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GW 43

Go Winds Volume 4 Number 3 discusses the importance of understanding correct shapes in Go to avoid crude plays that can hinder a player's progress. It includes translated articles and lessons from notable Go players, focusing on strategies and techniques to improve gameplay. The publication aims to enhance the Go community's knowledge through practical examples and exercises.

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Jeff Hambre
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0% found this document useful (0 votes)
13 views14 pages

GW 43

Go Winds Volume 4 Number 3 discusses the importance of understanding correct shapes in Go to avoid crude plays that can hinder a player's progress. It includes translated articles and lessons from notable Go players, focusing on strategies and techniques to improve gameplay. The publication aims to enhance the Go community's knowledge through practical examples and exercises.

Uploaded by

Jeff Hambre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GO WINDS

Volume 4 Number 3 Fall 2000 $3.00


board position. On the other hand, a play that
GO WINDS GO WINDS
can immediately capture the opponent’s dragon,
or a play that can deliver the fatal blow is not
Volume 4, Number 2 considered a crude play, regardless of how bad
HI! Summer 2000 the shape is. Such a play can only be considered
A
B 1
as a practical play and not a crude play.
Published by Yutopian Enterprises The goal of every Go player should be to look
Welcome to Yutopian Enterprise’s Go Winds, 2255 29th Street, Suite #3
designed to add spark to the winds of your Go for the most effective play in every situation,
Santa Monica, Ca 90405 from a whole-board point of view. By
studies. If you have any suggestions for Tel: 800-YUTOGO-3; FAX 310-578-
improvement please let us know. We are accomplishing such a goal, victory is within Diagram 5 Diagram 6
7381 reach. Unfortunately, beginners often cannot
providing a series of translated articles from the e-mail: [email protected]
Chinese and Japanese Go scene and a series of grasp the importance of this concept. We hope Diagram 5 - This shape is very common in
web-site: www.yutopian.com the readers can learn to distinguish correct and games. Most beginners will turn at A, allowing
articles on the application of the principles of
war to Go. Enjoy! bad shapes in this lesson. white to reinforce at B. Black A helping white
Published Quarterly get strong at B did not grasp the importance of
Price: $3/Issue Subscription: $10/Year good shape. B is a vital point both sides should
CONTENTS (Yutopian customers with a $50 order or fight for.
more per year receive the magazine free.) Diagram 6 - Black 1 is like a dagger piercing
Nie Weiping’s Introduction To Go Lesson 15 1
Ma Xiaochun’s Go Lecture 8 . . . . . . . . . . . . . 6 white’s heart. White’s shape collapses instantly.
Translations by One must grab the opportunity in a timely
Lee Changho’s Positional Judgment ABCs - 3 8 Sidney W. K. Yuan
Analyzing Korean Games Part 3 . . . . . . . . . . 10 1 1 manner.
Editing, Layout, and Diagrams by
Yoo Changhyeok on Attack Part 2 . . . . . . . . 12 Craig R. Hutchinson
Go Stories Part 7 . . . . . . . . . . . . . . . . . . . . . . 14 Diagram Creation Software - Go Write
Sangit’s Column Part 6.2 . . . . . . . . . . . . . . . . 15 Proof Assistance - Anthony Blagrove
Go- Application of the Principles of War 12 17 Diagram 1 Diagram 2
5 3
Diagram 1 - This is taken from the actual 4 3 7
All rights reserved according to game of a beginner. Black’s shape is not bad,
international law. Go Winds or any parts 2 1 1
without any obvious defects. White’s peep at 1 6 2
thereof may not be reproduced in any is a good play aiming to make black’s shape
printed form, nor stored in any electronic heavy. It’s black’s turn to play. What is the
retrieval system, nor recorded in any other correct response?
medium without written permission from Diagram 2 - Black’s connection at 1 is the Diagram 7 Diagram 8
the publishers, except for short excerpts as worst possible response. This a crude play Diagram 7 - Black’s peep at 1 aims to cut at
a part of a written review. because it forms an empty triangle with the • 6. To protect the cut, white tigers at 2. Black’s
stones. Black’s shape becomes heavy, and it hane at 3 takes advantage of white’s liberty
Printed in America does not pose any threat to the surrounding shortage. After white’s poke at 4 and black’s
white stones. block at 5, the sequence forces white into an
Diagram 3 - The double up at black 1 is the overdeveloped shape, and black builds a
NIE WEIPING'S only play, which serves two purposes. First of magnificent outward influence.
all, it helps black to escape. Second, it threatens Diagram 8 - If white connects solidly at 2,
INTRODUCTION ), forcing white to extend to 2, which allows black jumps to 3. White still ends up with a
black to jump to 3. Black’s shape is vivid. heavy shape.
TO GO Conclusion - Black 1 is a severe play which
Lesson 15 forces white into an overdeveloped shape.
Correct Shapes in Actual Games (2) Otherwise white 1 will give white excellent shape.
3
Most beginners lack understanding of correct 2 3 2
shapes, and let crude plays (plays that lead to 1 4 1
overdeveloped shapes or over-concentrated
shapes and plays that reduce one’s own liberties)
hinder their progress. Making repeated crude
plays leads to bad habits. Unless one makes
painstaking efforts to correct these bad habits, Diagram 3 Diagram 4
it is very difficult for one to advance one’s level Diagram 4 - If white jumps to 2 instead,
of play. expanding1 his influence on the
1 right, black hanes
Crude plays often result due to short at 3, forcing
4 white to descend to 4. This way,
2 3
white is confined to the corner, and black can be
sightedness and lack of thorough consideration.
They are created as beginners try to capture the satisfied.
opponents’ stones, or to avoid being captured
without thorough consideration of the whole-
Diagram 9 - The pincer of black 1 is common. After white extends to 2, the hane of
Diagram 9 Diagram 10 black 3 forces white to turn to 4, forming an
Vol 4, Num 3 Go Winds Fall 2000 1 2 Go Winds Fall 2000 Vol 4, Num 3
empty triangle. Overdeveloped shapes often 2, then you got the correct solution. Although frequently in
result due to a lack of consideration. White 4 the variations that follow may be complicated, beginners’ games and handicap games. White
seems to be unavoidable. However, the root of the concept is very similar to Dia. 12. This should ignore black’s atari at 1, because the
the problem was white 2. sequence shows one of the joseki in this three white stones under atari are unimportant.
Diagram 10 - A jump to white 1 is brilliant situation. 5 5 Connecting at 2 results in a heavy shape. It is
and light. It successfully spoiled black’s plan of 7 3 4 7 3 4 like carrying heavy baggage.
attack. 1 6 2 8 1 6 2 Diagram 28 - White lightly jumps to 2 in
8 reply to black’s atari at 1. Black has to waste
another play to capture at 3.
11 Diagram 21 Diagram 22
2 4 8
1 A 1 3 Regardless of what happens, white’s position
6 would always be worse than that of Diagram
B 5 21.
7 3 7
3 5
9 5 1 10
1 1 4 6
6 8 2 4 Diagram 17 Diagram 18 2 2 3 7
Diagram 17 - Most beginners will push at 1
Diagram 11 Diagram 12 instead of cutting at either A or B. Black 1 is a
Diagram 11 - This is a joseki of the 3-4 crude play which leads to an overdeveloped 4 3
point. How should black reply when white shape. 5 1 2 1 2 Diagram 29 Diagram 30
attaches? Diagram 18 - Here is another sequence of 3 Diagram 29 - Here is another example from
Diagram 12 - The sequence of white 1 crude plays by black. Black 3 should cut at 5. a beginner’s game. Black tigers at 1, attacking
through 11 is a joseki. The characteristic of a Black’s crude plays help white to form a white. The turn at 2 is a typical crude play.
joseki is that every play is reasonable, giving the wonderful shape. Diagram 23 Diagram 24 Black jumps out to 3 with splendid shape,
best outcome to both sides. Diagram 23 - Following the attachment of putting white in a miserable position.
black 1 and the hane at 2, black 3 is a terrible Diagram 30 - An attachment at 2 in reply to
play. White ataris at 4 and forces black into an black’s tiger at 1 is the vital point for good
overdeveloped shape. Black 1, 3 and 5 are all shape. The end result can be considered an even
2
crude plays. exchange.
5 5 1 3 2 Diagram 24 - Regardless of whether black 1 is
4 4 a good play, black should counter-hane at 3, in EXERCISES
2 3 3 2 1 reply to white’s hane at 2.
1 1 3

Diagram 19 Diagram 20
Diagram 13 Diagram 14 Diagram 19 - Instead of the crude play, black
Diagram 13 - The sequence shows a typical cuts at 1, forcing white to extend to 2. After 3
response of a beginner. Black 2 is a crude play black extends to 3, the difference between Dia. 4
reducing one’s own liberties and can potentially 18 & 19 is like night and day. 3 2 2 4
lead to an overdeveloped shape. White 3 is Diagram 20 - After the crude play in Dia. 17, 1 1
inevitable. After the hane at black 4, white’s black should be careful not to play one crude Problem 1 Problem 2
counter hane at 5 keeps the attack on. play after another. If black cuts at 1, white Problem 1 - Black to play. Where is the vital
Diagram 14 - If white attaches from the connects at 2. After black captures at 3, white’s Diagram 25 Diagram 26 point for white in this position?
other side, a hit at black 2 is still a crude play. outward influence is not as magnificent as in Diagram 25 - This position often results in Problem 2 - Black to play. This position is
White blocks at 3 and after the exchange of Dia. 18. beginners’ games who lack joseki knowledge. slightly different than that of the previous
black 4 and white 5, black also fails. Diagram 21 - This diagram shows a joseki White 3 is a crude play forming an empty diagram, however, the goal and the technique
Diagram 15 - From the two previous with an even exchange. triangle. used are identical. Where is the vital point?
diagrams, one can conclude that there might be Diagram 22 - A beginner would tend to block Diagram 26 - Here the end result is satisfying
a systematic at 7, forming an empty triangle with white 3 and to both sides and can be considered an even
5. exchange.
5

2
3 6
1 1 4 1 1
2 4 3 2 3
Problem 3 Problem 4
Diagram 15 Diagram 16 Problem 3 - Black to play. Where should
way in distinguishing good shape from bad ones. black play next?
What is the best response to white 1. Diagram 27 Diagram 28 Problem 4 - White to play. Where is the
Diagram 16 - If your first impression is black Diagram 27 - This position appears location for good shape?
Vol 4, Num 3 Go Winds Fall 2000 3 4 Go Winds Fall 2000 Vol 4, Num 3
SOLUTIONS Correct Solution 4 -
The tiger at 1 is the key NEW KISEIDO BOOK Fourth game in the 7th New Athletic Cup
to good shape. After Finals
3 black hanes at 2, white
6 The World of Chinese Go
1 4
2
makes life with 3 and 5. 3 5 by Guo Juan Black- Ma XiaoChun 9 dan, White- Cao Dayuan
1 2 White can still cut at A. 1 8 dan. The game was played on Dec 6, 1985 in
A B Failure Solution 4 - 2 An in depth Chinese go scene view devoted ShengZheng. This is a best of five match, with
An attachment at white to some of China’s super-stars such as Nie Ma leading 2:1.
1 is a crude play. Black Weiping, Ma Xiaochun, Chen Zude, Chang
hanes at 2 and 4, forcing Failure Solution 4 Hao, & the great female Rui Naiwei. Detailed
Correct Solution 1 Failure Solution 1 white to make an empty triangle at 5. After game analysis is presented with character and 26 38 36 37 41 43 44
Correct Solution 1 - The peep at black 1 is black 6, white ends up with an overdeveloped personality insights. Great for game study 25 2 24 11 28 13 32 15 39 40 14 A
the vital point. When white turns to 2, black shape and fails. and entertaining reading. $18 s/h: $1. 23 12 19 18 30 31 6 16 1
jumps to 3 nicely. Black can choose to cut at A 5 20 17 22 34 33 B
21 50 46 45 35 42
or jump to B in the future. Black has the upper Kiseido Publishing Company, USA
hand. 10 27 48 47 C
2255 29th Street Suite #4; 29 49 51
Failure Solution 1- Black’s extension to 1 is NEW YUTOPIAN Santa Monica, CA 90405 D
too slow and ineffective. White reinforces at 2 Tel: 800-988-6463; FAX: 310-578-7381 8
and black fails. SOFTWARE e-mail: [email protected]
http://www.kiseido.com 9

GO GAP
FOR WINDOWS 7
4
3
1 2 1 Games Against Pros (GAP) allows you to NEW
replay a professional game as if you were in KISEIDO SOFTWARE
the game. Choose to take black or white Figure 1 (1-51)
against your favorite professional or play as
if you were him. Over 3600 games. The Go Professional II Figure 1 - White plays a splitting invasion at
Correct Solution 2 Failure Solution 2 8. This is a conservative approach. Black 19 is
program grades your performance and ranks Win. 95 CD-Rom (Go4++)
Correct Solution 2 - Black 1 is a severe play. you from beginner (>30 kyu) to usually played as in Diagram 1. Black is
White’s shape instantly collapses. professional (>7 dan) level. Price :$45 s/h: $30 $3.5 s/h satisfied with sente after white 8. It seems that
Failure Solution 2 - A jump to black 1 is a $3 1999 Fost Tour.nament Champ. Most black abandoned this ordinary approach trying
crude play. White reinforces at 2 and black has powerful yet simple-to-use Go playing to claim victory with an unexpected turn. This
no follow-up tactics. program. Internet play option. Play against results in an unexpected exchange with the
TESUJI MADE EASY human or computer. Hint option. Take sequence through 29. Unfortunately the
back/forwards to any point in the game. A exchange of black 15 and white 16 slightly
FOR WINDOWS range of board sizes available. Various skill favors white. Black 15 would be played as a
and handicap levels. Load, save and print hane at A, if the sequence from black 19 to 29
There are 2440 tesuji problems : 1043 Life on the upper left took place first.
3 4 games. Requires: PC running Windows 95 or
2 1 9 1 and Death, 217 capturing races, 596
98 with a Pentium 100 processor or higher.
5 Endgame, 259 Attack, and 325 Defense. 11
30 megabytes free hard disk space, 16
6 The problems are compiled from various 6 4
4 7 2 3
megabytes of free RAM, CD-ROM Drive, 7 5 2 8 3
sources, including famous classic literatures
8 SVGA Graphics, Microsoft Mouse or 1 4 1
of Xuan-Xuan-Qi-Jin, Igo Hatsuyo-ron,
compatible pointing device, Soundblaster or 3 9 2 5 12
Correct Solution 3 Failure Solution 3 Guan Zi-Pu, GoKyo Shumyo, as well as
compatible sound card. 10 8 6
Correct Solution 3 - The position came modern encyclopedias. A comprehensive 7 13
from a 3-3 invasion in the corner. A hane at collection for developing your tactical
black 1 is inevitable, as advised by the proverb, reading skills. Price: $50 s/h: $3
“hane at the head of two stones.” The sequence
from white 2 to black 9 is certain, with black Diagram 1 Diagram 2
confining white in the corner. Go World White 30 is premature and should be played at
Failure Solution 3 - Special - $28 for 5 issues instead of 4 the bottom to take the big territorial point and
Black’s extension to 1 is Current issue #89 (Summer 2000) wait for the opportunity to attack black’s two
too loose. After the point extension (black 11 and 13) at the top.
exchange of white 2 for White 40 should atari at B since black can
black 3, white jumps out only form one eye in the corner with gote.
A to 4. After this, it is White 42 should be at C. A forcing play at
4 2
difficult to confine white black D is far less powerful than black 51 in the
3
5 1 in the corner. MA XIAOCHUN'S game. Black 51 creates a weakness as shown in
Diagram 2. When black descends to 1, white
Correct Solution 4
GO LECTURE 8 has no good reply; if white connects at 3, black
Vol 4, Num 3 Go Winds Fall 2000 5 6 Go Winds Fall 2000 Vol 4, Num 3
diagonals at 7, and white is worse off. If white A. might seem unimportant now, but this was one
tigers at 2, white is not completely alive after Black manages to make life and retain sente of the reasons why white lost this game.
13. In other words, white is dead if black gets after white 94. Black has a solid lead. When white played 40, he overlooked black
strong on the outside. Looking back, black 95 was clearly a mistake. 41, which created the strong plays of 43 and 45.
Due to consecutive mistakes, white's lead (due The peep at 95 was a crude play aiming to force White has no choice but to wedge at 50.
mainly to the gain on the upper left) has white to connect at C, and thus take the
vanished. opportunity to settle black’s shape. To black’s
surprise, white ignores this play. On the heel of 8
this, black makes another crucial mistake. 4
If black loses this game, then black 101 is 7 4 5 2 3
80 undoubtedly the losing play. 5 1 6 1 6 7
75 3 2
8
Diagram 5 - If black
73 68 84 2 101 extends to 1 and Diagram 6 Diagram 7
113 70 71 67 82 76 3 1 white counters with 2,
66 69 89 83 81
99 72 86
then black descends to Diagram 6 - If white neglected to wedge,
101 96 111 112 78 77 79 3, securing territory black hanes at 1 and connects at 3. White has
103 102 100 98 88 85 74 comparable to that of no follow-up tactics. White suffers dearly, with
104 97 87 the actual game, but white 4 to 8.
105 110 90 93 the outward influence Diagram 7 - If white 4 of the previous
109 108 94 55 B is far superior. In the diagram connects at 1, after black 2, white is
107 106 54 A 64 60 Diagram 5 game, black was too forced to press at 3. After black 8, white can no
95 C 92 56 58 59 62 eager to claim victory longer kill black.
53 52 91 57 63 by securing more territory, and was surprised White 74 and 76 are the game’s final losing
65 61
when white sacrifices a stone. White also builds plays. White’s correct reply is to thrust at 88.
up his strength in the center, forcing black to Black will then block at 89, followed by a white
Figure 2 (52-113) connect bitterly at 113. The balance tips in diagonal jump to B, forcing black to connect,
Figure 2 - White is faced with another white’s favor. before sealing at white 76. White’s mistake cost
dilemma after black 55. White wants badly to In giving up a stone with the sequence him three points.
secure the corner at 58. However, if black following white 100, white shows his superior
jumps to A, white is forced to answer at 91, or whole board thinking. However, at this critical 61 62 32 31 25 53 23 22 24
white's lower side may be in danger. After moment, black also answers with a few exquisite 43 44 52
serious considerations, white jumps to 56. Black plays of his own 29
invades at 3-3 immediately. The sequence that 58 59 38 28
follows through 65 is inevitable. Black elects to 73 75 76
29 27 28
tiger at 61 instead of connecting, because it's 19 30 A 668

unlikely black can play a clamp at B in this 64


37 567
47 15 41 35 34 26 71
situation. 63 62
46 14 13 19 20 49 55 72 74 78 79
52 44 61 66 65
40 12 56
83 45 50 43 54
Diagram 3. 9 3
82 51 53
Instead of 50 7 8 64
14 41
13 2
attacking blindly 69 92 57
21 11 10 65
1 12 with the sequence 91 90 37 56 97 1
11 beginning with 98 59 42 40 55 49 46 2
15 66, white should 67 68 60 58 25 47 48 4
simply jump to 86 93 24 94
7 8 5 3 70 16 17
5 3 6 1 A
74, or hane at 1 87 84 85 100 79 80
27 18 80 77
9 4 4 2 as shown. The 15 14 99 96
10 hane at white 1 21 17 16 76 74 Figure 4 (1-81, i.e., 201–281)
6 7 creates the atari 35 34 20 75 31 88 70 72 95 (30,36,42,48,54,60,66,81@)
8 39 33 32 23 22 26 78 77 B 89 71 73 33,39,45,51,57,63,69@27)
at white 11.
10 9 11 81 38 36
12
White then Figure 4 - Black made a small mistake in the
destroys black's Figure 3 (14-100 i.e. 114-200) (18@•) end game, leading to a game deciding ko fight at
Diagram 3 Diagram 4 territory with 3. Figure 3 - Black 95's effect is completely 27. When the ko fight proceeds to white 66,
White makes life erased with the sequence from the counter-atari black was lucky to have a hane at 67 and won
after 15, and black gets sente and can take the of black 15 to white 18. Black plays tenuki with the game by a narrow ¾ point margin after 281
big territorial point on the right side. The game 19 and occupies the last big territorial point on plays.
would have been close. the board.
Diagram 4 - If black hanes downward with 1,
black's corner is stolen by white and black is White 30 should connect at A. During the
worse off compared to the previous diagram. If game, white did not realize that allowing black
black 7 blocks at 8, white escapes by jumping to to play at 30 still results in two ko threats. This
Vol 4, Num 3 Go Winds Fall 2000 7 8 Go Winds Fall 2000 Vol 4, Num 3
10, white is satisfied. point with an extension to 3. White blocks the
Lee Changho’s 7 5 6 corner with 2, and seals black in with 4. After
1 2 8 black 5, white hanes at 6 and tigers nicely with
ABC’s of 3
10
sente at 8. Brilliant!
4
Positional Judgment 9
Part 3
Diagram 1
In the game, after the exchange of black 7 and 7
the splitting maneuver of white 8, black invades
at 3-3 with 9 and successfully avoided the
variation in Diagram 1.
The two-point extension at white 18 is clearly
a big territorial point.
Black 19 approaching at 20 seems to better
follow the Fuseki proverb: “play in open areas.”
3

1 A 6 2 5
4

Figure 2 (1-7, i.e. 29-35)

Problem - Black to play


The 2nd game of the 37th Highest Rank C B
Tournament. Lee Changho (Black), Cho
Hunhyun (White)
Question: White just played ). What is the 11

biggest point for black? 6


5
3 4 10 1 2 12 8
9 7 8 A
15 13 14 6
9 10 16 5 6 27 B 7 7
11 2 1 Diagram 2 4
12 Diagram 2 - If black approaches from this 9
17 side, white plays a powerful pincer at 2. Black 5
18 then invades at 3-3 aiming at an exchange.
With the sequence through black 11, both black 2 3 1
• and 11 are low and the correlation is not ideal
24 26 8 for black. Moreover, in allowing white to
25 28
approach at 12, black is not satisfied. Diagram 3
23 A
The jump to black 23 in the game is good Playing black 5 as a hane at A is the best
19 shape. The invasion at white 24 is Korean tactic from a local point of view. White hanes
style. at 8 and black connects at 6.
21 4 3 If black 27 jumps conservatively to A, white Black successfully obtains territory with 1 and
22 20 will extend two points to B. In the game, after 3 and limits the effectiveness of white 4.
black jumps to 27, white’s attack at 28 is However, white can make good use of the
certain. thickness acquired by attacking the black group
Figure 1 (1-28) How should black reply? on the left. White can also complicate the
Figure 1 - White plays a two consecutive star- Figure 2 - Solution (1-7, i.e., 29 – 35 in the game by invading at C or B and try to claim
point opening against black’s 3-4 and star actual game). The crawl to black 1 looks small victory in chaos.
opening. Black 7 in defending the upper right but it is big. Black 1 in Figure 2 is worth about 15 points.
corner is a playable strategy against the pincer White occupies the bottom big territorial More importantly, it prevents white from
of white 6 points with the sequence from 2 to 6. Black building up thickness by attacking this weak
jumps up to 7 and it’s not bad from a whole black group. It also creates follow-up tactics for
Diagram 1 - Black’s invasion at 1 is board point of view. black at A. Although the approach at white 2
uninspiring. White’s block at 2 is certain. With There is another choice for black 1. through the jump to 6 alleviated the effect of
black jumping out to 9, the local exchange Diagram 3 - Black takes the big territorial black’s forcing play at A, black gets to jump up
comes to a halt. Getting the approach play at point with 1, and takes another big territorial nicely to 7 at the top.
Vol 4, Num 3 Go Winds Fall 2000 9 10 Go Winds Fall 2000 Vol 4, Num 3
Summary: Black has territory all over the Focal Point 2: How to Answer white 74
board and is thick everywhere. On the other Analyzing Cho Hunhyun is a powerful player, who can
hand, the three ) stones did not make any quickly strike a counter attack when the
territory and the upper left white group is still Korean Games opportunity arises. White 74 is a perfect
weak. The position favors black even if white Part 3 example. The situation seems to favor white
has sente. regardless of black’s response.
From the crawl at black 1, one can see that A Good Game of Lee Changho (5)
Lee stresses the importance of a solid base and Lee Changho (Black), Cho Hunhyun (White)
playing a balanced game and by doing so takes Black won by 12.5 points.
control of the game. This reflects Lee’s 2 A
It is noteworthy how Lee Changho handled his 3 4 5 C B
exceptional concept of whole board thinking. attacks in this game played in August 1993. A 6 7
1

7 17 73 1 3 2
14 19 2 20 50 14
16 15 13 18 3 1 2 72 62 60 59 49 57 9 1
26 22 21 10 6 12 20 71 61 63 55 32 33 11 15 Diagram 2 Diagram 3
25 23 8 9 4 5 70 58 56 19 8 12 Diagram 2 - The retreat of black 1 should
28 24 27 31 11 68 64 48 54 52 53 have no problem in protecting the corner.
69 47 51 17 31 18
However, when white thrusts and cuts with 2 and
38 36 30 13 16
4, black is forced to crawl along the second line
65 39 37 6 34
40 66 29
at 7. Black is not satisfied. Black should have
32 67 41 35 7 pressed at A with 7.
28 Diagram 3 - The extension to black 1 is not
42 26 appropriate at this moment. White can still
10 27 make life in the corner after black 3. Moreover,
46 44 45 25 22 24 3 74 there is still the cut of white A, black B and
4 43 21 23 5 white C.

78
Figure 3 (1-32 i.e., 36-68) (29@23, Figure 1 (1-74) 75 74 25 26
30@25) Focal Point 1: Diagonal Jump of black 11. 17 18 77
Figure 3 - White makes a shoulder hit at 1, White extended three points on the right 19 49
trying to reduce black’s territory. Black 4 to 8 21 20 48
without reinforcing. This of course prompted
23 22 68 73
is a sequence of orchestrated plays, cutting off black to invade at 13. This is common sense. 24 47 46 72
white and reaping up profit from attacking. There are hundreds of games like this. Some 61 59 57 67 81 27 28
Black captures solidly at 30 with sente, before may think this is crude, but mostly due to lack 60 58 56 45 80
jumping to the vital point of 32. The game of exploration of this invasion. During the 62 55 52 53 3 5 12 13
favors black. Super Go Tournament of 1994, Liu Xiaoguang 64 63 51 50 54 2 4 85
played similarly against Yamashiro Hiroshi. 9 6 8 86 83
White 14 prepares to sacrifice two stones. 66 65 111 7 10 84 79
VISIT 82 14 15
Diagram 1 - Afraid 70 69 33 34 43
www.yutopian.com 71 30 44 38 35
that black may hane at
Yutopian Enterprise’s web site for 5, white hanes at 1. 40 41 31 29 16 32 39
42 36 37
new souvenir items Although the sequence
for this Christmas. through 6 looks like
crude play, the profit Figure 2 (1-86, i.e., 75-160) (76@48)
14 12 8 6 10 is big, and black Figure 2 - Lee’s reply was black 1, which kept
15 13 9 7 3 2 maintains sente. sente until white 34, before defending the corner
4 1 Allowing black to at 35. Please note white’s exquisite attack
11 5 succeed in the corner sequence.
clearly does not favor
Go Winds Advertising Space white. This is why Focal Point 3:
Full Page - $100 white resists with 14. 2 white’s Final
Half Page - $50 After the exchange Counter-Attack
Quarter Page - $25 Diagram 1 of white 14 and black White plays white 46
15, black 17 and 19 4 instead of a jump to
3 1 47, afraid that black
form a thick and perfect shape. On the other
hand, white is not completely alive. Realizing may wedge cut at 46.
this, black begins his attack with 29. The hit at black 47 is
Diagram 4 brilliant.
Vol 4, Num 3 Go Winds Fall 2000 11 12 Go Winds Fall 2000 Vol 4, Num 3
Diagram 4 - After white 1 to black 4, white game. stones? This is the key in deciding the game.
can still make life. Black 13 and white 14 show that both sides Black abruptly starts an attack with 53 and 55.
have done their homework. How should we Lee annihilated a big white group on the upper
Black 51 is played leisurely, going with the judge the result after black 21? right with 159, showing Lee’s strength in
flow. black 79 is another brilliant endgame play, battles.
forcing white to give up territory. The victory
is in the bank for black.

12 72 70 71
1
28 14 2 11 B
94 26 13 69 A
92 27 10 68 1 C 2
93 15 9 4 59 95 3 2 D
3 58 29 5 4
1 60 30 6

5 97 98 Diagram 1 Diagram 2
21 43 44 86
91 83 82 48 84 Diagram 1 - The attachment at white 1
87 24 8 6 7 46 56 35 85 through the hit at black 6 is a variation. Black
89 19 23 96 57 34 4 is equivalent to black 21 in the actual diagram.
90 88 22 20 32 33 25 51 Although the exchange of black A and white B
17 54 53 lead to big losses for the black corner, the
81 74 exchange of white C for black D is a
49 80 41 disadvantage for white and white 5 is gote. This
50 31 75 66 55 52 16 67 18 38
result is worse than that of the actual game.
62 61 64 76 78 77 63 65 73 39 36 37 40
This must be the reason for Cho’s play in the
Figure 3 ( 1-99, i.e. 161-259) actual game.
(42,47@36, 45@37, 79@), 99@F) Focal Point 2: Splitting Play of black 25
Figure 3 - The exchange resulting from the The splitting play of black 25 is a smart choice.
ko fight of white 42 did not alter the game’s Diagram 2 - Black’s approach at1 is not a bad
outcome. play (the low approach also). However when
white pincers at 2, the heat has stepped up
Lee Changho’s Good Game (6) another notch. It’s difficult for black to
Lee Changho (Black), Cho Hunhyun (White) maintain the initiative. It would be a disaster if
white’s attack on the upper right is interrupted.
152 154 155 Focal Point 3: The Hit of white 30 For
148 146 147 150 134 117 115 116 127 157 141 Chinese and Japanese professionals, the reply to
4 23 96
145 120 149 130 132 133 61 156 118 119 black 29 is almost systematic, but not for the
143 151 153 107 131 90 60 9 159 1 97
140
Koreans.
26 144 142 135 139 105 94 54 15811 128 129
137 136 106 104 101 91 89 95 79 80 92 12 8 16
138 123 121 100 88 85 22 87 53 55 56 15 72
25 102 86 82 77 81 59 18 13 14 7
125 122 126 99 83 78 74 57 20 19 17 9 6 3 4
113 103 124 84 75 76 58 6 21 10 2 5 3
27 109 108 98 52 69 68 4 8 1 6 2 1 5 A
111 110 7 70 73
112 67 66 71
24 114 64 65
Diagram 3 Diagram 4
51 47 45 62 63 Diagram 3 - The block of white 1 is Korean
2 49 48 46 44 3 style. The sequence through black 10 is the
30 36 33 10 37 28 5 38 43 general response. However, with black’s two-
32 29 31 34 35 41 40 42 39 50
point extension on the side, white’s outward
influence is wasted.
Figure 1 (1-159) (93@22) Focal Point 4: Battle at the Bottom The
Lee has to fight hard for this victory. attack of white 34 leaves no reservation. Black
However, Lee’s opening is quite good. 37 plays tic for tac.
Focal Point 1: Ascending Play of white 12 Diagram 4 - If white 38 is a hane at 1, the
In the previous games, the diagonal play of two-step hane at 2 is a tesuji. White A is sente.
black 11 was the focal point. After half a year, Focal Point 5: The Powerful Attack at
Lee makes the same play again, showing his black 53
confidence in this play. White changes his reply Do the white stones on the upper right give
at 12, and this becomes the focal point of this white outward influence, or are they weak
Vol 4, Num 3 Go Winds Fall 2000 13 14 Go Winds Fall 2000 Vol 4, Num 3
Yoo Changhyeok 7
2 1 4
on Attack A 3 5 6
Part 2

Most amateurs love to attack the opponents’


‘dragons’ directly, however, this is far from the
professionals’ perception on attack. My Diagram 1
definition for attack, here, is to come up with A
territory through the understanding of the Diagram 1 - (White’s Aim) After the 27 26
opponent’s train of thought, or to take counter-attack of white 1 and white 3, black 19 13
initiative in developing the game according to realizes that he is on the verge of collapsing.
one’s plan. Therefore, please don’t be too Please note that due to the presence of ), 18 14 20 22
black cannot play a ladder at A, after white 7. 15 17
concerned about the term ‘attack’. Please join 24 23 21
16
me in exploring my thoughts during the games 25
and see how one can take the initiative in
developing the game. Maybe it is easier to 7
understand if one changes the title of this article 4 1 2 Figure 2 (13-19)
6 5 3 A Figure 2 - (Yoo ChangHyeok’s Attack) black Figure 3 (20-27)
to “Yoo Changhyeok’s thoughts of taking
initiative.” B 13 is an ambush of great location. If black Figure 3 - (Good Pace) White is forced to
misses this opportunity, he may never get a jump to 20. Black begins his attack on white
second chance. with 21 and continues a good pace attack with
The reinforcement at 14 is certain. Black 27. Please notice the defensive plays of black
Diagram 2 naturally defends at 15 and 17. The purpose of 23 and 25.
4 1 black 13 is to flatten white’s moyo. Black can Diagram 6 - (Both Attack and Defense)
Diagram 2 - (Still Fails) Even if black hanes be satisfied. Black’s shape is not weak. Therefore, if white
at 2, black still fails if white hanes at 3. Black After black 17, a jump to white A is tries to cut
falls apart after white cuts at 7. If black ataris meaningless, and white counterattacks at 18. At with 1 and 3, black can still connect at 4.
at A, white plays at B and black fails this point, black 19 is the perfect location. Realizing one’s own weakness during attack is
completely. the key.
5
8 5
11 12 4 3
6 7 2 1
8 9 4 5 4
2 7 6 2 1
10 3 3
1 3
2 Diagram 4
Figure 1 (1-12) Diagram 4 - (Danger) If black hanes at 2 and
Figure 1 - This game was played not too long blocks white directly, white’s cut with 3 and 5 is
ago in the MBC Baduk Tournament, with Cho Diagram 3 dangerous for black. Diagram 6
Hunhyun taking white against me. Black plays Diagram 3 - (Playing defense is not good
the Chinese Fuseki. When black pincers at 7, either)
16
the fast paced responses of white 8 and 10 are Black must reinforce the weak two-point 2
4
13 14 7 19
typical of Cho. White 12 is flexible, aiming at extension, however, the defense at 1 and 3 is 15 4 10 11 8 1
the weakness of black’s 7 -11 two-point meaningless. With the sequence from 4 to 8, 3 1
12
white rapidly escapes. The black center stones 5
extension. Therefore black should not attack 6 9
the three white stones forcefully. are still in danger. 23
The timing of attack is crucial. The window of 22 24
attack is ephemeral like the sudden disappearing
of a mirage. If one is not able to employ the Diagram 5
right timing one cannot attack effectively. Diagram 5 - (Good for black) After the 20 5
exchange of 1 to 4, white thrusts at 5 and black
turns at 6. It’s good for black with no follow up
18
tactics for white.
2 30 28 26 6 17
29 21 25 27 3

Figure 1 (1-30)
Vol 4, Num 3 Go Winds Fall 2000 15 16 Go Winds Fall 2000 Vol 4, Num 3
Figure 1- This game is taken from the 4th BC opponent replying at 5-6. This was also seen in
Cup Finals, with Lee Changho taking white, the game record of Ranka (see Go Stories in Go
against me. Winds 4:1), and was very popular during the
Black plays the Chinese style fuseki. Being 36 39 43 Ming Dynasty. Therefore some believe that
desperate, black tries to connect at 25. White 32 35 37 38 42 this game was played in the Ming Dynasty
26 is brilliant. If black allows white to build up 23 33 34 30 31 instead. Others believe that this game was
more thickness, his position will not be 16 12 45 28 40 29 41 26
created by Wang Jixin between 713 and 756
optimistic. 14 13 11 9 1 6 7 17 19 22 24 25 27
A.D., who accredited this game record to Guo
46 44 15 8 10 18 20 21 23
How should black respond to white 20? 42 43 32 Shiyan in the book Yi Zheng Regardless of whose
White’s huge framework extends all the way to 45 37 39 creation it is, the sequence is quite exquisite.
the center. Black must take a powerful and 49 31 35 A move that breaks two ladders
effective approach. 34 33 36 Guo, the best Weiqi player in China, was the
47 38 Weiqi Administrator in Emperor Tang Xuan
Zhong’s palace. During the eighth year of Xuan NEW YUTOPIAN BOOK
40 48 Zhong's reign, a Japanese prince traveled to
6 41
Zhangan and paid tribute to China, bringing
1 precious gifts and musical instruments. The FUSEKI SMALL
Japanese prince was also an exceptional Weiqi
5
player. Emperor Xuan Zhong asked Guo to ENCYCLOPEDIA
4 3 Figure 2 (31-49)
2
entertain the Japanese prince by playing a game
Figure 2 - White tries to escape with 34 and of Weiqi with him. This might very well be the The Fuseki Small Encyclopedia covers
36. The sequence through 39 is inevitable, with first international Weiqi game. As one can basic Go opening strategy. Thirteen
both sides showing great battle courage. Black imagine, the pressure was on Guo. In chapters examine the full spectrum of go
Diagram 1 cuts white apart and forces white to attend both representing China against the prince of Japan, openings, which are divided into twenty-
Diagram 1- (Ordinary) The proverb says, groups. Black then threatens with 47 and Guo could very well lose his life if he lost. Guo nine specific patterns and strategies. The
“make a knight’s play in response to a capping successfully thrusts into white’s framework with played the game cautiously, like walking on thin traditional order of play is emphasized S
play.” Black 1 is generally a solid play, but it is black 49. ice. He was sweating furiously and made every (1) empty corners; (2) a corner enclosure
a bit slack here. White 2 and 4 create weakness play after careful considerations. When the (shimari); (3) an approach or pincer; (4) an
on the lower right. White 6 helps to develop 10 A 8 Diagram 4 - prince played black 42, Guo was in a terrible extension along the side; then lastly, (5) a
the central moyo, and is an exquisite play. 4 3 6 (Similar Result) If position, with two of his groups trapped by jump out into the center S but popular
11 1 5 white jumps to the ladders. If he makes a wrong play, he could lose departures from this order, such as three
2 1 2 7 9
2 other side with 2, in the game. Staring at the board, Guo discovered star points in row (sanrensei) and the
reply to black’s cap at an exquisite play (white 43) which could break Chinese fuseki, are given considerable
1
3 1, black still has the two ladders. This was the play known as coverage. In addition, 94 openings are
3 powerful attachment Pressing on the Divine Head. The Japanese included from professional games for study.
4 at 3. After black 9, prince was stunned and soon resigned. The We hope the reader will have fun getting
7 5 white cannot persist if prince asked the translator how did Guo rank strong. Enjoy! Price: $19.50 s/h: $1.50
6 black attacks at A. among Chinese Weiqi players. The translator
Diagram 4 Therefore, white boasted that Guo was only ranked number three.
cannot neglect 10. The Japanese prince thus requested that he
Black takes the opportunity to jump into would like to meet the best player in China.
Diagram 2 Diagram 3
white’s framework. The result is similar to the The translator replied, “One must beat the third
Diagram 2 - (Yoo’s Attack) Black’s cap at 1 previous diagram. best to meet the second best, and beat the
is the only play. If white 2, black attacks at 3. second best before meeting the best.” The
Diagram 3 - (A Weak Response) Black 2 is prince sighed, “The best in a small kingdom
not consistent with black’s original plan of (Japan) is no match for the third best in a big
capping at •. The sequence of white 3 to 6 is kingdom (China). I truly believe now!”
inevitable. After white 7, • is completely According to the research of Japanese scholar
isolated, and it’s difficult to tell who is attacking Watanabe Yoshimichi, this international match
whom. did take place. Watanabe wrote in Kodai igo
no Sekai, which was published in the Kido
Magazine, “The thirteenth ambassador mission
trapped by ladders. This game has been passed to Tang (Tang Dynasty of China) was
on for hundreds of years and was first mentioned accompanied by the prince (of Japan) in 835
in Du Yang Za Pian written by Su E of Tang A.D., who stayed in China for a total of 45
GO STORIES Dynasty. years. Therefore, the prince was indeed in
Part 7 China during Xuan Zhong’s reign.” However,
Watanabe did not mention the Pressing the
Pressing on the Divine Head Divine Head play.
The sequence in this game record was a popular
Guo Shiyan of the Tang Dynasty was famous opening in ancient Chinese games, with one side
for his play which rescued two of his groups approaching the corner at 3-6, and the
Vol 4, Num 3 Go Winds Fall 2000 17 18 Go Winds Fall 2000 Vol 4, Num 3
Answer Dia. 12 - Black forces with 1 and
SANGIT’S COLUMN sacrifices 2 stones with 3 and 5 aiming at the
Part 6.2 1 three right bottom stones. What should black do
now?
We will continue our study of three-stone Answer Dia. 13 - Black 1 hits white where it
games, where white starts on the komoku point 2 hurts most (1 at A is also correct). If white 2,
and black approaches with a knight’s play. 1 black 3 forces white 4 to make life. Black wins
2 17 3 4 6 20
White now plays the three-point low pincer and 165 7 8
the game.
black plays the aggressive taisha. What follows 9 10
is excerpted from my first volume of a four 11 12
volume book called Galactic Go, co-authored Diagram 8 13 14
15 18 3 1
with my teacher and friend Yang Huiren, a Problem Dia. 8 - In response to white 2 in
19 2
professional from the PRC. You can write to Dia. 7, black played the somewhat passive 1 1 1
me at [email protected]. here. When white hanes at 2, how should black
answer?
Diagram 14 Diagram 14.1
Diagram 9 Diagram 9.1 Problem Dia. 14 - When white does not
play honestly but plays 1 here, he will suffer an
Problem Dia. 10 - Game sequence. Black 1 inevitable loss after black exchanges 2 for 3.
makes the width of black’s moyo too narrow. Where should black play now?
2 After white 2 - black 3, white 4 splits the Answer Dia. 14.1 - Black 1 is nice and light
bottom. After the sequence to black 9, white . It leaves black more than one way to connect
1 4 prematurely dives into the corner at 10. How while white has almost no eye-shape. White will
5 2 should black respond? soon have to contemplate resignation.
3 1 Conclusions: The game is instructive in the
Diagram 7 way black fails to attack using his thickness.
Problem Dia. 7 - Black played the hane of 1 Diagram 8.1 1 Black’s intention of wanting to enclose territory
which is not a 100% play. White draws back Answer Dia 8.1 - Black should play the 2 in the center with his moyo on a small scale
with 2. How should black continue? nidan-bane of 1 here. When white cuts at 2, 3 shows poor judgement and you must learn to
how should black answer? 9 5 7 avoid such propensities.
8 4 6
10

1 NEW YUTOPIAN BOOK


1 Diagram 10 GALACTIC GO
6 Galactic Go, Volume 1, systematically
7 4 2 3 teaches you how to play a 3-stone handicap
5 3 2 6 5 game when white plays first on the 3-4
4 3 4 4 point and black replies with a knight's
Diagram 7.1 Diagram 8.2 2 approach. This book contains many new
1
Answer Dia. 7.1 - The extension of 1 is solid Dia. 8.2 - When white takes at 1, black again josekis showing how you should change
2 1 3
and correct here. If white hanes at 2, black draws back to 2. As before, if white 3, black existing josekis when you have three stones
double hanes at 3. After the atari of 4, white keeps a lid on at 4. If white 3 takes the bottom placed on the star points.
mid star point, black ataris at 3 getting excellent Diagram 10.1 Diagram 11 Whether your rank is 4k or 4dan, Galactic
captures at 6 and black plays the tesuji of 7.
thickness. Answer Dia. 10.1. After black 1, white 2, GO will guide your intuition to develop a
Problem Dia. 9. Black played the passive the black hane at 3 is unexpectedly cut at 4. whole board vision, sharpen a keen sense of
connection of 1 and the sequence proceeded to How should black play after white’s cut at 4? direction, spot sparkling tesujis and make
white protecting with 20. The hane of black 15 Answer Dia. 11 - The black hane-connection shape in various stages of the game.
is greedy, and creates unnecessary bad aji. It of 1 and 3 are correct. White ataris with 4 and Developing and using thickness to attack
1 should extend straight to the point left of 15. pushes with 6. Now how should black continue? your opponent is a recurrent theme in the
At any rate, it is black’s sente. How should he twenty chapters. Each joseki is analyzed in
3 continue? the context of a game with more than 400
2 Answer Dia. 9.1 - Black 1 is the big point. 6 full board analyses.
4 4 5 We hope the reader will have fun getting
Diagram 7.2 3 strong. Enjoy! Price: $17.50 s/h: $1
3
Dia. 7.2 - When white captures at 1, black 2 A 1 2 4
draws back at 2 and has an excellent opening. If
white 3, black 4 follows . If white plays 3 on 1
the bottom mid star point, a black atari at 3 is Diagram 12 Diagram 13
an excellent result.

Vol 4, Num 3 Go Winds Fall 2000 19 20 Go Winds Fall 2000 Vol 4, Num 3
(5) Recent/present significant activities iii. Relative Combat Power (b) Contention
(1) Score (i) Approach
GO — AN (2) Numerical Strength (ii) Fighting
(a) Stones (iii) Invasion
APPLICATION OF (b) Liberties (iv) Reduction
(c) Ko threats (v) Escape
THE PRINCIPLES OF (3) Links (c) Connection
(4) Points of exchange (Miai) (i) Strings (Connected Stones)
WAR (5) Balance (ii) Chains (Linked Stones)
Part 12 (6) Coordination (d) Capture
Excerpts from Go Notes by Craig R. (7) Influence (i) Blocking
Hutchinson (8) Potential (ii) Amputate
(9) Harmony (iii) Life & Death
SITUATION AND COURSES OF ACTION iv. Players (e) Forcing/Fixing
Here is an outline to help tickle your fancy (1) Reading Ability (f) Tesuji
for analyzing Go situations and courses of (2) Health (i) Attachment
action. A plays purpose is a function of multiple (3) Moral (ii) Liberty Shortage
attacks that threaten or succeed to create or (4) Resolution (iii) Placement
destroy and/or expand or reduce basic b. Enemy Capabilities/Own Capabilities (iv) Snap Back
connection links, life bases, potential influence, i. Why attack (Offensive) to gain (v) Spiral Ladder
and/or territory borders. (1) Bases (Life) (vi) Under the Stones
Situation and Courses of Action (Where am I (2) Links (Connection) (g) Finesse/Tricks
At) (3) Influence iv. How to Attack
a. Considerations affecting possible courses of (4) Territory (1) Direct
action (5) Aji (2) Roundabout
i. Characteristics of the area of operation (6) Sente (3) Multiple
(1) Game Strategy (7) Points of exchange (Miai) (4) Flexibility (Sabaki)
(a) Closed vs Open ii. What to attack (5) Exchange (Sacrifice)
(b) Territory vs Influence (1) Liberty, Eye (6) Forcing (Kikashi)
(2) Board Strategy (2) Link, Connection (7) Multiple Options (Miai)
(a) Opening (3) Wall, Border (8) Move order (Tewari)
(i) Fuseki (4) Points, Territory (9) Mass
(ii) Joseki iii. Where to attack (10) Economy of Force
(b) Middle (1) Direction (11) Security
(i) Joseki (2) Strategical Maneuvers (12) Simplicity
(c) End (a) Reconnaissance v. When to attack (Surprise)
(i) 2nd line (b) Frontal vi. Defense last resort
(ii) 1st line (i) Block
(iii) Joseki (ii) Invade (To be continued with Analysis of Opposing
(3) Corner - Side - Center 1) Sacrifice Courses of Action)
ii. Enemy Situation/Own Situation 2) Escape
(1) Disposition 3) Connect
(a) Bases 4) Live
(b) Walls IN PREPARATION
5) Semeai
(c) Influence (iii) Reduce FROM YUTOPIAN
(d) Territory (c) Envelopment
(2) Composition/Formation (d) Penetration
(a) Shape (e) Pursuit NIHON KIIN’S MINI
(b) Links (f) Infiltration
(c) Potential STAR JOSEKI
(g) Exchange (Furikawari)
(d) Framework (3) Tactical Maneuvers ENCYCLOPEDIA
(3) Strength (a) Foundation/Base
(a) Status (i) Deployment An index of the star joseki to help you
(i) Stable/Unstable (ii) Shape understand the various opening corner
(ii) Thick/Thin (iii) Potential tactics and strategies.
(iii) Light/Heavy
(iv) Efficient/Inefficient
(b) Points of exchange (Miai)
(c) Ko threats
(4) Peculiarities and Weaknesses
(a) Move order (Tewari)
(b) Inefficiency
Vol 4, Num 3 Go Winds Fall 2000 21
NEW FROM YUTOPIAN ENTERPRISES YUTOPIAN ENTERPRISES

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YUTOPIAN ENTERPRISES CONTINUED

100 Challenging Go Problems for 100 Cho Hun-hyeon’s Lectures on Go tactics


Days of Study by The Nihon Kiin Test your provides the basic fundamentals of Go. Basic
skill and develop a disciplined study regimen at shapes are analyzed covering Surrounding,
the same time. It is filled with such a wide Escaping, Connecting, Cutting, Attachments,
variety of refined tactics and insights into Diagonals, Tigers (Hangs), Empty Triangles,
strategy, reading and perception, that many and Hanes as well as basic tactics for
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anticipated. $17.50 s/h $1 Running Towards Center, Capping, Ataris, Cuts,
Tigers (Hangs), and Weaknesses. $17.50 s/h $1
A Compendium of Trick Plays by The
Nihon Kiin Tricks, traps, pitfalls and Go Seigen’s Lectures Volume 2, Winning
pratfalls, ruses and subterfuge, hocus pocus, a Won Game Go Seigen provides Three
snares and ambushes. With almost 900 Golden Rules with examples of their
diagrams in 220 pages, this is one of the great application in actual games. One often
bargains on the market! $17.50 s/h $1 encounters professional games lost after
building up a commanding lead, or a game won
Intermediate Level Power Builder, Vol. 1 by turning the tables on the opponent. This
By Wang RuNan 8D is based on a Chinese book highlights such cases. $17.50 s/h: $1
television program about go hosted by Wang
RuNan 8 dan. The book emphasizes basic The Art of Connecting Stones by Wu Piao
concepts, theories, and tactics for intermediate and Yu Xing is a problem book covering
level players. This volume covers openings and connections: along the edge of the board, made
invasions useful for Kyu-level as well as low dan by capturing stones, using influence of friendly
level players. $17.50 s/h $1 forces, and in the endgame. $17.50 s/h $1

Proverbs by the Nihon Kiin collects and The Art of Capturing Stones by Wu
explains over a hundred fifty proverbs that Dingyuan and Yu Xing is a problem book
have arisen over the centuries to help players covering “under the stones,” killing oversized
remember various aspects of the game. A study eyes. and other sacrifice tactics. By working
of this book will prove rewarding to all players. through the problems one can improve
$17.50 s/h: $1 analytical and reading skills. $17.50 s/h $1

Essential Joseki, from The Master of Go Lee Changho’s Novel Plays And Shapes
Series by Naiwei Rui 9 dan. A handy joseki Volume 1by Lee Changho is packed with
reference. The author provides advice on when illustrations and explanations from the amateur
to choose each variation based on the whole- players point of view, with progressing levels of
board situation. Potential ladders, ko fights, difficulties. Studying the novel plays and
and seki are explained to understand the shapes in this book will help you improve your
conditions when a particular joseki can or reading, strategical and tactical skills. $17.50
cannot be played. $17.50 s/h $1 s/h: $1

Fuseki Small Encyclopedia by the Nihon Galactic Go, Volume 1 by Sangit


Kiin Chatterjee & Yang Huiren systematically
covers basic Go opening strategy. Thirteen teaches you how to play a 3-stone handicap
chapters examine the full spectrum of go game when white plays first on the 3-4 point
openings, which are divided into twenty-nine and black replies with a knight's approach. This
specific patterns and strategies. Three star book contains many new josekis showing how
points in row and the Chinese fuseki, are given you should change existing josekis when you
considerable coverage. In addition, 94 openings have three stones placed on the star points.
are included from professional games for study. $17.50 s/h: $1
$19.50 s/h: $1.50

Published by Yutopian Enterprises

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