Master Index of E-Journal
Reviews (2001-2003)
(alphabetical by title)
1971 Honinbo
Tournament, The (2/19/01)
2002 Go Yearbook (11/04/02) The ABCs of Attack
and Defense (4/21/03)
AIGO 1.3.0 (04/22/02) Art of Capturing Stones
(1/06/2003)
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)
Counting
Liberties and Winning Capturing Races
(11/03/03)
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)
Galactic Go, Vol. 1
(02/04/2003)
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)
The Girl Who Played Go
(07/15/2003)
Go as Communication
(03/31/2003)
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)
Handbook of Star
Point Joseki(05/19/03)
How to Play Handicap
Go(04/28/03)
In the Beginning
(5/14/01)
Intermediate
Level Power Builder, Vol. 1 (8/13/01)
Intermediate
Level Power Builder, Vol. 1 (9/22/03)
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)
Learn to Play Go,
Volume IV: Battle Strategies (5/26/03)
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,
Elementary Go Series Vol. 4 (2003)
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
Making Good Shape
(03/24/2003)
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)
The Nihon Ki-in
Handbook Volume 4, Handicap Go (03/17/03)
The Nihon Ki-in
Handbook Volume 4, Handicap Go (11/03)
One-Thousand and One
Life-and-Death Problems (08/19/02)
Opening
Theory Made Easy (01/28/02)
Palm SGF (11/2003)
Pro-Pro Handicap
Go, edited by the Nihon Ki-in (2/5/01)
Positional
Judgment: High-Speed Game Analysis
(03/11/02)
Purpleheart Go Board
(10/20/2003)
Restless Directed by Jule
Gilfillian (1/29/01)
Sabaki, How to
Manage Weak Stones (2003)
Sabaki, How to
Manage Weak Stones (07/28/2003)
Segoe Tesuji
Dictionary(2003)
Split; a play
(09/30/02)
Tesuji and
Anti-Suji of Go 4/17/01
Tesuji, Elementary Go
Series Vol. 3 (6/6/2003)
Tesuji Made Easy CD
(8/28/01) The
Thirty-six Stratagems Applied to Go
(1/20/03)
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)
|
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.
[Return to Top]
|
|
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.
[Return to
Top]
|
|
The
ABCs of Attack and Defense
By Michael Redmond 9P
Published by Slate and Shell
Translated by Steven Bretherick,
Edited by William Cobb and Gordon
Fraser
Reviewed by Michael Turk (Australian
10k)
April 21, 2003
This
book features an all-too-rare
combination, an author who not only a
strong player but a good teacher, too.
Based on four principles - two of
attack and two of defense, "ABCs" is
designed for weaker middle-level kyu
players. Chapter 1 illustrates four
basic principles of attack and defense
in relation to the sanrensei (three
star points in a row) formation.
Chapter 2 applies these principles to
handling the two-sided two-space-high
and the two-space-high and knight's
move double approaches. The basic
principles are clearly reinforced and
some supplementary principles are also
expounded. Chapter 3 demonstrates the
movement of the stones in accordance
with the four basic principles when
black uses a pincer within 4-stone
handicap games, again reinforcing the
basic principles. It also briefly looks
at building a moyo. The final chapter
looks at 3-stone handicap games and
illustrates the use of miai. And,
again, the basic principles are
reinforced with examples of fighting.
One of the skills that I lack at my
level is the ability to fight
effectively or consistently,
particularly against stronger players
in a handicap game. This book is a sort
of fighting primer. It contains
examples from illustrative games and
various joseki and tesuji for attack
and defense. The emphasis is on
understanding rather than memorization.
I am looking forward to surprising my
regular opponents in the Sydney Go Club
and on kgs with an improved ability to
fight in the next few months as the
result of applying the principles
contained within this
book.
[Return to
Top]
|
|
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.
[Return to
Top]
|
|
Art
of Capturing Stones
by Wu Dingyuan and Yu Xing
Published by Yutopian
Reviewed by Steve Fawthrop
January 06, 2003
This is
a delightful book of problems. It
concentrates on two themes,
ishi-no-shita (under the stones) and
nakade (big eyes), and offers 91
wonderful problems to get you thinking.
It must be admitted that many of the
shapes are unlikely to occur in a game
(although very few are so artificial as
to appear contrived) but that does not
detract from the beauty of some of the
sequences. I found myself smiling with
pleasure over and over when a problem
was solved. Without doubt, there is a
lot to be learned from this book, but
it is not for the beginner. A sound
knowledge of basic tesuji is required
to appreciate it. You will probably
have a thrill of excitement the first
time you use one if these techniques in
your own games. I would recommend it
for high kyu and above.
[Return to
Top]
|
|
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.
[Return to Top]
|
|
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."
[Return to
Top]
|
|
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.
[Return to Top]
|
|
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
[Return to
Top]
|
|
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
[Return to Top]
|
|
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.
[Return to
Top]
|
|
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.
[Return to
Top]
|
|
Counting
Liberties and Winning Capturing
Races
By Richard Hunter
Published by Slate & Shell
Reviewed by Dennis Hardman
November 3, 2003
This
book deals with the rather narrow (but
valuable) techniques of winning
localized life-and-death fights
occurring between groups of stones
where it is a race to see which group
lives and which group dies. The book
describes the basics of what actually
counts as a liberty, categories of
liberties (e.g., inside vs. outside),
how these liberties figure in the
fight, and the types of fights that can
occur (Type 1, Type 2 with a Ko on the
outside liberties, etc.). It provides
the reader with "formulas" for
evaluating a fight without having to
explicitly read out every line of play.
The trick is to correctly count the
number and type of liberties to
determine the type of fight so that one
can ultimately apply the "formula".
Later chapters show how the techniques
are used in realistic fighting
situations, and provide about 50
problems and several commented
professional games to drive the
concepts home. Well written and nicely
laid out, I would recommend this book
to players of all strengths,
particularly those with a mid-kyu
ranking. However, this book should be
valuable to even the strongest player
because, as the preface points out,
"Many players, even quite strong ones,
have a poor grasp of these
fundamentals."
http://www.slateandshell.com/
[Return to
Top]
|
|
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.
[Return to
Top]
|
|
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.
[Return to Top]
|
|
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.
[Return to Top]
|
|
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.
[Return to Top]
|
|
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.
[Return to Top]
|
|
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.
[Return to
Top]
|
|
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/
[Return to
Top]
|
|
Galactic
Go, Vol. 1
by Sangit Chatterjee and Yang
Huiren
Published by Yutopian
Reviewed by Steve Fawthrop
Feburary 04, 2003
The aim
of Galactic Go isn't clear. The title
certainly gives no indication -- what
exactly is "Galactic Go"?
From my
reading, it appears that Galactic Go is
an effort to explain middle game
fighting in 3-stone handicap games. The
chapters, however, are organized
according to the opening joseki moves,
and not according to middle game
principles. Since it also contains long
sections on obscure joseki which would
be more at home in a joseki dictionary,
perhaps the intent is to explain the
choice of joseki in a 3-stone game. I
couldn't tell.
But
that's not the biggest problem.
Galactic Go is rife with errors.
Diagrams are missing stones and labels,
text sometimes does not correspond to
the diagram, and, at times, the
explanatory text is simply
confusing.
For
example, one diagram declares failure
for black because a ladder does not
work when, if fact, black gets a good
position by a simple geta capture. In
one chapter, the diagrams switch back
and forth between a joseki and its
mirror image, making the sequence hard
to follow. In another, the text
alternates between two different
threads without explanation or
transition.
Diagram
explanations are sometimes far too
spartan. There are long series of
diagrams in which the text essentially
adds no more than "Black did this.
White did .that. What should Black do
next?" It makes for dry reading.
Moreover, several interesting moves are
passed over completely.
When
moves are examined in the text, the
level of detail varies so widely that
it is hard to know what level the book
is aiming for -- I would guess about 7
kyu to 2 dan.
I was
left with the impression that Galactic
Go was put together quickly without
much planning and analysis. The
mistakes I found make it hard to trust
the remainder and so call into question
the validity of the book as a
whole.
The
authors say there will be three more
volumes in the series. I hope that more
effort is put into the remaining
three.
[Return to
Top]
|
|
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?
[Return to
Top]
|
|
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.
[Return to Top]
|
|
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.
[Return to Top]
|
|
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.
[Return to
Top]
|
|
The
Girl Who Played Go
by Shan Sa
translated from the French by Adriana
Hunter
280 pp.
published by Chatto and Windus of
London, a division of Random House
Reviewed by Roy Laird
July 15, 2003
In The
Square of The Thousand Winds, a Chinese
girl plays go. Serious go, toppling
opponent after opponent. The time is
the early 1930's and the Japanese are
invading. Hearing that "terrorists"
from the Chinese Resistance meet at the
Square to plot their next moves, a
Japanese soldier visits the square in
disguise, to spy on them. Instead he
falls into a game with the girl who
plays go. They meet at the square day
after day to continue this strangely
compelling game. Meanwhile, we watch
their lives converge toward a startling
climax.
The
award-winning author seems to know her
Asian history and literature, and even
fills us in with footnotes when the
characters participate in major
historical events, or discuss history.
Attention to detail is so "granular"
that the Chinese girl depicted on the
cover is even holding authentic Chinese
stones! (Chinese stones are flat on one
side.) The writing is sprinkled with
thoughtful little gems, but seems
mostly halting and disjointed, and the
occasional intrusion in the translation
of Britishisms like "chivvying" is a
bit jarring. Most of the chapters are
only a few paragraphs long -- just when
we're beginning to immerse ourselves in
a scene, it's over. Nonetheless, as
often happens with good books, I am
left with vivid memories and images,
and thoughtful questions about the
meaning of war. You have to admire the
author's ambition. Through these
gradually intertwining lives, one
Chinese, one Japanese, she seeks to
illuminate a dark era of occupation,
torture and violent death, and to some
degree she succeeds.
As a go
player, I was happy to see the game
presented as in a compelling, dramatic
way. The Japanese lieutenant goes to
the Square on a mission for his country
and the Emperor, but finds himself
hopelessly seduced by go. He confesses
to his Captain, who shows his
understanding by quoting the Chinese
philosopher Zhuang Zi: "When you lose a
horse, you never know whether it is a
good thing or a bad thing." In the end,
the game becomes the means by which two
minds meet in a profound, life-altering
way.
This
novel takes its place in a growing
lexicon of "go stories". The ongoing,
periodically adjourned game that
progresses through most of the book
invites comparison with Kawabata's "The
Master of Go," which won the Nobel
Prize for Literature in 1968. After the
degrading portrayal of women in
Sung-hwa Hong's tough, dark "First
Kyu", it's nice to see a woman who is
not just the central character, but
clearly the master of a her fate -- and
a strong go player to boot!
Most of
all, "The Girl Who Played Go" brings to
mind the classic film "The Go Masters",
a historic Chinese-Japanese film that
has been called "an Asian 'Gone With
the Wind.' " Unfortunately, "The Go
Masters" is not commercially available
at the present time, but if you go to
ftp://ftp.hikago.flirble.org/pub/Misc/
with a high-speed modem, you can
download a 300 MB .avi file and view
this incredible masterpiece
I
ordered my copy of "The Girl Who Played
Go" from amazon.com at for about $20,
it makes a good read, and a great
gift.
[Return to
Top]
|
|
Go as Communication
by Yasuda Yasutoshi 9-dan
Slate & Shell
Reviewed by Simon Goss
March 31, 2003
"Am I
the only one who feels that people,
children and adults alike, look tired?"
So writes Yasuda Yasutoshi 9-dan in the
preface to Go as Communication.
Yasuda's attention had been caught by a
news report of the suicide of a bullied
school child, and he had become "...
obsessed by the notion that I had to do
something about the social problem in
addition to simply popularizing Go."
The first part of Go as Communication
describes Yasuda's visits to
kindergartens, schools, homes for the
mentally disabled, day care centres for
the elderly and a school for the deaf.
Almost all those he writes about have
some kind of difficulty communicating
with others. Many are, to a greater or
lesser extent, socially excluded as a
result. In the second part of the book,
Yasuda gives advice on how to teach go
to children of different ages in large
groups, and how to teach it in the
other kinds of institution he has
visited. Part three gives a brief
account of similar work that has been
done in the Netherlands, Romania, the
Czech Republic, Poland, Hungary and the
USA. Yasuda is well known as the
inventor of Capture Go, and what he
says about it came as a bit of a
surprise to me at first. I had always
been led to believe that Yasuda's main
aim was to popularise go, and that
beginning with Capture Go was basically
a technique to lead people to it
gently. Nothing could be further from
the truth. "Popularizing Go" is a
phrase that is used occasionally in the
book, but it isn't the objective.
Yasuda states his objective in terms
such as "help change society" and "do
something about the social problem". He
teaches Capture Go as a game in its own
right. He recognizes that a few people
will move on to regular go, but doesn't
get excited about it. If most people
stick with Capture Go and enjoy it,
that's fine with him. Indeed, he
explains that some of the mentally
handicapped people he meets will
probably never understand even the
capture rule, but will anyway enjoy and
benefit from the even simpler game of
just placing go stones on
intersections, and that's just fine
too. Will this book do anything for
you? Well, if you want to improve at
tesuji or joseki, definitely not. It
contains a basic explanation of the
capture rule, but if you're any
stronger than 36-kyu it will teach you
nothing at all about the game. If you
want to teach go to bright people who
are able and willing to give you ten
minutes of their attention, it may not
help you much either. If you want to
teach go to large groups of people with
low or mixed abilities and/or
motivation, then it will certainly give
you food for thought and may even help
you. But the people I'd really like to
see reading this book aren't go players
at all, but school teachers and care
workers. If you can think of a person
like that to whom you could give a copy
of this book, I think you'd be doing
them, and go, a huge service. (A longer
version of this review originally
appeared in the British Go Journal,
#129, Winter 2002)
[Return to Top]
|
|
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.
[Return to Top]
|
|
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
| |