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Galactic Go Volume 2
by Sangit Chatterjee and Yang Huiren
Published by Yutopian Enterprises
Reviewed by Michael Heinich
Galactic Go is about 3- stone handicap games. Why?
It's never explained. Even though this seems like a
narrow subject for such a grand title, the subject
is narrowed even further with white's first move
limited to the 3-4 point in Volumes 1 and 2. In
Volume 2, Black's move of the one space high
approach (5-4) is examined in most of the chapters.
The book mentions a possible target audience
ranging from 4k to 4d but this seems a bit of a
reach.
"Galactic Go Volume 2" offers no discussion of
strategic concepts for 3-stone handicap games, just
in-depth analysis of 20 games between amateur and
professional players. The analysis is very detailed
in the openings with at times complicated joseki
analysis. But the level of detail goes down sharply
as you progress through the middle game, with next
to no attention for the endgame.
The book uses a problem/answer style to move
through the games which made the book difficult to
follow. There are a large number of diagrams,
usually several to a page with a couple sentences
of explanation for each. The game and
problem/answer diagrams are all mixed together and
the actual game sequences are rarely marked as
such.
Once I started approaching each chapter/game as a
series of problems and not as a game, it became
easier to follow but I still felt lost
sometimes.
Production problems such as bad page numbering and
spelling errors plague "Volume 2" and on some pages
diagrams repeat with no added value. At least once,
I could not find the number move that the
explanation mentioned.
Final word: I came away from "Galactic Go Volume
2" with some interesting ideas but the narrow
subject and the difficultly of extracting those
ideas became big negatives. Unless you have an
interest in detailed analysis of high level 3 stone
games, I cannot recommend Volume 2.
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