
amateur and professional games, so that all kinds of opening shapes are
considered.
It is easy to agree with the authors, who advise, 'If you have to find
the same kind of move in similar patterns over and over again, spotting
that move in a game will become second nature.'
Richard Bozulich is a 5-dan amateur and editor of Go World. Rob van
Zeijst is the legendary Dutchman who has beaten 6- and 7-dan Korean
pros.
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Five Hundred and One Opening Problems
By Richard Bozulich
in collaboration with Rob van Zeijst (Kiseido)
Reviewed by Barney Cohen, IGS 4k*
"The fool doth think he is wise, but the wise man knows himself
to be a
fool." Touchstone, As You Like It, Act 5, Scene 1.
In "Lessons in the Fundamentals of Go," Kageyama Toshiro
advises us to
practice the fundamentals if we want to get stronger. In the same way
that ceaseless practice enables professional baseball players to field
ground balls effortlessly, go players should practice Go fundamentals
until it becomes second nature for them to spot certain key moves,
punish their opponents' overplays, and instantly kill commonly occurring
corner patterns. Practice, practice, and more practice. And in go, that
means spending time doing mental gymnastics, working one's way through
problem books of all descriptions.
For Kyu-level players like myself, Richard Bozulich's new series:
"Mastering the Basics," is indispensable. The second book in
the series:
"Volume I: Five Hundred and One Opening Problems has just been
published." (Volume II: One Thousand and One Life and Death
Problems
was released earlier this year and was reviewed in the August 19th issue
of the E-Journal). The current book is designed to develop your
intuition and feel for the opening, consisting of little more than page
after page of opening problems. In a brief introduction, co-author Rob
van Zeijst explains the importance of playing urgent moves before big
moves. He also suggests how to properly evaluate opening moves that
either strengthen your own stones or weaken your opponent's. These basic
ideas are illustrated and reinforced over 250 pages of problems compiled
by Richard Bozulich based on positions he's collected from professional
and high-level amateur games.
The book's central thesis is that by correctly applying a rudimentary
set of basic go principles one can fairly easily identify the most
important point to play in the opening, which later will tilt the game
in your favor once the serious fighting begins. Many players simply love
to fight and the temptation for us is to launch full-steam ahead into
premature invasions or other such maneuvers just to initiate
confrontation. This superb book encourages us to practice careful
consideration and calm, qualities that all strong players certainly
possess.
Consistent with an emphasis on the simple and powerful, the book's
layout is elegantly straightforward, with four new problems on each
right-sided page and the solutions on the back of that page, which means
you never have to go hunting in the back of the book for a solution.
There's also a helpful hint beneath each problem; I suppose the authors
must have grappled with where to place these hints - either underneath
the problems or in the solutions. My personal preference would have
been to have them under the solutions and my strong recommendation is
that the reader cover up the hint when attempting a problem the first
time.
None of the problems are devoted to the first dozen or so moves in
the
game, so if you're looking for basic opening lessons check out Janice
Kim's books or "Get Strong at Go Volume 1: Get Strong At The
Opening,"
before delving into this book.
While the positions that arise in my own games rarely resemble
anything
remotely like the positions that show up in professional games, this
book does a terrific job of hammering away at some very fundamental
concepts of opening strategy that will definitely serve kyu-level
players well as they look for the right move in their own games. I am
sure Kageyama Toshiro would approve.
- available at http://www.kiseido.com/
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Get Strong at Attacking
Published by Kiseido
Reviewed by Peter Shotwell
At first glance, Kiseido's 'Get Strong' series looks like other problem
books that are based around simple principles. For example, Vol. 10,
'Get Strong at Attacking,' shows how one theme, 'Attack from Strength,'
is usually used in the middle game, but in a handicap game, it is
correct for Black to attack early on. Another principle is that to
attack by capping or using knight's moves should mean 'Do Not Try to
Kill.'
The series is unique, however, because after doing some of the problems,
one begins to feel there is a reason for the order they are presented
in, and trying to figure this out seems to lead to a deeper and
more-lasting level of personal understanding. Is this perhaps because
the Right-Brain -- the original
source of Go's appeal -- is more used since there are few words to
explain that
order until you supply them?
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Get Strong at Invading
by Richard Bozulich
Kiseido Publishing Company, $15 US. 150p.
Recommended: 20k-2d interested in a random assortment of invasion
sequences.
Reviewed by: Paul Thibodeau
"Get Strong at Invading"
is one of the early volumes ('95) in the 'Get Strong at Go Series',
and it shows.
The back cover 'guarantees'
it will increase a weak kyu's invading ability by as much as 6 stones,
but will also 'fill in the gaps' for a 'strong dan'. It is divided
into three sections, Invasions on the Side (65 problems mainly covering
3 and 4 point extensions between two stones, Invading Corner Enclosures
(84 problems), and Invading Large Territories (not actually about
invading large territories, but reducing large frameworks (moyos).
The last section is
the best, running 46 pages for 22 problems. The first two sections
have a variety of useful patterns, but generally the treatment is
poorly organized and scant, and this is where the book really suffers.
A kyu player will learn more, and learn it properly, by studying
"Attack and Defense" by Ishida and Davies, while a dan player can't
do better than "Enclosure Josekis" by Takemiya and "Reducing Territorial
Frameworks" by Fujisawa.
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Get Strong at Tesuji
Richard Bozulich, $15, Kiseido.
Reviewed by David Goldberg, 7k
The next best thing
to having a personal teacher is a problem book. After I try a problem,
I can flip to the answer and get immediate feedback. As a relative
beginner there are a couple "theory" books that have helped my game
(Lessons in the Fundamentals of Go, Opening Theory Made Easy), but
it is mainly the drill of problem books that have raised the level
of my play.
"Graded Go Problems
for Beginners" were my favorite problem books when I first started
playing. I could find a volume that was hard enough so that I learned
something, but not so hard as to be frustrating. If, like me, you
found those books useful, I strongly recommend "Get Strong at Tesuji".
Similar to the Graded series, it's simply a list of 534
problems and their solutions. If you are comfortable with problems
at the level of Graded Volume III then you should find Get Strong
at Tesuji useful, too.
Unlike Graded, it has
some problems that simply ask for the best move, and don't tell
you what you're supposed to do (kill stones, live, connect two groups,
etc). I found this to be an especially nice feature. It also rates
the difficulty of each problem, although I didn't make much use
of the ratings. If you like drilling yourself with problems, I highly
recommend Get Strong at Tesuji.
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Get Strong at the Endgame
by Richard Bozulich
Kiseido Publishing Company, 1997, 200 pp., $15 U.S.
Reviewed by Paul Thibodeau
Get Strong at the Endgame is one of the best books in the 'Get Strong
At'
series. It contains a total of 291 endgame problems, followed by an
appendix
comparing a 3d amateur's and a 6D professional's playing of the same
full-board endgame position against a pro 7-dan. The amateur loses by
one
point, the pro wins by 7, a pretty big swing of eight points.
The book begins with 42 problems to test your endgame skill, thirty-six
on
11x11 and six on 9x9, almost all from Kano Yoshinori's 'Endgame
Dictionary'.
The author recommends writing down the moves and final score of each
problem
without looking at the solution, proceeding directly to the tesuji and
calculation problems, and then returning and redoing the test to compare
your answers. While this method will show you what a big improvement the
book makes in your endgame, most may simply want to work through the
solutions the first time, without losing any advantage.
The 120 tesuji problems illustrate various local situations where you
can
reduce the opponent's territory anywhere from one point to total
devastation
compared with ordinary looking endgame moves. The 101 calculation
problems
give you practice in knowing how many points an endgame move is worth,
in
sente or gote. The final section contains twenty-eight 11x11 'practical
endgame problems', again composed by Kano. These help put all the skills
together in complicated endgame situations.
This book is nicely crafted and well thought out, with good
explanations,
suffering only a little from the series' general problem of a lack of
instructional material. It does a good job of noting the different value
of
sente and gote moves, for example, but one could still miss the forest
for
the trees without caveats like that from Ogawa and Davies: 'A player who
could not count at all, but understood the difference between sente and
gote, would have the advantage over an opponent suffering from the
reverse
affliction.'
Nevertheless, 'Get Strong at the Endgame' is well done enough as a
problem
book that in my opinion it would be fine as a challenging first endgame
book
for players stronger than 4 kyu. Players at the low dan level will find
it
just about right. Players less than 5 kyu will probably get more from
Ogawa
and Davies' excellent Elementary Go Series book: 'The Endgame'. Learn
these
skills, and you will be amazed at how many times you find yourself
coming
from behind and winning the game.
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Go Elementary Training
& Dan Level Testing
A CD-ROM edited by Yu Bin and produced by Jiang Jujo
People's Posts & Telecommunications Publishing House
Reviewed by Lon Atkins, 14K (9/10/01)
Interactive learning
produces superior results when compared with static (i.e. "book")
learning. If you don't have a teacher, or even if you do, this CD
may hasten your acquisition of go skill. The problems range from
the 17 kyu level to amateur 5 dan level.
The user interface
of this program is annoyingly amateurish, but the organization of
material is excellent. The program offers two formats.
"Promotion" consists
of 150 steps of 20 problems each. You get ten tactical problems,
five corner pattern (joseki) problems, and five whole board problems.
90 points (18 correct answers) are required to advance from one
step to the next.
It's possible to cheat
yourself with brute force iterations until the solution is found.
Not good. But if you play straight through and fail to reach 90points,
you start over from scratch. This kind of iteration is good. It
drums the patterns into your brain.
"Test Your Level" lets
you declare your strength (Beginner, Middle or High) and then choose
from the three problem categories provided in "promotion."
Go Elementary Training
& Dan Level Testing is a terrific tool that can be played a bit
every day. Working an interactive element into your study regimen
will pay off in many ways.
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Go Elementary Training
and Dan Level Testing
by Yu Bin 9 dan and Jiang Jujo 9 Dan
Reviewed by David Dinhofer (10/8/01)
It has been hard for
me to find a book or program that fits my particular style of learning
go. I particularly enjoyed the books by Phil Straus and Yi-lun Yang.
I have liked the books by Jim Davies but I found that even with
these excellent texts I have not moved ahead very much in the tournament
circuit.
Then I saw "Elementary
Go" listed on the Samarkand web site and immediately liked the idea
of a program that could both rate and teach me. Of course, I was
also attracted to the "Up to 5 Dan" in theadvertisement. The price
was also reasonable.
I had no trouble installing
it into my Toshiba (4005CDT) laptop, a refurbished Satellite running
Windows98 on a K6-2 processor at 350 MHz with 32 Megs of RAM and
an active matrix display. I had tried to install it into my CTX
desktop computer but there was a conflict with the video drivers
that I was unable to fix without changing the settings on my display
which I didn't want to do. So my Toshiba became my default computer
for "Elementary Go," which came in particularly handy because when
I first got the program, I was traveling a lot on business.
I first tested myself
and found "Go Elementary Training" to be extremely accurate, ranking
me between 3k and 1D, which mimics my tournament play. The program
breaks down teaching and testing into three sections; life and death
problems, joseki problems, and whole board problems. Your score
is based on 5 points per problem with partial scores given on the
whole board problems.
There are a few glitches.
Occasionally, if there are two solutions because of miai, the program
will only allow one solution. It occasionally locks up or doesn't
allow a move. Fortunately, only the current session is lost. You
also have to put up with a annoying voice telling you, "Better luck
next time," when you screw up and the usual, "Congratulations,"
when you pass the next level.
Each time you finish
a promotion level, you must log in again. This is time-consuming
and tedious.
Recently, I installed
WindowMe on my portable computer and found that there is a problem
installing Go Elementary Training into WindowsMe. I was able to
run the program fine on my Toshiba Satellite with both Windows98
and Windows98 Second Edition. When I brought this to Janice Kim's
attention (I had purchased this product from Samarkand), she was
extremely helpful and checked into it. She found that it could be
loaded if it was run directly from the disc. Of course, this has
but a big damper on my usage since I have no intention of reloading
the old system software onto my portable again. Janice has since
come up with a patch for WindowsMe.
The good news is that
if you can get it up and running on your computer, you are likely
to see a big difference in your play. I have moved up on IGS from
7k to 6k with a solid winning streak continuing. Some of this is
very likely due to the cumulative effects of all of my efforts but
nothing else has made as big a difference.
This program is clearly
not for everyone. There is no commentary but it is easy to go through
large numbers of problems in a relatively short period of time.
I would call it the generic version of go teaching. All in all,
Elementary Go is an excellent way to examine and learn lots of materials
with little fanfare. I am hoping that Jujo will come out with an
updated version in the near future.
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Go for Beginners
by Kaoru Iwamoto
Published by Pantheon Books, 1977 [$12]
Reviewed by Matthew Burke, 15k
I taught myself and
several of my friends how to play Go from this book, and I suspect
many other people can say the same. The book's clarity and thoroughness
indicate why Iwamoto was so successful at promoting Go in the West.
Go for Beginners is
divided into two parts. The first part explains the rules of go.
Rather than simply listing the rules and giving examples, Iwamoto
walks us through a 9x9 game, presenting rules as necessary. I remember
finding this to be a most compelling way of drawing me into the
game. After leading the reader through playing and scoring, Iwamoto
steps back and fleshes out the details of liberties, ko, seki, and
other important concepts in the second chapter.
The second part of
the book presents an overview of techniques including life and death,
ladders, and extensions. The book ends with good advice on how to
improve and two example professional games.
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The Go Player's Almanac
edited by Richard Bozulich
Published by Ishi Press; $30
Reviewed by Steven Robert Allen, 1K
People are attracted
to go for many reasons. It's fun. It's excellent mental aerobics.
It's also an ideal springboard for philosophical speculation about
life and the cosmos.
A particularly seductive aspect of the game is its extraordinary
culture and past. One of the most exciting things about go is that
its millennia-long history is filled with colorful stories and equally
colorful personalities.
The Go Player's Almanac,
unique among go books in English, provides a detailed look at the
game's culture and history. The book contains no lessons, no theory,
no advice for improving go-playing skills. What it does provide
are well-written essays and reference sections covering the history,
philosophy, culture and personalities which make go so fascinating
to so many people.
The book covers go
history from ancient times to the present. It also contains biographies
of all the most significant players, living and dead. One of the
book's finest features is its extensive glossary of go terms. Another
nice feature is its survey of go equipment, the collection of which
is a fetishized pastime in itself. If that isn't enough, The Go
Player's Almanac also describes: the manner in which players become
professionals, the tournament system in different countries, the
various rule sets, why go computer programs are so difficult to
create, and more.
Every serious go player
will eventually want to have this book. Though The Go Player's Almanac
is currently out of print, it's available at several Internet vendors
of go equipment. An updated edition is rumored to be in the works.
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The Go Player's Almanac,
2001 edition
Kiseido, Edited by Richard Bozulich
June 2001, $30, Paperback 378pp
Reviewed by Robert Jasiek
Everybody calling himself
a serious player should already have this reference work so the
following discusses only the differences to the 1992 edition. The
chapter on Mathematical Go is omitted, otherwise prior chapters
have either tiny changes or considerable updates.
Noteworthy revisions
concern:
- A Brief History
of Modern Go: A short summary of the recent international development
has been added. There are also a few black and white pictures
of famous players.
- Who's Who in the
World of Go: Sincere extensions for China and Korea and a list
for Taiwan are offered.
- Tournament Go: Considerable
amendments concern international, Korean, and Chinese go. European
and American tournaments are skipped.
- Go Records now include
some entertaining komi and rules-related statistics.
- A Dictionary of
Go Terms: some new entries of Japanese and a few English terms
including - not for completeness but more for fun - molasses ko.
The book includes some
new chapters:
- Go in the Classics:
A discussion of the difficulty of pursuing the origin of go seems
to kill the myth of a 3000 or 4000 year-old game, states rather
secure sources, and partly can't resist the temptation of minor
speculation.
- Some Senryu of Go:
Some popular sayings.
- Go in Europe in
the 17th Century, Go in the West in the 18th Century, Speculations
on the Origins of Go: These three chapters are quite interesting,
although older versions previously appeared in GoWorld.
- Go and Art: Besides
a few colored pictures the text should be the more important part.
- The Last Problem
is a tiny anecdote.
What is missing? Obviously,
this work is broad rather than deep so one cannot reasonably expect
extensive details. However, some omissions are noteworthy: Western
go, Korean and Chinese go terms, the actual life of a professional,
teaching, and scientific go. Also it is hard to understand why some
prior parts have been omitted.
Nevertheless, the new
chapters and the revisions make the new edition useful for players
who felt the earlier one was incomplete. The new edition of the
Almanac is not flawless but it's certainly an improvement.
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The Go Player's Almanac
(2001)
Kiseido, Edited by Richard Bozulich
June 2001, $30, Paperback 378pp
Reviewed by Peter Shotwell
Despite its $30 price, every Go player should have the 2001 edition of
"The Go Player's Almanac" This most extraordinary compendium
of Go information is largely unavailable elsewhere in English.
John Power tells the stories behind the explosions of modern Chinese and
Korean Go and the Who's Who and tournament sections record these recent
changes. Julie Lamont has a long, intriguing and profusely illustrated
overview
of the role of go in the Eastern arts. In addition, there are major
revisions and lengthenings of several old Go World articles - by myself
on the origins of Go in China, and by Jaap Blom on descriptions and the
consequent intellectual influences of go in Europe in the 17th and 18th
centuries. Some of the best articles from the original Almanac,
published in 1992, are also included and the only flaw is that the
treatise on computer Go could not be updated before press time.
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Go World (the magazine)
Published quarterly by Kiseido ($28 for 5 issues)
Reviewed by Lon Atkins, 15K
Imagine the excitement
of unearthing buried treasure - gold doubloons, jeweled goblets,
silver daggers. I've discovered buried Go treasure; not precious
metals but a wealth of wisdom in every issue of the magazine Go
World.
Go World (subscriptions
available at www.kiseido.com) is truly a hoard of goodies. Number
91, hot off the press, features an article on Takemiya ("A Player
with Heart"), a column by Michael Redmond on the opening, annotated
games from current title matches - complete with reports on the
players, four special sections for kyu players, and an article on
Go in the West in the 81th Century.
The buried treasure
is found in back issues, many of which are in stock. At the Kiseido
site I marvel at the cover graphics. The covers are historical art
involving Go. All are interesting and some are of striking beauty.
Back issues of Go World
contain an informal course of study for kyu players seeking to improve.
The 5x5 endgame studies, for example, are ideal for demonstrating
specific techniques. In the back numbers I also found the best illustrations
of sabaki I've run across, problem solutions that tell you how to
refute moves that most books leave to the student, little quizzes
on joseki and endgame counting, a compilation of the favorite tsume-go
problems of Japanese pros, and many other jewels. Of course, the
annotated games are superb; the background material invaluable.
No matter what your rank, you'll find good things in Go World.
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Gogod Database
Reviewed by Charles Matthews
Game collections aren't
really a novelty. Student pros in Japan used to be sent away to
play through the games of Shusaku, the dead master taking the weight
off the shoulders of the living.
In the PC era, you
can collect up game files in the standard SGF format, click through
them, or even get a screensaver to do that work for you. Going further
and applying the computer's power as research assistant is the object
of the Gogod Database bundle under review. It comprises around 12,000
games from the whole historic and geographical range of high-level
go, including a high proportion of the most interesting and significant
records around. It also comes with a number of software tools on
the CD-ROM.
I have spent the most
time using Go Library, which is a versatile program for searching
the collection to match data or positions. This would afford practical
help with study for any dan player.
There is also John
Fairbairn's massive index to names of players from all eras, providing
fascinating historical background to the games, and a special tool
for finding instantly variations in the avalanche opening. I have
spent most time using Go Library, which is a versatile program for
searching the collection to match data or positions. This would
afford practical help with study for any dan player. It's a tidy
single screen, written in Delphi, with all commands self-explanatory
icons or buttons. One can enter a pattern stone by stone on one
board, have the machine match all occurrences in a period of years
(say 1980-1989), and in a range of moves (say the first 50 of a
game) and then play through the corresponding games on a second
board. This allows easy tracking of full scale opening patterns.
To look at corner openings in context, one uses the very useful
'rotations' facility: enter a pattern once, and the search will
apply the 16-pass examination of games to check for its occurrence
in all symmetric places, and with either colour. Searches may be
saved for later use. I have applied this tool for studies of fuseki,
joseki and middlegame techniques around corner enclosures, as well
as to select games of particular players.
Ordering: the database
is currently available exclusively from Gogod.
tmark@gogod.demon.co.uk,
dollar price $55 including charges.
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Golden Opportunities
by Rin Kaiho (1/29/01)
(Yutopian, 1996)
Reviewed by Lon Atkins, 15K
Life, like go, presents
many opportunities for success, yet all too often our eyes fail
to see the gold. In "Golden Opportunities," Rin Kaiho, 9 dan and
raconteur, serves up a fascinating stew of go tactics and historical
anecdotes. Rin
doesn't lecture; he dramatizes in stories that provide a setting
in which to envision go positions as theatre. The stories draw from
both east and west. They aid the student's memory. A basic principle
in each story foreshadows the correct go action.
Aimed at the mid-kyu player in need of fresh perspective to advance
but sure to be a joy for players of any strength, this book has
great practical value. It mixes well with dry problem collections
and joseki texts. It illustrates obvious moves that are really failed
tries, develops the cognitive collisions that lead to enlightenment,
and examines all the key variations.
Get "Golden Opportunities" for fun and profit.
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Graded Go Problems
for Beginners (Vols 1-4)
Nihon Kiin, 1990
Reviewed by Jean G. DeMaiffe, 7K
Graded Go Problems
for Beginners is a four-volume set of books that takes the reader
from an absolute novice to "Advanced" play (defined as 15-kyu or
stronger). The books are compilations of go problems, divided up
by level of difficulty and by subject matter.
For instance, Volume One has lots of problems on how to capture
one or more stones and how to avoid being captured. The "Level Two"
problems in Volume One include ladders, snapbacks, ko, and how to
play in the opening and in endgame. Each succeeding volume continues
to explore these main themes. Some of the problems in the third
and fourth volumes will challenge American players stronger than
15-kyu (myself included), probably because, unlike Asian go students,
our study of go has been almost entirely self-directed and without
any structure. This four-volume set provides a excellent grounding
in the basics of go at an early stage and can't help but prove helpful
to any double-digit (and at least one single-digit) player willing
to take the time to study them. They are also excellent teaching
tools for go kids.
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Graded Go Problems For Beginners: Vols. I-IV
Kano Yoshinori Pro 9d
Kiseido Publishing
Reviewed by Marc Willhite, 10k
One often hears a more experienced player telling newer and intermediate
level players that there are "leaks in their game." This could
refer to the
opening, middle game, ending, tesuji, invasions, or any other area of Go
play. What they mean is that there are fundamental concepts that these
less
experienced players have not yet fully grasped, and until they do, it
will
be a long and difficult road to improvement.
Any regular Go player knows the game can be very bewildering when you
first discover it and attempt to learn. As you gain experience and your
game improves, especially when the "trial and error" approach
is taken, studying Go problems becomes an amazing way to plug the leaks
in your game and leap to new heights of understanding.
I consider "Graded Go Problems For Beginners" essential to
every Go
player's library because the books will indeed help plug these leaks.
Volume I is aimed at those who have just learned the rules of Go. Large
diagrams with simple positions help the beginner learn the techniques of
capturing and defending stones, connecting and separating stones, life
and death, basic opening problems, and more.
As you make your way into the more challenging concepts presented in the
later volumes, you will see a noticeable improvement in your play. The
life and death problems alone should keep any persistent reader busy
and, at times, frustrated. Probably the most rewarding thing about
working your way through the problems is going back to an easier volume
only to find the material is now a permanent part of your Go vocabulary.
The claim that these books will "thoroughly drill the reader in the
fundamentals of the game...thus laying a solid
foundation for his future progress" could not be more exact.
"Graded Go Problems For Beginners" will benefit all kyu-level
players. Get these books and start solving!
$15 each plus s/h at http://www.kiseido.com/
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The Great Joseki Debates
by Honda Kunihisa, 9-Dan
Translated by Jim Davies and David Thayer; Ishi Press, 1992
Reviewed by David Dinhofer
It is hard to find
joseki books that aren't dry and mechanical. The sheer
number of variations on the subject make it difficult to make it
interesting. Honda Kunihisa has managed to make the joseki interesting
and lighthearted with his style and approach.
In this reprint of
several articles from Go World, Honda Kunihisa, approaches each
joseki problem as if there are three scholars presenting a different
strategy and makes us think about which we would chose. He does
this in a comical way as if the each of the scholars feels he has
the only answer. Then he goes on to explain why one of the three
is the best choice based on the whole board outlook.
Kunihisa reiterates
the same warning in each discussion: "Since josekis work effectively
in a certain direction, it is necessary to examine the positions
along the adjacent sides and in the adjacent corners when choosing
a joseki for a particular opening." I'm sure he repeated this warning
to emphasize its importance. This is one of the things that I found
so helpful in the two joseki books by Yi-lun Yang and Phil Straus.
Honda Kunihisa gives only as much follow up as is necessary for
even mid level players.
I found this book easy
to read and wound up wanting even more problems. I expect that even
low Dan level players will find this an interesting review as well
as kyu level players.
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In the Beginning
by Ikuro Ishigure
Kiseido, 151 pp.
Reviewed by Jason Baghboudarian, 10k
As in many creation
stories, we have darkness, and then light. So it is from the very
first stone of a game of go. Ishigure takes us on an exploration
of these beginnings, my favorite time of the game.
Because of its open
and abstract qualities, the opening is by its very nature difficult
to teach with authority, simply because there is none. There are
many approaches to the opening, the basic structure and strategies
of which have evolved over time. I find it fascinating, and a tribute
to the flexibility of the game itself, that for as many thousands
of years as go has been played, there have been significant new
developments in opening style in just the past hundred years alone.
In addressing the opening,
Ishigure is giving us a philospohy of the game as a whole. He handles
the subject matter with skill. He shows us how to build solid bases
from which to attack and pincer. We see different shimari and kakari,
but instead of an emphasis on joseki, Ishigure stays true to the
nature of this time in the game by focusing on a broader context.
We are shown the values of different areas, relative to position.
There are problems throughout the text, and in their own section
as well.. All of this leads us through nine concepts which will
help guide us through developing our own style of opening. These
are principles of balance, on which every rank of player needs to
act.
Reading this book has
given me more insight into the state of mind required to play go
well. This of course brings more appreciation of the game; and also
of the cultures which have embraced it.
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Intermediate Level
Power Builder, Vol. 1
By Wang RuNan
Published by Yutopian Enterprises, 1997
$14.00
Reviewed by Barry C. Willey, 12k KGS
Aimed at the mid kyu
player, this book does a wonderful job at covering basic concepts,
strategies and techniques. The first volume of this series in progress
covers basic joseki and fuseki in openings, but in a method that
integrates a global view. The author also spends a chapter discussing
"oba" or big points and how they arise in openings.
Starting with a survey of common openings, such as the Chinese,
three and four point openings, various strategy and tactics are
discussed in the context of these openings. Next the author spends
several chapters on the best ways to invade them.
One of the best aspects
of this book is the method of presentation. The author uses a lesson
format in which he asks a question and the students give their answers.
The best solution is explained and then the weak point in the student's
answer is examined. I found that very helpful when comparing my
thoughts with the explanations in the book. It should also be noted
that many of the games on which comments are made are taken from
various professional games. I hope that Yutopian plans on publishing
the next installment in this series soon.
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An Introduction to Go; Rules and Strategies for the
Ancient Oriental Game
By James Davies & Richard Bozulich
The Ishi Press, Inc. Tokyo, 1989
Reviewed by Phommasone Christopher Inthiraj
This small hand-guide is what started it all for me. Or rather, I should
say a small little manga series from Japan is what got me into Go.
However,
it was this book that really taught me how to play. I enjoyed reading
this
book very much, and as a beginner, it appealed to me very much.
The greatest thing about this book is that it's geared towards beginners
and amateurs alike. It teaches many 'Go'-only terms, as well as giving
examples of every rule and aspect of Go. Not only that, it also has
several example games that demonstrate these elements as well as a
section on the 'you'll probably never see these' special-shape rules. As
a beginner, I didn't really need to look at it, but I'm sure it will
come in handy later on.
Another great thing about this book is the size. It is very small, and
fits in pockets, purses, jackets, etc. It's the best pocket-guide Go
book I have come across and I used this almost all the time as I was
getting down the rules.
The book's only drawback is that is does not go very deeply into much of
anything. It shows just enough of a rule or aspect to let you know what
it is, gives a few examples, and moves on. It makes up for this drawback
by putting in a few example games which are quite nice to observe and
try out on your own, however. You can learn Go with this book, but do
not expect to learn a
plethora of different shapes and possible moves.
This is a book for beginners and novices, small enough to fit your
pocket and carry around for your all-purpose Go needs. I especially
recommend it if you need a pocket guide to refer to while on the move.
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Invincible: The Games of Shusaku
Compiled, edited and translated by John Power
Kiseido Publishing Company, 442 pp; $35
Reviewed by Steve Dowell, 6k
"Invincible" is a massive
book with about 120 games. 80 are full commentaries with detailed
analysis. The games here are magnificent struggles with large scale
fighting being the norm. However Shusaku demonstrates his mastery
of the positional features of the game and in every game he demonstrates
his superb positional judgment.
The book contains thousands
of lessons and is a great way to see the 3-4 point in action. These
games are timeless and playing through them is like listening to
great classical music or seeing a great artist in action before
your very eyes. Invincible's lessons are supplemented by the history
it presents along with every game and with a well-written introductory
chapter (about 25 pages) documenting the history leading up to and
including Shusaku's career.
If you love great games
you will love this book. This book is well suited to anyone who
is able to learn from professional games, although weaker players
may find this book a struggle. Invincible is great at teaching through
exciting struggles but its real strength is teaching and fostering
a love for go and its culture.
Order from Samarkand
at www.samarkand.net or Kiseido at www.kiseido.com
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Jungsuk In Our Time: Somok (3-4
point Jungsuk)
Seo Bong-Soo (9P) & Jung Dong-Sik (5P)
Translated by Nam Chuhyunk (1P)
Published by Hankuk Kiwon ,Korean Baduk Association. 351 pp.
Reviewed by Michael Turk, 10k
Jungsuk is the Korean
word for joseki. This book provides a well-commented treatment of
3-4 joseki in a form that is readable by middle strength and stronger
kyus. The book is rich in information and I expect that it will
also provide useful information for stronger players. All conference
attendees at the recent 1st International Baduk Conference (Baduk
is the Korean word for Go) received a copy from Chiyung Nam when
they visited the Hankuk Kiwon. Until recently the English-language
go literature has been dominated by translations of Japanese works,
but recently works of Chinese and Korean authors have become available,
a welcome trend that I hope continues.
Jungsuk claims to be
the first Korean book on baduk translated into English, but I believe
that Jeong Soo-Hyun's and Janice Kim's superb "Learn to Play Go"
series lays true claim to that honour.
The book is structured
around 113 "Primary Patterns". These represent the major variations
of the commonly used 3-4 joseki as practiced in Korea today. Many
of these are presented within a 'whole board' context and the emphasis
is on current or modern variations. Secondary sequences related
to these primary patterns are used to explore well-commented interesting
variations. Most variations are extended into 'after joseki' and
'unreasonable play', 'modern play' and 'old variations are mentioned.
The authors encourage
their readers to "learn ... and then forget" their joseki and to
consider joseki choices within the game context. They use korean
terms sparingly (sunsoo for sente etc) and provide a glossary at
the back for terms that Western readers may not be familiar with.
The book is beautifully bound with a high quality cover, it is well
printed and well laid out with very readable diagrams and clear
explanations.
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Kage's Secret Chronicles
of Handicap Go
T. Kageyama, 7-dan
Translated by James Davis
Ishi Press
Reviewed by Terry Fung, 1k NNGS
What can one learn
from studying low-handicap games between two professionals and a
professional against a strong amateur? The list could be pretty
long, including corner joseki, whole board fuseki, direction of
play, middle game technique, sente and gote, honte moves and overplays.
But the most important thing that I learned from this book is how
professionals deal with over-aggressive moves and unreasonable challenges.
This book helps weak players like me to build up confidence when
playing against stronger players. It should be a great book for
players between AGA 9k to 2d.
The book includes nine
fully-commented real handicap games from 2 to 5 stones. While the
two professionals were playing against each other, they engaged
in lively and entertaining conversations. When one professional
plays against an amateur, both professionals comment after the actual
game and they often have different ideas about an identical position.
Last but not least, this book has a feature that I enjoyed very
much: there are about 7 to 8 questions per game to test your strength,
and you can only find the answers after flipping to the next page.
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Kan-zufu
Published in Japan under the auspices of Maeda, 9p
Reviewed by Douglas M. Auclair
The Kan-zufu is a classic Chinese book of life and death problems used
to school Go students seeking professional rank. It has the original
Chinese introductory text and a translation into Japanese. Following
that are the problems: two to a page with hints in Japanese, and the
answers to those problems immediately on the reverse side.
Of all my problem books, this is the one I turn to most often. Sometimes
I get the solution in a flash, sometimes it takes weeks of struggle to
find the answer. I never turn the page, though, until I'm sure I'm
correct. Nothing beats the feeling of my solution being vindicated.
However, on rare occasions, I receive a shock that my solution was
wrong; obviously wrong as the answer shows (usually my attempt reversed
the order of correct play, giving the opponent the vital point). At any
rate, when I study the problems, I feel a sense of wonder and gravity,
as if I'm participating with the Go sages in their study.
As the Kan-zufu text is in Japanese, some readers may be put off. I
found, on the other hand, the hints a little too helpful exposing the
theme of the problem at hand. Readers of the American Go Journal may
recall an article by Janice Kim, 1P, which mentioned an encounter over
this book on her daily commute, how she would study a problem, sometimes
for days. This echoes the story in The Treasure Chest Enigma by Nakayama
Noriyuki, 7p, of Suzuki's sensei scolding an insei: "Don't get a
stone from the bowl until you know where to play!" I've found
studying the Kan-zufu has given me an edge killing or saving a group
against my peers on the go board.
Although not currently listed by any of the vendors, I've found that
they are often willing to find ways to procure a copy of rare books.
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Learn to Play Go (four volumes)
by Janice Kim and Jeong Soo-Hyun
Published by Good Move Press; $17.95 (vol. 1); $14.95 (vol.2-4)
Reviewed by Steven Robert Allen, 1k
Experienced go players
sometimes deride this series, suggesting it's overly simple. With
go books, though, as with go itself, simplicity is very often a
virtue. Containing large diagrams, witty asides, and plenty of interesting
go history and trivia, this series is perfect for those who are
new to the game. Later volumes contain information that even mid-level
players will find useful.
The first volume starts
at the very beginning by explaining the rules and outlining some
rudimentary strategies. In the back, a paper board with stones is
included. (This is somewhat difficult to play with because the pieces
are so small.)
The second volume,
"The Way of the Moving Horse," goes a couple steps beyond the most
basic strategies. The third volume, "Dragon Style," contains some
go aphorisms and a few analyzed sample games. The fourth volume,
"Battle Strategies," contains more "advanced" strategies.
Of all the books out
there, these seem to me to be the very best for introducing beginners
to go. Volume one, in particular, makes a perfect gift for someone
approaching the game for the first time. The series will eventually
include nine volumes. The fifth volume, The Palace of Memory, is
expected shortly.
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Learn to Play Go, Vol. I (2nd ed.)
A Master's Guide to the Ultimate Game
by Janice Kim 1P and Jeong Soo-hyun 9P
Good Move Press, 176 pages $17.95
Reviewed by Steven E. Polley
This book, part of a four part series is a nearly perfect book for
the new player of go. Written in a simple, straight-forward manner, with
illustrations for almost every concept discussed, the book allows the
student to learn at his on pace, and is ideal for a quick review of any
rule or concept. Regardless of the facet of the game being presented,
the authors first give the simplest examples, and then build each
chapter with increasingly advanced ideas- so that each aspect of go is
completely discussed in an easy to understand, step by step approach.
The book is divided into two parts, covering fundamentals and basic
techniques. Part I consists of eight chapters dealing with topics such
as capturing, connecting, life and death, and ko. Part I also contains,
in chapter 8, the score of an actual 19x19 game that the reader can
follow, with excellent annotations, move by move. After the reader has
learned "the basics," Part II, in six chapters, cleverly
builds on that foundation with topics such as: capturing techniques,
connecting techniques, capturing races, and ko fighting.
In addition to this excellent introduction to Go, Learn to Play Go,
Vol. I also has two extra features that make it an outstanding book for
the novice player.
The first is that each chapter is followed by a section called "Try
it Yourself" which amounts to a section of problems that test the
ideas presented in
the preceding chapter. The second is ten "extra sections",
with from one to three pages, that are dispersed throughout the text,
and give the reader more
of a "feel" for the game. For example, one section explains go
etiquette, another go strength, i.e. the rating system. One gives
information about go on the
Internet, and still another introduces the reader to some of the more
famous players of the game. Another unique feature of this volume is
that each
copy comes complete with a reversible 19x19, 13x13 and 9x9 board, so
that the reader can start playing immediately. The 'stones" are
paper and can be
difficult to use, but still a nice addition to the book, which is highly
recommended for anyone from 30 to roughly 25 kyu.
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Leather Go Set
Viking Trader, $55-$75
Reviewed by Andy Kelly
While reading The Master of Go by Yasunari Kawabata last summer, I
became interested in the game and started looking for an affordable
entry-level set. I ended up buying a leather one from Viking Trader,
which I got for less than retail on eBay.
The board is made of soft suede leather that is about 20"X 20"
(the edges are rounded and irregular), and the playing grid, burned into
the surface, is 13.5"X 13.5". The stones are black and white
glass roughly 2 cm in diameter. It comes with two leather pouches for
the stones and a larger leather bag that can hold the set.
Although these are not the traditional materials for a Go set, this one
captures the idea that textures are important. The contrast between the
warmth of the leather and the cold smoothness of the glass makes playing
on this board a much richer experience than using the wooden boards and
plastic pieces of other low-end sets. The pieces are also heavy enough
so that removing captured stones doesn't scatter the remaining ones.
It's marketed as a Pente set for the SCA and Ren Faire folk, but for me,
all of this leather gives it an appealing cowboyishness, a Wild West
meets Far East feel (think Shanghai Noon or Red Sun, but better).
My only complaint is that the hoshi (handicap) points aren't on the
board. I was surprised to see how much I had come to depend on them for
orientation, even though I had only been playing for a short time. I
ended up drawing them on with a brown Sharpie.
Despite the one drawback, I have been extremely happy with the set and
recommend it to anyone who is just starting out or looking to upgrade
without dropping hundreds or thousands of dollars.
Available at http://www.thevikingtrader.net/penteset.htm
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Lessons
in the Fundamentals of Go
by Toshiro Kageyama, 7P
Translated by James Davies, 1978
Published by Kiseido, 1996 [$15]
Reviewed by Tom Boone, 9K
Anyone 12k or stronger
can benefit from this book. Kageyama, a professional teacher and
lecturer on Japanese television, observed four levels, starting
around 12K, where his amateur students seemed to hit roadblocks.
His book prescribes the same remedy at each level. Review the fundamental
principles until practice and experience give you the confidence
to make sound moves without hesitating. Repeat as needed.
For example, you'll
have a much easier time finding the best move if you know at a glance
whether or not the ladder works. You won't have to look for alternatives
to an obvious move, even though it seems wholly uninspired, if you
can see how effectively it settles an urgent area. "Lessons" holds
up well under repeated browsing. It comes in particularly handy
when you're looking for something to help you warm up for the next
tournament.
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Lessons in the Fundamentals of Go
by Toshiro Kageyama
Kiseido K28
Reviewed by Rodrigo Alonso Perez
The Japanese word for "fundamentals" is kiso. Luckily for go
trivia, part of the kanji for kiso is a slight variation of the
character for igo, with the particle ishi (stone) added at the bottom.
This "founding stone" reflects nicely the idea of fundamentals
in any activity; from karate to cooking and from baseball to Go. A
fundamental is a basic rule for
performance, distilled from the experience of generations, whose
dismissal
leads to poor results.
Kageyama's book follows the fundamentals of good exposition; full of
witty
remarks about life and the competitive go scene, it stays focused on its
basic purpose: To convince readers of ANY rank that faithfulness to Go
fundamentals can only enhance their enjoyment of the game. Instead of
endless sequences of joseki, Kageyama teaches how to profit from correct
joseki study. He clarifies the essence of thickness, sente and good
shape and finds time to enlighten us with wisdom regarding tesuji, life
and death problems and yose guidelines. As a final gift, he explains how
to beat a Meijin. I can only make mine the author's advice: "If you want to get
stronger,
read this book."
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Life and Death: Intermediate Level Problems
by Maeda Nobuaki, 9 Dan.
Reviewed by James Bonomo
Slate & Shell; $14.00
http://www.slateandshell.com/
As the back of this little book says, Maeda was known as "the god
of life and death Go problems". These problems, like many of Slate
& Shell's offerings, were originally published in Go Review, the
first serious Go magazine in English. It's good to have them widely
available again.
The book follows the format of the magazine articles, which is both a
strength and a weakness. Each of the magazine articles presented ten
life and death problems of increasing difficulty. In a magazine, this
allowed most players to cruise through the problems until they reached
their level. And indeed, a wide range of readers would find challenging
problems in the book. There is a problem in simply reproducing these
cycles of ten, though. A reader might quickly run through the start of
each cycle, but then become stuck on a hard problem. Repeating this
cycle eleven times, for the 110 problems here, could become frustrating.
The problems in each cycle cover a reasonable range of difficulty. I'm
an AGA 1 kyu who enjoys life and death problems. The first five or so in
each set seemed very easy to me, often being obvious; but, by the last
one or two, I had to think longer than would have been reasonable in a
game. The book claims a range from about 7 kyu to 2 dan, which doesn't
seem far off except for the very easiest problems.
Physically, the soft-cover book is small and perfect-bound. It is well
edited. I only found two noticeable mistakes: Problem 19 should say
White , not Black, to play and kill, but few would be confused; Problem
41 more seriously omits the edge of the board on the right hand side,
which may confuse some. The book is small enough to be carried in my
briefcase or a large pocket, providing a source of short problems to
read in my odd free minutes. While certainly not my favorite life and
death book, I will reread it several times.
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LiveOrDie Software
By Lyu Shuzhi
http://www.szsoftware.com
Review by Bull Hudson
I just received my first Go Journal, the Fall 2001/Winter 2002 issue and
find it well put together, very much informative and enjoyable reading.
Having recently started playing Go, anything and everything I can find
to help my game is welcome.
From the start, the term "Life and Death" stood out. Each Go
book I read would stress the need to master Life and Death problems. In
the first couple months at our local Go club the murmur through the
onlookers was, "You need to learn Life and Death." Yes, I
said, I will do that, and went on the search for solving this Life and
Death situation.
In the months that followed it seemed that solving this problem of
making Life was eluding me. I was though making lots of Death, and it
was mostly my own. Playing on the Internet I could feel the kibitzers
running from their monitors
screaming, "He doesn't know Life and Death!" At this point the
best thing I
thought I could do would be to travel to some remote place on this
planet,
dig a deep pit and bury my game.
But now perhaps not all was lost, as in hand I had my new American Go
Journal and I was off to read it poolside in hopes of finding some bits
of wisdom. The front cover read, "PRO SLAYER" in bold red
letters with a picture of Jie Li 7 dan. Wow, to be that good.
Poolside I read, reclining in a lounge chair, basking in the Arizona
sun. I thumbed through it looking at the game review with mouth-watering
anticipation. Then I came to Go Review, Resources for Go players. Here I
find
DieOrLive software. I read the review and almost jumped out of my lounge
chair
to run inside to buy it. Had I finally found the solution to my Life and
Death ailment?
I was re-reading the review when I noticed the wasp. It's on my lounge
chair with its angry-looking wasp eyes. It's big. It's yellow. And it's
looking at me.
Interesting how the small things in life can bring such fear. I think to
myself, "I'll move and you can have the lounge chair." Bad
escape move on my part. The wasp tries to attach. I do a knights move,
Go Journal in hand extending. The swish of pages in the air. The wasp
moves and gets good aji but I leap from my lounge chair with a tesuji
and build a bigger moyo.
"Swoosh, swoosh" the Go Journal cuts the air. The wasp hanes
but the Go
Journal cuts the air again. Then suddenly "Yose." The wasp now
does a little
zig-zag in front of me, really pissed, then goes for a kikashi. I
answer, but
with one of those plays that you think will be the end of you.
"Swoosh" goes
the Journal and it slips from my hand, 64 pages whirling through the air
at
high speed right at the wasp. What would happen now, with my only
defense
gone? Luckily, my move turned out to be the death-dealing tesuji.
The Journal's journey through air and across the pool deck left it torn
and tattered. Figuring this must be a Life and Death lesson, I went in
to buy the DieOrLive software. It is everything Garloc | |