Catalogo de Libros de Go, Baduk

Catálogo de libros y publicaciones sobre tácticas y estrategias a aplicar en el juego del Go existentes en la Biblioteca

Views 180 Downloads 3 File size 14MB

Report DMCA / Copyright

DOWNLOAD FILE

Recommend stories

Citation preview

Catálogo de libros y publicaciones sobre tácticas y estrategias a aplicar en el juego del Go existentes en la Biblioteca de calibre. También se listan cuentos, libros históricos, de poesía y/o novelas en los que se hace mención al juego del Go.

Autores A The Go Academy What is Go

Hans Aiguabella & Xabier Tárrega La partida de Go

Ishida Akira & James Davies Elementary Go, Vol 5 [1] Attack and Defense (1980)

Ambrosio Wang An-Po El Cercado (1970)

Younggil An & David Ormerod Relentless: Lee Sedol vs Gu Li (2016)

American Go Association Go: The Ancient Game

British Go Association

Go - an Introduccion Go Problem Cards Novels and Other Books Featuring Go Play Go. A few simple rules... limitless possibilities

The British Go Association

Go. The most challenging board game in the world (1999)

B Sung-Ho Baek

The Master of Haengma (Reseña)

Karl Baker

The Way to Go (2008)

Robert Charles Bell *** [47] Board and Table Games from Many Civilizations (1979)

Elwyn Berlekamp & David Wolfe

Mathematical Go: Chilling Gets the Last Point (1994)

Jaap K. Blom

Go in the West in the 18th Century

Seo Bong-Soo & Nam Chihyung & Jung Dong-Sik Jungsuk in Our Time: Somoki (3-4 Point) Jungsuk (2000)

Scott Boorman

The Protracted Game

Richard Bozulich

A Dictionary of Japanese and English Go Terms (Extracto) (2019) Five Hundred and One Opening Problems (2007) Fundamentos del Go: Estrategia (Extracto) (2020) The Magic of Go (1999) The Second Book of Go (1998) Get Strong at Go Series [1] Get Strong at Joseki 3 (Beginner and Elementary Go Books) (1996) [2] Get Strong at Opening (Beginner and Elementary Go Books) (1996) Mastering the Basics [11] Sabaki. The Art of Settling Stones (Reseña) (2018)

Richard Bozulich & James Davies An introduction to Go (1984)

Richard Bozulich & Haruyama Isamu & Nagahara Yoshiaki Basic Techniques of Go (2002)

Richard Bozulich & Yoshiaki Nagahara Elementary Go [7] Handicap Go (2016)

Richard Bozulich & Peter Shotwell

Winning Go: Successful Moves from the Opening to the Endgame (2010)

Richard Bozulich & Nagahara Yoshiaki Strategic Concepts of Go (1972)

Richard Bozulich & Rob van Zeijst Daily Yomiuri On-Line: The Magic of Go (1999) Modern Master Games Vol 1 (Extracto) Mastering the Basics [3] Making Good Shape (2017)

Bruce & Sue Wilcox EZ-Go (2002)

Vit Brunner

Xuan Xuan QiJing (Gengen Gokyo)

C David Carlton

David Carlton's Go Bibliography

Lee Changho

How Handle Hamete Tesuji Vol 4 (2003) Tesuji Vol 5 (2003)

Sangit Chatterjee & Peter Shotwell & Huiren Yang GO! More Than a Game (2003)

Youyi Chen

Mysteries of Weiqi. Thee King's Golden Rule

Horace F. Cheshire Goh or Wei Chi (1911)

Nam Chihyung & Jung Dong-Sik & Seo Bong-Soo Jungsuk in Our Time: Somoki (3-4 Point) Jungsuk (2000)

Cho Chikun

All About Life and Death. Vol 1 (1993) All About Life And Death. Vol 2 (1993) Encyclopedia of Life and Death (2005) Go: A Complete Introduction to the Game (Beginner and Elementary Go Books) (2010) My Views on Go (2011) Positional Judgment: High-Speed Game Analysis (1989)

Jose Antonio Andujar Clavell El Juego del Go

William Cobb

Go: An Ancient Game for the New Millennium

Josep Corbella

El Go humaniza la inteligencia artificial

D James Davies Elementary Go Series Vol. 3 [1] Tesuji (2017) Elementary Go [4] Life and Death (1996) Revista Go World [16] 1979 South American Championship (Extracto)

James Davies & Ishida Akira Elementary Go, Vol 5 [1] Attack and Defense (1980)

James Davies & Richard Bozulich An introduction to Go (1984)

James Davies & Kosugi Kiyoshi Elementary Go [2] 38 Basic Joseki (1973)

James Davies & Miyamoto Naoki The Breakthrough to Shodan (2015)

James Davies & Tomoko Ogawa Elementary Go Series, Vol 6 [1] The Endgame (1990)

James Davis & Kaoru Iwamoto The 1971 Honinbo Tournament (1999)

Google DeepMind AlphaGo

Desconocido

Gengen gokyo (Xuan Xuan Qijing) Joseki (complete) (2006) New Posok dictionary. Chinese fuseki New posok dictionary. Parallel Fuseki One Thousand and One Life-and-Death Problems (2006) Weiqi 300 Weiqi jiqiao Daquan. Life Death Encyclopedia Weiqi Sihuo Daquan. Life Death Encyclopedia Xuan Xuan Qi Jing (Gengen Gokyo)

Kiseido Digital

Go World 000 Archive: Table of Contents

Jung Dong-Sik & Seo Bong-Soo & Nam Chihyung Jungsuk in Our Time: Somoki (3-4 Point) Jungsuk (2000)

Winfried Dörholt

El juego de tablero japonés Go

Stuart Dowsey & Yoshio Ishida

All About Thickness. Understanding Moyo and Influence (1990)

E Sakata Eio

Killer of Go. Technique and preventative measures (1994) Modern Joseki and Fuseki, Vol. 1: Parallel Fuseki (2007) Modern Joseki and Fuseki, Vol. 2: The Opening Theory of Go (Reseña) (2018) The Middle Game of Go. Vol.1 (2007) Sakata Series [2] Tesuji and Anti-Suji of Go (1995)

Yutopian Enterprises

Go winds. Volume 2 Number 1 Spring 1998 Go winds. Volume 2 Number 2 Summer 1998 Go winds. Volume 2 Number 3 Fall 1998 Go winds. Volume 2 Number 4 Winter 1999 Go winds. Volume 3 Number 1 Spring 1999 Go winds. Volume 3 Number 2 Summer 1999 Go winds. Volume 3 Number 3 Fall 1999 Go winds. Volume 3 Number 4 Winter 2000 Go winds. Volume 4 Number 1 Spring 2000 Go winds. Volume 4 Number 2 Summer 2000 Go winds. Volume 4 Number 3 Fall 2000 Go winds. Volume 5 Number 1 Spring 2001 Go winds. Volume 6 Number 3 2002 Fall Go winds. Volume 6 Number 4 Winter 2003 Go winds. Volume 7 Number 1 & 2 Spring/Summer 2003 Go winds. Volume 7 Number 3 Fall 2003 History of Weiqi Magic of Placements (Reseña) (2008) Art of Go Series [2] The Art of Go Series: Capturing Stones. Sacrifice Techniques (1999) The Art of Go Series [1] The Art of Go Series: Connecting Stones (1999)

Evanston Go Club Go-Books-Detail

F John Fairbain

Tengen. La tesis central de Kubomatsu

John Fairbairn

Gateway to All Marvels (Extracto) (2020) Honinbo Tournament. The Early Years (Extracto) (2019) Invitation to Go (Reseña) (2010) New Ways in Go (Extracto) (2014) The Fabulous Master of Go Go Seigen The Life, Games and Commentaries of Honinbo Shuei (Extracto) (2020) Wangyou Qingle Ji Xuan Xuan Qijing Yi Zhi (The essence of Go)

John Fairbairn & T. Mark Hall

The Go Companion: Go in History and Culture (Reseña) (2009)

The International Go Federation Ranka Yearbook 1985 (2000) Ranka Yearbook 1986 (2000) Ranka Yearbook 1987 (2000) Ranka Yearbook 1988 (2000) Ranka Yearbook 1989 (2000) Ranka Yearbook 1990 (2000) Ranka Yearbook 1991 (2000) Ranka Yearbook 1992 (2000) Ranka Yearbook 1993 (2000) Ranka Yearbook 1994 (2000) Ranka Yearbook 1995 (2000) Ranka Yearbook 1996 (2000) Ranka Yearbook 1997 (2000) Ranka Yearbook 1998 (2000)

Eva Feld

Partido de Baduk (Extracto de "La senda de las flores oblicuas")

Bob Felice (Editor)

Tha AGA Song Book (1998)

Kevin Ferguson & Max Pumperla Deep Learning and the Game of Go (2019)

Ervin Fink

Go-Igra (Reseña) (1961)

G Hayashi Genbi

Gokyo Shumyo (1822)

John D. Goodell

The World of Ki (Reseña) (1957)

Andrew Grant

400 Years of Go in Japan (Extracto) (2003) Andrew Grant's Go History Pages (1999)

Eugene Gushchin

Go. Intuitively simple, yet strategically complex

H T. Mark Hall & John Fairbairn

The Go Companion: Go in History and Culture (Reseña) (2009)

Hafsteinn J. Haraldsson

Go in Japan. What makes Japan so central to the game of go

Eduardo López Herrero & Horacio A. Pernía Partidos Memorables

Otake Hideo

Opening Theory Made Easy: Twenty Strategic Principles to Improve Your Opening Game (Second Printing) (2002)

Yumi Hotta

Hikaru No Go 01 (2010) Hikaru No Go 02 (2010) Hikaru No Go 03 (2010) Hikaru No Go 04 (2010) Hikaru No Go 05 (2010) Hikaru No Go 06 (2010) Hikaru No Go 07 (2010) Hikaru No Go 08 (2010) Hikaru No Go 09 (2010) Hikaru No Go 10 (2010) Hikaru No Go 11 (2010) Hikaru No Go 12 (2010) Hikaru No Go 13 (2010) Hikaru No Go 14 (2010) Hikaru No Go 15 (2010) Hikaru No Go 16 (2010) Hikaru No Go 17 (2010) Hikaru No Go 18 (2010) Hikaru No Go 19 (2010) Hikaru No Go 20 (2010) Hikaru No Go 21 (2010) Hikaru No Go 22 (2010) Hikaru No Go 23 (2010) Hikaru No Go 34

Cho Hun-hyeon

Cho Hun-hyeon’s Lectures on Go Techniques 1 (Extracto) (2009) Cho Hun-hyeon’s Lectures on Go Techniques 2 (Extracto) (2009) Cho Hunhyun. Life and Master Games (Reseña) (1999) Go with the flow (Extracto) (2018)

I Inoue Dosetsu Inseki Igo Hatsuyo-Ron (1997)

International Baduk System Co.,Ltd Guide of Korean Baduk Nikkai [5] Proverbios

Akaboshi Intetsu Genran (2009)

Haruyama Isamu & Nagahara Yoshiaki & Richard Bozulich Basic Techniques of Go (2002)

Yoshio Ishida

Dictionary of Basic Joseki Vol 1 (2009) Dictionary of Basic Joseki Vol 2 (2009) Dictionary of Basic Joseki Vol 3 (2009)

Yoshio Ishida & Stuart Dowsey

All About Thickness. Understanding Moyo and Influence (1990)

Ikuro Ishigure Elementary Go Series Vol. 1 [1] In the Beginning: The Opening in the Game of Go (1995)

Kaoru Iwamoto

Go for Beginners (1977)

Kaoru Iwamoto & James Davis The 1971 Honinbo Tournament (1999)

J Jin Jiang & Zhao Zheng

Utilizing Outward Influence (1995)

Zhang Jing

Qijing Shisanpian (Trad. Horacio A. Pernía) Qijing Shisanpian. The Classic of Weiqi in Thirteen Chapters

British Go Journal

Glossary Of Go Terms (Glosario de términos Go)

Kim Song June

A Dictionary of Modern Fuseki: The Korean Style (2004)

K Toshiro Kageyama

Kage's Secret Chronicles of Handicap Go (1975) Lessons in the Fundamentals of Go (1996)

Rin Kaiho

Dictionary of Basic Fuseki Vol 1 (2009) Dictionary of Basic Fuseki Vol 2 (2009) Dictionary of Basic Fuseki Vol 3 (2009)

Takeo Kajiwara

The Direction of Play (1998)

Haris Kapolos

A Go guide From a Beginner (2018)

Masao Kato

El estilo chino de Fuseki Kato's Attack And Kill (Chapter 1) (1978) The Chinese Opening: The Sure-Win Strategy (1833)

Michael Keulen

Go. Die Mitte des Himmels

The Nihon Ki-in

Go: The World's Most Fascinating Game. Vol.1 (2003) Go: The World's Most Fascinating Game. Vol.2 (2013) The 1st World Amateur Go Championship (1979) The 2nd World Amateur Go Championship (1980) The 3rd World Amateur Go Championship (2013) The World Amateur Go Championship Winners, 1979-2013 Juegos de Mesa del Mundo [34] World Amateur Go Championship - Rules -

Janice Kim & Jeong Soo-Hyun

Learn to Play Go, Vol. 1: A Master's Guide to the Ultimate Game (2010) Learn to Play Go, Vol. 4: Battle Strategies (2011) Learn to Play Go [2] Learn to Play Go, Vol. 2: The Way of the Moving Horse (1995) [3] Learn to Play Go, Vol. 3: The Dragon Style (1998) [5] Learn to Play Go, Vol. 5: The Palace of Memory (2003)

Sung Rae Kim

Train Like a Pro 2a (2006)

Kiseido Publishing Co. Go World 073 Go World 074 Go World 075 Go World 076 Go World 077 Go World 078 Go World 079 Go World 082 Go World 085 Go World 086 Go World 087 Go World 091 Go World 092 Go World 093 Go World 094 Go World 097 Go World 098 Go World 100 Go World 103 Go World 104

Shigemi Kishikawa

Stepping Stones to Go: A Game of Strategy (2012)

Kosugi Kiyoshi & James Davies Elementary Go [2] 38 Basic Joseki (1973)

Oscar Korschelt

The Theory and Practice of Go (2018)

Honda Kunihisa

The Great Joseki Debates (Reseña) (1992)

L Edward Lasker

Go and Go-Moku (1960)

H. Fernández Long & A. Moderc Introducción al Go (1983)

Susan Long & Peter Shotwell

Beginning Go: Making the Winning Move (2007)

Pierre Lusson & Jacques Roubaud

Petit traité invitant à la découverte de l'art subtil du go (2003)

M Matthew MacFadyen

The Game of Go. Learning and mastering the most challenging game in the world (2003)

Kido Magazine

12 th Annual 10 Dan Title Match (Extracto) (1974)

Takemiya Masaki

This is Go the Natural Way! (Extracto) (2008)

Shirakawa Masayoshi

A Journey in Search of The Origins of Go (Extracto) (2005)

Takehisa Matsumoto Go y el nuevo método de juzgar la situación [1] Ver claro con AI!, una nueva forma de juzgar la situación (Extracto) (2020)

Charles Matthews On Your Side (2004) Shape Up! (2015)

Sakai Michiharu

How To Play Against Stronger Players Vol. 1: Local Positions How To Play Against Stronger Players Vol. 2: Illustrative Teaching Games

Fukumensi Mihori

Japanese Game of Go (Reseña) (1939)

Mariano López Minnucci Introducción al juego de Go

A. Moderc & H. Fernández Long Introducción al Go (1983)

Marc L. Moskowitz

Go Nation: Chinese Masculinities and the Game of Weiqi in China (Asia: Local Studies / Global Themes) (2013)

N Yoshiaki Nagahara & Richard Bozulich Elementary Go [7] Handicap Go (2016)

Chihyung Nam

Baduk, made fun and easy

Miyamoto Naoki & James Davies The Breakthrough to Shodan (2015)

O Tomoko Ogawa & James Davies Elementary Go Series, Vol 6 [1] The Endgame (1990)

OGS Team

A Few Move Names

Shuzo Ohira

Appreciating Famous Games (1977)

Hajime Okada

Go: Art and Philosophy

Instituto de Cultura Oriental Cuadernillos de Go (2004)

David Ormerod & Younggil An Relentless: Lee Sedol vs Gu Li (2016)

Diego Albuja Ortiz

Go el juego de la vida Principios básicos del Go (2014)

Kim Ouweleen

European Go Yearbook 2016 (Extracto)

P Daniele Pecorini & Tong Shu The Game of Wei-Chi (Reseña) (1991)

Horacio A. Pernía

Breve libretin reglas del Go (2019) Go en Taiwán Juegos de Mesa del Mundo [7] Reglamento de Go, Igo, Baduk o WeiQi Nikkai [1] El Go. Historia, reglas y principios básicos... (2003) [2] El Go en al máquina del tiempo... [3] Hajime Yasunaga [4] Go: los diez mandameintos [6] Go en Europa [7] Go para principiantes (2004) [8] El juego del Go. Historia del desarrollo táctico y estratégico [9] Historia del Go en la República Argentina (2003) [10] Historias de Go [11] Korea Town y Baduk en Buenos Aires [12] Utilizando las 36 estrategias chinas [13] Las escuelas de Go (2004) [14] Nikkai. Reseñas 2002-2006 (2010) [15] Ota Yuzo. El Jozu rebelde

Horacio A. Pernía & Eduardo López Herrero Partidos Memorables

William Pinckard

Algunos Senryu sobre Go Japanese Prints and the World of Go

John Power

Go World 001 Go World 003 Go World 004 Go World 005 Go World 006 Go World 010 Go World 011 Go World 012 Go World 013 Go World 015 Go World 016 Go World 017 Go World 023 Go World 024 Go World 026 Go World 028 Go World 032 Go World 040 Go World 041 Go World 045 Go World 050 Go World 051 Go World 053 Go World 055 Go World 063 Go World 064 Go World 069 Go World 070 The Games of Fujisawa Shuko (Extracto) (2020)

John Power & Takagawa Shukaku

The Power of the Star-Point the Sanren-Sei Opening (Reseña) (2015)

John Power & Shusaku

Invincible. The Games of Shusaku (1996)

John Power & Masaki Takemiya

Enclosure Josekis: Attacking and Defending the Corner (2015)

Max Pumperla & Kevin Ferguson Deep Learning and the Game of Go (2019)

R Thomas Redecker

Igo Hatsuyōron 120: An Elephant in Slices (Reseña) (2019) The most difficult problem ever: Igo Hatsuyôron 120 (Extracto) (2019)

Go Review

Handicap Games from Argentina

Oliver Richman

River Mountain Go 20k to 8k Study Book 2 River Mountain Go 30k to 20k Study Book 1

Jacques Roubaud & Pierre Lusson

Petit traité invitant à la découverte de l'art subtil du go (2003)

S Go Seigen

Go on Go. Analized Games of Go Seigen

Peter Shotwell

The Game of Go: Speculations on its Origins and Symbolism in Ancient China

Peter Shotwell & Richard Bozulich

Winning Go: Successful Moves from the Opening to the Endgame (2010)

Peter Shotwell & Susan Long

Beginning Go: Making the Winning Move (2007)

Peter Shotwell & Huiren Yang & Sangit Chatterjee GO! More Than a Game (2003)

Tong Shu & Daniele Pecorini The Game of Wei-Chi (Reseña) (1991)

Takagawa Shukaku & John Power

The Power of the Star-Point the Sanren-Sei Opening (Reseña) (2015)

Fujisawa Shuko

Dictionary of Basic Tesuji 1 (2009) Dictionary of Basic Tesuji 2 (2009)

Shusaku & John Power

Invincible. The Games of Shusaku (1996)

SmartGo

Lista de Libros de Go ofrecidos por SmartGo

Arthur Smith

The Game of Go: The National Game of Japan (2014)

Jeong Soo-Hyun & Janice Kim

Learn to Play Go, Vol. 1: A Master's Guide to the Ultimate Game (2010) Learn to Play Go, Vol. 4: Battle Strategies (2011) Learn to Play Go [2] Learn to Play Go, Vol. 2: The Way of the Moving Horse (1995) [3] Learn to Play Go, Vol. 3: The Dragon Style (1998) [5] Learn to Play Go, Vol. 5: The Palace of Memory (2003)

Kim Sung-rae

Go para principiantes (Extracto) (2016)

T Shukaki Takagawa

Go: Fundamentos del Ataque y la Defensa

Shukaku Takagawa

Los Puntos Vitales del Go The Vital Points of Go (1972)

Masaki Takemiya & John Power

Enclosure Josekis: Attacking and Defending the Corner (2015)

Xabier Tárrega & Hans Aiguabella La partida de Go

Weiqi Tiandi

The World of WeiQi (Weiqi Tiandi) (2005)

Guo Tisheng & Lu Wen

Strategic Fundamentals in Go (Reseña) (2008)

Antti Törmänen

Invisible. The games of AlphaGo (Reseña) (2017)

Itsurō Toyamori

Igo yose no kanjō (1920)

U Arturo Urbano

Proyecto juego de Go

Hashimoto Utaro Gokyo Seimyo 1 Gokyo Seimyo 2 Gokyo Seimyo 3 Gokyo Seimyo 4 Life and death (2008)

V Varios

Computer Go Nro. 16 (1991)

Autores Varios

Mastering the game of Go with deep neural networks and tree search (2016) The Best of Kido: The Ins and Outs of Life and Death (Reseña) (2011) Weiqi Introductory Problem Collection (1999)

W Nie WeiPing

Nie Weiping On Go (2003)

Lu Wen & Guo Tisheng

Strategic Fundamentals in Go (Reseña) (2008)

Sue Wilcox & Bruce EZ-Go (2002)

David Wolfe & Elwyn Berlekamp

Mathematical Go: Chilling Gets the Last Point (1994)

X Kong Xiangming

Shoujin de Miaoyong (Reseña) (2011)

Ma Xiaochun

The Thirty-Six Stratagems Applied to Go (1996)

Xinhua Visual Journalism [146] El Juego del Go

xorandor

AlphaGo: A Master Appears

Lu Xuanyu

The Celestial Arsenal (Reseña)

Y Huiren Yang & Sangit Chatterjee & Peter Shotwell GO! More Than a Game (2003)

Yilun Yang

Principios Fundamentales del go (Extracto) (2004)

Moon Yong-gik Memorials of Baduk [1] El Nuevo Fuseki

Nagahara Yoshiaki & Richard Bozulich Strategic Concepts of Go (1972)

Nagahara Yoshiaki & Richard Bozulich & Haruyama Isamu Basic Techniques of Go (2002)

Kano Yoshinori

Graded Go problems for Beginners Vol. 1: Introductory Problems 30 to 25-Kyu Graded Go Problems for Beginners Vol. 2: Elementary Problems 25 to 20-Kyu (1997) Graded go problems for beginners Vol. 3: Intermediate Problems 20 to 15-Kyu Graded go problems for beginners Vol. 4: Advanced Problems

Yoon Youngsun

Haengma.Train like a Pro (Extracto) (2020)

Jim Z. Yu

The Dang Hu Games

Z Rob van Zeijst & Richard Bozulich Daily Yomiuri On-Line: The Magic of Go (1999) Modern Master Games Vol 1 (Extracto) Mastering the Basics [3] Making Good Shape (2017)

Yonghe Zhang

Consecutive Title Myth: a discussion forum by Chinese Go fans

Zhao Zheng & Jin Jiang

Utilizing Outward Influence (1995)

Yuan Zhou

AlphaGo vs Ke Jie (Reseña) Master Play: The Style of Go Seigen (2008) Master Play: The Style of Lee Changho (2007) Master Play: The Style of Takemiya (2008) The Young Chinese Go Masters (Reseña) (2019)

Chen Zu-yan

The art of black and white

囲碁⼈編集部

Igojin (囲碁⼈) vol.34 (2014) Igojin [1] Igojin (囲碁⼈) vol.01 [3] Igojin (囲碁⼈) vol.03 [13] Igojin (囲碁⼈) vol.13 (2012) [14] Igojin (囲碁⼈) vol.14 (2012) [15] Igojin (囲碁⼈) vol.15 (2012) [16] Igojin (囲碁⼈) vol.16 (2012) [19] Igojin (囲碁⼈) vol.19 (2013) [20] Igojin (囲碁⼈) vol.20 (2013) [25] Igojin (囲碁⼈) vol.25 (2013) [35] Igojin (囲碁⼈) vol.35 (2014) [37] Igojin (囲碁⼈) vol.37 (2014)



Títulos símbolos 12 th Annual 10 Dan Title Match (Extracto) · Kido Magazine 38 Basic Joseki (Elementary Go [2]) · Kosugi Kiyoshi & James Davies 400 Years of Go in Japan (Extracto) · Andrew Grant 1979 South American Championship (Extracto) (Revista Go World [16]) · James Davies

A A Dictionary of Japanese and English Go Terms (Extracto) · Richard Bozulich A Dictionary of Modern Fuseki: The Korean Style · Kim Song June A Few Move Names · OGS Team A Go guide From a Beginner · Haris Kapolos A Journey in Search of The Origins of Go (Extracto) · Shirakawa Masayoshi Algunos Senryu sobre Go · William Pinckard All About Life and Death. Vol 1 · Cho Chikun All About Life And Death. Vol 2 · Cho Chikun All About Thickness. Understanding Moyo and Influence · Yoshio Ishida & Stuart Dowsey AlphaGo · Google DeepMind AlphaGo vs Ke Jie (Reseña) · Yuan Zhou AlphaGo: A Master Appears · xorandor An introduction to Go · James Davies & Richard Bozulich Andrew Grant's Go History Pages · Andrew Grant Appreciating Famous Games · Shuzo Ohira Attack and Defense (Elementary Go, Vol 5 [1]) · Ishida Akira & James Davies

B Baduk, made fun and easy · Chihyung Nam Basic Techniques of Go · Haruyama Isamu & Nagahara Yoshiaki & Richard Bozulich Beginning Go: Making the Winning Move · Peter Shotwell & Susan Long Board and Table Games from Many Civilizations (*** [47]) · Robert Charles Bell Breve libretin reglas del Go · Horacio A. Pernía

C Cho Hun-hyeon’s Lectures on Go Techniques 1 (Extracto) · Cho Hun-hyeon Cho Hun-hyeon’s Lectures on Go Techniques 2 (Extracto) · Cho Hun-hyeon Cho Hunhyun. Life and Master Games (Reseña) · Cho Hun-hyeon Computer Go Nro. 16 · Varios Consecutive Title Myth: a discussion forum by Chinese Go fans · Yonghe Zhang Cuadernillos de Go · Instituto de Cultura Oriental

D Daily Yomiuri On-Line: The Magic of Go · Richard Bozulich & Rob van Zeijst David Carlton's Go Bibliography · David Carlton Deep Learning and the Game of Go · Max Pumperla & Kevin Ferguson Dictionary of Basic Fuseki Vol 1 · Rin Kaiho Dictionary of Basic Fuseki Vol 2 · Rin Kaiho Dictionary of Basic Fuseki Vol 3 · Rin Kaiho Dictionary of Basic Joseki Vol 1 · Yoshio Ishida Dictionary of Basic Joseki Vol 2 · Yoshio Ishida Dictionary of Basic Joseki Vol 3 · Yoshio Ishida Dictionary of Basic Tesuji 1 · Fujisawa Shuko Dictionary of Basic Tesuji 2 · Fujisawa Shuko

E El Cercado · Ambrosio Wang An-Po El estilo chino de Fuseki · Masao Kato El Go en al máquina del tiempo... (Nikkai [2]) · Horacio A. Pernía El Go humaniza la inteligencia artificial · Josep Corbella El Go. Historia, reglas y principios básicos... (Nikkai [1]) · Horacio A. Pernía El juego de tablero japonés Go · Winfried Dörholt El Juego del Go · Jose Antonio Andujar Clavell El Juego del Go (Visual Journalism [146]) · Xinhua El juego del Go. Historia del desarrollo táctico y estratégico (Nikkai [8]) · Horacio A. Pernía El Nuevo Fuseki (Memorials of Baduk [1]) · Moon Yong-gik Enclosure Josekis: Attacking and Defending the Corner · Masaki Takemiya & John Power Encyclopedia of Life and Death · Cho Chikun European Go Yearbook 2016 (Extracto) · Kim Ouweleen EZ-Go · Bruce & Sue Wilcox

F Five Hundred and One Opening Problems · Richard Bozulich Fundamentos del Go: Estrategia (Extracto) · Richard Bozulich

G Gateway to All Marvels (Extracto) · John Fairbairn Gengen gokyo (Xuan Xuan Qijing) · Desconocido Genran · Akaboshi Intetsu Get Strong at Joseki 3 (Beginner and Elementary Go Books) (Get Strong at Go Series [1]) · Richard Bozulich Get Strong at Opening (Beginner and Elementary Go Books) (Get Strong at Go Series [2]) · Richard Bozulich Glossary Of Go Terms (Glosario de términos Go) · British Go Journal Go - an Introduccion · British Go Association Go and Go-Moku · Edward Lasker Go el juego de la vida · Diego Albuja Ortiz Go en Europa (Nikkai [6]) · Horacio A. Pernía Go en Taiwán · Horacio A. Pernía Go for Beginners · Kaoru Iwamoto Go in Japan. What makes Japan so central to the game of go · Hafsteinn J. Haraldsson Go in the West in the 18th Century · Jaap K. Blom Go Nation: Chinese Masculinities and the Game of Weiqi in China (Asia: Local Studies / Global Themes) · Marc L. Moskowitz Go on Go. Analized Games of Go Seigen · Go Seigen Go para principiantes (Nikkai [7]) · Horacio A. Pernía Go para principiantes (Extracto) · Kim Sung-rae Go Problem Cards · British Go Association Go winds. Volume 2 Number 1 Spring 1998 · Yutopian Enterprises Go winds. Volume 2 Number 2 Summer 1998 · Yutopian Enterprises Go winds. Volume 2 Number 3 Fall 1998 · Yutopian Enterprises Go winds. Volume 2 Number 4 Winter 1999 · Yutopian Enterprises Go winds. Volume 3 Number 1 Spring 1999 · Yutopian Enterprises Go winds. Volume 3 Number 2 Summer 1999 · Yutopian Enterprises Go winds. Volume 3 Number 3 Fall 1999 · Yutopian Enterprises Go winds. Volume 3 Number 4 Winter 2000 · Yutopian Enterprises Go winds. Volume 4 Number 1 Spring 2000 · Yutopian Enterprises Go winds. Volume 4 Number 2 Summer 2000 · Yutopian Enterprises Go winds. Volume 4 Number 3 Fall 2000 · Yutopian Enterprises Go winds. Volume 5 Number 1 Spring 2001 · Yutopian Enterprises Go winds. Volume 6 Number 3 2002 Fall · Yutopian Enterprises

Go winds. Volume 6 Number 4 Winter 2003 · Yutopian Enterprises Go winds. Volume 7 Number 1 & 2 Spring/Summer 2003 · Yutopian Enterprises Go winds. Volume 7 Number 3 Fall 2003 · Yutopian Enterprises Go with the flow (Extracto) · Cho Hun-hyeon Go World 000 Archive: Table of Contents · Kiseido Digital Go World 001 · John Power Go World 003 · John Power Go World 004 · John Power Go World 005 · John Power Go World 006 · John Power Go World 010 · John Power Go World 011 · John Power Go World 012 · John Power Go World 013 · John Power Go World 015 · John Power Go World 016 · John Power Go World 017 · John Power Go World 023 · John Power Go World 024 · John Power Go World 026 · John Power Go World 028 · John Power Go World 032 · John Power Go World 040 · John Power Go World 041 · John Power Go World 045 · John Power Go World 050 · John Power Go World 051 · John Power Go World 053 · John Power Go World 055 · John Power Go World 063 · John Power Go World 064 · John Power Go World 069 · John Power Go World 070 · John Power Go World 073 · Kiseido Publishing Co. Go World 074 · Kiseido Publishing Co. Go World 075 · Kiseido Publishing Co.

Go World 076 · Kiseido Publishing Co. Go World 077 · Kiseido Publishing Co. Go World 078 · Kiseido Publishing Co. Go World 079 · Kiseido Publishing Co. Go World 082 · Kiseido Publishing Co. Go World 085 · Kiseido Publishing Co. Go World 086 · Kiseido Publishing Co. Go World 087 · Kiseido Publishing Co. Go World 091 · Kiseido Publishing Co. Go World 092 · Kiseido Publishing Co. Go World 093 · Kiseido Publishing Co. Go World 094 · Kiseido Publishing Co. Go World 097 · Kiseido Publishing Co. Go World 098 · Kiseido Publishing Co. Go World 100 · Kiseido Publishing Co. Go World 103 · Kiseido Publishing Co. Go World 104 · Kiseido Publishing Co. Go-Books-Detail · Evanston Go Club Go-Igra (Reseña) · Ervin Fink Go: A Complete Introduction to the Game (Beginner and Elementary Go Books) · Cho Chikun Go: An Ancient Game for the New Millennium · William Cobb Go: Art and Philosophy · Hajime Okada Go: Fundamentos del Ataque y la Defensa · Shukaki Takagawa Go: los diez mandameintos (Nikkai [4]) · Horacio A. Pernía Go: The Ancient Game · American Go Association Go: The World's Most Fascinating Game. Vol.1 · The Nihon Ki-in Go: The World's Most Fascinating Game. Vol.2 · The Nihon Ki-in GO! More Than a Game · Peter Shotwell & Huiren Yang & Sangit Chatterjee Go. Die Mitte des Himmels · Michael Keulen Go. Intuitively simple, yet strategically complex · Eugene Gushchin Go. The most challenging board game in the world · The British Go Association Goh or Wei Chi · Horace F. Cheshire Gokyo Seimyo 1 · Hashimoto Utaro Gokyo Seimyo 2 · Hashimoto Utaro

Gokyo Seimyo 3 · Hashimoto Utaro Gokyo Seimyo 4 · Hashimoto Utaro Gokyo Shumyo · Hayashi Genbi Graded Go problems for Beginners Vol. 1: Introductory Problems 30 to 25-Kyu · Kano Yoshinori Graded Go Problems for Beginners Vol. 2: Elementary Problems 25 to 20-Kyu · Kano Yoshinori Graded go problems for beginners Vol. 3: Intermediate Problems 20 to 15-Kyu · Kano Yoshinori Graded go problems for beginners Vol. 4: Advanced Problems · Kano Yoshinori Guide of Korean Baduk · International Baduk System Co.,Ltd

H Haengma.Train like a Pro (Extracto) · Yoon Youngsun Hajime Yasunaga (Nikkai [3]) · Horacio A. Pernía Handicap Games from Argentina · Go Review Handicap Go (Elementary Go [7]) · Yoshiaki Nagahara & Richard Bozulich Hikaru No Go 01 · Yumi Hotta Hikaru No Go 02 · Yumi Hotta Hikaru No Go 03 · Yumi Hotta Hikaru No Go 04 · Yumi Hotta Hikaru No Go 05 · Yumi Hotta Hikaru No Go 06 · Yumi Hotta Hikaru No Go 07 · Yumi Hotta Hikaru No Go 08 · Yumi Hotta Hikaru No Go 09 · Yumi Hotta Hikaru No Go 10 · Yumi Hotta Hikaru No Go 11 · Yumi Hotta Hikaru No Go 12 · Yumi Hotta Hikaru No Go 13 · Yumi Hotta Hikaru No Go 14 · Yumi Hotta Hikaru No Go 15 · Yumi Hotta Hikaru No Go 16 · Yumi Hotta Hikaru No Go 17 · Yumi Hotta Hikaru No Go 18 · Yumi Hotta Hikaru No Go 19 · Yumi Hotta Hikaru No Go 20 · Yumi Hotta Hikaru No Go 21 · Yumi Hotta Hikaru No Go 22 · Yumi Hotta Hikaru No Go 23 · Yumi Hotta Hikaru No Go 34 · Yumi Hotta Historia del Go en la República Argentina (Nikkai [9]) · Horacio A. Pernía Historias de Go (Nikkai [10]) · Horacio A. Pernía History of Weiqi · Yutopian Enterprises Honinbo Tournament. The Early Years (Extracto) · John Fairbairn How Handle Hamete · Lee Changho

How To Play Against Stronger Players Vol. 1: Local Positions · Sakai Michiharu How To Play Against Stronger Players Vol. 2: Illustrative Teaching Games · Sakai Michiharu

I Igo Hatsuyo-Ron · Inoue Dosetsu Inseki Igo Hatsuyōron 120: An Elephant in Slices (Reseña) · Thomas Redecker Igo yose no kanjō · Itsurō Toyamori Igojin (囲碁⼈) vol.01 (Igojin [1]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.03 (Igojin [3]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.13 (Igojin [13]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.14 (Igojin [14]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.15 (Igojin [15]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.16 (Igojin [16]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.19 (Igojin [19]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.20 (Igojin [20]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.25 (Igojin [25]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.34 · 囲碁⼈編集部 Igojin (囲碁⼈) vol.35 (Igojin [35]) · 囲碁⼈編集部 Igojin (囲碁⼈) vol.37 (Igojin [37]) · 囲碁⼈編集部 In the Beginning: The Opening in the Game of Go (Elementary Go Series Vol. 1 [1]) · Ikuro Ishigure Introducción al Go · H. Fernández Long & A. Moderc Introducción al juego de Go · Mariano López Minnucci Invincible. The Games of Shusaku · Shusaku & John Power Invisible. The games of AlphaGo (Reseña) · Antti Törmänen Invitation to Go (Reseña) · John Fairbairn

J Japanese Game of Go (Reseña) · Fukumensi Mihori Japanese Prints and the World of Go · William Pinckard Joseki (complete) · Desconocido Jungsuk in Our Time: Somoki (3-4 Point) Jungsuk · Jung Dong-Sik & Seo Bong-Soo & Nam Chihyung

K Kage's Secret Chronicles of Handicap Go · Toshiro Kageyama Kato's Attack And Kill (Chapter 1) · Masao Kato Killer of Go. Technique and preventative measures · Sakata Eio Korea Town y Baduk en Buenos Aires (Nikkai [11]) · Horacio A. Pernía

L La partida de Go · Hans Aiguabella & Xabier Tárrega Las escuelas de Go (Nikkai [13]) · Horacio A. Pernía Learn to Play Go, Vol. 1: A Master's Guide to the Ultimate Game · Janice Kim & Jeong Soo-Hyun Learn to Play Go, Vol. 2: The Way of the Moving Horse (Learn to Play Go [2]) · Janice Kim & Jeong Soo-Hyun Learn to Play Go, Vol. 3: The Dragon Style (Learn to Play Go [3]) · Janice Kim & Jeong Soo-Hyun Learn to Play Go, Vol. 4: Battle Strategies · Janice Kim & Jeong Soo-Hyun Learn to Play Go, Vol. 5: The Palace of Memory (Learn to Play Go [5]) · Janice Kim & Jeong Soo-Hyun Lessons in the Fundamentals of Go · Toshiro Kageyama Life and death · Hashimoto Utaro Life and Death (Elementary Go [4]) · James Davies Lista de Libros de Go ofrecidos por SmartGo · SmartGo Los Puntos Vitales del Go · Shukaku Takagawa

M Magic of Placements (Reseña) · Yutopian Enterprises Making Good Shape (Mastering the Basics [3]) · Rob van Zeijst & Richard Bozulich Master Play: The Style of Go Seigen · Yuan Zhou Master Play: The Style of Lee Changho · Yuan Zhou Master Play: The Style of Takemiya · Yuan Zhou Mastering the game of Go with deep neural networks and tree search · Autores Varios Mathematical Go: Chilling Gets the Last Point · Elwyn Berlekamp & David Wolfe Modern Joseki and Fuseki, Vol. 1: Parallel Fuseki · Sakata Eio Modern Joseki and Fuseki, Vol. 2: The Opening Theory of Go (Reseña) · Sakata Eio Modern Master Games Vol 1 (Extracto) · Rob van Zeijst & Richard Bozulich My Views on Go · Cho Chikun Mysteries of Weiqi. Thee King's Golden Rule · Youyi Chen

N New Posok dictionary. Chinese fuseki · Desconocido New posok dictionary. Parallel Fuseki · Desconocido New Ways in Go (Extracto) · John Fairbairn Nie Weiping On Go · Nie WeiPing Nikkai. Reseñas 2002-2006 (Nikkai [14]) · Horacio A. Pernía Novels and Other Books Featuring Go · British Go Association

O On Your Side · Charles Matthews One Thousand and One Life-and-Death Problems · Desconocido Opening Theory Made Easy: Twenty Strategic Principles to Improve Your Opening Game (Second Printing) · Otake Hideo Ota Yuzo. El Jozu rebelde (Nikkai [15]) · Horacio A. Pernía

P Partido de Baduk (Extracto de "La senda de las flores oblicuas") · Eva Feld Partidos Memorables · Horacio A. Pernía & Eduardo López Herrero Petit traité invitant à la découverte de l'art subtil du go · Pierre Lusson & Jacques Roubaud Play Go. A few simple rules... limitless possibilities · British Go Association Positional Judgment: High-Speed Game Analysis · Cho Chikun Principios básicos del Go · Diego Albuja Ortiz Principios Fundamentales del go (Extracto) · Yilun Yang Proverbios (Nikkai [5]) · International Baduk System Co.,Ltd Proyecto juego de Go · Arturo Urbano

Q Qijing Shisanpian (Trad. Horacio A. Pernía) · Zhang Jing Qijing Shisanpian. The Classic of Weiqi in Thirteen Chapters · Zhang Jing

R Ranka Yearbook 1985 · The International Go Federation Ranka Yearbook 1986 · The International Go Federation Ranka Yearbook 1987 · The International Go Federation Ranka Yearbook 1988 · The International Go Federation Ranka Yearbook 1989 · The International Go Federation Ranka Yearbook 1990 · The International Go Federation Ranka Yearbook 1991 · The International Go Federation Ranka Yearbook 1992 · The International Go Federation Ranka Yearbook 1993 · The International Go Federation Ranka Yearbook 1994 · The International Go Federation Ranka Yearbook 1995 · The International Go Federation Ranka Yearbook 1996 · The International Go Federation Ranka Yearbook 1997 · The International Go Federation Ranka Yearbook 1998 · The International Go Federation Reglamento de Go, Igo, Baduk o WeiQi (Juegos de Mesa del Mundo [7]) · Horacio A. Pernía Relentless: Lee Sedol vs Gu Li · Younggil An & David Ormerod River Mountain Go 20k to 8k Study Book 2 · Oliver Richman River Mountain Go 30k to 20k Study Book 1 · Oliver Richman

S Sabaki. The Art of Settling Stones (Reseña) (Mastering the Basics [11]) · Richard Bozulich Shape Up! · Charles Matthews Shoujin de Miaoyong (Reseña) · Kong Xiangming Stepping Stones to Go: A Game of Strategy · Shigemi Kishikawa Strategic Concepts of Go · Nagahara Yoshiaki & Richard Bozulich Strategic Fundamentals in Go (Reseña) · Guo Tisheng & Lu Wen

T Tengen. La tesis central de Kubomatsu · John Fairbain Tesuji (Elementary Go Series Vol. 3 [1]) · James Davies Tesuji and Anti-Suji of Go (Sakata Series [2]) · Sakata Eio Tesuji Vol 4 · Lee Changho Tesuji Vol 5 · Lee Changho Tha AGA Song Book · Bob Felice (Editor) The 1st World Amateur Go Championship · The Nihon Ki-in The 2nd World Amateur Go Championship · The Nihon Ki-in The 3rd World Amateur Go Championship · The Nihon Ki-in The 1971 Honinbo Tournament · James Davis & Kaoru Iwamoto The art of black and white · Chen Zu-yan The Art of Go Series: Capturing Stones. Sacrifice Techniques (Art of Go Series [2]) · Yutopian Enterprises The Art of Go Series: Connecting Stones (The Art of Go Series [1]) · Yutopian Enterprises The Best of Kido: The Ins and Outs of Life and Death (Reseña) · Autores Varios The Breakthrough to Shodan · Miyamoto Naoki & James Davies The Celestial Arsenal (Reseña) · Lu Xuanyu The Chinese Opening: The Sure-Win Strategy · Masao Kato The Dang Hu Games · Jim Z. Yu The Direction of Play · Takeo Kajiwara The Endgame (Elementary Go Series, Vol 6 [1]) · Tomoko Ogawa & James Davies The Fabulous Master of Go Go Seigen · John Fairbairn The Game of Go: Speculations on its Origins and Symbolism in Ancient China · Peter Shotwell The Game of Go: The National Game of Japan · Arthur Smith The Game of Go. Learning and mastering the most challenging game in the world · Matthew MacFadyen The Game of Wei-Chi (Reseña) · Daniele Pecorini & Tong Shu The Games of Fujisawa Shuko (Extracto) · John Power The Go Companion: Go in History and Culture (Reseña) · John Fairbairn & T. Mark Hall The Great Joseki Debates (Reseña) · Honda Kunihisa

The Life, Games and Commentaries of Honinbo Shuei (Extracto) · John Fairbairn The Magic of Go · Richard Bozulich The Master of Haengma (Reseña) · Sung-Ho Baek The Middle Game of Go. Vol.1 · Sakata Eio The most difficult problem ever: Igo Hatsuyôron 120 (Extracto) · Thomas Redecker The Power of the Star-Point the Sanren-Sei Opening (Reseña) · Takagawa Shukaku & John Power The Protracted Game · Scott Boorman The Second Book of Go · Richard Bozulich The Theory and Practice of Go · Oscar Korschelt The Thirty-Six Stratagems Applied to Go · Ma Xiaochun The Vital Points of Go · Shukaku Takagawa The Way to Go · Karl Baker The World Amateur Go Championship Winners, 1979-2013 · The Nihon Ki-in The World of Ki (Reseña) · John D. Goodell The World of WeiQi (Weiqi Tiandi) · Weiqi Tiandi The Young Chinese Go Masters (Reseña) · Yuan Zhou This is Go the Natural Way! (Extracto) · Takemiya Masaki Train Like a Pro 2a · Sung Rae Kim

U Utilizando las 36 estrategias chinas (Nikkai [12]) · Horacio A. Pernía Utilizing Outward Influence · Jin Jiang & Zhao Zheng

V Ver claro con AI!, una nueva forma de juzgar la situación (Extracto) (Go y el nuevo método de juzgar la situación [1]) · Takehisa Matsumoto

W Wangyou Qingle Ji · John Fairbairn Weiqi 300 · Desconocido Weiqi Introductory Problem Collection · Autores Varios Weiqi jiqiao Daquan. Life Death Encyclopedia · Desconocido Weiqi Sihuo Daquan. Life Death Encyclopedia · Desconocido What is Go · The Go Academy Winning Go: Successful Moves from the Opening to the Endgame · Richard Bozulich & Peter Shotwell World Amateur Go Championship - Rules - (Juegos de Mesa del Mundo [34]) · The Nihon Ki-in

X Xuan Xuan Qi Jing (Gengen Gokyo) · Desconocido Xuan Xuan Qijing · John Fairbairn Xuan Xuan QiJing (Gengen Gokyo) · Vit Brunner

Y Yi Zhi (The essence of Go) · John Fairbairn

What is Go por The Go Academy Arte · Baduk · Go · Igo · Infografía · Weiqi PDF

The Go Academy

Infografía sobre el Juego del Go. Reglas básicas del juego del Go. http://thegoacademy.com.sg/

La partida de Go por Hans Aiguabella & Xabier Tárrega Arte · Board Games · Comic · Dibujo · Games · Games & Activities · Go Baduk · Historieta · Igo · Ilustraciones · Weiqi PDF

Optiludik Studio

Cuenta la leyenda que existen diez universos paralelos en forma de planos horizontales. Ahí se libran eternamente batallas entre el bien y el mal. La Guerra Magna va a iniciarse " la victoria te llevará a la gloria".

Attack and Defense Elementary Go, Vol 5 [1] por Ishida Akira & James Davies Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido

1980

This book is an introduction to the middle game. Its chapters are on Territory and Pawer, Attacking Strategy, Attacking Moves, Defense, Forcing Moves, Inducing Moves, Reducing and Invading Large Frameworks, Invasions into Three-Space Extensions, Ko Fights, and Problems. So it gives an introduction to all of the things that you should think about in the middle game. **

El Cercado por Ambrosio Wang An-Po Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

Ambrosio Wang An-Po

1970

Un milenario y fascinante juego chino Chin, chi, shu, jua, es decir, tocar algún instrumento musical, jugar al CERCADO, escribir con buena caligrafía y saber pintar un cuadro, eran las cuatro artes básicas que debía dominar cualquier intelectual en la antigua China. Hoy en día sigue vigente este canon tradicional. Las artes musicales, caligráficas y pictóricas chinas son más o menos conocidas ya en Occidente. Pero el CERCADO, ese apasionante y milenario juego artístico de tipo intelectual, aún sigue en buena parte oculto. Ambrosio Wang An-Po, profundo conocedor

de las dos culturas, oriental y occidental, y apasionado hispanista, fue el introductor del CERCADO en España en la década de 1950 y es el autor del presente libro, el primer tratado de GO (nombre japonés del juego) en lengua castellana, publicado originalmente en 1970.

Relentless: Lee Sedol vs Gu Li por Younggil An & David Ormerod Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Game Guru

2016

This book contains analysis of 48 games between two of the top Go players of the early 21st century, but it is not just another book of game commentaries. It is the story of the rivalry and friendship between Lee Sedol and Gu Li, their relentless struggle to become the best, and an explication of the secrets of Go hidden within their games. There are two parts to Relentless . Part One is the core of the book and examines, in unprecedented detail, the 10 game match (jubango) played by Lee Sedol and Gu Li throughout 2014. Part Two reviews every other official game between the two masters (up until

the end of 2015), providing the reader with ample material to review and enjoy, while reflecting on what they learned in Part One. Rather than just saying what happened, we use the match as the basis for an extensive study of the fundamental techniques, strategies and principles of Go—all applied within the context of real games, so that the reader can see how ideas and techniques are employed in practice. Go is an art form, and like other arts, studying the work of masters contributes greatly to one's appreciation, enjoyment and gradual mastery of the craft. When you study a piece of music, the goal is rarely (if ever) just to be able to play it. Rather, a deep study of a piece is intended to convey a visceral understanding of the technique and theory embodied within it, in a way that a book about theory never could. Relentless strives to offer that same experience to Go players. Over two years, we have distilled our knowledge and passion for the game into 625 pages of pure Go, until nothing more would fit. Where other books might gloss over the details, we have sought to expose the wealth of tactical considerations beneath the surface, so that they may be studied, applied to the reader's games, and eventually mastered. We have extracted a practical lesson from every passage of play and boiled it all down to a series of memorable proverbs (both old and new) for the reader to internalize. Relentless also draws on the knowledge of great thinkers of the past—such as Sun Zi (Sun Tzu), Lao Zi, Thucydides, Carl von Clausewitz, and many more—demonstrating how their ideas apply to Go. Finally, the commentary is honest. In the past, some books portrayed professional Go players like gods and politely overlooked small mistakes. We make no apologies for doing away with this convention.

This is not intended to be the kind of book you will only read once. The content is dense in parts and may require reflection. It is our hope that it will serve readers for many years to come, however worse for wear, as a source of knowledge and inspiration, throughout their journey along the path of Go. **

Go: The Ancient Game por American Go Association American Go Association · Baduk · Go · Weiqi · board game · weichi PDF

American Go Association

AGA rules brochure Formatted as a single-sided letter paper printout, this brochure presents the basic rules of traditional go with several example positions and associated explanations. A fully-justified multi-column layout is used, and again space is reserved for local club contact information.

Go - an Introduccion por British Go Association Baduk · Board Games · Cartoon · Comic · Games · Games & Activities · Go · Igo · Weiqi PDF

British Go Association

Cartoon rules booklet. Last revised in July 2014 this is an English translation of Andreas Fecke’s excellent German original, now using pass stones. It is a 16-page A6 booklet that uses cartoons to explain the rules of Go. Ideal for children.

Go Problem Cards por British Go Association Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

British Go Association

Go Problem Cards A set of 108 red cards, 2½" by 3½", each with an easy Go problem. Produced by The EGCC.

Novels and Other Books Featuring Go por British Go Association Baduk · Board Games · Books · Catálogo de Libros · Games · Go · Igo · Novels · Weiqi PDF

British Go Association

The three classic Go novels are "The Master of Go" ("Meijin") by Yasunari Kawabata, "The Girl who Played Go" by Shan Sa and "First Kyu" by Dr Sung-Hwa Hong. Here is a list of mainstream novels by other authors and some other books that feature Go.

Play Go. A few simple rules... limitless possibilities por British Go Association Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

British Go Association

The history of Go stretches back some 3000 years and the game has remained essentially unchanged throughout thisvery long period. The game probably originated in China. Legend has it that the future of Tibet was once decided over a Go board when the Buddhist ruler refused to go into battle; instead he challenged the aggressor to a game of Go.

Go. The most challenging board game in the world por The British Go Association Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The British Go Association

1999

Go. The most challenging board game in the world. An introduction to this ancient and fascinating game.

The Master of Haengma (Reseña) por Sung-Ho Baek Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi

Oromedia

Even if it is a same haengma, it can be a good move or a bad move depending on the situation.It is always distinguished by what haengma you play considering the situation and surrounding. Professional players usually don't play next move until they are not sure abou the worth of the stone and its maximum utilization. It is the reason for them to pay full attention even though there is a predictable joseki during a game. It is a difference between amateur players who play directly. 288 pages

The Way to Go por Karl Baker Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Ishi Press -

2008

This is a pamphlet designed to teach beginners the rules of go. It's a very gentle introduction to the game; it has lots of examples of every concept that is introduced, so that beginners get practice telling when groups are connected, how many liberties a group of stones has, etc. It doesn't make a big distinction between rules and basic concepts; for example, you learn about two eyes before learning how to score the game.

Board and Table Games from Many Civilizations *** [47] por Robert Charles Bell Ajedrez · Backgammon · Baduk · Board Games · Chess · Continental Draughts · Go · Igo · Juegos de Tablero · Liar Dice · Mah-Jong · Morris · Pachisi · Wari · Weiqi PDF

Dover Publications

1979

Quizás el trabajo más autorizado sobre el tema, este volumen enciclopédico es una referencia básica a los juegos de mesa y de mesa de todo el mundo. Proporciona las reglas y métodos de juego para más de 180 juegos diferentes: Ma-jong, Hazard, Wei-ch'i (go), Backgammon, Pachisi y muchos otros. Más de 300 fotografías y dibujos lineales.

*** Perhaps the most authoritative work on the subject, this encyclopedic volume is a basic reference to board and table games from around the world. It provides the rules and methods of play for more than 180 different games: Ma-jong, Hazard, Wei-ch'i (go), Backgammon, Pachisi, and many others. Over 300 photographs and line drawings. *** Desde las Pág.101 a 111 se detallan las reglas del juego del Go, con excelentes gráficos y ejemplos.

Mathematical Go: Chilling Gets the Last Point por Elwyn Berlekamp & David Wolfe Baduk · Board Games · Game Theory · Games · Games & Activities · Go · History & Philosophy · Igo · Mathematics · Recreations & Games · Weiqi PDF

Ishi Press

1994

In this unique book, the authors, both only amateur Go players themselves, develop the mathematical techniques for solving latestage endgame problems that can stump top-ranking professionals. As a typical game of Go approaches its conclusion, the active regions of play become independent of one another, and the overall board position may be regarded as a sum of disconnected partial board positions. Combinatorial game theory, a branch of mathematics Berlekamp helped develop, has long been concerned

with such sums of games. Here, it is applied to solving Go-related problems with a bewildering choice of similar-looking moves and subtle priority relationships. The theory presented in this book assigns each active area on the board an abstract value and then shows how to compare them to select the optimum move or add them up to determine the ideal outcome. Some of the values are familiar numbers or fractions, but most are more bizarre objects quite unlike anything in the existing Co literature. From these abstractions, the reader learns that positions seeming ro have the same numerical value can be crucially different while positions that appear completely different can be mathematically identical. A go player with an interest in mathematics or a mathematician interested in Go will not want to miss this book because it describes substantial connections between the two subjects which have been, until now, overlooked. **

Go in the West in the 18th Century por Jaap K. Blom Baduk · Europa · Go · Igo · Jesuitas · Matteo Ricci · Weiqi PDF

Ishi Press

En varios textos europeos del Siglo XVII se menciona detalladamente el juego del Go. Existen cuarenta y ocho pasajes muy conocidos, provenientes de dos fuentes: los viajes de Matteo Ricci y de Nildaas Trigault -dos misioneros Jesuitas- a China.

The Protracted Game por Scott Boorman Baduk · Board Games · China · Games · Games & Activities · Go · Igo · Mao Tse-tung · Maoísmo · Weiqi PDF

Galaxy Books

A Wei-Ch'i Interpretation of Maoist Revolutionary Strategy For their interest and encouragement during the protracted evolution of the thesis presented here, I wish to thank my parents Margaret Echlin Boorman and Howard L. Boorman and my sometime wei-ch’i opponent Christopher Wright. I am also grateful to Robert W. Adamson for his confidence and to Kensaku Segoe, Kaku Takagawa, and Edward Lasker for their kind response to my request to make use of certain diagrams from their works. *** Menciona el juego del Go: " A mechanism for avoiding certain difficulties inherent in cross-cultural strategic analysis may be found in the ancient Chinese game of strategy wei-ch’i. Although commonly known in the West under its Japanese name go, and

extensively studied in Japan, wei-ch’i has been a favorite game of strategy of Chinese generals, statesmen, and literati from the former Han dynasty (206 B.C.-8 A.D.) to the times of Mao Tse-tung ."

A Dictionary of Japanese and English Go Terms (Extracto) por Richard Bozulich Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi EPUB

Kiseido Publishing Co

2019

From agehama to zoku-suji, this dictionary explains both English and Japanese terms used in the game of Go. It was originally published as a chapter in The Go Player’s Almanac 2001. Over 200 explanatory diagrams illustrate the 841 dictionary terms.

Five Hundred and One Opening Problems por Richard Bozulich Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

2007

Don’t know your ‘hane’ from your ‘gote’? Read on! This book provides a vast number and a large variety of opening problems for the inexperienced player. Explanations are brief, with emphasis being placed on principles to give the reader a feeling of what a good opening move is. To this end each problem is presented by stating an opening principle that can be used to solve the problem. By seeing how these opening principles are used in games, your intuition in the opening will become highly developed.

Fundamentos del Go: Estrategia (Extracto) por Richard Bozulich Baduk · Go · Igo · Técnicas · Weiqi EPUB

Brett und Stein Verlag

2020

Aji, kikashi (jugadas coactivas) y sabaki son los conceptos más importantes del go. Imbuyen el juego con sutilezas estratégicas inigualables en cualquier otro juego. Ningún jugador de go puede esperar alcanzar un alto nivel de destreza sin entender estos conceptos. Además, se necesita: entender la forma y la distribución de piedras y cómo influyen otras zonas del tablero, determinar cuáles son las piedras que son importantes y cuáles son las que pueden ser sacrificadas, y también cuáles son las piedras que deben ser fortalecidas antes de hacer jugadas estratégicas a gran

escala. El propósito de este libro es juntar estas ideas y mostrar al lector la manera en que interaccionan estas ideas.

The Magic of Go por Richard Bozulich Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Yomiuri Shimbun

1999

Los orígenes del go están ocultos en el pasado sin crónicas de la antigua China. Existe una maraña de anécdotas populares y académicas en conflicto que atribuyen su invención a dos emperadores chinos, un vasallo imperial y astrólogos de la corte. Una historia dice que go fue inventado por el legendario Emperador Yao (gobernó 2357-2256 a.C.) como una diversión para su hijo idiota. Un segundo afirma que el Emperador Shun (gobernado 22552205 a. C.) creó el juego con la esperanza de mejorar la destreza mental de su hijo de mente débil. Un tercero dice que la persona llamada Wu, vasallo del emperador Jie (gobernó entre 1818 y 1766 a. C.), inventó el go y los juegos de cartas. Finalmente, una cuarta

teoría sugiere que el go fue desarrollado por astrólogos de la corte durante la dinastía Zhou (1045-255 a. C.).

The Second Book of Go por Richard Bozulich Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Company

1998

The Second Book Of Go takes the reader who has learned the rules and rudiments of strategy and introduces him or her to the fundamental ideas required to get to the 12 kyu level. ** El leer este libro colocará al novato que recién ha aprendido las reglas del go en el camino correcto para convertirse en un jugador más fuerte. Instruye al lector con respecto a la manera correcta de planear la estrategia y cómo atacar a los grupos débiles del oponente para convertir la influencia en territorio inexpugnable. Cubre todos los aspectos del juego - la apertura, joseki, go con

hándicap, peleas en el juego medio, vida y muerte, tesujis, formas buenas y malas, peleas de ko y el final del juego.

Get Strong at Joseki 3 (Beginner and Elementary Go Books) Get Strong at Go Series [1] por Richard Bozulich Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

1996

Get Strong at Joseki 3 (Get Strong at Go Series) (Beginner and Elementary Go Books) **

Get Strong at Opening (Beginner and Elementary Go Books) Get Strong at Go Series [2] por Richard Bozulich Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Co

1996

175 problems in the opening (fuseki) ranging in difficulty from easy to difficult. This book is an ideal introduction to the field of fuseki and should be studied by every beginning player. The problems begin with an analysis of the Chinese, niren-sei, sanren-sei, Shusaku, and tatsuki (diagonal) fusekis as well as other important opening strategies. The remainder of the problems are designed to hammer home to the reader the basic principles of the fuseki.

**

Sabaki. The Art of Settling Stones (Reseña) Mastering the Basics [11] por Richard Bozulich Baduk · Board Games · Games · Games & Activities · Go · Igo · Reference · Weiqi PDF

Kiseido Publishing Company

2018

During the opening stages of the game the players stake out positions and more or less divide the board. Normally each player wants to win and take just over 50% of the board. This usually involves a balance between safety and risk; that is, making a safe and noninvadable extension or an extension that is slightly farther and limits the opponent's territory. The drawback of the latter is that the position now becomes invadable. This usually means that when an invasion takes place, the invading stones do not have enough space to make an extension that guarantees life. That, in turn, means the invader has to run away. However, running away is not always the best strategy as it is one-sided -- that is, it allows your opponent to harass the run-away stones while securing territory and building influence. Often it is far better to make the beginnings of eye-shape -- to

breathe life into the invading stones -- before running away. In other words, 'to make sabaki.'Along with fighting a ko, sabaki is one of the most difficult concepts to put in practice, as it involves a variety of high-level techniques, such as sacrificing stones, making good shape, calculating complex variations, using forcing moves (kikashi), and good style (for example, avoiding the elimination of aji).The numerous examples and 122 problems taken from professional games, will introduce the readers to all the techniques that may be required to achieve sabaki in almost any position that might arise in their games. *** Durante las etapas iniciales del juego, los jugadores replantean posiciones y dividen más o menos el tablero. Normalmente cada jugador quiere ganar y tomar un poco más del 50% del tablero. Esto generalmente implica un equilibrio entre seguridad y riesgo; es decir, hacer una extensión segura y no invadible o una extensión que esté un poco más lejos y limite el territorio del oponente. El inconveniente de este último es que la posición ahora se vuelve invariable. Esto generalmente significa que cuando ocurre una invasión, las piedras invasoras no tienen suficiente espacio para hacer una extensión que garantice la vida. Eso, a su vez, significa que el invasor tiene que huir. Sin embargo, huir no siempre es la mejor estrategia, ya que es unilateral, es decir, le permite a tu oponente hostigar las piedras que se escapan mientras asegura el territorio y aumenta la influencia. A menudo es mucho mejor comenzar con la forma de los ojos, para dar vida a las piedras invasoras, antes de escapar. En otras palabras, 'hacer sabaki'. Además de luchar contra un ko, sabaki es uno de los conceptos más difíciles de poner en práctica, ya que implica una variedad de técnicas de alto nivel, como sacrificar piedras, hacer una buena forma, calcular variaciones complejas, usar movimientos forzados (kikashi), y buen estilo por ejemplo, evitando la eliminación de aji (aji keshi). Los numerosos ejemplos y 122 problemas tomados de los juegos profesionales, presentarán a los lectores todas las técnicas que pueden ser necesarias para lograr el sabaki en casi cualquier posición que pueda surgir en sus juegos.

Winning Go: Successful Moves from the Opening to the Endgame por Richard Bozulich & Peter Shotwell Baduk · Board Games · Games · Games & Activities · Go · Igo · Puzzles · Reference EPUB

Tuttle Publishing

2010

Master the game of Go with this expert guide. Go is a two player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast—even when compared to chess. This is the first comprehensive strategy guidebook in English to cover the entire game of Go by illustrating the nuances and finer

points of Go strategy. Its 203 problems and their commented answers demonstrate to players of all level of skill not only successful moves, but also the incorrect moves and why they are wrong. This enables players to identify strengths and weaknesses in their games. From opening play to the endgame, Winning Go is an essential tool in helping serious players master the sophisticated sequence and flow of advanced Go play. Useful Go strategies include: The opening ( fuseki ) The middle ( chuban ) The endgame ( yose ) Clever moves ( tesuji ) Life and death ( shikatsu ) Winning corner skirmishes ( joseki ) Accurate counting Players will learn about not only creating good shapes, but also how to avoid or take advantage of bad ones, along with the right and wrong order of moves. This makes Winning Go the ideal choice for a first problem book because it enables both players and teachers to improve upon their Go game. From opening play to endgame, Winning go is an essential tool in helping serious Go players master the sophisticated sequence and flow of advanced Go play. **

Daily Yomiuri On-Line: The Magic of Go por Richard Bozulich & Rob van Zeijst Baduk · Difusión · Go · Igo · Japón · Prensa · Weiqi EPUB

The Yomiuri Shimbun

1999

The Magic of Go The Magic of Go era una columna semanal publicada en el diario japonés The Daily Yomiuri On Line , por Richard Bozulich (1-46) y Rob Van Zeijst (47-342), en la que se publicó hasta el 18 de agosto de 2007 la historia del Go, las Reglas, conceptos tácticos y estratégicos, problemas y noticias sobre los principales torneos de Go del mundo.

EZ-Go por Bruce & Sue Wilcox Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Ki Press

2002

Oriental strategy in a Nutshell This is a go book unlike any other. It's an outgrowth of Bruce Wilcox's Instant Go lectures, and the most distinctive feature is that they often give heuristics for playing instead of general principles. For example, if you and your opponent are building walls next to one another and you want to know whether it's safe to jump ahead or if you should keep on pushing slowly, they tell you to "skip with six liberties". They freely admit that his heuristics don't always work; the goal of the heuristics is to work about 90% of the time and to tell you

what kinds of moves to look at first, though you'll probably want to do more reading to make sure that it works out. *** Estrategia oriental en pocas palabras Este es un libro de go como ningún otro. Es una consecuencia de las conferencias Instant Go de Bruce Wilcox, y la característica más distintiva es que a menudo proporcionan heurísticas para jugar en lugar de principios generales. Por ejemplo, si tú y tu oponente están construyendo muros uno al lado del otro y quieres saber si es seguro saltar hacia adelante o si debes seguir empujando lentamente, te dicen que "saltes con seis libertades". Admiten libremente que sus heurísticas no siempre funcionan; El objetivo de la heurística es trabajar aproximadamente el 90% del tiempo y decirle qué tipo de movimientos debe mirar primero, aunque probablemente querrá leer más para asegurarse de que funcione.

Xuan Xuan QiJing (Gengen Gokyo) por Vit Brunner Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

This classic Chinese text dates from the fourteenth century, originally published in 1347 by Yan Defu and Yan Tianzhang. The problems take fanciful and historical aspects, with themes relating to stories and events. For example, in the 'Mother of Seven Sons' problem, the seven sons refers to seven white stones at the core of the problem. Known in Japanese as 'Gen Gen Go Kyo.'

David Carlton's Go Bibliography por David Carlton Baduk · Board Games · Catálogo de Libros · Games · Go · Igo · Weiqi EPUB

This version of the bibliography lists books according to their difficulty; it starts with books for beginners, and then moves on to elementary, intermediate, and advanced books. Thus, it's designed to help people identify what books they should think about reading at their current skill level; I've added extra commentary to help that. First Books. Second Books. Elementary Books. Intermediate Books.

Advanced Books. Other Books. Arcana. Some general advice: when you're reading go books, don't worry about understanding everything the first time, and don't worry about giving up on a book halfway through. I find, for example, that whenever I start to read a book on tesuji or life and death that I have to give up after a few weeks because my brain is too sick of reading through those problems. Conversely, you should go back to books that you've read earlier; you'll learn things that you didn't learn the first time through.

How Handle Hamete por Lee Changho Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

Como manejar el Hamete Hamete es un término japonés, también usado en inglés, que se refiere a una trampa en un Joseki, típicamente una jugada engañosa pero incorrecta que requiere habilidad para ser refutada. El término se usa a menudo de manera imprecisa entre los aficionados para cualquier jugada con artimañas. Normalmente, un jugada de hamete tiene una respuesta "obvia" que produce un resultado pobre. Para calificar como hamete, la trampa debe ser desafiante: debe ser algo que pueda engañar incluso a un aficionado de nivel dan. Una mera

trampa táctica, como inducir oiotoshi 1 , o una mala jugada que un oponente débil podría responder incorrectamente, no es hamete. *** oi-otosh i 1 : perseguir y capturar, o, quizás mejor perseguir, un término japonés de go que describe una situación en la que una piedra o grupo de piedras se coloca en atari de tal manera que no hay escapatoria. Esto suele ocurrir cuando la única forma de salvar un grupo en esta situación en forma temporal es conectarse y el grupo resultante todavía está en atari. Oiotoshi también se conoce bajo los términos conectar y morir y atari en serie.

Tesuji Vol 4 por Lee Changho Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2003

Los Tesujis son las tácticas de combate de corto alcance en el juego de go. Este volumen presenta más de trescientos ejemplos y problemas de ellos, dirigidos a entrenar al lector en cómo leer y encontrar la jugada correcta en todo tipo de situaciones tácticas. Cubre una amplia gama de material a la vez que se concentra en los fundamentos; sus problemas logran ser a la vez lo suficientemente difíciles como para presentar un reto y lo suficientemente fáciles de resolver, y hay suficientes de ellos como para mantener ocupados hasta a los más ávidos.

Tesuji Vol 5 por Lee Changho Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2003

Los Tesujis son las tácticas de combate de corto alcance en el juego de go. Este volumen presenta más de trescientos ejemplos y problemas de ellos, dirigidos a entrenar al lector en cómo leer y encontrar la jugada correcta en todo tipo de situaciones tácticas. Cubre una amplia gama de material a la vez que se concentra en los fundamentos; sus problemas logran ser a la vez lo suficientemente difíciles como para presentar un reto y lo suficientemente fáciles de resolver, y hay suficientes de ellos como para mantener ocupados hasta a los más ávidos.

Mysteries of Weiqi. Thee King's Golden Rule por Youyi Chen Baduk · Board Games · Games · Go · Igo · Weiqi PDF

This is a collection of articles about Chinese legend Ji Xin Wang's ten golden rules of Go. They were written by Youyi Chen, a student at the University of Waterloo at the time, and posted to the Internet newsgroup rec.games.go in 1992/1993. Ji Xin Wang's last name Wang means King in English, so, we may call them the King's Golden Rules.

Goh or Wei Chi por Horace F. Cheshire Baduk · Go · Igo · Nikkai · Weiqi PDF

Taylkr Bros.

1911

A handbook of the game and full instructions for play The Great Military and Stragetic Game of Eastern Asia. Adapted for European Players. Historical Notes and Appendix.

All About Life and Death. Vol 1 por Cho Chikun Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

1993

***

A Basic Dictionary of Life and Death All About Life and Death The most complete work on tsume-go ever published in English. Life and Death is a critical subject area for go players. Cho leads the reader through all of the important patterns that occur in play. Because of the vast range of material included, beginners will profit from the book, while experts will still find a challenge. For beginners through dan level players! Use it as a text to study life and death in detail Use it as a problem book to sharpen your reading skills. Use it as an encyclopedic reference. Volume 1 covers basic corner shapes and the 'comb' pattern.

Volume 2 analyzes the 'carpenter square', shapes on the sides and corner shapes arising from josekis and attacks on corner enclosures. About the Author: Cho Chikun is the foremost Korean practitioner of the Game of Go. He began his professional study at the game of six, becoming the youngest-ever professional at 11. At the age of 24, he won the prestigious title Meijin, and is the only go player ever to have held all top four Japanese titles at the same time. Cover illustration: The Courtesan of Hell dreaming of skeletons at play. A comical ukiyo-e print by Gyosai (1874). From the Ishi collection. **

All About Life And Death. Vol 2 por Cho Chikun Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

1993

A Basic Dictionary of Life and Death This is a dictionary of life and death situations. It has more than 200 different patterns that are on the cusp of being alive or dead, and tells you when each is alive and when it is dead. It also has some sections on invading beneath the star point at the 3-3 point with various extensions from the star point present, and also some more invasions in different corner situations. It starts with very basic situations (e.g. five stones in a row in the corner are alive or dead depending on whose move it is), but also contains more complicated patterns.

Encyclopedia of Life and Death por Cho Chikun Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

2005

The Encyclopedia of Life and Death CD is a collection of life and death problems by Cho Chikun. The problems are divided into five categories: Beginner (200 problems) Elementary (922 problems) Intermediate (935 problems) Advanced (793 problems) Strange and unusual positions (28 problems)

Go: A Complete Introduction to the Game (Beginner and Elementary Go Books) por Cho Chikun Baduk · Board Games · Games · Go · Igo · Weiqi DJVU · PDF

Kiseido Publishing Co

2010

This book is the best and most authorative introduction to this ancient and fascinating game. Written specifically for the western reader by one of the strongest players in the world, it presents the rules, tactics, and strategy of this unique game in a step-by-step, easy to understand way. Besides showing you how to play, it contains essays about the world of Go which will broaden your knowledge and understanding as well as pique your interest. From

history to modern tournament play, from traditional playing sets to computer Go, you'll find it in these pages. **

My Views on Go por Cho Chikun Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi PDF

People’s Sports Publishing House

2011

This old book is an interesting work which gives a frank discussion of how Cho Chikun views go in general. The information presents an interesting perspective and is quite valuable but the book is quite text-intensive. Don’t expect to learn a lot just from the diagrams. Content: Chapter 1 On First Class Go Players ⼀流棋⼠论 From Kitani to Kobayashi, Cho Chikun talks about quite a few top players of the game and what we can learn from them. Chapter 2 On Fuseki 布局论 Cho Chikun talks about fuseki from the perspective of professional go players Chapter 3 On Life and Death Problems 死活题论

Cho Chikun talks about how doing life and death problems relates to the important topic of calculation.

Positional Judgment: High-Speed Game Analysis por Cho Chikun Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi PDF

The Ishi Press

1989

*****

Game analysis is the process of estimating fairly accurately the relative territorial prospects of each player at key stages throughout the game. This may seem difficult or even irksome to many players. In fact, without the ability to sit calmly and judge the overall situation, vital moves may frequently be ov overlooked. Moreover, the estimation has to be accurate enough for you to make important strategic decisions: should you defend or should you invade, should you attack aggressively or should you try to wind up the game quickly? If you can't assess accurately the balance of territories and calculate whether you are ahead or behind, you lack the information that is the key prerequisite for making such decisions.

El Juego del Go por Jose Antonio Andujar Clavell Baduk · Board Games · Games · Go · Igo · Reglas · Weiqi PDF

http://www.lsi.upc.es/~jandujar/go

La historia del Go se remonta unos 3.000 años y sus reglas han permanecido prácticamente inmutables a lo largo de todo este tiempo. El juego es probablemente originario de China o del Himalaya. Hay una leyenda según la cual el destino del Tibet se decidió una vez sobre un tablero de Go, cuando el gobernador budista, para evitar la batalla y el derramamiento de sangre retó a sus agresores a una partida de Go. En el lejano Oriente, de donde es originario, el Go goza hoy día de una gran popularidad y en Europa y América el interes por el juego aumenta continuamente. Como el Ajedrez, el Go es un juego de estrategia (ha sido descrito como cuatro partidas simultaneas

de ajedrez sobre el mismo tablero), si bien difiere de este en muchos aspectos. Las reglas del Go son muy sencillas y, a pesar de que como en el Ajedrez, los jugadores enfrentan sus respectivas capacidades analíticas, en el Go la intuición juega un papel mucho más importante.

Go: An Ancient Game for the New Millennium por William Cobb American Go Association · Baduk · Go · Weiqi · board game · weichi PDF

American Go Association

AGA Promotional Brochure Formatted as a two-sided tri-fold brochure, this document serves as an introduction to the game of go. Technical terms are in italics, the board layouts are typeset with pre-existing tools, and space is reserved for local club contact information. Full justification and carefully selected margins form an elegant tri-fold layout.

El Go humaniza la inteligencia artificial por Josep Corbella AlphaGo · Arte · Baduk · Go · Igo · Infografía · Iteligencia Artificial · Juegos de Mesa · Weiqi PDF

La Vanguardia Ediciones S.L.

El Go humaniza la inteligencia artificial Un programa de inteligencia artificial que ha aprendido en sólo tres días lo que a la humanidad le ha costado miles de años, y que además lo ha hecho de manera totalmente autodidacta, sin ninguna ayuda externa, se ha convertido en el mejor jugador de go del mundo. En un torneo a cien partidas contra el programa AlphaGo, que el año pasado derrotó al campeón mundial Lee Sedol, ha vencido por cien a cero. El juego del go, que se inventó en China hace más de 2.500 años, es reconocido como uno de los más difíciles de dominar para la inteligencia artificial. A diferencia del ajedrez, en que el programa Deep Blue de IBM venció en 1997 al entonces campeón mundial Gary Kasparov gracias a su potencia de cálculo, el go requiere una visión estratégica y una intuición que van más allá de la potencia de cálculo y que nunca se ha sabido cómo programar. Por eso, cuando el programa AlphaGo de la compañía DeepMind superó el año pasado al campeón surcoreano Lee Sedol, la noticia sorprendió incluso a los especialistas en inteligencia artificial. El nuevo programa, llamado AlphaGo Zero y también

creado por DeepMind, es cualitativamente distinto y ha mostrado prestaciones muy superiores, según los resultados que se presentan hoy en la revista científica Nature. El programa aprende por sí mismo desde cero y no a partir de partidas jugadas por personas Si el primer AlphaGo necesitó 30 millones de partidas de entrenamiento para poderse enfrentar a Lee Sedol, al nuevo le han bastado con 4,9 millones, seis veces menos. El primero se tuvo que preparar durante varios meses y al nuevo le han bastado 70 horas. El primero necesitó 48 procesadores de tipo TPU –especializados para la inteligencia artificial– distribuidos en varias máquinas y al nuevo le han bastado 4 TPUs en una sola máquina. AlphaGo Zero es, en suma, un programa mucho más eficiente que el primer AlphaGo. Pero la gran diferencia entre ambos es que AlphaGo Zero lo ha aprendido todo por sí solo. El primer AlphaGo aprendió a jugar basándose en partidas de jugadores expertos. Los programadores de Deep Mind le enseñaron millones de partidas y, a partir de ahí, dedujo qué tipos de jugadas son más ventajosas y empezó a jugar de manera autónoma. Dos versiones posteriores del programa, llamadas AlphaGo Lee y AlphaGo Master, han mejorado sus resultados aprendiendo con la misma estrategia. Pero el nuevo AlphaGo Zero aprende de manera distinta. No se le ha enseñado ninguna partida humana, sino únicamente las reglas del juego. A partir de ahí ha empezado a jugar contra sí mismo, haciendo las primeras jugadas al azar y aprendiendo por ensayo y error. Este modo de aprender ha permitido al programa progresar por sí mismo empezando de cero, sin necesitar ningún tipo de supervisión humana. Se le conoce como aprendizaje por refuerzo porque las decisiones que llevan a resultados positivos, como ganar una partida, resultan reforzadas. “AlphaGo se convierte en su propio maestro”, escriben los investigadores de DeepMind en Nature.

Al cabo de tres horas de empezar a jugar, AlphaGo había adquirido nociones básicas del go y jugaba con un nivel de principiante. Capturaba en cada jugada tantas piezas como podía, buscando beneficios inmediatos como un político cortoplacista, y se despreocupaba del desarrollo de la partida a largo plazo. Ha descubierto en tres días estrategias que a los jugadores les han costado miles de años Al cabo de 19 horas, ya se había dado cuenta de que la codicia es mal negocio y había empezado a jugar con visión de futuro, intentando dominar el territorio del tablero a largo plazo. A las 70 horas, ya había alcanzado un nivel sobrehumano, con un juego disciplinado que no caía en la tentación de capturas fáciles y que tejía una red de control a lo largo y ancho del tablero. “Los resultados sugieren que las inteligencias artificiales basadas en aprendizaje por refuerzo pueden dar resultados mucho mejores que las que dependen de lo experto que sea el humano”, escribe Satinder Singh, de la Universidad de Michigan en Ann Arbor (EE.UU.), en un artículo de opinión publicado en Nature junto a los resultados de la investigación. “En mi opinión, este es uno de los mayores avances en el campo del aprendizaje por refuerzo hasta la fecha”. Una de las claves del avance ha sido que AlphaGo Zero utiliza una única red neural para valorar de manera simultánea qué movimiento hacer y qué probabilidad tiene de conducir a la victoria. Las versiones anteriores de AlphaGo necesitaban dos redes neurales independientes, una para decidir la jugada y la otra para evaluarla, lo que era menos eficiente. El programa ha aprendido en tres días las mismas estrategias de inicios y finales de partidas que han perfeccionado los jugadores de go a lo largo de los siglos. En la fase media del juego, en cambio, AlphaGo Zero ha tomado decisiones que “son verdaderamente misteriosas y que dan a un observador la sensación de que están

viendo una partida humana muy buena, más que un ordenador calculando”, explican en otro artículo en Nature Andy Okun y Andrew Jackson, de la Asociación Americana de Go. El hecho de que estas jugadas misteriosas conviertan a AlphaGo Zero en un jugador mejor que cualquier persona “plantea la cuestión de cuánto sabemos realmente sobre el juego”. La técnica puede ser útil en áreas en que los humanos no son expertos Pero el objetivo de DeepMind no es disponer de una máquina que juegue bien al go sino desarrollar la inteligencia artificial basada en el aprendizaje por refuerzo. “AlphaGo Zero es más potente que las versiones anteriores de AlphaGo porque ya no está condicionado por los límites del conocimiento humano”, sostienen en un comunicado Demis Hassabis y David Silver, coautores de la investigación. Más allá del go, señalan, esta tecnología puede ser especialmente útil en áreas “en las que no hay una base de conocimiento experto humanos” sobre el que construir programas de inteligencia artificial. Frente a quienes alertan de los riesgos de la inteligencia artificial, Hassabis y Silver defienden que “será un multiplicador del ingenio humano que nos ayudará a resolver algunos de los retos más importantes a los que se enfrenta la humanidad. Si técnicas similares se pueden aplicar a otros problemas, como el plegamiento de proteínas, la reducción del consumo de energía o la búsqueda de nuevos materiales, tienen el potencial de tener un efecto positivo en la sociedad”. El peligro de las computadoras y la guerra Una de las grandes máquinas inteligentes de la ficción es el superordenador Skynet de la serie de películas Terminator. La idea es que una computadora capaz de gobernar los sistemas de misiles nucleares, en el momento en que es capaz de adquirir conciencia, puede rebelarse contra los humanos y declarar una guerra para acabar con la Humanidad. Hay científicos que creen que el

argumento no es sólo un entretenimiento, sino una posibilidad real que hay que impedir que suceda. En julio pasado, más de mil expertos en tecnología (el cofundador de Apple, Steve Wozniak y el fundador de Tesla y SpaceX, Elon Musk), científicos (el astrofísico Stephen Hawking) y filósofos (Noam Chomsky), firmaron una declaración contra las armas de inteligencia artificial: “si algún poder militar principal empuja hacia el desarrollo de armas de inteligencia artificial, una carrera armamentística global es virtualmente inevitable y el final de esta trayectoria tecnológica es obvio: las armas autónomas se convertirán en los kaláshnikov del mañana”.

Tesuji Elementary Go Series Vol. 3 [1] por James Davies Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Company

2017

Tesujis are the tactics of short-range combat in the game of go. This book presents over 300 examples and problems of them, aimed at training the reader to analyze and spot the right move in all sorts of tactical situations. It covers a wide range of material while concentrating on fundamentals. Its problems manage to be both hard enough to challenge and easy enough to solve, and there are enough of them to keep the most avid busy. ** Los Tesujis son las tácticas de combate de corto alcance en el juego de go. Este volumen presenta más de trescientos ejemplos y problemas de ellos, dirigidos a entrenar al lector en cómo leer y encontrar la jugada correcta en todo tipo de situaciones tácticas. Cubre una

amplia gama de material a la vez que se concentra en los fundamentos; sus problemas logran ser a la vez lo suficientemente difíciles como para presentar un reto y lo suficientemente fáciles de resolver, y hay suficientes de ellos como para mantener ocupados hasta a los más ávidos.

Life and Death Elementary Go [4] por James Davies Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Co

1996

Following the general pattern of its predecessor 'Tesuji' this book organizes over two hundred life and death problems and examples into thirty six short chapters. Noteworthy features include: The status approach, which takes the reader through the same analysis that he should perform in actual play. The grouping of the problems around common tesujis - throw-in, placement, etc - and standard shapes the one, two and three space notchers on the sides, the corner L groups, etc. A logical, step by step development, which makes Life and Death first an excellent text to learn from, then an invaluable

reference work to come back to. This book is a part of the Elementary Go Series. **

1979 South American Championship (Extracto) Revista Go World [16] por James Davies Argentina · Baduk · Games · Go · Historia · Igo · Juegos · Weiqi PDF

The Ishi Press

1979 South American Championship Fernando Aguilar´s victory in the 1979 South American Championship was briefly reported in GW16; a fuller account is given here. The tournament was held in Buenos Aires. The eight participants divided into two zones.

An introduction to Go por James Davies & Richard Bozulich Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

The Ishi Press

1984

Some four thousand years ago in China a board game was invented that so superbly combined beauty of form with depth of strategy that it thrives essentially unchanged today. It has been played professionally in Japan for over 350 years, but there are no signs that the possibilities of the game have been exhausted. Openings are not set and the player relies more on logical principles and intuition than on memorized variations. We know this game by its Japanese name—GO. This book presents the rules of GO in a simple, clear and concise manner so that the beginning GO player can start playing games in the shortest possible time. In addition,

elementary tactics and strategy, as well as the fundamentals of the life and death of groups are covered. Example games give the reader a feel of the flow of a game of GO. The final chapter deals with “handicap GO” to show the reader what kind of strategies to adopt when he starts to play his first games of GO.

The 1971 Honinbo Tournament por James Davis & Kaoru Iwamoto Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Co

1999

Ishida, Otake, Takemiya, Kato, Cho, and two other Kobayashi's has collectively won three-fourths of the major Japanese title matches. Together with Rin and Fujisawa Shuko, who also appear in this book, they have completely monopolized the three most important titles: the Honinbo, Meijin, and Kisei.Fourteen games are analyzed, including the six games of the title match and the seven games Ishida played in the honinboleague. **

AlphaGo por Google DeepMind Baduk · Computación · Go · Informática · Weiqi PDF

Google DeepMind

Why is Go hard for computers to play? Game tree complexity = bd Brute force search intractable: 1. Search space is huge 2. “Impossible” for computers to evaluate who is winning

Gengen gokyo (Xuan Xuan Qijing) por Desconocido Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

Xuánxuán Qíjīng (⽞⽞棋經, Gateway to All Marvels, Gengen Gokyo, 현현기경) is a classic, Chinese problem collection published in 1349 by Yan Defu and Yan Tianzhang. It traditionally consists of 347-problems; and is one of the most influential problem collections in go history. In Japan, it is known as the Gengen Gokyo. Many editions and versions of the book have appeared since its first printing, sometimes varying in number of problems, problem order, solutions, 'revised' problems, and so on.

Joseki (complete) por Desconocido Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2006

New Posok dictionary. Chinese fuseki por Desconocido Baduk · Board Games · Games · Go · Igo · Weiqi PDF

New posok dictionary. Parallel Fuseki por Desconocido Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

One Thousand and One Life-and-Death Problems por Desconocido Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2006

This is, of course, 1001 life-and-death problems, almost all taken from 1, 2, 3 de Tokeru Tsume-go 1000 Dai. There are 400 one-move problems, 300 three-move problems, and 301 five-move problems. There are eight or nine problems on a page, and each problem only gets a single solution diagram. This is an excellent book. I love the difficulty level of the problems: I'm an AGA 1k who's decent at lifeand-death, and I never either got overwhelmed by the difficulty of the problems or bored by their easiness. I went through the book quite smoothly, going through each page fairly quickly, yet finding a few problems on each page that made me think for a bit even in the

earliest problems. The problems, of course, got more difficult as I went from one-move problems to three-move problems to five-move problems, and by the end of the book I was doing the problems (and checking my solutions) in groups of 3 rather than groups of 9, but the difficulty never got to be too much for me.

Weiqi 300 por Desconocido Baduk · Board Games · Games · Go · Igo · Weiqi PDF

These books have large collections of problems. These will be very difficult at 16k, but are worth study as you get better. The first one goes through corner life and death in great detail and classical problem sets. The second one organizes tesuji problems around common themes and uses the occasional example from pro games. You should be able to decipher the solution/variation/failure diagrams if you print out Chinese Go Terms.

Weiqi jiqiao Daquan. Life Death Encyclopedia por Desconocido Baduk · Board Games · Games · Go · Igo · Weiqi PDF

This book have large collections of problems. This will be very difficult at 16k, but are worth study as you get better. The first one goes through corner life and death in great detail and classical problem sets. The second one organizes tesuji problems around common themes and uses the occasional example from pro games. You should be able to decipher the solution/variation/failure diagrams if you print out Chinese Go Terms.

Weiqi Sihuo Daquan. Life Death Encyclopedia por Desconocido Baduk · Board Games · Games · Go · Igo · Weiqi PDF

This book have large collections of problems. This will be very difficult at 16k, but are worth study as you get better. The first one goes through corner life and death in great detail and classical problem sets. The second one organizes tesuji problems around common themes and uses the occasional example from pro games. You should be able to decipher the solution/variation/failure diagrams if you print out Chinese Go Terms.

Xuan Xuan Qi Jing (Gengen Gokyo) por Desconocido Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

The most celebrated (though not the oldest) go manual is the Chinese "Xuan Xuan Qijing." It was published in 1349 by Yan Defu and Yan Tianzhang. The former was a strong go player and the latter (no relation) a collector of old go books. They made a perfect team. The title of the book is literally "The Classic of the Mystery of the Mysterious", but it is an allusion to Chapter 1 of Lao Zi's "Dao De Jing" where the reference goes on to say that the mystery of the mysterious is "the gateway to all marvels."

Go World 000 Archive: Table of Contents por Kiseido Digital Baduk · Board Games · Catálogo de Libros · Games · Go · Igo · Weiqi PDF

Kiseido Digital

Each of the 108 issues of Go World is listed below. Use your browser's search function to find tournaments or players you are interested in. You can click on the thumbnail of the cover to see an enlarged version. License. Go World Archive files are for your personal use, and may not be copied or distributed in any form to third parties. By downloading the files, you agree to the terms of this license.

Jungsuk in Our Time: Somoki (3-4 Point) Jungsuk por Jung Dong-Sik & Seo Bong-Soo & Nam Chihyung Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Hankuk Kiwon

2000

This is a Korean joseki dictionary. So far, only the first volume, covering 3-4 point joseki, has been published. The obvious question is: how does it compare to Ishida's dictionary and Rui's Essential Joseki? I haven't done a detailed comparison between the three, and I'm not a good enough player for the relative merits of different joseki dictionaries to have much of an impact on me, but here's what it seems to me: Ishida's dictionary certainly contains the largest

amount of material. Having said that, it's almost two and a half decades old; so certainly if you're a high-dan player, you'll want access to more up-to-date information than that, and even I (currently an AGA 1 kyu) run into lines that aren't in that volume. Jungsuk in Our Time is much more up-to-date, but also significantly shorter: two volumes instead of three may not seem like much of a difference, but the Jungsuk volumes are also less dense (averaging around 3 diagrams per page instead of 6). (But the Jungsuk volumes are longer, too.)

El juego de tablero japonés Go por Winfried Dörholt Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

El presente libro no representa un manual en el sentido usual. Las seis lecciones pueden ser entendidas como etapas o niveles, en las que cada cual es una ampliación de la anterior. La introducción en el juego de Go puede ser interrumpida después de cada etapa, o dicho de otra forma, cada etapa siguiente solo profundiza las indicaciones previamente concluidas. Las tres reglas del juego pueden ser vistas ya como la primera etapa o nivel. Cada lección contiene elementos de la teoría de aperturas, medio juego y finales. El libro sirve para el estudio individual, pero puede ser utilizado también por un maestro, sirviéndose de las expresiones claves al comienzo de cada lección

como guía para su docencia. El libro tiene la intención también de establecer una relación entre los jugadores independientes y las asociaciones y clubes de Go existentes. Como muestra la experiencia, solo a través del estudio individual no se puede sobrepasar una determinada fuerza de juego. Es necesario el enfrentamiento con jugadores más fuertes y de experiencia práctica si se es ambicioso y se quiere incrementar la fuerza de juego propia.

Killer of Go. Technique and preventative measures por Sakata Eio Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Yutopian Enterprises

1994

This is a book about killing groups, or preventing your groups from being killed. It mostly consists of examples from games, but there are also sections on killing techniques and on preventative measures. It's a fun book, but I don't know how much it will actually improve your game. It's neat to see group after group dying, but I think that the ratio of examples from games to theory is too high for the book to be really helpful, and I think that a book on the middle game more generally would be more helpful still. But it does have good aspects, and in particular the Go v. Sakata game is quite nice -

the commentary runs for 36 pages, and there's often only about five moves on a page, giving him time to go over each move in detail, considering the sorts of moves that amateurs play all the time but that professionals automatically reject and don't normally even bother mentioning in commentaries.

Modern Joseki and Fuseki, Vol. 1: Parallel Fuseki por Sakata Eio Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Ishi Press

2007

Sakata Eio is regarded as one of the strongest go players of the 20th century. Sakata Eio was born February 15, 1920 in Tokyo, Japan. After winning most of the major titles in the 1950s, in 1961 he finally took the Honinbo title from Takagawa Kaku who had held it for a record nine consecutive terms. In 1963, Sakata captured the Meijin title, making him the first player simultaneously to hold the two titles Meijin-Honinbo. Sakata's peak came in 1964, when he won 30 games and lost only two and held seven major titles: Meijin, Honinbo, Nihon Ki-in Championship, Asahi Pro Best Ten, Oza, Nihon

Kiin Number One, and NHK Cup. Sakata is now 88 and lives in Tokyo. He is retired but still active. This book, "Modern Joseki and Fuseki, Vol. 1", was Sakata's first book published in English. It is now regarded as a classic in Go literature. It is also the first book published by The Ishi Press. Published in 1968, this book along with two follow-up volumes by Sakata Eio, made The Ishi Press the world's leading publisher on the game of go. The cover photo of this book is historic. It shows the three leading go players in the world at that time, plus the strongest female go player in the world at that time. In the picture is Sakata Eio, facing, playing against Takagawa Kaku (1915-1986). The spectator is Go Seigen, who also has a claim to being the greatest go player of the 20th century. He was born May 19, 1914 in Fuzhou, Fujian Province, southeast China. His Chinese name is Wu Qing Yuan, which transliterated into Japanese becomes Go Seigen. He is still alive at age 94. The woman in the photo is Reiko Kitani, who won the Women's Championship Tournament six times. Not only was she the strongest woman go player of her era, but she was the daughter, the wife, and the mother of the leading go players of their respective times. Born December 23, 1939 in Kanagawa, Japan, she was the daughter of Kitani Minoru, 9-dan, the wife of Kobayashi Koichi, 9 dan, and the mother of Kobayashi Izumi, born 1977, who has held most of the major Women Titles at one time or another. Tragically, Reiko died of breast cancer in April, 1996. **

Modern Joseki and Fuseki, Vol. 2: The Opening Theory of Go (Reseña) por Sakata Eio Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Ishi Press

2018

Sakata Eio is regarded as one of the strongest go players of the 20th century. Sakata Eio was born February 15, 1920 in Tokyo, Japan. After winning most of the major titles in the 1950s, in 1961 he finally took the Honinbo title from Takagawa Kaku who had held it for a record nine consecutive terms. In 1963, Sakata captured the Meijin title, making him the first player simultaneously to hold the two titles Meijin-Honinbo. Sakata's peak came in 1964, when he won 30 games and lost only two and held seven major titles: Meijin, Honinbo, Nihon Ki-in Championship, Asahi Pro Best Ten, Oza, Nihon

Kiin Number One, and NHK Cup. Sakata is now 88 and lives in Tokyo. He is retired but still active. This book, "Modern Joseki and Fuseki, Vol. 2, The Opening Theory of Go," was Sakata's second book published in English, the first being "Modern Joseki and Fuseki, Vol. 1." These volumes are now regarded as a classics in Go literature. They are also the first books published by The Ishi Press. First Published in 1970, this book, along with the two other volumes in his series by Sakata Eio, made The Ishi Press the world's leading publisher on the game of go.

The Middle Game of Go. Vol.1 por Sakata Eio Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Ishi Press

2007

Sakata Eio is regarded as one of the strongest go players of the 20th century. He was born on February 15, 1920 in Tokyo, Japan. After winning most of the major titles in the 1950s, in 1961 he finally took the Honinbo title from Takagawa Kaku who had held it for a record nine consecutive terms. In 1963, Sakata captured the Meijin title, making him the first player simultaneously to hold the two titles Meijin-Honinbo. Sakata's peak came in 1964, when he won 30 games and lost only two and held seven major titles: Meijin, Honinbo, Nihon Ki-in Championship, Asahi Pro Best Ten, Oza, Nihon Kiin Number One, and NHK Cup. Sakata is now 86 and lives in

Tokyo. He is retired but still active. This book, "The Middle Game of Go" or "Chubansen", first published in 1971, was Sakata's third book published in English, the first being "Modern Joseki and Fuseki, Vol. 1" and the second being "Modern Joseki and Fuseki, Vol. 2, The Opening Theory of Go". These volumes are now regarded as a classics in Go literature. They are also the first books published by The Ishi Press. This book, along with the two other volumes in his series by Sakata Eio, made The Ishi Press the world's leading English language publisher on the game of go. **

Tesuji and Anti-Suji of Go Sakata Series [2] por Sakata Eio Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Yutopian Enterprises

1995

This is an exhaustive manual that details how sparkling technique may bring one's game alive. 61 Model situations are examined, in which deadly hane, exquisite placements, and stunning attachments, among many other skillful finesse, are shown to be surprisingly effective. The flip side of the matter, crude moves (or anti-suji) are offered in contrast, demonstrating how thoughtless play can throw away the chance for an advantage. The positions in the book are illustrate in more than 700 diagrams, which makes comprehension of the material simple, even without setting up the positions on a go

board. The layout of the book is also ideal for study and review work. In addition, a general introduction to the subject sets the stage for the main text, which the book ends with several examples from actual games. In addition, the author, Sakata Eio, Honorary Honinbo, includes a number of vignettes, in the manner of Killer of Go, the work of his which preceded this one. This is both a thorough enjoyable exploration into one of the most fascinating aspects of Go, and a text which can be invaluable for growing stronger. **

Go winds. Volume 2 Number 1 Spring 1998 por Yutopian Enterprises Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 2 Number 2 Summer 1998 por Yutopian Enterprises Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 2 Number 3 Fall 1998 por Yutopian Enterprises Baduk · Board Games · Games · Go · Igo · Weiqii PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 2 Number 4 Winter 1999 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 3 Number 1 Spring 1999 por Yutopian Enterprises Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 3 Number 2 Summer 1999 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 3 Number 3 Fall 1999 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 3 Number 4 Winter 2000 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 4 Number 1 Spring 2000 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 4 Number 2 Summer 2000 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 4 Number 3 Fall 2000 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 5 Number 1 Spring 2001 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 6 Number 3 2002 Fall por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 6 Number 4 Winter 2003 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 7 Number 1 & 2 Spring/Summer 2003 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

Go winds. Volume 7 Number 3 Fall 2003 por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a slight emphasis on Chinese go.

History of Weiqi por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Yutopian Enterprises

Nobody knows for sure when Weiqi (Go) was invented. According to the legend, Emperor Yao (2357-2255 B.C.) invented Weiqi to enlighten his son Dan Zhu. It was also recorded that Shun's son Shang Jun was not bright and Shun (2255-2205 B.C.) invented Weiqi to teach him. The Encyclopedia Britannica records that it was invented in China in 2306 B.C. (Encyclopedia Americana, 2300 B.C.). Ancient literatures like Zuo Zhuan, Lun Yu, and Meng Zi, mentioned 'Yi' (Yutopian uses Yi as our logo), the ancient word for Weiqi. Yi has become the official name for Weiqi during the Han Dynasty (approximately the time of Christ, 2000 years ago). Xu Shen

wrote in Shuo Wen, 'Yi is Wei Qi'. Yang Xiong wrote in Fang Yan, 'Wei Qi is known as Yi, people from Guan Dong to Qi Lu call this game Yi.' Yi Zhi (written by Ban Gu) mentioned 'Northerners call this (game) Yi.' In ancient Chinese language, it's not common to replace a single character name (Yi) by a compound name (Wei Qi). However Weiqi is an exception, because the name Wei means to surround, and it gives a nice description of the game. Surrounding, is a key element in the game of Weiqi. From this, we can understand why Wei Qi has replaced Yi and become the official name.

Magic of Placements (Reseña) por Yutopian Enterprises Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi

Yutopian Enterprises

2008

Making a placement - plunging into the cente rof your opponent's area to destroy eye space, shape or to reduce territory --is full of excitement. In some cases, it will decide who wins a game. On the other hand, the side against which the placement was played will panic and start to get scared. What exactly is my opponent aiming for? A surprising intrusion like this can easily make you lose your cool. This book takes a broad look at the power of placement techniques, and their countermeasures, from joseki to the endgame. Considering the practical and psychological effects of placements, the destructive power of these moves can only be attributed to magic rather than physical power.

The Art of Go Series: Capturing Stones. Sacrifice Techniques Art of Go Series [2] por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Yutopian Enterprises

1999

Go Seigen's Lectures - Volume 2 provides Three Golden Rules with examples of their application in actural games and seven Go Seigen games highlighting Seven Examples of Success. In addition Three Examples of Failure are provided in three other Go Seigen games.Yesterday, a won game was lost; today, a clear lead was wasted. Is there any secret receipe to keep the lead to the end of the

game? Actually, maintaining a lead is easy, if one can keep a cool head and make every play according to positional judgment. On the other hand, trying to claim a quick victory is not easy, even for professionals.

The Art of Go Series: Connecting Stones The Art of Go Series [1] por Yutopian Enterprises Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Yutopian Enterprises

1999

This is the first volume in Yutopian's The Art of Go series. It's a collection of problems in five chapters, on Connecting at the Edge of the Board, Linking up by Capturing Stones, Utilizing Support From Friendly Forces, Endgame Moves, and a catch-all chapter. Each chapter starts with easier problems and moves on to harder ones, so you learn by doing. It seems good. It's quite hard, so I'd recommend it mostly for dan-level players or quite strong kyu-level players, but it's nice to see a more advanced tesuji book available in English. The

only nit that I have to pick is that the diagrams are really ugly, but you learn to ignore that quite quickly. **

Go-Books-Detail por Evanston Go Club Asia · Baduk · Board Games · Catálogo de Libros · Games · Games & Activities · Go · History · Igo · Japan · Weiqi PDF

Ian Feldman Lending Library

The Evanston Go Club is an official chapter of the American Go Association. We provide a place for people to play, learn, or just watch the game of Go. We are free, open to the public, and we welcome you to come and join us.

Tengen. La tesis central de Kubomatsu por John Fairbain Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Games of Go On Disk

Me incline a la traducción de éste artículo del Sr. John Fairbairn por el interés que puede tener para el aficionado al Go debido a la poca bibliografía al respecto, bien elegido el tema para los aficionados que gusten de este tipo de jugadas. La jugada en el tengen, hoshi central o punto central, y su efectividad ha sido muy discutida, y obviamente se necesita de unos conocimientos bien cimentados, para lograr el éxito en la partida, descontando la confianza en sí mismo que la destaca Kubomatsu, luego de un fracaso, uno de sus máximos cultores. Éste gran jugador, decía que jugaba el tengen únicamente cuando le correspondían las piedras negras, por el valor que tiene el sente (iniciativa) en el juego de go.

Go Seigen (ó Cho Myun en la pronunciación coreana) y Kitani Minoru también fueron cultores de esta primer jugada.

Gateway to All Marvels (Extracto) por John Fairbairn Baduk · Go · Igo · Problemas · Weiqi EPUB

GoGoD Vintage Series

2020

*****

The 1347 Chinese go (weiqi/baduk) classic Xuanxuan Qijing, or Gengen Gokyo by its Japanese name, is the most significant go book ever produced. It has become the foundation for virtually every problem book since. Gateway to All Marvels brings together every problem and every variant from perhaps every subsequent edition, and discusses how the almost 500 problems and their solutions have evolved and varied, and also how even modern professionals often disagree on the correct solutions. A characteristic feature of the original collection was the addition of titles which provide clues either to remembering the problems or

to solving them. John Fairbairn has explained all these allusive titles in detail, which means that the book is also an entertaining romp through Chinese history and culture. The original Chinese characters have been provided and indexed. Discussion of the problems is also aided by identification of "key techniques", some new, some old, so that, for example, "rooster on one leg" now joins newcomers such as the "caterpillar connection" and the "elbow lock". These techniques are also fully indexed, and also (taking advantage of the Kindle format) presented in a way that means they can be treated as optional further clues to the problems. Hypertext links are provided not just between problems and their solutions but also to many cross-references. The principal texts in the ancient Chinese edition have also been translated here. They include the complete "Go Classic in Thirteen Chapters" and Liu Zhongfu's "Go Secrets". **

Honinbo Tournament. The Early Years (Extracto) por John Fairbairn Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi EPUB

GoGoD

2019

The Honinbo Tournament is go’s oldest annual tournament. By trial and error it set the standards for every tournament since. This book describes in detail how it came about, and goes carefully through each of the early years in the 1940s and 1950s, and each year’s changes. The games of each title match up to and including Term 6 are given with rich commentaries (32 games), showcasing also the most famous players and anecdotes featured in the highest level of go.

Invitation to Go (Reseña) por John Fairbairn Baduk · Board Games · Games & Activities · Go · Igo · Juegos de Tablero · Weiqi PDF

Courier Corporation

2010

Known as Wei Ch'i in China, the territorial board game of Go is enjoyed today by millions around the world. Its rules are simple, but it bears endless possibilities for complex strategic maneuvers. Manuals for Go are hard to come by; this introduction helps both novices and experienced players alike. 124 diagrams.

New Ways in Go (Extracto) por John Fairbairn Baduk · Go · Historia · Hononbo Shuho · Igo · Weiqi EPUB

GoGoD

2014

Honinbo Shuho’s 1882 classic book on “New Ways in Go” (Hoen Shinpo) shows how he brought go to amateurs on a large scale for the first time - through an explanation of openings from four stones through to even game - and how he advanced the then immature art of commentary, with notes on twenty of his own games against Shuwa and Shusaku. One new feature was the inclusion of psychological insights. This is a complete translation of a book that ranks high in the list of go classics. The translation is enhanced with notes, a detailed timeline for Shuho, and a selection of games in which he gives handicaps, to show how he practised what he preached.

The Fabulous Master of Go Go Seigen por John Fairbairn Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

This year Go Seigen, one of the towering giants of go history, celebrates his 70th birthday and also the 56th anniversary of his arrival in Japan. Owing to poor health, Go Seigen has been inactive as a tournament player for nearly two decades, apart from some TV haya-go, but he did not retire officially until this year. On 24 February a lavish party was held at the Hotel Okura in Tokyo to celebrate his retirement and his 70th birthday and everyone who is anyone in the go world, from the top title-holders down, attended. Because Go Seigen was at his peak before the proliferation of the modem newspaper tournaments, he does not have an impressive swag of titles like some of the current champions, but in a series of jubangos (ten game matches) held in the 1930's, 1940's and early 1950's he bested every rival and completely dominated the go scene. Not one player was able to stay on even against him. Go Seigen also made extraordinary contributions to go theory: he was co founder of the New Fuseki, which caused a revoution in opening theory, and he was the most prolific inventor of josekis in go history.

The Life, Games and Commentaries of Honinbo Shuei (Extracto) por John Fairbairn Baduk · Biografía · Go · Honinbo Shuei · Igo · Japón · Weiqi EPUB

GoGoD Vintage Series

2020

This book provides a full-length biography of Honinbo Shuei, detailed commentaries on 79 of his games, and a collection of Shuei’s commentaries. Honinbo Shuei is still esteemed as the best model for even modern professionals to follow. A must-read for every serious Go player. This book combines all six books previously published on the Kindle: Life, Games (four volumes), and Commentaries. A vast improvement in readability, and a bargain to boot.

Wangyou Qingle Ji por John Fairbairn Baduk · China · Go · Historia · Igo · Li Yimin · Weiqi PDF

Wangyou Qingle Ji (Traditional: 忘憂清樂集 Pinyin: Wàngyōu Qīnglè Jí, can be literally translated as “Forget Worry Pure Happy Collection”; otherwise it can be called Carefree and Innocent Pastime Collection, or The Collection of the Pure Happiness of Forgotten Worries), it was edited by Li Yimin (李逸⺠) around 1100 AD (Song dynasty), and is the oldest surviving Go book

Xuan Xuan Qijing por John Fairbairn Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The most celebrated (though not the oldest) go manual is the Chinese "Xuan Xuan Qijing." It was published in 1349 by Yan Defu and Yan Tianzhang. The former was a strong go player and the latter (no relation) a collector of old go books. They made a perfect team. The title of the book is literally "The Classic of the Mystery of the Mysterious", but it is an allusion to Chapter 1 of Lao Zi's "Dao De Jing" where the reference goes on to say that the mystery of the mysterious is "the gateway to all marvels." I prefer that as a title, especially as it is made clear in the preface that this latter phrase is meant to be called to mind, and is meant to imply that the book offers the way to mastering marvels in the form of go tesujis. It

contains, amongst other things, 387 life-and-death problems. Many are stunningly beautiful, and the book has been copied many, many times. The original is lost, and there are now several versions. There are two main texts in China, the oldest being a Ming copy. The first Japanese copy appeared in 1630, and it has appeared many times since. In the process, small changes have crept in. The Koreans also made copies and their main version contains a few problems not found elsewhere. But the overwhelming core is unchanged, and differences are almost always minor. This must be due in part to the respect generated by the original - only a tiny handful of mistakes have been found - and partly to its almost unique feature of naming all the problems. The significance of these names is at least twofold. They are more than pure whimsy. On the one hand they may provide a way of remembering the problem. On the other, they may give a clue to how the problem is to be solved (e.g. whether it ends in ko instead of simple death). Both features have helped perpetuate the original forms. The names are not explained in the original. Some names are trivial, but many of the names refer to events, beliefs or symbols that would have been familiar to an educated gentleman of the time, though some would be a little testing. There is something of the cryptic crossword clue in this. We can easily imagine the exquisite pleasure felt when the combination of go problem and historical allusion was savoured and solved with friends in a pavilion overlooking a tranquil lake, aided perhaps by a little wine.I am going to present some of these problems, one by one. For obvious reasons I am going to have to explain the names and the allusions. It may not be possible, therefore, to recreate the original pleasures presented by the problems, but I hope it will create enjoyment of another kind, and help you remember the marvellous tesujis. I will begin with one of my own favourite combinations of problem and name. John Fairbairn

Yi Zhi (The essence of Go) por John Fairbairn Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The "Yi Zhi" - Essence of Go - is the world's earliest surviving text devoted specifically to go. It was written by one of the foremost scholars in Chinese history, Ban Gu, who lived from 32-92 AD. He was a native of Anling, Fufeng, in Eastern Han - modern Xianyang City in Shaanxi Province. He served in the time of the Eastern Han Emperor Ming Di as Clerk of the Orchid Pavilion (a palace archive), and as an administrator and proofreader in the Palace Library. Most celebrated as an historian, his works include the "Han Shu" or History of the Han Dynasty.

The Go Companion: Go in History and Culture (Reseña) por John Fairbairn & T. Mark Hall Baduk · Go · Igo · Juegos de Tablero · Weiqi

Slate & Shell

2009

This book is a collection of articles of miscellaneous go related subjects, some of them have been previously published in GoGoD's New in Go column, but have often been expanded, while others are published for the first time. As I mentioned in previous reviews, I only buy books where I know the authors. So I had no second thoughts about rushing to buy this latest book, one of several that have been written by British Go players. No doubt most of you will have met John and T. Mark at a tournament or a seminar, and a lot have probably bought their collection of professional games, GoGoD (Games of Go on Disc). GoGoD is not just games, but much more including a names dictionary and a collection of Go essays. This

book is part of that collection of essays, brought now to the printed page by American publishers Slate and Shell. My favourite Go book is "Lessons in the Fundamentals of Go", because, as well as the great didactic material, there are interesting bits to read in between. The Go Companion is the reverse with some Go bits in between the interesting things to read. It is a quite thick tome. You get 300 pages, but don't expect too much technical material: the subtitle Go in History and Culture tells you what to expect. Actually the collection of essays is rather eclectic and has been put together by John and T. Mark from various sources, whilst they have been scouring the Go bookshops of the world. There are some Go problems and some game records to illustrate a particular point or player, but a lot of text only essays too. There are sections on the opening, on komi, players, books, sexy sekis, history, modern Go, amateur and professional Go. There is John's quite long review of Go in wartime Japan, including the atom-bomb game, and some short two page essays. Two guest authors feature too: Ivan Vigano has written about blind players in Japan and Pieter Mioch has written on the 45th Judan and the 2006 World Amateur. This last piece was especially familiar to me as I edited the IGF website version of the essay at the time. There is a good selection of photographs to illustrate the histories, though the printing is rather flat and the picture on page 172 is pixilated (hopefully not by the sensor). So if you enjoy reading more about Go than just about how to play it, then this book is a must.

Ranka Yearbook 1985 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1986 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1987 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1988 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1989 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1990 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1991 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1992 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1993 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1994 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1995 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1996 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1997 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Ranka Yearbook 1998 por The International Go Federation Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go scene. They each contain reports about that year's World Amateur Go Championship, World Women's Amateur Go Championship, and Amateur Pair Go Championship, with selected games presented. There is then a long report on go around the world, followed by a western go tournament calendar and a list of go clubs. There's not much reason to seek out these books. The list of go clubs is quite comprehensive, so it could be useful if you're traveling to an unfamiliar part of the world. These yearbooks are often available from Kiseido at rather low prices

Partido de Baduk (Extracto de "La senda de las flores oblicuas") por Eva Feld Baduk · Corea · Go · Igo · Korea · Weiqi PDF

Partido de Baduk (De "La senda de las flores oblicuas"): Ambos coreanos se entendieron mediante cortesías gesticulares. Ninguno tomó la delantera ni apuró el paso, intercambiaron apenas las palabras necesarias para determinar según las tradiciones a quien le tocarían las fichas blancas y a quien las negras. Hacía mucho tiempo que Kim Minsu no se asía a una batalla de Baduk y se preparaba repasando en su memoria algunas estratagemas de cuando jugaba con asiduidad....

Tha AGA Song Book por Bob Felice (Editor) Baduk · Canciones · Cantos · Go · Igo · Juegos de Tablero · Weiqi PDF

The American Go Association

1998

When I attended my first Go Congress three years ago I was astounded by the sheer number of silly Go songs everyone knew. At the next Congress, I wondered if all these musical treasures had ever been printed. Some research revealed that the late Bob High had put together three collections of Go songs, but the last of these appeared in 1990. Very few people had these song books, and some, like me, weren’t even aware that they existed. While new songs had been printed in the American Go Journal, there was clearly a need for a new collection of Go songs. Last year I decided to do whatever I could to bring the AGA Song Book up to date. I wanted to collect as many of the old songs as I could find, as well as the new songs that had been written since Bob High’s last song

book. You are holding in your hands the book I was looking for two years ago. It goes without saying that this book could not exist without the hard work of many people, but I will say so anyway. To begin with, we would not have anything to print without the creative efforts of our many gifted authors. But we would also have very little to publish without the diligent efforts of our archivists: Terry Benson, Barbara Calhoun, Craig Hutchinson, Chris Kirschner and Roy Laird. I would especially like to thank Mary Laird, who made my job much easier when she turned a great deal of the text into computer readable form. I also wish to acknowledge The British Go Association, especially T. Mark Hall and Francis Roads, for giving us permission to reprint our favorite BGA songs. Finally, and most importantly, it would not be possible to publish this book without a grant from the American Go Foundation. Thank you, everyone. It has been an honor for me to be associated with this project. I hope you enjoy these wonderful songs. And I hope to see you, AGA Song Book in hand, at the next U.S. Go Congress songfest! Bob Felice, July 1998

Go-Igra (Reseña) por Ervin Fink Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Mladinska Knjiga

1961

La historia de la práctica del Go en Europa empezó alrededor del año 1900, con la fundación de un grupo de Go en un club naval de Pula, un puerto croata en el Mar Adriático, que en ese momento era la principal base naval Austro-húngara. Este club fue aparentemente bastante activo, con aproximadamente 200 miembros, y cubría la actividad a lo largo de Croacia, Eslovenia y Austria. Como consecuencia de Primera Guerra Mundial, sólo sobrevivió un grupo de 12 jugadores, que continuaron celebrando reuniones regulares en Viena hasta alrededor de 1938. Finalizada la II Guerra Mundial, Ervin Fink, quien en 1914 aprendiera a jugar Go en el club de Pula,

continuaba con la idea de desarrollar el Go y su entusiasmo lo llevó a escribir en 1960, una serie de artículos sobre el juego en un periódico semanal esloveno. Al año siguiente publicó el primer libro de Go en idioma esloveno, Go igra (El juego del Go). Gracias a los artículos mencionados, varios estudiantes universitarios que se reunían en un club de Ajedrez de Ljubljana, empezaron a jugar Go. Así en diciembre de 1961, se fundó el club Go Drustvo Ljubljana y Ervin Fink fue su presidente. Ervin Fink fue dos años Presidente de la Federación Europea de Go y en 1974 recibió el premio Okura por los esfuerzos que realizó en la difusión del Go. Murió en 1977 a los 84 años de edad.

Gokyo Shumyo por Hayashi Genbi Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Hayashi Genbi

1822

Gokyo Shumyo is a classical problem collection which was published by Hayashi Genbi in 1822. Its name could be translated to English as “Brilliances from go classics”. The collection consists of 520 problems, which are divided into following seven sections:

1. living (103 problems) 2. killing (71 problems)

3. creating a ko (90 problems) 4. capturing races (96 problems) 5. oiotoshi (40 problems) 6. connecting (74 problems) 7. various techniques (46 problems)

Most of these problems should be solvable for almost everyone, but some are really difficult, so feel free to skip them if you can’t find the solution.

The World of Ki (Reseña) por John D. Goodell Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

St. Paul, Riverside Research Press

1957

This book is concerned largely with games and their conceptual importance in our culture. A major part is devoted to a specific game that deserves to be included in the experience of every educated man. The word "Ki" in the title is an early phonetic form of the Chinese logograph that in suitable combinations refers to games such as chess and go. See image of table of contents for details of the contents of this book.

400 Years of Go in Japan (Extracto) por Andrew Grant Baduk · Go · Historia · Igo · Japón · Weiqi PDF

Slate & Shell

2003

This book deals with the history of Go in Japan from the beginning until the late 20th century. In an easy readable style Grant describes the characters and play style of the most important personalities of each area of the game up to its current shape. In addition 37 special and noteworthy games characteristic for each area are printed. *** This book is great for anyone who is interested in the history of Go. Some of the material can already be found on Sensei's, but it's scattered and less detailed here. In particular, the book goes beyond

biographical facts and presents a lot of the intrigues of the day, not just the most infamous like Jowa's machinations or Shusai's myoshu. The book contains chunks of history, accompanied by representative games. The comments on the games are often minimal, but you can get a feel for the style of older games, and some people like to play through games without commentary. But first and foremost it's a historical book. My biggest reservation is that I can't compare it to GoGoD, which is the 800 lb gorilla in any discussion of Go History. I suspect there's a lot of overlap, and wouldn't be surprised if John and T. Mark's work is more comprehensive. When I next feel like I can afford to spend money on Go materials, I'll buy it and tell you how they compare.

Andrew Grant's Go History Pages por Andrew Grant Baduk · Go · Historia · Igo · Japón · Weiqi PDF

Andrew Grant

1999

The book contains chunks of history, accompanied by representative games. The comments on the games are often minimal, but you can get a feel for the style of older games, and some people like to play through games without commentary. But first and foremost it's a historical book. *** El libro contiene fragmentos de historia, acompañados de partidas comentadas. Los comentarios son a menudo breves, pero permiten tener una idea del estilo de juego antiguo, pero ante todo es un libro histórico.

Go. Intuitively simple, yet strategically complex por Eugene Gushchin Baduk · Board Games · Games · Go · Igo · Reference · Weiqi PDF

This book bridges the gap in popular literature related to the oldest trategic board game, called GO. It aims to bring together some highlights of the game history, interesting facts and exercises to help readers to get started.

Go in Japan. What makes Japan so central to the game of go por Hafsteinn J. Haraldsson Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go is thought to be a Chinese game, as it originally originated in China but I believe that Japan actually played a much more central role in the development of the game we call go today.

Opening Theory Made Easy: Twenty Strategic Principles to Improve Your Opening Game (Second Printing) por Otake Hideo Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Company

2002

In this book Otake presents 20 principles for opening play. You will find a discussion of the fundamentals of the opening and strategy. Almost a third of the book is devoted to the important topic of shape, a subject not well understood by most western Go players. Otake explains sophisticated concepts in a simple and accessible way, making the book easy to digest regardless of your playing strength.

By applying these principles when you make your stategic decisions, yhou will improve you game enormously. **

Hikaru No Go 01 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 02 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 03 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 04 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 05 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 06 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 07 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 08 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 09 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 10 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 11 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga

como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 12 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 13 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 14 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga

como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 15 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga

como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 16 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 17 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 18 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 19 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 20 por Yumi Hotta Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 21 por Yumi Hotta Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 22 por Yumi Hotta Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 23 por Yumi Hotta Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Hikaru No Go 34 por Yumi Hotta Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo motivo principal es el juego del go. La obra fue supervisada por Yukari Umezawa (5º dan). El primer episodio del manga apareció en el #2-3 de 1999 de la revista Shōnen Jump y en total fueron publicados 189 de ellos, terminando en el #22-23 del 2003, divididos en 23 volúmenes, además de 11 capítulos especiales. El anime está basado en el manga y cuenta con 75 episodios de media hora cada uno, además de un episodio especial de año nuevo. Tanto el manga

como el anime han tenido un gran éxito y han conseguido poner de moda el Go.

Cho Hun-hyeon’s Lectures on Go Techniques 1 (Extracto) por Cho Hun-hyeon Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi EPUB

Yutopian Enterprises

2009

Cho Hun-hyeon Lectures on Go techniques provide an understanding of the basic fundamentals of Go. Learning to play Go at the dan level is like learning a foreign language. Cho’s lectures provide an analysis and practical exercises for studying and learning the basic techniques (words and grammar) of Go that will enable the low and mid kyu player to begin playing consistently at the higher kyu level. These techniques are explored in 45 opening problems.

Cho Hun-hyeon’s Lectures on Go Techniques 2 (Extracto) por Cho Hun-hyeon Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi EPUB

Yutopian Enterprises

2009

Cho Hun-hyeon Lectures on Go techniques provide an understanding of the basic fundamentals of Go. Learning to play Go at the dan level is like learning a foreign language. Cho’s lectures provide an analysis and practical exercises for studying and learning the basic techniques (words and grammar) of Go that will enable the low and mid kyu player to begin playing consistently at the higher kyu level. Volume 2 continues with 54 late opening and early middle game problems.

Cho Hunhyun. Life and Master Games (Reseña) por Cho Hun-hyeon Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi Nemesis Enterprises

1999

*****

Although this book just covers Cho’s games from his days in Japan as an insei, or student of the Nihon Ki-in, it also features a history of go in Korea. This is the only such history published in English that I am aware of. The cover of that book is shown above. One can see the kanji for Cho Hunhyun’s name in magenta and in the background the hangul for the word “baduk,” the Korean word for go. I plan to give this copy of the book to Cho this week as a gift. I sent him a copy when the book was first published, but that was 13 years ago and Cho has probably forgotten all about it now. For many years the Nihon Ki-in and other go associations sent players to Los Angeles to promote the game. However, this depended on private or corporate donations to pay the expenses. Since the downturn in the Japanese economy those donations are hard to come by. Sasaki Tadashi 8 dan has visited Los Angeles several times with a private supporter. He had planned to come to Los Angeles again in November but has suffered a stroke. Fortunately it was a mild one and he is said to be recovering nicely. But there is no word as to

whether he can still make the trip. So it is welcome news that Cho Hunhyun is coming to Los Angeles. Go fans will at least get to meet this great player. Since he spent so much time in Japan as a youth, he speaks fluent Japanese. That will make communicating with him much easier for all of the Japanese speakers in Los Angeles. I am looking forward to talking to him again after many years.

Go with the flow (Extracto) por Cho Hun-hyeon Baduk · Biografía · Games · Go · Igo · Juegos · Korea · Weiqi PDF

Influential

2018

“This is an important addition to body of books in English about Go.” Andrew Okun, President, American Go Association “Go with the Flow is a collection of anecdotes from the life of one of the game’s great masters.” _ Will Lockhart, Film Director, The Surrounding Game It is often said that shifting perspectives makes all the difference, but it’s easier said than done. How can we find a peace of mind even when we are cornered by imminent threats while time and plans are running out? Cho Hunhyun is one of the greatest Go masters in history, who has been held in respect in not only

Korea but also Japan and China. Since he became a professional Go player at the age of nine, he has won 1,935 matches and taken various championship titles as many as 160 times over 56 years, achieving unprecedented record in the world Go history. Now, he gives what he has learned through his life, the essence of how to train our heart and mind. Go is a strategic board game for two players who take turns placing a white or black stone on the board in order to secure more territory than the opponent. No stone has a specific role to play nor has the board a defined path to follow. The number of cases in which a player can make by putting stones is deemed greater than the number of atoms in our universe, which means that the game requires a huge brainpower and strength to win while resisting tremendous psychological pressure. That’s why Go is known as a game of genius and a Go master is respected as a master of life. This book tells us about his life-long training, which has contributed his amazing achievement in Go. What is his secret? “Victory comes to us when we contemplate with steadfast focus on the essence,” the great Go master shows us the way to find inner peace. He has never stopped training his heart and mind to win games and his attitude toward life gives us an epiphany. Leading a satisfactory life comes down to becoming a true master of our own mind. Contending for victory in life is possible only when we gain control of our heart and become unmoved by anything. Becoming a bestseller in Japan and China as well as Korea right after publication, Go with the Flow: How the Great Master of Go Trained His Mind is now ready to meet more readers all over the world.

Igo Hatsuyo-Ron por Inoue Dosetsu Inseki Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Yutopian Enterprises

1997

This problem collection was compiled around 1710 by Inoue Dosetsu Inseki, fourth head of the Inoue house and fifth Meijin Godokoro. It was designed for training of the best students of the Inoue school and was kept secret for a long time. Igo Hatsuyo-ron consists of 183 mostly insanely difficult problems and is aimed at serious players with deep interest in the game. While solving the problems takes many months, possibly even years, finding the solution is always particularly rewarding. I wish you enjoyment and improving in the wonderful game of go, weiqi, baduk, or whatever you like to call it.

Guide of Korean Baduk por International Baduk System Co.,Ltd Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

There have been six stages in the history of Korean Baduk: its introduction (Old Chosun until Unified Silla), its popularization period (Koryo until the mid-Chosun), the dominance of Sunjang Baduk (until the end of Chosun), the introduction of international rules (to 1945), the rising standard of Korean Baduk (1954 - 1989), the golden age (1989 - present day). The earliest Baduk story is told in SamgukSagi (History of the Three Nations) in the volume'Paekche-bongi, Kae-ro-wang', which is the earliest history book, written retrospectively by Kim Bu-sik about the Three Nation period.

Proverbios Nikkai [5] por International Baduk System Co.,Ltd Baduk · Board Games · Games · Go · Igo · Weiqi PDF

International Baduk System Co.,Ltd

Los proverbios son frases celebres estudiadas durante siglos, las cuales nos dan a entender el mundo desde otra perspectiva. Muchos de los conocimientos prácticos del Go se transmiten por medio de los proverbios. Estos sólo representan líneas generales de acción, consejos a recordar; no son para nada la receta a aplicar siempre o la solución a todas nuestras preguntas. Pero de todas formas nos permiten, tener una visión más amplia al juego, con algunas reflexiones interesantes tanto para el juego como la vida misma. Estos son los diez proverbios de oro en Go (围棋⼗决) creados por Wang Jixin:

1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

Tan Bu De Sheng (贪不得胜) - El avaro nunca consigue el éxito Ru Yi Jie Huan (入界宜缓) - Estar sin prisa para entrar en territorio rival Bi Gu Gong Wo (攻彼顾我) - Cuidar de uno mismo cuando se ataca al otro Zheng Qi Zi Xian (弃⼦争先) - Descartar una piedra para ganar sente Ella Xiao Jiu Da (舍⼩就⼤) - Abandonar pequeño para ahorrar en grande Feng Wei Xu Qi (逢危须弃) - Cuando estás en peligro, usa el sacrificio Shen Wu Su Qing (慎勿轻速) - Hacer gruesa forma, evitar movimientos precipitados Dong Xu Xiang Ying (动须相应) - Un movimiento debe responder al oponente Bi Qiang Bao Zi (彼强⾃保) - Contra posiciones fuertes, jugar con seguridad Gu Shi Qu Él (势孤取和) - Mira por la paz, evita los combates en una situación aislada o débil

Genran por Akaboshi Intetsu Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

2009

Akaboshi authored the Genran, a collection of tsumego, published in 1833. It features a total of 69 problems, with the first turn alternating between black and white. Born 1810, Akaboshi rose to prominence as a student of Inoue Genan Inseki, head of the House of Inoue. By 1834, the former had attained the rank of 7 dan. Genan desired the prestigious position of the Meijin godokoro, but was unsuccessful as a result of political manoeuvres by Honinbo Jowa. Instead, the title and office were obtained by Jowa with the aid of Hayashi Gembi, an ally within the government. In response, Genan sought to use Akaboshi, his prodigy, in an attempt to embarrass

Jowa into retirement. The "Blood-vomiting game" was the famous match between Akaboshi, 7 dan as black, and Jowa, 9 dan as white. It took place at the Matsudaira Go Party from 13–21 August 1835. Black succeeded in building an early lead, utilising one of House Inoue's secret taisha joseki. However, Jowa played a sequence of three brilliant tesuji that turned the tide of the match in his favour, ultimately leading to black's resignation after 246 moves. According to Invincible, Akaboshi's health was already in decline when the game began, but after it had ended he coughed up blood over the board and collapsed. On 20 October 1835, Akaboshi died of tuberculosis.

Basic Techniques of Go por Haruyama Isamu & Nagahara Yoshiaki & Richard Bozulich Baduk · Board Games · Games · Go · Igo · Reference · Weiqi PDF

The Ishi Press

2002

The most useful book for beginning players ever written. After introducing the basic principles of opening play, the reader is shown practical sure-win strategies which he can use in his handicap games. A chapter is devoted to tesujis (tactical brilliancies), with 69 examples and 50 problems. The book ends with a chapter on the endgame. **

Dictionary of Basic Joseki Vol 1 por Yoshio Ishida Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2009

The only comprehensive reference for joseki in English. It doesn't include all of the latest variations (it's 20 years old), and it's not encyclopedic, but what's here is more than enough for everybody but the strongest of players. And it should be a part of everybody's go reference library, at least once you reach a certain level

Dictionary of Basic Joseki Vol 2 por Yoshio Ishida Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2009

The only comprehensive reference for joseki in English. It doesn't include all of the latest variations (it's 20 years old), and it's not encyclopedic, but what's here is more than enough for everybody but the strongest of players. And it should be a part of everybody's go reference library, at least once you reach a certain level

Dictionary of Basic Joseki Vol 3 por Yoshio Ishida Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2009

The only comprehensive reference for joseki in English. It doesn't include all of the latest variations (it's 20 years old), and it's not encyclopedic, but what's here is more than enough for everybody but the strongest of players. And it should be a part of everybody's go reference library, at least once you reach a certain level

All About Thickness. Understanding Moyo and Influence por Yoshio Ishida & Stuart Dowsey Asia · Baduk · Board Games · Games · Games & Activities · Go · History · Igo · Weiqi PDF

Ishi Pr

1990

All About Thickness Understanding Moyo and Influence A completely new kind of go book. Two-color printing makes the advanced concepts of thickness and influence graphically clear – and instantly understandable. Most go books are top heavy with text and endless exploratory diagrams. Ishida's approach in this book is the opposite – large diagrams, simple explanations, a minimum of mind-numbing text – yet this is the most successful attempt in the go literature to convey to go players at all levels the secrets of building thickness and making effective use of influence. How do you build

influence? In what areas of the board should you aim to control? In what directions to the stones exert their force? How close should you approach a strung enemy position? How many points can you expect to convert a thick position into? The answers to these questions and many other questions will be apparent at a glance when you read this book. All about thickness, the first book of its kind, was a best seller in Japan. Go players around the world should find th English version as Japanese go fans. **

In the Beginning: The Opening in the Game of Go Elementary Go Series Vol. 1 [1] por Ikuro Ishigure Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Company

1995

The opening is theoretically the hardest part of the game of go. To professional players, it is the hardest part in practice, as well; in championship games that last two days, for instance, the first day is usually spent playing and thinking about the first 50 moves, and the second day is spent finishing all the rest. Such is the consistency of professional play in the middle game and endgame that if a player comes out of the opening with a bad position, it is almost impossible for him to catch up. Amateurs sometimes rush through their initial

moves, saving their powers for the fighting later, but this is more an indication that they do not understand the opening than a sign of talent. The number of possibilities in any opening position is so vast that a player must rely on his feeling for the game rather than on rigorous analysis for guidance. Here he has the greatest chance to use his imagination, play creatively, and develop a personal style. This is the one phase of go that has shown any significant evolution during the past few centuries, and it still defies absolute comprehension. No book can develop a person's imagination or personal style, and this one does not make the attempt. In a sense, therefore, it is very incomplete: the reader will not find a prescription for every situation and in actual play he will have to make his own choices most of the time. What we have tried to give him is a basis to start from: some sound moves, some useful ideas, some good examples. If we have succeeded, the following pages will help him to increase both his skill at and enjoyment of the game.

Go for Beginners por Kaoru Iwamoto Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Pantheon

1977

Go, an ancient, subtly beautiful game of territory, is the oldest game in the world still played in its original form. This book contains its rules, techniques, a glossary of terms, and a list of international and American Go organizations. **

Utilizing Outward Influence por Jin Jiang & Zhao Zheng Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Yutopian Enterprises

1995

Go - Life, Liberty, and the pursuit of Territory through Connection and Influence. Each player must discover the strategy and tactics necessary for acquiring the most territory. The work of each move is a function of multiple threats to reate or destroy Life, Connection, Influence, and Territory. Utilizing Outward Influence by Jin Jiang and Zhao Zheng provides a study of how to efficiently build and use Influence. Jiang provides numerous examples of how to construct thickness (strongly connected strings of stones that cannot be disconnected) and how to avoid thinness (weakly connected strings of stones that can be disconnected). Also included are abundant examples of sacrifice and ko tactics that can be used for constructing

large territorial frame-works (Moyos) out of influence. Seizing control of the center is vital for gaining the most territroy. Additional examples of using pivot points (an intersection on the edge of opposing moyos, which, upon occupation by one side, will expand that sides moyo and reduce the opposing moyo) for seizing control of the center are provided. Utilizing Outward Influence is a book for helping one reach shodan strength and reviewing the tactics and strategies used by dan players. Over 50 problems are included addressing: how to create thickness and avoid thinness in building influence; using influence to create territorial frameworks (moyos); and using influence to create territory by attacking. **

Qijing Shisanpian (Trad. Horacio A. Pernía) por Zhang Jing Baduk · Go · Igo · Nikkai · Taoísmo · Weiqi PDF

© Nikkai

El primer tratado completo sobre Go fue escrito entre 1049 y 1054 con el título de 棋经⼗三篇( Qijing Shisanpian , "Clásico de Weiqi en trece capítulos"). Inicialmente, el Go se jugaba en una cuadrícula de 17 x 17, pero posteriormente el tablero de 19 × 19 se convirtió en el más común durante la dinastía Tang (618-907). En China, el Go fue considerado el juego de la aristocracia, mientras que el Xiangqi (ajedrez chino) fue el juego más popular, paracticado por la gente del pueblo. El Go también fue considerado como uno de los cuatro artes, junto con la caligrafía , la pintura y la Música. Sin dudas, el texto más importante sobre el juego del Go es el Qijing Shisanpian

, pues su estilo preciso y rebosante de información lo coloca en un sitial de preferencia sobre todos los otros textos dedicados al Weiqi en la literatura China.

Qijing Shisanpian. The Classic of Weiqi in Thirteen Chapters por Zhang Jing Baduk · Board Games · Games · Games & Activities · Go · Igo · Taoísmo · Weiqi PDF

The Matheson Trust

The most important text on the game of weiqi is certainly 棋 经 ⼗ 三 篇 (Qijing Shisanpian, "The Classic of Weiqi in Thirteen Chapters"). Its precise style and fulness of information place it far above all the other texts devoted to weiqi in Chinese literature. The present paper discusses the transmission of this text until modern times and gives its full translation1. The date of composition of Qijing Shisanpian is given right at the beginning of the work. It goes back to the Huangyou period, during the reign of the emperor Renzong of

Northern Song (1049 to 1054 AD). A certain Zhang Ni is also quoted as author.

Glossary Of Go Terms (Glosario de términos Go) por British Go Journal Baduk · Glossary · Go · Igo · Términos · Weiqi PDF

British Go Association

Esta página define algunos de los términos de Go que no están en inglés y que se utilizan en varios artículos de British Go Journal. Mientras más antiguo sea el artículo, es más probable que use terminología que no esté en inglés. Aparte de los dos acrónimos, todos estos son términos japoneses.

A Dictionary of Modern Fuseki: The Korean Style por Kim Song June Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido

2004

Of the three main stages in a game of go, the middle game is the most exciting. This is where most of the action of a game occurs: stones are attacked and defended or captured; potential territories are invaded or erased; nerve-wracking ko fights and kill-or-be-killed capturing races that can decide the outcome of the game take place. In contrast, the opening stage is a necessary preliminary before coming to grips with the opponent, and professionals regard it as the most important stage of the game. This is where the foundation is laid for the fighting that will take place in the middle game. The wisdom of your opening strategy will determine whether you start the

middle game with an advantage over the opponent or whether you have an inferior position that places you at a disadvantage. Many players are happy to rely on their fighting strength to make up for a bad start, but if your opponent is an equally strong fighter, it may be the relative skill at the opening that will be decisive. This book is unique in the English go literature. It analyses contemporary opening strategy in depth, focusing on the new patterns recently developed by the Korean players who dominate the international go scene. Typically, it analyses the first 30 moves or so of the most important patterns; it is the first book that makes it possible for amateurs to play a professional-level opening. **

Kage's Secret Chronicles of Handicap Go por Toshiro Kageyama Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Japan Publications,US

1975

This book contains nine handicap games, ranging from two to five stones. Most of the games are pro-pro. At key spots in each games, they give you three possible next moves to choose from. If you've read Kageyama's Lessons in the Fundamentals of Go, you'll recognize the chatty style; this one also includes lots of talking between the two players. There's no general theory presented in the book, just the games.

Lessons in the Fundamentals of Go por Toshiro Kageyama Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi · 围棋 PDF

Kiseido Publishing Co

1996

Many Go books promise to explain the fundamentals: here is one that really keeps its promise. Kageyama's subjects are connectivity, good and bad shape, the way stones should 'move', the difference between territory and spheres of influence, how to use thickness and walls, how to train yourself to read, where to start looking in a lifeand-death problems - matters so fundamental that other writers miss them completely. He also points out the right ways to study - how to study josekis, for example. "What changed me from an amateur into a professional was getting a really firm grip on the fundamentals," writes Kageyama. The essence of 7 years an amateur and 22 years

professional playing experience are distilled into these pages and they are filled with advice that all Go players will find practical. **

Dictionary of Basic Fuseki Vol 1 por Rin Kaiho Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2009

Rin's approach is to explain in detail the first 50 moves of the selected classic games he uses to illustrate the use of fuseki patterns. This book is rated very highly in Robert Jasiek's [ext] reviews for both rank improvement and topic coverage. It can be read profitably to learn how to think about many opening patterns.

Dictionary of Basic Fuseki Vol 2 por Rin Kaiho Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2009

Rin's approach is to explain in detail the first 50 moves of the selected classic games he uses to illustrate the use of fuseki patterns. This book is rated very highly in Robert Jasiek's [ext] reviews for both rank improvement and topic coverage. It can be read profitably to learn how to think about many opening patterns.

Dictionary of Basic Fuseki Vol 3 por Rin Kaiho Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2009

Rin's approach is to explain in detail the first 50 moves of the selected classic games he uses to illustrate the use of fuseki patterns. This book is rated very highly in Robert Jasiek's [ext] reviews for both rank improvement and topic coverage. It can be read profitably to learn how to think about many opening patterns.

The Direction of Play por Takeo Kajiwara Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Kiseido Publishing Co

1998

Intermediate to Advanced Go Books This book is a lucid exposition of the basic principles of Kajiwara's go theory and a guide to applying these principles in your own game. Above all else, Kajiwara emphasizes the importance of careful analysis in order to determine the correct direction of play, that is, the direction in which a stone or a group of stones exerts its main influence. He demonstrates that each stone has a life of its own and so expresses the individuality of the player. The key to a powerful game is understanding the relationship between each stone and the

overall position, for only then can one realize the full potential of every stone that one plays. **

A Go guide From a Beginner por Haris Kapolos Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Charalampos Kapolos

2018

This book is distributed in different languages for free via the website www.gobook.eu where the whole project is explained in more detail. When sharing this book, please do so by referring to the original website, so that everyone can contribute to the embellishment of the available translations and the books provided.

El estilo chino de Fuseki por Masao Kato Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Como mejorar el Fuseki. La explosión del fuseki de estilo la Chino parece haber pasado su momento de mayor estudio ya los ve usted en casi todos las partidas como una que se realizo hace aproximadamente un año, atrás mas o menos. Esto no significa haya dejado de estar de moda, embargo del pecado; por el contrario de lo ha visto estar firmemente establecido como uno del los modelos del fuseki estándar, junto con los estilos de Shusaku y el sanrensei. Hay todavía es más, profundidades que deben ser explorados en los modelos del estilo Chino, pasará un largo tiempo antes de alguien puede manifestar

que él lo ha dominado. Como en algunos de los juegos de torneo aparece los nuevos experimentos en el modelo que se están llevando a cabo son constantemente. Sakata 9-dan se ha vuelto un exponente ávido de esta estrategia del fuseki, Fujisawa Shuko todavía confía en él en los juegos muy importantes y yo mismo lo práctico regularmente.

Kato's Attack And Kill (Chapter 1) por Masao Kato Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

The Ishi Press

1978

Attacking enemy stones is one of the most basic elements in any game of go, yet surprising little has been written about any theory of attacking. Methods of attack, selection of a target, timing, contriving a double attack – these are techniques which require a lot of trial and error to master. “Kato's attack and Kill” offers an invaluable shortcut. The author, Kato Honinbo, is known and feared as one of the most aggressive attacking players in modern go and in this book he presents a thorough and practical analysis of all the elements essential for a successful attack. There are a numerous examples from actual play, a problem section, and a selection of Kato's own

games which feature attacking and killing large groups. Reading this book will transform your game. *** Atacar piedras enemigas es uno de los elementos básicos en cualquier partido de go, sin embargo, se ha escrito poco sobre cualquier teoría de ataque. Métodos de ataque, selección de un objetivo, tiempo, idear un doble ataque: estas son técnicas que requieren mucha prueba y error para dominar. "Kato's attack and Kill" ofrece un atajo invaluable. El autor, Kato Honinbo, es conocido y temido como uno de los jugadores de ataque más agresivos en el mundo moderno y en este libro presenta un análisis exhaustivo y práctico de todos los elementos esenciales para un ataque exitoso. Hay numerosos ejemplos del juego real, una sección de problemas y una selección de juegos propios de Kato que incluyen atacar y matar a grandes grupos. Leer este libro transformará tu juego.

The Chinese Opening: The Sure-Win Strategy por Masao Kato Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Ishi Pr

1833

This is a book on the Chinese opening. In algebraic notion, black's first three moves are Q16, Q3, and then either Q9 or R9. It's supposed to be somewhat balanced between influence and territory, so it's not as biased towards influence as is, say, the sanren-sei. The chapters in the book are on The Concept of the Chinese Fuseki, The Star-Point Stone, The 3-4 Point Stone, Large-Scale Frameworks Building and Destroying, The Two-Space High Pincer, and The Chinese Fuseki in Action.

Go. Die Mitte des Himmels por Michael Keulen Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

Dumont

This book is one of my favorite introductions to go. It's in German, which is a bit of a problem for some of us, but if you live in Germany, it's quite good. It has a history of go, some go fables, the rules, some "philosophy", some commented games, and some appendices. It also has tons of pictures, usually of Japanese or Chinese art involving go.

Go: The World's Most Fascinating Game. Vol.1 por The Nihon Ki-in Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

The Nihon Ki-in

2003

Go: The World's Most Fascinating Game Introduction It is roughly estimated that the number of amateur Go players all over the world amounts to nearly ten million. There seem to be about fifty thousand players in Europe and America at present, and owing to a recent Go boom the number is rapidly increasing. It is generally believed that the essence of the attraction of Go consists in a kind of

Oriental mystique, but there is no game so rational and intellectual. Indeed the game may appear profound and mysterious to outsiders, but every problem connected with the process and outcome can be explained and solved in logical terms. It is quite natural that such a superlative game has become so popular among millions of people outside of Asia. It is our great pleasure that, in response to the growing enthusiasm for Go in Europe and America, we have been able to publish this book intended for complete beginners. We have devoted our whole energies to the compilation of this book, which will be followed by a series of books for more advanced players. We shall be very happy if this book can be of any help in making this splendid and unique game familiar to more people abroad. Lastly we must add with sincere gratitude that we have received financial aid for this publication from the Japanese Government and the Nihon Bankoku Hakurankai Kinen Kyokai (Commemorative Association for the Japan World Exposition, 1970).

Go: The World's Most Fascinating Game. Vol.2 por The Nihon Ki-in Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Nihon Ki-in

2013

Go: The World's Most Fascinating Game Basic Techniques It is roughly estimated that the number of amateur Go players all over the world amounts to nearly ten million. There seem to be about fifty thousand players in Europe and America at present, and owing to a recent Go boom the number is rapidly increasing. It is generally believed that the essence of the attraction of Go consists in a kind of

Oriental mystique, but there is no game so rational and intellectual. Indeed the game may appear profound and mysterious to outsiders, but every problem connected with the process and outcome can be explained and solved in logical terms. It is quite natural that such a superlative game has become so popular among millions of people outside of Asia. It is our great pleasure that, in response to the growing enthusiasm for Go in Europe and America, we have been able to publish this book intended for complete beginners. We have devoted our whole energies to the compilation of this book, which will be followed by a series of books for more advanced players. We shall be very happy if this book can be of any help in making this splendid and unique game familiar to more people abroad. Lastly we must add with sincere gratitude that we have received financial aid for this publication from the Japanese Government and the Nihon Bankoku Hakurankai Kinen Kyokai (Commemorative Association for the Japan World Exposition, 1970).

The 1st World Amateur Go Championship por The Nihon Ki-in Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Nihon Ki-in

1979

1st World Amateur Go Championship (1979). In recent years there has been a boom in Go activity overseas and the popularity of the game has risen dramatically throughout the world. The Nihon Ki - in has endeavoured to promote exchange with overseas players through such projects as sending professional players on instruction tours and inviting overseas players to Japan. The realisation of a large- scale international tournament, long the dream of Go fans everyw here, is a source of profound satisfaction to us.

The size of this tournament, with thirty- two participants from four continents, is an indication of the international popularity of Go. The technical artistry and profundity of the game make it truly universal. The promotion of international friendship through Go is the true aim of this tournament. We hope, therefore, that it will not only contribute to raising the technical skill of the players but also to promoting cultural exchange.

The 2nd World Amateur Go Championship por The Nihon Ki-in Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Nihon Ki-in

1980

Everyone has his own opinion on how the 1980's are going to turn out , but what with all the problems we are confronted with, in energy, world politics and economics, they look like being a period of violent change, of opacity, of insecurit y, in short , a period with rather a dark image. Needless to say, it is in just such a period that the problem of international relations and mutual understanding among the peoples of the world assumes a greater importance than ever. There is a saying that 'go is speaking with one ' s hands', Words are not needed. It is my hope that

cultural exchange through this non - verbal medium can make a contribution, however small , to the peace and security of the world.

The 3rd World Amateur Go Championship por The Nihon Ki-in Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Nihon Ki-in

2013

This tournament has now reached its third year and · it is a source of considerable satisfaction for all concerned that each year the number of participating countries has increased, thus deepening the bonds of friendship within the international go community. Since the first go delegation visited China twenty years ago, the internationalisation of go has proceeded apace, with exchange tours becoming more and more frequent.

The World Amateur Go Championship Winners, 1979-2013 por The Nihon Ki-in Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Nihon Ki-in

Los ganadores del torneo Mundial Amateur de Go desde 1979 a 2013.

World Amateur Go Championship Rules Juegos de Mesa del Mundo [34] por The Nihon Ki-in Baduk · Games · Igo · Juegos · Juegos de Tablero · Rules of Go · Weiqi PDF

World Amateur Go Championship. Rules of Go. Reglamento utilizado en el Torneo Mundial Amateur de Go de 1985.

Learn to Play Go, Vol. 1: A Master's Guide to the Ultimate Game por Janice Kim & Jeong Soo-Hyun Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

CreateSpace Independent Publishing Platform

2010

A Master's Guide to the Ultimate Game. The award-winning first book in the Learn to Play Go series by Janice Kim 3 dan and Soohyun Jeong 9 dan, two masters of the 4,000-year-old Asian game of strategy. Takes the complete beginner step-by-step all the way to playing real Go in fourteen chapters that can be read in 10-15 minutes each, each with a try-it-yourself section at the end. Suitable for kids, demystifies the learning process for adults. **

Learn to Play Go, Vol. 4: Battle Strategies por Janice Kim & Jeong Soo-Hyun Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

CreateSpace Independent Publishing Platform

2011

Volume IV of the award-winning Learn to Play Go series. Covers essential principles of fighting in the middle game, including invasion and reduction, attack and defense, life and death, capturing races, and ko fighting. Includes test yourself section and index. **

Learn to Play Go, Vol. 2: The Way of the Moving Horse Learn to Play Go [2] por Janice Kim & Jeong Soo-Hyun Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Good Move Press

1995

The Way of the Moving Horse is the second volume of the awardwinning Learn to Play Go series. Covers fundamentals of good play, including opening theory, enclosures and approaches, bases and extensions, invasion and reduction, attack and defense, capturing races, ko, life and death, contact fighting, and endgame. Shows the Korean school's strength vs. speed model to choose between six basic moves. Includes self-test and Internet Go section.

**

Learn to Play Go, Vol. 3: The Dragon Style Learn to Play Go [3] por Janice Kim & Jeong Soo-Hyun Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Good Move Press

1998

The Dragon Style is the third volume in the popular Learn to Play Go series. Topics include seven deadly Go sins and eight secrets of winning play. Real games - even, high, and low handicap - are analyzed in depth. Includes a self-testing section and an extensive glossary of Go terminology. **

Learn to Play Go, Vol. 5: The Palace of Memory Learn to Play Go [5] por Janice Kim & Jeong Soo-Hyun Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Good Move Press

2003

The Palace of Memory is the fifth volume of the award-winning Learn to Play Go series. Covers some principles of the opening and the endgame and of something called "shape". Good shape is an intersection between tactics and strategy. Shows some of the templates of basic shape and thier use in fighting. Contains guides to the opening. Shows how to calculate the size of endgame moves. Includes self-test section.

**

Train Like a Pro 2a por Sung Rae Kim Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

2006

Korea is the country with the highest density of go players of the world. This is for a large part due to their high developed system of education. These are the books developed in Korea for training ambitious players. The author Kim Sung-Rae has a masters degree in Education and is a professional go player as well. He is a lecturer at the Meong-yi university faculty of Baduk. The books contains problems on the following subject: close combat, opening, joseki, endgame, joseki, whole board. The answers are in a separate booklet. Together with the answers booklet, this is an ideal tool for self study. In Korea this way of studying, solving problems, is

considered the most effective way of advancing one's playing strength. For ambitious and/or strong players only.

Go World 073 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 73: Summer 1995 · The 20th Tengen Title Match o Game 4: Rin Kaiho vs. Ryu Shikun · The 19th Kisei Title Match o Games 1-6: Cho Chikun vs. Kobayashi Satoru · The 33rd Judan Title Match o Games 1-3: Otake Hideo vs. Yoda Norimoto · Message to our Readers · Determining Life or Death by Breath Patterns · Three Elementary Problems · Double Ko Stones and Double Hot Stones

· · · ·

An Introduction to Tesuji (2) Important Stones and Useless Stones Ten Go Proverbs Every Go Player Should Know The 17th World Amateur Go Championship

Go World 074 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 74: Autumn 1995 · The 50th Honinbo Title Match o Games 1-5: Cho Chikun vs. Kato Masao · The 8th Fujitsu Cup o Round 1: Kobayashi Satoru vs. Seo Pong-su o Final Round: Kobayashi Koichi vs. Ma Xiaochun · The 22nd Wangwi Title Match o Game 7: Yoo Chang-hyeok vs. Cho Hun-hyeon · Message to our Readers · Go Proverbs That Are Always True (1) · New Moves and New Josekis

· The 8th Japan-China Tengen Match o Game 2: Ma Xiaochun vs. Ryu Shikun · An Introduction to Tesuji (3) · Important Stones and Useless Stones · The First FOST Cup: World Open Computer Go Championship · Who is the World's Strongest Player? International Tournaments · China Adopts Points Rating System · The Top Dogs in Japanese Go: Ranking the Top Players

Go World 075 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 75: Winter 1995 - 96 · The 18th Kukgi Title Match · 1995 All-China Individual Championship o The Final of the Men's Division · The 20th Meijin Title Match o Games 1-5: Kobayashi Koichi vs. Takemiya Masaki · The 20th Gosei Title Match o Game 5: Rin Kaiho vs. Kobayashi Satoru · Letters to the Editor · New Moves and New Josekis · Go Proverbs That Are Always True (2)

· An Introduction to Tesuji (4) · Important Stones and Useless Stones

Go World 076 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 76: Spring 1996 · The 1st China-Korea-Japan Meijin Tournament o Takemiya vs. Yi Ch'ang-ho · The 7th Tong Yang Securities Cup o Semifinals Game 2: Cho Chikun vs. Yi Ch'ang-ho o Final Game 4: Ma Xiaochun vs. Yi Ch'ang-ho · The 43rd Oza Title Match o Game 3: Cho Chikun vs. O Rissei · The 21st Tengen Title Match o Kobayashi Koichi vs. Ryu Shikun · The 20th Kisei Title Match

o Games 1-4: Cho Chikun vs. Kobayashi Satoru · The 10th NEC Cup: Japan-China Super Go · An Introduction to Tesuji (5) · Ten Easy Life-and-Death Problems · New Moves and New Josekis · Go Proverbs That Are Always True (3)

Go World 077 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 77: Summer 1996 · The 20th Kisei Title Match o Games 5-7: Cho Chikun vs. Kobayashi Satoru · The 34th Judan Title Match o Game 4: Yoda Norimoto vs. O Rissei · The 51st Honinbo Title Match o Games 1 & 2: Cho Chikun vs. Ryu Shikun · Kobayashi Reiko (1939-96) · New Moves and New Josekis · An Introduction to Tesuji (6) · Go Proverbs That Are Always True (4)

· The Top Ten Life-and-Death Problems

Go World 078 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 78: Winter 1996 - 97 · The 3rd Ing Cup Final o Games 1-4: Yoda Norimoto vs. Yu Ch'ang-hyeok · The 1st Samsung Cup Final o Games 1-3: Yoda Norimoto vs. Yu Ch'ang-hyeok · The 9th Fujitsu Cup Final o Yi Ch'ang-ho vs. Ma Xiaochun · The 21st Meijin Title Match o Games 1-4: Cho Chikun vs. Takemiya Masaki · The 51st Honinbo Title Match o Games 3-6: Cho Chikun vs. Ryu Shikun

· An Introduction to Tesuji (7) · Stopping the Monkey Jump (1) · New Moves and New Josekis

Go World 079 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 79: Spring 1997 · The 8th Kiseong (Kisei) Title Match o Yi Ch'ang-ho vs. Ch'oe Myeong-hun · The 1st Bacchus Cup - Tengen Title Match o Yi Ch'ang-ho vs. Cho Hun-hyeon · The 11th Tianyuan (Tengen) Tournament o Wang Lei vs. Zhou Heyang · The 3rd Bawang Tournament o Wang Lei vs. Zhang Wendong · The 9th Mingren (Meijin) Title Match o Ma Xiaochun vs. Liu Xiaoguang

· 8th Tong Yang Securities Cup Final o Cho Hun-hyeon vs. Kobayashi Satoru · 8th Tong Yang Securities Cup o Semifinal: Kobayashi Satoru vs. Yi Ch'ang-ho · The 21st Meijin Title Match o Games 5 & 6: Cho Chikun vs. Takemiya Masaki · The 21st Kisei Title Match o Games 1-5: Cho Chikun vs. Kobayashi Satoru · The 36th Top Position Title o Yi Ch'ang-ho vs. Cho Hun-hyeon · An Introduction to Tesuji (8) · Stopping the Monkey Jump (2) · New Moves and New Josekis

Go World 082 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 82: Summer 1998 · The 2nd Samsung Cup o Games 1-3: Yi Ch'ang-ho vs. Kobayashi Satoru · The 41st Guksu Title Match o Yi Ch'ang-ho vs. Seo Pong-su · The 9th Kiseong Title Match o Yi Ch'ang-ho vs. Cho Hun-hyeon · The 22nd Meijin Title Match o Games 1-6: Cho Chikun vs. Kobayashi Koichi · Editorial · The 10th Mingren Title Match

o Ma Xiaochun vs. Luo Xihe · From 20-kyu to Shodan: Basic Knowledge for Becoming a DanLevel Player o Pyramid Power in Handicap Openings o Cover Story: Motoharu and the Severed Head o Endgame Problems on 5x5 Boards (1) 39-42 o Ladder and Net Problems o An Introduction to Basic Josekis (1) 50-52 o The Niren-sei Opening

Go World 085 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 85: Summer 1999 · The 38th Top Position Title Match o Game 2: Yi Ch'ang-ho vs. Ahn Cho-young · The 5th Paedal Wang o Game 5: Yi Ch'ang-ho vs. Yu Ch'ang-hyeok · The 10th Kiseong Title Match o Game 1: Yi Ch'ang-ho vs. Mok Chin-seok · The Robert's Cup o Chang Hao vs. Yang Shihai · The 6th King of the New Stars o Qiu Jun vs. Hu Yueyu

· The Spring Orchid Cup o Round 2: Chang Hao vs. Mok Chin-seok · The 3rd Samsung Cup Final o Games 1 & 5: Yi Ch'ang-ho vs. Ma Xiaochun · The 23rd Meijin Title Match o Games 1-7: Cho Chikun vs. O Rissei · A Fighting Art o Qiu Jun vs. Kong Jie o The life-and-death problem that was too much for Sakai 9-dan · From 20-kyu to Shodan: Basic Knowledge for Becoming a DanLevel Player o Michael Redmond on the Opening 239-44 o Making Good Shape o Endgame Problems on 5x5 Boards (4) 53-56 o Four Endgame Problems on 9x9 Boards o An Introduction to Basic Josekis (4) 60-64

Go World 086 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 86: Autumn 1999 · The 12th Fujitsu Cup Final o Yu Ch'ang-hyeok vs. Ma Xiaochun · The 3rd LG Cup Final o Game 3: Yi Ch'ang-ho vs. Ma Xiaochun · The 11th TV Asia Cup Final o Yoda Norimoto vs. Yi Ch'ang-ho · The 1st Chunlan Cup o Quarterfinal: Yoda Norimoto vs. Yi Ch'ang-ho · The 1st Chinese Kisei Title Match o Game 7: Ma Xiaochun vs. Chang Hao

· The 23rd Kisei Title Match o Games 1-6: Cho Chikun vs. Kobayashi Koichi · From 20-kyu to Shodan: Basic Knowledge for Becoming a DanLevel Player o Michael Redmond on the Opening 334-39 o Six Basic Life-and-Death Problems o Eight Endgame Problems on 9x9 Boards o An Introduction to Basic Josekis (5) 46-49 · A Fighting Art · The Korean Go Boom · The Korean Style : Korean Joseki Innovations

Go World 087 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 87: Winter 1999 - 2000 · The 18th Women's Honinbo Title Match o Game 2 · The 1st Chunlan Cup Final o Game 1: Cho Hun-hyeon vs. Yi Ch'ang-ho · The 54th Honinbo Title Match o Games 1-6: Cho Chikun vs. Cho Sonjin · The 24th Meijin Title Match o Games 1-5: Cho Chikun vs. Yoda Norimoto · The 4th Samsung Cup o Semifinal: Yi Ch'ang-ho vs. Yamada Kimio

· From 20-kyu to Shodan: Basic Knowledge for Becoming a DanLevel Player o Six Endgame Problems on 11x11 Boards o An Introduction to Basic Josekis (6) 49-52 o The Kobayashi Opening o The Korean Style (2): Korean Joseki Innovations 59-64

Go World 091 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 91: Spring 2001 · The 25th Meijin Title Match o Games 1-4: Cho Chikun vs. Yoda Norimoto · The 4th Ing Cup Final o Game 2: Yi Ch'ang-ho vs. Chang Hao · The 5th LG Cup o Quarterfinal: Cho Hun-hyeon vs. O Rissei · The 5th Samsung Cup Final o Game 4: Yamada Kimio vs. Yu Ch'ang-hyeok · The 8th Paedal Wang Title Match o Game 5: Yi Ch'ang-ho vs. Yi Se-tol

· Takemiya: A Player with Heart · From 20-kyu to Shodan: Basic Knowledge for Becoming a DanLevel Player o Four Middle Game Problems 1 o Developing Good Judgment: Four Problems in the Opening o Four Life-and-Death Problems o Two Endgame Problems o Michael Redmond on Fuseki 456-63 · Go in the West in the 18th Century

Go World 092 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 92: Summer 2001 · The 14th Fujitsu Cup o Quarterfinal: Cho Chikun vs. Ch'oe Myeong-hun · The 5th LG Cup Final o Games 2 & 5: Yi Ch'ang-ho vs. Yi Se-tol · The 56th Honinbo Title Match o Games 1 & 2: O Meien vs. Cho U · The 25th Kisei Title Match o Game 6: O Rissei vs. Cho Sonjin · The World of Cho U · Four Opening Problems

· After the Joseki · Preserving Aji

Go World 093 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 93: Autumn 2001 · The 14th Fujitsu Cup o Final: Cho Hun-hyeon vs. Ch'oe Myeong-hun o Semifinal: Cho Hun-hyeon vs. Rin Kaiho · The 6th Samsung Cup o Yi Ch'ang-ho vs. Yi Se-tol · The 56th Honinbo Title Match o Game 7: O Meien vs. Cho U · The 26th Meijin Title Match o Games 1-3: Yoda Norimoto vs. Rin Kaiho · Miyazawa Goro: The epitome of fighting spirit

· · · · · · ·

Aoki Kikuyo's promotion game Unusual Josekis Plunging Into the Middle Game Six Tesuji Problems Six Life-and-Death Problems Nine Endgame Problems on 5x5 Boards Four Middle Game Problems

Go World 094 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 94: Spring 2002 · The 26th Kisei Title Match o Game 5: O Rissei vs. Ryu Shikun · The 6th Samsung Cup o Games 2 & 3: Cho Hun-hyeon vs. Chang Hao · The 3rd Nong Shim Cup o Beijing Round: Awaji Shuzo vs. Shao Weigang o Beijing Round: Kobayashi Koichi vs. Ch'oe Ch'eol-han · International Youth Tournament o Yamada Takuji vs. Ch'oe Ch'eol-han o Kong Jie vs. Mizokami Tomochika

· o · · ·

The 26th Meijin Title Match Games 4-6: Yoda Norimoto vs. Rin Kaiho Find the Defects Eight Opening Problems Making Good Shape

Go World 097 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 97: Spring 2003 · The 27th Meijin Title Match o Games 1-5: Yoda Norimoto vs. Cho Chikun · 4th Chunlan Cup o Quarterfinal: Hane Naoki vs. Cho Hun-hyeon · An Interview with Alexandre Dinerchtein · Dinerchtein's First Professional Victory · Aguilar's Toyota Cup Triumph · Twelve Life-and-Death Problems · Honinbo Dosaku's Brilliant Tesujis · Tesuji Problems (2)

Go World 098 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 98: Summer 2003 · 14th Kiseong Title: Eleven in a Row for Yi Ch'ang-ho · 4th Chunlan Cup Final o Games 1 & 2: Hane Naoki vs. Yi Ch'ang-ho · 1st Toyota & Denso Cup Final o Yi Ch'ang-ho vs. Chang Hao · 16th Fujitsu Cup: The Secrets of Korea's Strength o Round 2: Song T'ae-kon vs. O Meien o Round 2: Yi Se-tol vs. Hane Naoki · The 27th Kisei Title Match o Games 1 & 2: O Rissei vs. Yamashita Keigo

· · · ·

The Kiseido Go Server (KGS) Cho Chikun's Brilliant Tesujis Twelve Life-and-Death Problems Twelve Capturing-Race Problems

Go World 100 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 100: Winter 2003-04 · The 58th Honinbo Title Match o Games 1-6: Kato Masao vs. Cho U · The 28th Meijin Title Match o Game 1: Yoda Norimoto vs. Yamashita Keigo · The 9th Women's Kuksu Title o Game 2: Rui Naiwei vs. Cho Hye-yeon · The 10th King of the New Stars o Game 2: Kong Jie vs. Hu Yaoyu · Go World Turns 100 · GoGoD Quiz

· · · · ·

Go Seigen's Triple Attack The Top Ten Tesujis Most Captures in One Game Original Moves The Korean Style (4): Korean Joseki Innovations

Go World 103 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 103: Winter 2004-05 · The 28th Kisei Title Match o Games 4-7: Yamashita Keigo vs. Hane Naoki · The 42nd Judan Title Match o Game 4: O Rissei vs. Cho U · The 59th Honinbo Title Match o Games 1-6: Cho U vs. Yoda Norimoto · The Korean Style (7): Korean Joseki Innovations · Clever Moves, Stylish Tesujis · Life-and-Death Problem · Tesuji Problem

Go World 104 por Kiseido Publishing Co. Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Kiseido Publishing Co.

Number 104: Summer 2005 · The 2nd Toyota & Denso Cup Final o Games 1-3: Yi Se-tol vs. Chang Hao · The 48th Kuksu Title Match o Game 3: Ch'oe Ch'eol-han vs. Yi Ch'ang-ho · The 16th Kiseong Title Match o Game 3: Ch'oe Ch'eol-han vs. Pak Yeong-hun · The 29th Meijin Title Match o Games 1-4: Yoda Norimoto vs. Cho U · Life-and-Death in the Corner · Four Opening Problems

· Large-Sacrifice Life-and-Death Problems · Tesujis for a Brighter Future · The Korean Style (8): Korean Joseki Innovations

Stepping Stones to Go: A Game of Strategy por Shigemi Kishikawa Baduk · Board Games · Chess · Games · Games & Activities · Go · Igo · Reference · Weiqi PDF

Tuttle Publishing

2012

Learn the Asian strategy game of Go with this user-friendly, expert guide. Go was invented some four thousand years ago in China, and is the oldest game in the world, still enjoyed today. Played with black and white stones, it is easy enough to be enjoyed by any beginner, yet sophisticated and complex enough to baffle an expert. Like chess, it is a game of skill, not chance; whereas chess is a battle.

Japanese go expert Mr. Kishikawa's easy-to-follow book explains the fundamental principles of the game for the Westerner. From the basic rules of play, the author leads the reader in easy stages to the more advanced subtleties of go. Over a hundred diagrams, with twenty problems and answers, make this a complete introduction to one of the most fascinating and rewarding games in the world. **

38 Basic Joseki Elementary Go [2] por Kosugi Kiyoshi & James Davies Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Company

1973

In the game of go, the opening moves focus on the corners of the board. Over the thousands of years of go playing, this aspect of the game has been intensively studied and a large number of opening formulas, or josekis, have been discovered and refined. Every go player needs to have a working knowledge of the basic ones. 38 Basic Joseki cuts incisively through the labyrinth of joseki to give the reader a solid grounding in the subject. Working steadily out from the 3–3 point to the 4–5 point, it surveys the principal variations of the 38 most common corner patterns, pointing out the key ideas in each

and showing the reader how to choose and use josekis in relation to other stones on the board. **

The Theory and Practice of Go por Oscar Korschelt Baduk · Game of Go · Go · Igo · Juegos de Tablero · Weiqi PDF

Charles E. Tuttle Co., Inc.

2018

This book was originally published in German in 1880 as a series of articles. I think that it was the first extended description of go in a European language. Its chapters are: The Game of Go, The History of Go, The Rules of Play, Illustrative Games, Problems, End Plays, and Murase Shuho's Theory of Openings. So it is designed to serve as an introduction to the game (not only presenting the rules but also some history), and to give you a lot to think about once you've learned the rules. This was a very good book for its time, but I wouldn't recommend it to anybody now, because there are much better books doing all of its functions. It uses algebraic notation to excess, has problems that vary wildly in difficulty and that you certainly wouldn't be able to solve using the facts given in the book, and I don't think that Korschelt really understands go very well. The chapter on openings is kind of interesting but certainly not something that you would want to give to a beginner, since it gives the impression that these (full-board) openings are the equivalent of opening patterns in chess. (I'm not sure that Korschelt doesn't think that himself; in general, he likes to relate everything to the way that things are done in studying/analyzing chess, with the chess methods considered superior.) It's hard to figure

out who the target audience for this book should be. To sum: be grateful that this book was written, but don't buy it or read it yourself.

The Great Joseki Debates (Reseña) por Honda Kunihisa Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

The Ishi Press

1992

Learning Joseki is an important step on the road to mastering go. However, learning how to choose the winning joseki is even more important. This excellent book bridges the gap between fuseki, the opening moves of the game, and joseki. Joseki are sequences of plays in the corners that give a local result that is equal in value to both white and black. By playing a joseki you ensure that you avoid mistakes. But the corner interacts with the rest of the board and the biggest mistake of all may have been the joseki you chose. Here a master of the game presents 24 typical opening situations. In each

situation the author proposes 3 different strategies for play in one of the corners and then analyzes the whole board situation. Although locally all three moves are plausible, that is to say they are josekis, from the whole board point only one of the strategies is superior. The preferred and inferior moves are then analyzed in great detail. From these examples you will gain an insight into when and why one joseki is better than another. Cover: An ukiyoe print by Kuniyoshi (1847-50). This print shows a quarrel between Kudo Suketsune (drawing his sword) and Sasaki Nobutsuna. Mt. Fuji rises in the background. The date is the 1180's. In 1193, Suketsune died in one of the most famous vendettas in Japanese history. From the collection of John Power. About the AuthorKunihisa Honda is a professional go player. He was born on born June 15, 1945. Honda became a professional in 1961. He was promoted to 9 dan in 1973. He won the Kansai Ki-in's Oteai four times. He also visited China twice, in 1973 and 1985, for Go related business.

Go and Go-Moku por Edward Lasker Baduk · Board Games · Games · Games & Activities · Go · Igo · Logic & Brain Teasers · Weiqi PDF

Courier Corporation

1960

The oriental board game Best introduction in English to a great Japanese game. Detailed instructions provide valuable information on basic patterns, strategy, tactics, and analyzed games. Used as text by generations of Americans and Japanese as well. 72 diagrams. "...clearly written diagrammed primer..." — New Yorker.

Introducción al Go por H. Fernández Long & A. Moderc Baduk · Board Games · Games · Go · Igo · Weiqi PDF

La Isla

1983

El Go es considera como el más antiguo y más fascinante de los juegos que se conocen. Es como si la humanidad hubiera sido capaz de mejorar su creación hace 4.000 años. Hubo un colo intento con éxito relativo: el ajedrez, el cual requirió complicadas reglas que debieron ajustarse varias veces a lo largo de los siglos para aproximarse en sutileza y profundida al Go. Este libro tiene el propósito de llevar las explicaciones del Go hasta más allá de ese punto de desconcierto, y hacer vislumbrar a quien se inicia en el juego, el placer que sienten los jugadores un poco avanzados. Las explicaciones son de dificulta gradual, de modo que el lector debe seguirlas metódicamente, tratando de responder todas las preguntas

que se le formlan. La respuesta correcta se encuentra dando la vuelta a la página, y serecomienda que en caso de error, se vuelve hacia atrás has comprender la causa de la equivocación. La primera parte de libro está concebida para ser seguida sin necesidad de reproducir las jugadas en el tablero. Pero se recomienda que, al empezaar la segunda parte, se comience a jugar frecuentemente y se sigan las explicaciones sobre el tablero. *** Hilario Fernandez Long introdujo el go en la Argentina. Es autor, junto con Adalberto Moderc, de "Manual de Go" e "Introducción al Go", primeros libros de go publicados en Argentina, que sirvieron para que el juego se difunda rápidamente en nuestro país. Fue miembro fundador de la Asociación Argentina de Go.

Petit traité invitant à la découverte de l'art subtil du go por Pierre Lusson & Jacques Roubaud Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

Christian Bourgois

2003

" Par un matin d'août, d'une exquise suavité, dans le jardin fleuri du Moulin d'Andé, en Normandie, les honorables Honinbo Pé-ré-shu et Meijin Ru-bo, assistés de Judan Ru-zo, s'adonnent à leur méditation favorite. Elle consiste à poser alternativement des pions noirs et blancs sur un damier carré et quadrillé : 19 lignes de côté, 361 intersections. Jeu ponctué d'étranges exclamations japonaises : Atari, Ko, Shimari ! Deux adversaires face à face, une partie de deux heures, une victoire aux points : le go fait son entrée en France. Par la grande porte : celle de la littérature, Pé-ré-shu, c'est le romancier

Georges Perec, auteur des Choses et de La Disparition. Celle des mathématiques : Ru-bo n'est que l'équivalence nippone du mathématicien-poète Jacques Roubaud, talentueux auteur des sonnets d'Epsilon. Ru-zo : Pierre Lusson, maître assistant à la faculté des Sciences de Paris. Tous les trois viennent de concocter un Petit traité invitant à la découverte de l'art subtil du go, paru aux éditions Christian Bourgois. " A.B. L'Express, 1969 **

The Game of Go. Learning and mastering the most challenging game in the world por Matthew MacFadyen Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Carlton Books

2003

Go, the classic strategy game from Japan, is one of the most challenging "easy" games in the world. The rules are simple; beginners can learn the whole game in minutes and then spend the rest of their lives trying to master it! This pack includes a full introduction to basic play along with expert tips and tricks and easyto-follow diagrams. The Game of Go Pack will help turn the raw beginner into a Go player to be feared.

12 th Annual 10 Dan Title Match (Extracto) por Kido Magazine Baduk · Games · Go · Igo · Japón · Judan · Juegos de Tablero · Osaka · Weiqi PDF

Kido

1974

Kido Magazine 1924-1999 Upon the founding of the Nihon Ki-in (Japanese Go Association) in 1924, Kido magazine was founded in October of that year as its flagstaff publication. It was written by and for professional and strong amateur go players, with the emphasis on complex analysis and innovative play. It continued in existence for 75 years, until the summer of 1999. The quality of the articles in Kido was always outstanding. This is not surprising since one of its founders and

guiding lights was the president of a newspaper. In addition, newspaper writers formed the core of the staff and contributions were received from the top literary figures of the day. One need only mention the Nobel Prize winner Kawabata Yasunari, whose romana-clef, “Meijin” (published in English as “The Master of Go”), chronicles the retirement game of the last master of the last remaining hereditary House of Go, the Honinbo. With such a foundation, the writing in Kido was always cultured, often a cut above standard newspaper fare. (Which says much for it, since the newspapers in Japan are written at a very high level to cater for a population in which 98% are literate.) There were always poetic and classical allusions in the articles of Kido, making them a source of fascination for the writing as well as the games. All of the technical articles here have been translated from Kido, with the date of the issue identified. It is a shame if some of the proud history of the magazine fades away. Readers are encouraged to seek out whatever copies of the magazine may be found and savor them for themselves. ***** Final del 12° Torneo anual Judan, que enfrentó a Sakata Eio 10 dan vs Hashimoto Shoji 9 dan. Jugado el 28 de marzo de 1974 en el Hotel Toyo, Osaka.

This is Go the Natural Way! (Extracto) por Takemiya Masaki Baduk · Estrategia · Go · Igo · Weiqi EPUB

Hinoki Press

2008

This is Go the Natural Way! are the watchwords that the author takes as his philosophy of play in this unique volume, but the book could also be viewed as The Best Games of Takemiya Masaki. When he published the material that has been translated here, Takemiya was Honinbo and at the top of his form. Few professional Go players were serious rivals for him. And the ones who were are today considered as great players in the same way as he is, such as Cho Chikun, Kato Masao or Sakata Eio. All of these players and many more make appearances in this volume.

A Journey in Search of The Origins of Go (Extracto) por Shirakawa Masayoshi Baduk · Go · Historia · Igo · Juegos de Tablero · Weiqi PDF

Yutopian Enterprises

2005

Go and Ancient Chinese Divination A Journey in Search of the Origins of Go is the result of the author's discussions with significant professionals, such as Go Seigen and Chen Zude, historians, and experts on classical Chinese literature. The four chapters cover the early history of Go in The Three Kingdoms period, its connections to the Yellow River Map and the Luo River Markings, the rule of kirichin, early Chinese rules and their relation to Japanese rules, and finally certain strategic principles. This is not a book on the direction or method of play.

Ver claro con AI!, una nueva forma de juzgar la situación (Extracto) Go y el nuevo método de juzgar la situación [1] por Takehisa Matsumoto Baduk · Estrategia · Go · Igo · Táctica · Weiqi PDF

2020

¡Oportunidad de mejorar tu juicio! Hasta ahora, ha sido difícil juzgar la situación general del tablero. "Los cálculos detallados surgen, no solo la forma sino también el grosor ..." Son situaciones que conllevan una sensación subjetiva, por lo que es difícil de explicar en un libro. Aquí hemos realizado una explicación fácil de entender utilizando el número objetivo del valor de evaluación de Go AI . En esta guía, presentaremos el

método de determinación de la posición general dividido en las siguientes cuatro categorías. Cada una tiene sus propias características y fases adecuadas. Este libro recomienda "juicio por flujo". Este método puede pulirse eficientemente utilizando el valor de evaluación de Go AI. Para abordar el problema de juicio de la posición,se utiliza un formato de preguntas y respuestas, lo cual es más ventajoso en una situación determinada. Consulta la respuesta, ya que muestra claramente el valor de evaluación de Go AI. La situación del juego puede tornarse claramente desfavorables, si se comete un error en la "forma o en la dirección de las piedra". Ud. aquirirá un conocimiento que le permitirá desarrollar la sensación de que "una determinada forma es mala", permitiéndole evaluar correctamente la forma y dirección de las piedras.

On Your Side por Charles Matthews Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

2004

Charles Matthews series of articles on the opening in Go explained by studying the positions on the side. It is quite uncommon to take one side as the explicit unit; usually people discuss full board openings, or the highly-developed theory of corner openings.

Shape Up! por Charles Matthews Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

CreateSpace Independent Publishing Platform

2015

****

Objectives of this book To explain which points are vital in given shapes. To show how good shape is achieved, and bad shape exploited, in fighting contexts. To integrate shape proverbs into your knowledge of go. To look behind the proverbs to another level of more explicit mechanism, to provide supporting material, and to explain exceptions. To break down the barrier between tesuji and joseki points of view, connecting pure intuitions with learned knowledge. To demystify many common tesuji. To help the reader to visualise how and where a tesuji might happen in the future, a requirement for a dan player. To discuss the choice of variation at a point in a joseki, when tactical reasons alone aren’t a sufficient

guide. To address as we go along questions about suji, or correct style, covering some of the content of the many texts on ‘kata and suji’ in the Japanese literature. To contribute to the local, critical theory of go, by attempting a systematic listing of possibilities in a pattern, with criteria for choosing amongst them. To develop an ingrained respect in the reader for the principles of good shape (for example: connect but remain light and flexible, don’t fill in your own liberties without very good reason, develop rapidly but also take into account eye shape). To provide a reference on shape (there are an index of shapes and a proverb index at the end, to help you refer to particular patterns). To show in action the comparative method of go study. **

How To Play Against Stronger Players Vol. 1: Local Positions por Sakai Michiharu Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go Super Book

In the 1960’s, the Japan Go Association (Nihon Kiin) published the popular “Go Super Books,” a series of theme-oriented instructional volumes for mid-level players. Immensely popular in Japan, they became legendary among the small, newly formed, rising American go community. Many Western players owned “Super Books” even though we spoke no Japanese, just to derive what benefit we could from studying the diagrams. Now for the first time, we can study the diagrams and read about them too. When former AGA President John Stephenson and translator Stephen Bretherick decided to produce translations of Japanese material for the AGA, they chose well for this wonderful first effort. With more and more serious beginners entering the US go scene, there is a growing need for material that will help up-and-coming players to climb the ladder of success by defeating those above. The AGA is extremely grateful to the Wings Across Calm Water go club for producing and distributing this book on the AGA’s behalf. In a wonderful irony of life in the 21st century, an AGA Chapter that exists only in cyberspace has placed this book in your hands. This is a book that goes beyond the usual review of moves and sequences, suggesting productive goals and attitudes and then showing how to back them up. Most English-language writing on handicap go counsels patience and restraint for the weaker player. Take your time, we are told, and let the handicap stones assert their power. This book, in contrast, advocates a more aggressive stance. The first four words of commentary on Basic Position 1: “Don’t be too respectful.” Learn to refute these White overplays, and suddenly shodan may not seem so far away.

How To Play Against Stronger Players Vol. 2: Illustrative Teaching Games por Sakai Michiharu Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Go Super Book

In the 1960’s, the Japan Go Association (Nihon Kiin) published the popular “Go Super Books,” a series of theme-oriented instructional volumes for mid-level players. Immensely popular in Japan, they became legendary among the small, newly formed, rising American go community. Many Western players owned “Super Books” even though we spoke no Japanese, just to derive what benefit we could from studying the diagrams. Now for the first time, we can study the diagrams and read about them too. When former AGA President John Stephenson and translator Stephen Bretherick decided to produce translations of Japanese material for the AGA, they chose well for this wonderful first effort. With more and more serious beginners entering the US go scene, there is a growing need for material that will help up-and-coming players to climb the ladder of success by defeating those above. The AGA is extremely grateful to the Wings Across Calm Water go club for producing and distributing this book on the AGA’s behalf. In a wonderful irony of life in the 21st century, an AGA Chapter that exists only in cyberspace has placed

this book in your hands. This is a book that goes beyond the usual review of moves and sequences, suggesting productive goals and attitudes and then showing how to back them up. Most Englishlanguage writing on handicap go counsels patience and restraint for the weaker player. Take your time, we are told, and let the handicap stones assert their power. This book, in contrast, advocates a more aggressive stance. The first four words of commentary on Basic Position 1: “Don’t be too respectful.” Learn to refute these White overplays, and suddenly shodan may not seem so far away.

Japanese Game of Go (Reseña) por Fukumensi Mihori Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Tourist Library

1939

This is a short introduction to go. It gives an introduction to the game, talking about its features and strong points; a history of the game (up to 1939; a lot has changed since then!); and then tells you how to actually play it. As an introduction to the game, it's okay; and it is quite nice seeing an older historical introduction. But what makes this book so wonderful is the pictures. There are many lovely brownand-white photographs throughout the book; many of them show people that are now famous historical figures. (There are several of Honinbo Shusai, in particular.) They show the game in action, giving you an insight on the game that you won't get from reading a normal introductory book. In particular, the book ends with eight photos

showing various stages of a game between Segoe Kensaku and Go Seigen. I've scanned in the photos; to see them, click on the links at the bottom of this page.

This book is, of course, long out of print and unavailable; I only managed to get a copy through the extreme generosity of Edward Wallner. It is available in some university libraries, though. (Look under `Mihori'.) John Fairbairn says: The author Mihori Fukumenshi is the famous Mihori Tadashi (also politely read Mihori Sho) who died only last November. [Ed. Nov. 1996.] He is perhaps the most famous go writer ever. Fukumenshi (Incognito) was the pen name used by the go journalists of the Yomiuri Shinbun, and as the third Fukumenshi Mihori covered the famous Kamakura 10-game match between Go Seigen and Kitani Minoru. His descriptions of the first game of that match (where Kitani collapsed with a nosebleed and Go played on) are classics that rank among the most reprinted go pieces of all time. He also used the pen name Okame Sanjin.

Introducción al juego de Go por Mariano López Minnucci Baduk · Go · Igo · Juegos de Tablero · Weiqi PDF

El Go es un juego milenario originario de China y expandido luego principalmente a Japón y Corea. En el presente es conocido y jugado profesionalmente en todo el mundo. Es conocido también como igo (japonés), wéiqí (chino) y baduk (coreano). En todos los casos, el significado es “rodear”, ya que el juego consiste en encerrar al oponente y las áreas vacías con el objetivo de abarcar un territorio mayor.

Go Nation: Chinese Masculinities and the Game of Weiqi in China (Asia: Local Studies / Global Themes) por Marc L. Moskowitz Baduk · China · Games & Activities · Go · Social Science · Weiqi PDF

University of California Press

2013

****

Go (Weiqi in Chinese) is one of the most popular games in East Asia, with a steadily increasing fan base around the world. Like chess, Go is a logic game but it is much older, with written records mentioning the game that date back to the 4th century BC. As Chinese politics have changed over the last two millennia, so too has the imagery of the game. In Imperial times it was seen as a tool to seek religious enlightenment and was one of the four noble arts that were a requisite to becoming a cultured gentleman. During the

Cultural Revolution it was a stigmatized emblem of the lasting effects of feudalism. Today, it marks the reemergence of cultured gentlemen as an idealized model of manhood. Marc L. Moskowitz explores the fascinating history of the game, as well as providing a vivid snapshot of Chinese Go players today. Go Nation uses this game to come to a better understanding of Chinese masculinity, nationalism, and class, as the PRC reconfigures its history and traditions to meet the future. **

Review "Moskowitz advances our understanding of the key roles that sports play in gendering societies in Asia . . . this book is Invaluable." (Yunxiang Gao Signs 2015-04-01)

From the Inside Flap "In this vivid and engaging study of Weiqi , Moskowitz demystifies an overlooked part of everyday life in China. Along the way, he exposes readers to the pressures of becoming a man in China today. I'll never walk by a cluster of men playing Weiqi the same way again!"―Karl Gerth, author of As China Goes, So Goes the World: How Chinese Consumers are Transforming Everything

Handicap Go Elementary Go [7] por Yoshiaki Nagahara & Richard Bozulich Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Company

2016

****

In handicap games, the handicap stones are high on the star points and are not efficient in securing territory. It is therefore natural and strategically correct for Black to emphasize influence. However, kyulevel players lack the ability and the confidence to play an influenceoriented game; instead of taking chances on positions in which the territorial boundaries are not clearly defined and are often wide open, they prefer to build iron-clad territories in the corners and on the sides. This is strategically unsound. Kyu-level players also tend to play defensively and are not inclined to attack the stronger player.

The result is that their opponent steadily starts gaining an advantage in both territory and influence after the first few moves of the game. The correct strategy for Black in handicap games is to place priority on building influence and to use this influence to relentlessly attack. This way of playing might seem to be unreasonable against a strong opponent, but it will actually make your handicap games less complicated and your strategic goals more clear. It is the aim of this book to teach the principles and techniques that will enable the kyulevel player to play this kind of game. Handicap Go starts out with a chapter laying out 20 principles that a player should constantly keep in mind while playing their games. The second chapter outlines a ‘sure-win strategy’ that Black can use in his games to increase his chances of winning. The third chapter looks at handicap games from the viewpoint of White. The fourth chapter presents four example games. The book ends with 38 problems that expand on the theoretical discussions contained in the first chapters and explore variations that were omitted there. **

Baduk, made fun and easy por Chihyung Nam Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Korea Times

Chihyung Nam a professional Baduk player in Korea and professor wrote the newly published book Baduk, Made Fun and Easy to help these Baduk these foreign beginners. This book is from her popular series of articles "Baduk, Made Fun and Easy" published in The Korea Times over a year. Nam gives you great lessons from the basic of Baduk including the terms and rules to practical steps by stages. Until now, foreigners used to get some information about it from Japan, so they feel Japanese word "Go" more familiar than "Baduk" the Korean. Nam is talking about Baduk not Go now, but you can enjoy this book without confusion. Baduk fans over the world are interested in Korean Baduk, but they get few information

about Baduk. They concern Korean Baduk including its term and professional player in Korea more and more. You can get not only basic Baduk rules and techniques but also Korean Baduk culture and its pleasure. You will find yourself enjoying Baduk with this easy but detailed guide and helpful color pictures. *** The Korea Times will begin a new weekly column explaining the time-honored game to beginners, helping readers understand why so many people consider it so intellectually challenging and fun. Today's column will give a historical overview of the game. Then, in July, Nam Chi-hyung, Myongji University baduk professor and a master's degree holder of English, will begin her new column ``The ABCs of Baduk.'' – E.D.

By Kim Ki-tae, Staff Reporter

Baduk dates back to the 24th century B.C. According to an ancient Chinese encyclopedia

The Breakthrough to Shodan por Miyamoto Naoki & James Davies Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Ishi Press Archives

2015

In this unique treatment of low-handicap go a 9-dan professional sets out to change your whole approach to the game. Step by step he shows you how to take the initiative, how to attack, how to handle the corners, and how to keep the game simple, all the while relentlessly hammering away at the negative mentality that keeps players from advancing. Absorb what he had to say, and the opponents you once feared may soon have to fear you. **

The Endgame Elementary Go Series, Vol 6 [1] por Tomoko Ogawa & James Davies Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Ishi Pr

1990

The endgame tends to be the neglected side of the game of go. This volume, by a Japanese professional go player and a strong American amateur, seeks to rectify this situation by setting forth the basic tactics, strategies, and counting techniques needed in the endgame. **

A Few Move Names por OGS Team Arte · Baduk · Go · Igo · Infografía · Weiqi PDF

OGS Team

A few move nanes in relation to already existing Stones. Board position or direction is irrelevant here, this is only to demostrate the position of the one stone in relation to the other(s).

Appreciating Famous Games por Shuzo Ohira Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Ishi Press International

1977

This is a collection of ten games from the classical era. The collection is targeted at people from 9 kyu to 4 kyu, so it's designed to be the first game collection that you read, and I think that it does that job well. The commentaries average out to 28 pages/game, and none of them is shorter than 20 pages, so they spend a lot of time explaining stuff. There's a bit of historical commentary as well, which is nice. **

Go: Art and Philosophy por Hajime Okada Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Go, born in ancient China, is certainly a mental sport. A scholar in the Yuan dynasty (1279-1368) stated that a saint in Chinese mythology created go to enlighten people and handed it down to posterity. Whether or not there is any truth in his remark, it is safe to say that the game is on the side of a couple of thousand years old. Go soon started to spread to a wide range of ancient Chinese culture. In spite of a lot of twists and turns a playing population grew during subsequent centuries.

Cuadernillos de Go por Instituto de Cultura Oriental Argentina · Baduk · Buenos Aires · Cuadernillos · Estrategia · Go · Igo · Instituto de Cultura Oriental · Reglas · Weiqi PDF

Instituto de Cultura Oriental

2004

Cuadernillos de Go publicados por el Instituto de Cultura Oriental de Buenos Aires. 1. 2. 3. 4. 5. 6. 7.

INTRODUCCION TECNICAS DE CAPTURA I CONCEPTOS BASICOS VIDA Y MUERTE I TECNICAS DE CAPTURA II JOSEKI I, Hoshi Joseki (punto 4-4) CORTES Y CONEXIONES I

8.

VIDA Y MUERTE II

Go el juego de la vida por Diego Albuja Ortiz Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Grupo Sente

Sentado frente a un tabloide de madera pulida, donde se han dibujado 19 líneas horizontales y 19 verticales para marcar el escenario de la lucha que se avecina, cojo una piedra tan esbelta como extraña y me dispongo a efectuar mi primera jugada. El ambiente es místico, solemne: hay 361 intersecciones donde ubicar la piedra y todo podría pasar desde el primer momento. El juego de la vida ha comenzado.

Principios básicos del Go por Diego Albuja Ortiz Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

2014

Una guía para aprender a jugar Go especialmente dirigida a jóvenes y adolescentes. Bienvenidos a éste, mi primer esfuerzo por proporcionar un material de calidad en español para estudiar Go. Aunque es posible encontrar en Internet y alguna que otra librería material muy bueno, éste se encuentra en inglés (en el mejor de los casos); y, aunque usted no lo crea, el idioma es una excelente excusa para que la gente se desaliente. La excepción es, por supuesto, los artículos de

Fernando Aguilar 9 Dan KGS que hasta ahora han dado la cara por Latinoamérica.

European Go Yearbook 2016 (Extracto) por Kim Ouweleen Baduk · Europa · Go · Igo · Juegos de Tablero · Weiqi PDF

European Go Federation

The first yearbook of European go, with no less than 576 pages about the biggest and most important go happenings of 2016 in Europe. Featuring: Interviews with newly promoted professionals Artem Kachanovskyi 1p and Antti Törmänen 1p. An extensive catalogue of all the National Championships in Europe, including reports on Main Championships, Women's Championships and Youth Championships, accompanied by personal interviews with the champions.

Reports and beautiful photos of Major European Tournaments and Events, such as the 60th Polymetal European Go Congress, the 2nd European Go Grand Slam and the 3rd European Professional Qualification. An in-depth chapter of 80 pages on AlphaGo and the Rise of Artificial Intelligence in Go, with game commentaries by Fan Hui 2p, Gu Li 9p, Zhou Ruiyang 9p and Myungwan Kim 9p. Many game records and commentaries by top European players, including: Yoon Young Sun 8p Guo Juan 5p Cătălin Țăranu 5p Alexandre Dinerchtein 3p Svetlana Shikshina 3p Fan Hui 2p Diána Kőszegi 1p Ali Jabarin 1p Pavol Lisý 1p Artem Kachanovskyi 1p Ilya Shikshin 1p Mateusz Surma 1p Antti Törmänen 1p Junfu Dai 8d Lukáš Podpěra 7d Cristian Pop 7d Cornel Burzo 6d Merlijn Kuin 6d Tanguy Le Calvé 6d Viktor Lin 6d Matthew Macfadyen 6d

The Game of Wei-Chi (Reseña) por Daniele Pecorini & Tong Shu Baduk · Go · Igo · Nikkai · Weiqi PDF

Graham Brash

1991

This book by Daniele Pecorini and Tong Shu was originally published in 1929 and was re-issued in 1991. At first sight it might seem to be of historical interest only, but I found more. The Game of Wei-Chi was the fourth book in English on the subject of Go, and was the first such from a Chinese viewpoint. Apart from Smith’s 1908 The Game of Go, which can still be found, it is now the earliest book in English that is in print. This book contains an analysis and explanation of the ancient game also known as "Go".

Breve libretin reglas del Go por Horacio A. Pernía Baduk · Go · Igo · Juegos de Tablero · Reglas · Weiqi PDF

Nikkai

2019

Breve librín de dos carillas con las reglas del juego del Go para imprimir a dos caras, elaborado para el Taller de Go llevado a cabo en la ciudad de Apóstoles, Provincia de Misiones el día sábado, 10 de Agosto de 2019.

Go en Taiwán por Horacio A. Pernía Baduk · Games & Activities · Go · Igo · Juegos de Tablero · Weiqi PDF

© Nikkai

Los comerciantes japoneses establecieron comunidades llamadas Nihonmachi en Okinawa y cerca de varios puertos del sudeste asiático, como Filipinas, Taiwán, Indonesia, Macao, Vietnam y Camboya. En Okinawa se hallaron referencias pertenecientes al Siglo XV, del "togu" o Go, y también de los "togu chomuti" o manuales chinos de Go. Es muy probable que dicho material también se conociera en Taiwán, pero no hay pruebas de ello. No obstante, el Go debió haberse conocido en Taiwán mucho antes, probablemente entre los siglos X y XI, proveniente de China continental.

Reglamento de Go, Igo, Baduk o WeiQi Juegos de Mesa del Mundo [7] por Horacio A. Pernía Baduk · Go · Igo · Nikkai · Weiqi PDF

© Nikkai

Este librín está orientado a difundir el juego del Go. Aquí encontrará las reglas y principios básicos que rigen el juego, explicados en un tablero mucho menor que el reglamentario (9x9), a fin de facilitar el aprendizaje de quienes tengan interés en conocer cómo es el Go.

El Go. Historia, reglas y principios básicos... Nikkai [1] por Horacio A. Pernía Baduk · Go · Igo · Nikkai · Weiqi PDF

© Nikkai

2003

Este librín está orientado a difundir el juego del Go. Aquí encontrará algo acerca de su historia, las reglas y principios básicos que rigen el juego, explicados en un tablero mucho menor que el reglamentario (9x9), a fin de facilitar el aprendizaje de quienes tengan interés en conocer cómo es el Go.

El Go en al máquina del tiempo... Nikkai [2] por Horacio A. Pernía Baduk · China · Corea · Go · Histórico · Igo · Japón · Nikkai · Tibet · Weiqi PDF

© Nikkai

La historia del Go comenzó en China hace más de 4.000 años. No obstante, aún existe la incógnita del origen preciso del juego que está mencionado en las leyendas e historias de los Tibetanos y Chinos. Lo cierto es que las escrituras más antiguas y leyendas más concretas sobre el inicio del Go datan del año 2.300 aC. Aqui se recojen los registros más antiguos que se conocen sobre este hermoso juego.

Hajime Yasunaga Nikkai [3] por Horacio A. Pernía Baduk · Go · Histórico · Igo · Japón · Nikkai · Weiqi PDF

© Nikkai

Hajime Yasunaga fue uno de los jugadores amateurs más fuertes de Japón, además de ser un estudioso de las raíces de la historia del Go. Mi intención es presentar en este breve trabajo, a un personaje del campo amateur, que dejó una huella indeleble al paso del tiempo. Toda la actividad de su vida, giró en torno al Go y si bien no se profesionalizó como jugador, fue un profesional del Go, en el terreno de la investigación y el periodismo. Espero que los dos partidos que adjunto, los ayuden a descubrir la calidad, precisión y agresividad de su juego.

Go: los diez mandameintos Nikkai [4] por Horacio A. Pernía Baduk · Go · Igo · Nikkai · Weiqi PDF

© Nikkai

Los Diez mandamientos o preceptos del Go fueron escritos por Wang Chi Shin o Wang Ji Xin, importante gobernador chino durante el reinado de la dinastía Tang (618 a 907 dc.). Wang fue un renombrado jugador en su tiempo, al punto que se tejieron varias historias en torno a su figura y hasta una famosa leyenda, que señalaba que Wang habría aprendido los secretos del juego de una vieja y misteriosa mujer.

Go en Europa Nikkai [6] por Horacio A. Pernía Baduk · Go · Igo · Jesuitas · Nikkai · Weiqi PDF

© Nikkai

En varios textos europeos del Siglo XVII se menciona detalladamente el juego del Go. Existen cuarenta y ocho pasajes muy conocidos, provenientes de dos fuentes: los viajes de Matteo Ricci y de Nildaas Trigault -dos misioneros Jesuitas- a China.

Go para principiantes Nikkai [7] por Horacio A. Pernía Baduk · Go · Igo · Nikkai · Weiqi PDF

© Nikkai

2004

Este ensayo tiene por objeto ayudar a los jugadores que se inician en la aventura del Go, a comprender conceptos estratégicos y tácticos que rigen este juego. Por supuesto sería demasiado pretencioso que con algunos ejemplos como los que se verán aquí, alguien pueda decir “sé jugar al Go”. La idea de la obra es que quien conozca las reglas y tenga una breve experiencia como jugador, mire el tablero de una forma distinta, reconociendo formas y puntos estratégicos, conceptos que le ayudarán a entender los fundamentos principales del Go. Esto es solo un approach al Go, que nos servirá de guía para saber que aspectos son importantes en

el juego y a la vez, despertará su interés en el estudio profundo de éstos y otros principios, para lo cual deberá basarse en los trabajos escritos por profesionales del Go.

El juego del Go. Historia del desarrollo táctico y estratégico Nikkai [8] por Horacio A. Pernía Baduk · Ensayo Histórico · Go · Igo · Nikkai · Weiqi PDF

© Nikkai

Al hablar de cambios o avances en Go, podemos referirnos a dos aspectos, uno de orden reglamentario y otro relacionado a la táctica y estrategia del juego. Ambos, con el paso del tiempo sufrieron modificaciones y éstos cambios están relacionados principalmente, con el desarrollo de una etapa del juego, la apertura. En las páginas siguientes, veremos los fundamentos de esta división de la historia del Go, basada en innovaciones de carácter reglamentario, táctico o estratégico.

Historia del Go en la República Argentina Nikkai [9] por Horacio A. Pernía Baduk · Go · Histórico · Igo · Nikkai · Weiqi PDF

© Nikkai

2003

Al hablar del Go en la República Argentina, debemos retroceder unos treinta años en el tiempo y recurrir a la memoria de los personajes que hicieron posible, de una u otra manera, que el Go se conozca en nuestro país. La práctica del Go en la Argentina, tuvo su origen en la década del ´70 (1970), cuando el Ing. Hilario Fernandez Long conoció el juego del Go e inició gradualmente su difusión.

Historias de Go Nikkai [10] por Horacio A. Pernía Baduk · Go · Histórico · Igo · Nikkai · Weiqi PDF

© Nikkai

Historias de Go es un libro para quienes se maravillan con los conocimientos del pasado y aman el origen de las cosas. Contiene leyendas, cuentos y narraciones de la China, el Tíbet, Corea y Japón. No pretende ser una obra de absoluto rigor histórico, sino más bien una obra de referencia, que cumpla con el objetivo de difundir el Go y entretener al lector que ya conoce -al menos- las reglas del juego. Sólo una pequeña parte de la rica historia del Go en Asia, ha sido tratada en éstas páginas. Desde el inicio de los tiempos han existido personajes imborrables para la memoria colectiva de los orientales y ellos dan vida a ésta obra, dirigida a

quienes desean profundizar sus conocimientos sobre el inicio y desarrollo de éste insuperable... ¿juego?

Korea Town y Baduk en Buenos Aires Nikkai [11] por Horacio A. Pernía Baduk · Go · Igo · Nikkai · Weiqi PDF

© Nikkai

En Latinoamérica existen grandes comunidades de japoneses, coreanos y chinos, que emigraron de sus países de origen para procurarse un futuro mejor, en estos pagos. El ordenamiento que le di a éstos extranjeros en el párrafo anterior, no es casual. Inicialmente, los argentinos sólo conocíamos a los japoneses, pero con el correr de los años se sumaron al contingente migratorio los coreanos y los chinos.

Utilizando las 36 estrategias chinas Nikkai [12] por Horacio A. Pernía Baduk · Go · Igo · Nikkai · Weiqi PDF

© Nikkai

Los chinos –históricamente- han sido grandes estudiosos de las estrategias y tácticas de la guerra. Sun Tzu fue un general chino que vivió alrededor del siglo V antes de Cristo. La colección de ensayos sobre el arte de la guerra atribuida a Sun Tzu es el tratado sobre dicho tema más antiguo que se conoce. A pesar de su antigüedad, esta obra domina sobre cualquier otra relacionada al tema. La otra obra importante es la referida a las 36 estrategias chinas sobre la guerra, que aquí abordaremos.

Las escuelas de Go Nikkai [13] por Horacio A. Pernía Baduk · Go · Histórico · Igo · Japón · Nikkai · Weiqi PDF

© Nikkai

2004

Este ensayo está dirigido a los jugadores de Go en formación, quienes experimentan dificultades en entender el flujo de un partido y el porqué de algunos movimientos. La historia de la escuelas que dieron origen a las técnicas de juego actuales, está cimentada en el juego fluido de genios como Dosaku, Shusaku, Shuwa, Yasui Senchi Senkaku y tantos otros, que aportaron su talento para el desarrollo del Go. Nada de esto hubiera sido posible sin la aparición de las familias o escuelas de Go, que estudiaron profundamente para encontrar nuevos movimientos tácticos y estratégicos, que dieron origen al Go moderno. Finalmente, deseo dedicarle este ensayo a

los jugadores de Rosario (República Argentina), en homenaje a su constante apoyo e interés por la difusión del juego del Go.

Nikkai. Reseñas 2002-2006 Nikkai [14] por Horacio A. Pernía Baduk · Catálogo de Libros · Go · Igo · Nikkai · Weiqi PDF

© Nikkai

2010

Nikkai, Go Baduk, igo, Weiqi... Resumen de la Revista Electrónica Nikkai publicada en Internet desde 2001 a 2006. El Go es más antiguo que la más antigua escritura y el tablero es un mapa del universo. Sus variaciones negras y blancas agotarán el tiempo... ***

Ota Yuzo. El Jozu rebelde Nikkai [15] por Horacio A. Pernía Baduk · Go · Histórico · Igo · Nikkai · Weiqi PDF

© Nikkai

Ota Yuzo, un hombre que hizo respetar sus ideas, banales o no, en contraposición a las exigencias de las máximas autoridades de su época. Por eso, Ota Yuzo representa un grito de libertad en una época en que todos cedían a las demandas de poder supremo, representado por el Shogún. Los diagramas y explicaciones contenidos en la obra, les permitirán –al menos- entender el desarrollo de un partido de Go y el porqué se juega en determinados lugares a medida que éste avanza. Y para los que ya entienden el juego, podrán apreciar la fortaleza de quien fuera además una artista del kabuki, en el tablero.

Partidos Memorables por Horacio A. Pernía & Eduardo López Herrero Baduk · Go · Igo · Nikkai · Weiqi PDF

© Nikkai

Análisis de cinco partidos de los mejores jugadores del Siglo XX, en circunstancias muy especiales que hacen a la competencia de los profesionales frente a un tablero de Go. Entre ellos el partido del retiro del último Honinbo, Shusai, el genio del Weiqi, Go Seigen intentando ser el mejor jugador de Japón, Nie Weiping consagrándose frente a los nipones, el surgimiento del Baduk coreano desde las sombras del Igo japonés, el extraordinario Ma Xiaochun y el increíble Fujisawa Shuko.

Algunos Senryu sobre Go por William Pinckard Baduk · Go · Haikus · Igo · Juegos de Tablero · Poesía · Senryus · Weiqi PDF

El sen-ryu es la única forma literaria que explora y expresa la naturaleza del avidya y sus manifestaciones en la vida humana. Fue introducido en Japón a mediados del Siglo XVIII, principalmente a través de los esfuerzos de un hombre, Karai Hachiemon cuyo seudónimo era Senryu, que significa `río del Sauce'. Este género literario ha sido cultivado desde entonces, por varias generaciones de poetas...

Japanese Prints and the World of Go por William Pinckard Arte · Baduk · Catalogo · Go · Igo · Japanese Prints · Japón · Pintura · Weiqi PDF

Kiseido Publishing Co.

The purpose of this catalogue is twofold: to enlarge the understanding of print collectors who may be unaware of the long historical and legendary background of a game that has for centuries engaged the interest of many artists in Japan; and to enrich the experience of go players by presenting works that reveal some of the large body of traditions and associations connected with the game in Japan's cultural life. Although artists were inspired by the game of go to work the theme in several media--wood, ivory, metal, textiles, and clay, and while the motif appears on numerous scroll and screen

paintings-- it is in woodblock prints (ukiyo-e) that its image is most frequently found.

Go World 001 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 1: May - June 1977 · 1st Kisei Title Match o Games 3 & 4: Fujisawa Shuko vs. Hashimoto Utaro · 1977 Honinbo, Meijin and Judan Tournaments · Special Game Commentary: Hashimoto Shoji vs. Tono Seiji · Is it a Ladder? · Match the Joseki to the Fuseki · Good and Bad Style · Endgame Calculation · Tesuji Flash

· · · · · · ·

New Joseki Original Handicap Strategy Blueprint 361 Problems The X-Y-Z Affair Page from Go History: The Shusaku Fuseki Go Clubs and Associations

Go World 003 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 3: September - October 1977 · 15th Judan Title Match o Game 3: Kato Masao vs. Sakata Eio · 1977 Honinbo League o Round 7: Otake Hideo vs. Kato Masao o Play-off: Otake Hideo vs. Kato Masao · 32nd Honinbo Title Match o Game 1: Takemiya Masaki vs. Kato Masao · 2nd Gosei Title Match o Games 1 & 2: Kato Masao vs. Takemiya Masaki · Good and Bad Style

· · · · · · · · · · ·

Is it a Ladder? Match the Joseki to the Fuseki Reading Problems Endgame Calculation Original Handicap Strategy Problems New Joseki The X-Y-Z Affair Blueprint 361 Page from Go History: The 1st Honinbo Title Go Clubs and Associations

Go World 004 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 4: November - December 1977 · 2nd Gosei Title Match o Game 3: Kato Masao vs. Takemiya Masaki · 32nd Honinbo Title Match o Games 2-5: Takemiya Masaki vs. Kato Masao · Good and Bad Style · Is it a Ladder? · Match the Joseki to the Fuseki · New Joseki · Original Handicap Strategy · The X-Y-Z Affair

· Blueprint 361 · Page from Go History · Go Clubs and Associations

Go World 005 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 5: January - February 1978 · 2nd Shinjin-O Title Match o Games 1 & 2: Kobayashi Koichi vs. Cho Chikun · 2nd Meijin League o Final Round: Kato Masao vs. Rin Kaiho · 2nd Meijin Title Match o Games 1 & 2: Otake Hideo vs. Rin Kaiho · Letter from the Publisher · The Ishi Press: The First Ten Years · 2nd Kisei Title o 9-dan Play-off: Rin Kaiho vs. Kubouchi Shuchi

· · · · · · · · · · · ·

The Chinese Rules of Go Page from Go History 1977 European Championship 1977 British Championship Good and Bad Style Match the Joseki to the Fuseki How to Improve at Fuseki (1) All about the Pincer (1) New Joseki: The 8th Igo Shincho New Move Prize Blueprint 361 Original Handicap Strategy Go Clubs and Associations

Go World 006 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 6: March - April 1978 · 2nd Meijin Title Match o Games 3 & 4: Otake Hideo vs. Rin Kaiho · 25th Oza Title Match o Games 1 & 2: Cho Chikun vs. Kudo Norio · 3rd Tengen Title Match o Games 1-3: Shimamura Toshihiro vs. Sonoda Yuichi · Good and Bad Style · Wimmer Challenges Tono 9-dan · How to Improve at Fuseki (2) · All about the Pincer (2)

· · · · · ·

Page from Go History Professional Endgame vs. Amateur Endgame Original Handicap Strategy New Joseki Blueprint 361 Go Clubs and Associations

Go World 010 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 10: November - December 1978 · 33rd Honinbo Title Match o Game 7: Kato Masao vs. Ishida Yoshio · 3rd Gosei Title Match o Games 2-4: Kato Masao vs. Otake Hideo · 1st World Amateur Go Championship · 1978 Japan-China Go Exchange · 22nd European Go Congress · Good and Bad Style · A Twofold Victory: Akiyama Kenji · How to Improve at Fuseki (6)

· · · · · · ·

All about the Pincer (6) Professional Endgame vs. Amateur Endgame Upsetting Moves Do-It-Yourself Commentary Workshop New Joseki Index to Issues 1 to 10 Page from Go History

Go World 011 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 11: January - February 1979 · >1st World Amateur Tournament · Special Game Commentary: (1) Kato Masao · 3rd Meijin League o Play-off: Otake Hideo vs. Kato Masao · 3rd Meijin Title Match o Games 1-6: Rin Kaiho vs. Otake Hideo · How to Improve at Fuseki (7) · All about the Pincer (7) · The Art of Sacrifice: Cho Chikun vs. Takagi Shoichi · Good and Bad Style

· · · · · · · ·

Life and Death Page Practical Tactics and Tesuji Annals of Handicap Go: Sekiyama vs. Miki (1) New Joseki Do-It-Yourself Commentary Workshop Correcting the Mistake Advanced Tesuji Problems Page from Go History

Go World 012 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 12: March - April 1979 · 26th Oza Title o Final Round: Ishida Yoshio vs. Rin Kaiho o Title Match, Games 1-3: Kudo Norio vs. Ishida Yoshio · 4th Tengen Title Match o Games 1-4: Kato Masao vs. Fujisawa Shuko · James Kerwin's Kisei Success · Manfred Wimmer's Promotion to 2-dan · How to Improve at Fuseki (8) · Good and Bad Style · The Japanese Rules of Go

· · · · · · ·

Life and Death Page Practical Tactics and Tesuji Annals of Handicap Go: Sekiyama vs. Miki (2) The Advantage of Playing Last Correcting the Mistake New Joseki Page from Go History: Doteki the Prodigy

Go World 013 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 13: May - June 1979 · 1st World Amateur Go Championship o Ronald Schlemper vs. Narumi Naoshi o Ronald Schlemper vs. Kong Xiangming o Horst Kippe vs. Graeme Parmenter o Yasunaga Hajime vs. Lojze Suc · Special Game Commentary: 3rd Kisei Title, Game 1 · 3rd Kisei Title o Stage One o 9-dan Final: Otake Hideo vs. Sakata Eio o Stage Two

o Final: Otake Hideo vs. Sakata Eio o Stage Three o Final, Games 1-3: Ishida Yoshio vs. Sakata Eio · Time is the Enemy: Akiyama Kenji · How to Improve at Fuseki (9) · Basic Fighting Techniques · Strange Fusekis Past and Present · Good and Bad Style · Annals of Handicap Go: Sekiyama vs. Miki (3) · Practical Tactics and Tesuji · Life and Death Page · New Joseki · Correcting the Mistake · List of Current Title-holders · Page from Go History: Meijin Inseki and Dosaku's Deathbed Request

Go World 015 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 15: September - October 1979 · 17th Judan Title Match o Games 2-4: Kato Masao vs. Hashimoto Shoji · 34th Honinbo Title Match o Games 1-5: Kato Masao vs. Rin Kaiho · 1979 European Championship · Basic Fighting Techniques · How to Improve at Fuseki (11) · Good and Bad Style · How Would You Play Here? · Joseki Amateurs Don't Know

· · · · · ·

The Pillbox Formation Life and Death Page Correcting the Mistake Small-Board Problems Some Go Senryu Page from Go History: Campaigns for Rank and Status

Go World 016 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 16: November - December 1979 · 4th Gosei Title Match o Games 1-3: Otake Hideo vs. Cho Chikun · 4th Meijin Title Match o Games 1-4: Otake Hideo vs. Sakata Eio · The Art of Sacrifice o Kajiwara Takeo vs. Ishida Akira o Jowa vs. Nagasaka o Go Seigen vs. Kojima Shun'ichi · Michael Redmond in the Insei League · Basic Fighting Techniques

· · · · · · · · · · ·

Practical Tactics and Tesuji Good and Bad Style Life and Death Page How to Improve at Fuseki (12) How Would You Play Here? Joseki Amateurs Don't Know Correcting the Mistake Small-Board Problems 1979 British Championship Index to Issues 11 to 16 Page from Go History: Satsugen Becomes Meijin Godokoro

Go World 017 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 17: January - February 1980 · 4th Meijin Title Match o Game 5: Otake Hideo vs. Sakata Eio · Special Game Commentary(1): Yamashiro Hiroshi vs. Sonoda Yuichi · 27th Oza Title Match o Game 1: Ishida Yoshio vs. Kato Masao · China vs. Japan: Nie Weiping in Tokyo o Nie vs. Takemiya Masaki o Nie vs. Kajiwara Takeo o Nie vs. Kataoka Satoshi

· · · · · · · · · · · · · · ·

18th Judan Title: Otake Hideo vs. Kudo Norio Commonsense Tesuji Problems Go Curiosity: The 19-Stone Extension Basic Fighting Techniques From Amateur to Professional 1979 - 1980 Swiss Championship Good and Bad Style The Great Joseki Debate Odd Man Out Forcing Moves Go in Lilliput The Submarine Attack Practical Tactics and Tesuji Life and Death Page Page from Go History: Satsugen vs. Shunseki

Go World 023 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 23: January - February 1981 · 5th Meijin Title Match o Games 3-6: Otake Hideo vs. Cho Chikun · Special Game Commentary: Sekiyama Toshio vs. Honda Kunihisa · 28th Oza Title Match o Games 1 & 2: Kato Masao vs. Ishida Yoshio · My Go: Cho Chikun Meijin · Basic Fighting Techniques · Good and Bad Style · The Great Joseki Debate

· 2nd Polish Championship · 1980 French Championship · 1980 British Championship · Page from Go History: The Great Senchi - Forerunner of New Fuseki o O-Senchi vs. Hayashi Monnyu o O-Senchi vs. Mototora o O-Senchi vs. Honinbo Retsugen

Go World 024 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 24: March - April 1981 · 3rd World Amateur Go Championship · Special Game Commentary: Hashimoto Shoji vs. Kobayashi Koichi · 6th Tengen Title Match o Games 1-3: Kato Masao vs. Yamabe Toshiro · 5th Kisei Tournament o Stage One o 9-dan Final: Hashimoto Shoji vs. Sakata Eio o 8-dan Final: Cho Chikun vs. Chino Tadahiko o Stage Two

o Final: Sakata Eio vs. Cho Chikun o Stage Three o Quarterfinal: Otake Hideo vs. Hashimoto Shoji o Semifinal: Cho Chikun vs. Sakata Eio o Play-off, Games 1-3: Cho Chikun vs. Otake Hideo · 5th Kisei Title Match o Games 1-4: Fujisawa Shuko vs. Otake Hideo · An Interview with Fujisawa Shuko

Go World 026 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 26: Winter 1981 · 36th Honinbo Title Match o Games 5 & 6: Takemiya Masaki vs. Cho Chikun · 6th Gosei Title Match o Games 1-4: Otake Hideo vs. Kato Masao · 6th Meijin Title Match o Games 1-4: Cho Chikun vs. Kato Masao · Tesuji Problems · Michael Redmond vs. Sakata Eio · Good and Bad Style · The Great Joseki Debate

· · · · · · ·

Test Your Rating 6th Shinjin-O Title Basic Fighting Techniques Aji-keshi: Erasing Potential Index to Issues 23 to 26 Page from Go History: Genjo and Chitoku (2) A Discussion with Rin Kaiho and Fukui Kenichi

Go World 028 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 28: Summer 1982 · 6th Kisei Tournament o Stage One, 9-dan Final: Rin Kaiho vs. Shiraishi Yutaka o Stage Two Final: Kobayashi Koichi vs. Ishigure Ikuro o Stage Three Final, Games 1 & 2: Rin Kaiho vs. Kobayashi Koichi · 6th Kisei Title Match o Games 1-7: Fujisawa Shuko vs. Rin Kaiho · The 4th World Amateur Go Championship o Championship Final: Cao Dayuan vs. Yang Chin-hua o Play-off for 5th Place: Fernando Aguilar vs. Sidney

Kobashigawa o Play-off for 7th Place: Lutz Mattner vs. Ray Tomes o Play-off for 11th Place: Ernst Novak vs. Rob van Zeijst o Play-off for 13th Place: Michael Lam vs. Matthew Macfadyen o Play-off for 15th Place: Frank Hansen vs. Nakatsui Yusuke o Play-off for 21st Place: Istvan Rigo vs. Matti Siivola · Takemiya's Cosmic Go · Life-and-Death Problems from Actual Play · Basic Fighting Techniques · One Page Lesson: Endgame Technique · One Page Lesson: Semeai Tesuji · The Great Joseki Debate · Page from Go History: Genjo vs. Chitoku (4) · Go in China (2)

Go World 032 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 32: Summer 1983 · 21st Judan Title Match o Games 1-5: Cho Chikun vs. Kato Masao · 1st Go World Invitational Cup o Helmut Hasibeder vs. Rob van Zeijst · 5th World Amateur Go Championship o Final: Ma Xiaochun vs. Miura Hiroshi o Play-off for 3rd Place: Imamura Fumiaki vs. Li Yang o Play-off for 5th Place: Kim Chul-joong vs. Vladimir Danek o Play-off for 7th Place: Helmut Wiltschek vs. Jim Barty o Ma Xiaochun vs. Ronald Schlemper

· · · · · · · ·

1982 Tournament Go The Takadanobaba Go Club Michael Redmond vs. Kajiwara Takeo Basic Fighting Techniques After the Joseki Good and Bad Shape The Great Joseki Debate Iwasaki Kenzo

Go World 040 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 40: Summer 1985 · 9th Kisei Title Match o Games 1-7: Cho Chikun vs. Takemiya Masaki · NEC Japan-China Super Go o Jiang Zhujiu vs. Kataoka Satoshi o Jiang Zhujiu vs. Ishida Akira · 32nd Oza Title Match o Games 2 & 3: Kato Masao vs. Yamashiro Hiroshi · 10th Tengen Title Match o Games 1-4: Kataoka Satoshi vs. Ishida Yoshio · Cho Chikun: Between Japan and Korea

· · · · · ·

Correction to Sacrifice Tesuji Problem Basic Fighting Techniques Three Trick Moves Tesuji Magic Practical Tactics and Tesujis Voice Recorder 361

Go World 041 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 41: Autumn 1985 · 23rd Judan Title Match o Judan Play-off: Otake Hideo vs. Rin Kaiho o Games 1-3: Kobayashi Koichi vs. Otake Hideo · China vs. Korea in California · A Champion for All Seasons: Takagawa Kaku · Takagawa's Artistry with Thickness · How Many Moves Ahead Is It Possible to Read? · The Three Virtues of Go · Some Poems of Po Lien-yi · Three Trick Moves

· · · · · ·

Basic Fighting Techniques Problem: How to Attack Tesuji Magic Voice Recorder 361 The Great Joseki Debate Endgame Problem

Go World 045 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 45: Autumn 1986 · 24th Judan Title Match o Games 1-3: Kobayashi Koichi vs. Takemiya Masaki o Judan Title-holders · 41st Honinbo Title Match o Games 1 & 2: Takemiya Masaki vs. Yamashiro Hiroshi · 1985 Move of the Year · Tesuji Problems · Endgame Problem · Good Style and Correct Shape · The World's Top Ten

· · · · · · · ·

Three Trick Moves Tesuji Magic Bad Moves: How Many Points Do They Lose? The Go Burglar The Great Joseki Debate When Is a Ko Not a Ko? Why Not Eliminate the Irrational in Go? Finesse or Brute Force?

Go World 050 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 50: Winter 1987 - 88 · 2nd Japan-China Super Go o Final: Otake Hideo vs. Nie Weiping o Takemiya Masaki vs. Nie Weiping · About This Issue · Strange and Wonderful Shapes · The Fascination of the Jubango · Michael Redmond vs. Otake Hideo · Ko Problems · Tales of Men Crazy about Go · The Classic of Go

· · · · ·

Capturing Race Problems The Professional Rating Tournament Suspicious Jigos and Early Resignations The Magnificent Obsession: Sakata Eio and Go (1) Count Pecorini's The Game of Wei-chi

Go World 051 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 51: Spring 1988 · The 1st World Go Championship: The Fujitsu Cup o Cho Chikun vs. Yu Bin o Kobayashi Koichi vs. Cho Hun-hyeon · The 3rd Japan-China Super Go o Nie Weiping vs. Kato Masao · The 21st Judan Title Match o Judan Prize Money, Title Winners o Games 1-4: Kato Masao vs. Kobayashi Koichi · The 42nd Honinbo Title Match o This is the Takemiya Yonren-sei

o Games 1-4: Takemiya Masaki vs. Yamashiro Hiroshi · The 12th Meijin Title Match o The Meijin Title in the Big Apple o Game 1: Kato Masao vs. Rin Kaiho · Go and the "Three Games" · James Chen and the American Go Institute · Alan Chen: The Shape of Things to Come

Go World 053 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 53: Autumn 1988 · The 1st World Go Championship: The Fujitsu Cup o Semifinal 1: Rin Kaiho vs. Nie Weiping o Semifinal 2: Takemiya Masaki vs. Kobayashi Koichi o Round 1: Kato Masao vs. Imamura Toshiya o Round 1: Ma Xiaochun vs. Jang Doo-Jin · 1st IBM Haya-go Tournament o Quarterfinal 1: Ishida Yoshio vs. Suh o Quarterfinal 2: O Rissei vs. Ogata Masaki · Fighting for $400,000: The Ing Cup o Highlights from the first round

o o · o · · · · ·

Round 2: Cho Chikun vs. Nie Weiping Round 2: Fujisawa Shuko vs. Kato Masao The 12th Kisei Title Match Games 2-5: Kobayashi Koichi vs. Kato Masao 36 Tesuji Patterns Barbara Calhoun: America's Ambassador of Go 36 Life and Death Patterns Further Poems of Po Lien-yi Ladder Problems

Go World 055 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 55: Spring 1989 · The 2nd Fujitsu Cup o Jimmy Cha: Giant Killer o Jimmy Cha vs. Yamashiro Hiroshi o Jimmy Cha vs. Ohira Shuzo o Fernando Aguilar vs. Liang Weitang o Ronald Schlemper vs. Qian Yuping o Yi Ch'ang-ho vs. O Meien: Round-table Discussion · The Temple of the Golden Pavilion · Nie Weiping: One Win away from $400,000

o Ing Cup Semifinal Games 1 & 2: Nie Weiping vs. Fujisawa Shuko · The Myth Crumbles: China Loses the 4th Super Go Series · Michael Redmond: Challenging the Top o Redmond vs. Takemiya o Redmond vs. Sakata o Redmond vs. Hashimoto Shoji o Redmond vs. Yoda · 36 Tesuji Patterns · 36 Life and Death Patterns · Good Style and Correct Shape

Go World 063 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 63: Spring 1991 · The 2nd International Amateur Pair Go Tournament: NKB Cup · The 3rd Fujitsu Cup o Semifinal: Rin Kaiho vs. Kobayashi Koichi o Semifinal: Nie Weiping vs. Cho Hun-hyeon · Kobayashi Triumphs Again in Japan-China Meijin Playoff o Games 1 & 2: Kobayashi Koichi vs. Ma Xiaochun · Tournament Go 1990 o 15th Gosei Title, Game 3

o 38th Oza Title, Game 5 o 16th Tengen Title, Game 4 o 9th Women's Honinbo Title, Game 3 · 1990: Prizes and Statistics · The Gateway to a Professional Career · Efficiency (1) · All About the Two-Step Hane (3) · Go Topics, Go Trivia

Go World 064 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 64: Summer 1991 · The 4th Fujitsu Cup o Round 1: Takemiya Masaki vs. Ma Xiaochun o Round 1: O Rissei vs. Liu Xiaoguang · The 15th Kisei Title Match o Games 1-3: Kobayashi Koichi vs. Kato Masao · Nie Wins the New Physical Education Cup · Women in Go · Conventional Wisdom: Right or Wrong? · Strange and Wonderful Shapes

Go World 069 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 69: Autumn 1993 · 2nd Ing Cup (1) o Rui Naiwei vs. Komatsu Hideki o Rui Naiwei vs. Yi Ch'ang-ho · 2nd Ing Cup (2) o Games 1-3: Rui Naiwei vs. Otake Hideo · Michael Redmond's First Title Challenge o Redmond vs. Yuki Satoshi o Games 1 & 2: Redmond vs. Komatsu Hideki · The 1st Jinro Cup o Cho Hun-hyeon vs. Takemiya Masaki

· The 5th Fujitsu Cup Final o Otake's First International Success · Two Life-and-Death Problems · Go in the Snow · The Myriad Shapes of Go · A Taste for Thickness (1-2) · Spot the Tesuji

Go World 070 por John Power Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The Ishi Press

Number 70: Summer 1994 · 2nd Ing Cup Final o Games 1-5: Otake Hideo vs. Seo Pong-su · The 6th Fujitsu Cup Final o Yoo Chang-hyeok vs. Cho Hun-hyeon · The Definition of Territory · What Players Should Know About the Ing Rules · The Myriad Shapes of Go · A Taste for Thickness (3-4) · The Earth, the Dead and the Darkness · Comebacks by Chen and Qian

The Games of Fujisawa Shuko (Extracto) por John Power Baduk · Fujisawa Shuko · Games · Go · Igo · Juegos de Tablero · Weiqi EPUB

Kiseido Publishing Company

2020

Fujisawa Shuko was one of Japan’s top players from the 1960s. Among his contemporaries, he ranks with Go Seigen and Sakata Eio for his creativity and the depth of his understanding of Go. His two greatest achievements were becoming the first tournament Meijin in 1962 and winning the first six terms of the Kisei title from 1977 to 1982. Shuko won this title against Hashimoto Utaro at 52, an age at which most pros are washed up as title contenders. He went on to defend this title against challenges from the young stars of the day who were dominating all the other titles: Kato Masao, Ishida Yoshio, Rin Kaiho, and Otake Hideo. This book presents all 40 games that

Fujisawa played in the Kisei title matches, including the seven in which he was dethroned by Cho Chikun. Most of these games were first published in Go World, but two against Hashimoto never appeared there and one had only an extremely brief commentary. John Power has provided new commentaries for these games to make this volume complete. Studying and playing through these games will give you an appreciation of the profundity of Go and the genius of Fujisawa Shuko.

Deep Learning and the Game of Go por Max Pumperla & Kevin Ferguson Baduk · Computers · Go · Igo · Mathematical & Statistical Software · Neural Networks · Programming Languages · Python · Weiqi PDF

Manning Publications

2019

*****

Summary Deep Learning and the Game of Go teaches you how to apply the power of deep learning to complex reasoning tasks by building a Goplaying AI. After exposing you to the foundations of machine and deep learning, you'll use Python to build a bot and then teach it the rules of the game. Foreword by Thore Graepel, DeepMind About the Technology

The ancient strategy game of Go is an incredible case study for AI. In 2016, a deep learning-based system shocked the Go world by defeating a world champion. Shortly after that, the upgraded AlphaGo Zero crushed the original bot by using deep reinforcement learning to master the game. Now, you can learn those same deep learning techniques by building your own Go bot! About the Book Deep Learning and the Game of Go introduces deep learning by teaching you to build a Go-winning bot. As you progress, you'll apply increasingly complex training techniques and strategies using the Python deep learning library Keras. You'll enjoy watching your bot master the game of Go, and along the way, you'll discover how to apply your new deep learning skills to a wide range of other scenarios! What's inside Build and teach a self-improving game AI Enhance classical game AI systems with deep learning Implement neural networks for deep learning About the Reader All you need are basic Python skills and high school-level math. No deep learning experience required. About the Author Max Pumperla and Kevin Ferguson are experienced deep learning specialists skilled in distributed systems and data science. Together, Max and Kevin built the open source bot BetaGo. Table of Contents PART 1 - FOUNDATIONS

1. 2. 3.

Toward deep learning: a machine-learning introduction Go as a machine-learning problem Implementing your first Go bot

PART 2 - MACHINE LEARNING AND GAME AI 1. 2. 3. 4. 5. 6. 7. 8. 9.

Playing games with tree search Getting started with neural networks Designing a neural network for Go data Learning from data: a deep-learning bot Deploying bots in the wild Learning by practice: reinforcement learning Reinforcement learning with policy gradients Reinforcement learning with value methods Reinforcement learning with actor-critic methods

PART 3 - GREATER THAN THE SUM OF ITS PARTS 1. 2. **

AlphaGo: Bringing it all together AlphaGo Zero: Integrating tree search with reinforcement learning

Igo Hatsuyōron 120: An Elephant in Slices (Reseña) por Thomas Redecker Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi EPUB

NEVER IN PRINT

2019

The most difficult of all Go problems, created by Inoue Dosetsu Inseki (1646 - 1719), has still not been solved by professional Go players. “How do you eat an elephant?” is the usual management consultant’s reply when being asked how to manage a huge project. This book presents this difficult problem in 120 slices. Each aspect of Igo Hatsuyōron 120 is explained using relatively simple individual problems, so you can understand the entire puzzle. Enjoy a journey through time — look over the shoulder of Dosetsu and get a picture of how he composed his masterpiece.

The most difficult problem ever: Igo Hatsuyôron 120 (Extracto) por Thomas Redecker Baduk · Go · Igo · Juegos de Tablero · Weiqi EPUB

http://ruijang.com/multigo/

2019

The most difficult of all Go problems, created by Inoue Dosetsu Inseki (1646 - 1719), has still not been solved by professional Go players. The long-standing collaboration of three amateurs from Germany and the United Kingdom has now found the answer! This book celebrates the problem-collection’s 300th anniversary and is the most comprehensive collection of information about this stunning problem. The book discusses what the authors believe to be the solution to the problem, including an in-depth treatment of the failed lines. All move sequences are explained in great detail. The

same is true for the additional work on theoretical issues that are fundamental to the problem (e.g. hanezeki, approach-move liberties, and ko).

Handicap Games from Argentina por Go Review Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

The Argentine Go Association has section for training young players under the guidance of Mr. Tadashi Kado, amateur 3-Dan. Mr. Kado´s students range from high scool to university students, but while the period they have been learning Go varies, the longest is barely three years.

River Mountain Go 20k to 8k Study Book 2 por Oliver Richman Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The River Mountain Go series. River Mountain is the name of the Go school which you are now attending, and this is your textbook. Please consider the material presented here accordingly. The River Mountain Go Series evolved from a series of children’s go classes I taught in 2003 and 2004. Over the years I have expanded on the materials presented there and made some modifications to help me use the materials for teaching on KGS. The books are designed for self-study at home or in a classroom setting.

River Mountain Go 30k to 20k Study Book 1 por Oliver Richman Baduk · Board Games · Games · Go · Igo · Weiqi PDF

The River Mountain Go series. River Mountain is the name of the Go school which you are now attending, and this is your textbook. Please consider the material presented here accordingly. The River Mountain Go Series evolved from a series of children’s go classes I taught in 2003 and 2004. Over the years I have expanded on the materials presented there and made some modifications to help me use the materials for teaching on KGS. The books are designed for self-study at home or in a classroom setting.

Go on Go. Analized Games of Go Seigen por Go Seigen Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

This book is a collection of stories and commented games published by Jim Z. Yu on the rec.games.go newsgroup in late 1993. Mr. Yu translated the games from Chinese from the book “Detailed Analysis of Wu’s Famous Games.” (Wu is Go Seigen’s Chinese name.) Because I enjoyed the information so much, I wanted to put them in a format that would be easy to use along with a real board to replay the games, and easy to give to friends. The original games were distributed as MGT computer files, and the original stories as text files.

The Game of Go: Speculations on its Origins and Symbolism in Ancient China por Peter Shotwell Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

The original article was ‘The Earth, the Dead and the Darkness’ which appeared in Go World No. 70; 1994. The next update and revisions preceding the present article was ‘Speculations on the Origin of Go’ in R. Bozulich (ed.); The Go Player’s Almanac 2001; Kiseido; 2001. Since then, the main text has been adjusted and slightly edited to refer to its five new Appendices. The first two were written in 2003 and lightly edited in 2006, and the last three were written in 2006-7. All are now in separate files in the Bob High elibrary.

Beginning Go: Making the Winning Move por Peter Shotwell & Susan Long Baduk · Go · Igo · Juegos de Tablero · Weiqi EPUB

Tuttle Publishing

2007

Beginning Go is a clear, concise and thorough introduction to the intricacies of Go that is perfect for first time players. The straightforward, easy-to-follow instructions and detailed examples make it simple to understand how to play. Players will learn the rules, how to keep score, as well as effective winning strategies and tactics to make the game more competitive and fun. By the time players finish the instructional sections, they'll have all the confidence, skill and techniques they'll need to enjoy playing this fascinating game. What's more, Go's unique handicapping system, which the book explains, allows even absolute beginners to play competitive games with experienced players.

GO! More Than a Game por Peter Shotwell & Huiren Yang & Sangit Chatterjee Baduk · Board Games · Chess · Games · Games & Activities · General · Go · Igo · Puzzles · Reference · Sports & Recreation · Weiqi EPUB · PDF

Tuttle Publishing

2003

Master the fascinating game of Go with this expert guidebook.Go is a two player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast—even when compared to chess. Go has enthralled hundreds of millions of people in Asia, where it is an integral part of the culture. In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV

series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives.Go! More Than a Game is the guidebook that uses the most modern methods of teaching to learn Go, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size.Go! More Than a Game has been completely revised by the author based on new data about the history of early Go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combinatorics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.

The Power of the Star-Point the SanrenSei Opening (Reseña) por Takagawa Shukaku & John Power Baduk · Go · Historia · Igo · Japón · Weiqi PDF

Ishi Press Archives

2015

*****

The Sanren-Sei, which consists of three stones played in a row on the star-points on one side, is the most powerful and dramatic of modern fuseki patterns, yet it is the easiest to master. He has enjoyed consistent popularity ever since it was invented because of its emphasis on developing a bold, attacking style. In this lucid explanation, Takagawa Shukaku helps you grasp its key concepts and shows you how to use it to secure center influence and build large moyos. He gives a comprehensive coverage of Sanren-Sei basics, then shows it in action in top-level professional play. Sanrensai strategy is easy both to understand and to apply. The main

themes of this opening are clear and compelling, and there are relatively few josekis to memorize, yet by the time you finish this book you will understand why it has been the favorite fuseki of so many great players. **

Dictionary of Basic Tesuji 1 por Fujisawa Shuko Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2009

Fujisawa Shuko's Dictionary of Basic Tesuji is neither a dictionary nor limited to tesuji; it is rather, as Charles Matthews puts it, the "current standard work" collecting and categorizing moves by function, not form. It was originally published in 1978 in two volumes by the Nihon Kiin; an English translation in four volumes by Steve Bretherick? was published by Slate and Shell between 2004 and 2007. The book is divided into sections based upon the goal to be achieved: tesuji for "separating", tesuji for "pressing down", etc. (see the table of contents below.) At the start of each section are a few paragraphs explaining the goal and its role in a game. The text is followed by a list of methods (tesuji) that may be used to achieve

that goal. The "Separating" section, for instance, includes "onespace jump descent," "solid descent," "sideways bump," and fifteen others, each with its own theme diagram and single paragraph text description. Following the list of methods in each section is a selection of problems, some of which are taken from classic problem collections: Katsugo Shinpyo, Gokyo Shumyo, Guanzi Pu, Gokei Genmyou, and even Igo Hatsuyoron. The problems are interspersed with examples from real games. The book is not presented as a narrative continuity; the volumes of the series, and the sections within the volumes, may be read independently of each other. There is also no progression in level or difficulty as the series progresses. This series could be considered to be dan-level, but many of the techniques it presents can be useful to strong kyu players.

Dictionary of Basic Tesuji 2 por Fujisawa Shuko Baduk · Board Games · Games · Go · Igo · Weiqi PDF

2009

Fujisawa Shuko's Dictionary of Basic Tesuji is neither a dictionary nor limited to tesuji; it is rather, as Charles Matthews puts it, the "current standard work" collecting and categorizing moves by function, not form. It was originally published in 1978 in two volumes by the Nihon Kiin; an English translation in four volumes by Steve Bretherick? was published by Slate and Shell between 2004 and 2007. The book is divided into sections based upon the goal to be achieved: tesuji for "separating", tesuji for "pressing down", etc. (see the table of contents below.) At the start of each section are a few paragraphs explaining the goal and its role in a game. The text is followed by a list of methods (tesuji) that may be used to achieve

that goal. The "Separating" section, for instance, includes "onespace jump descent," "solid descent," "sideways bump," and fifteen others, each with its own theme diagram and single paragraph text description. Following the list of methods in each section is a selection of problems, some of which are taken from classic problem collections: Katsugo Shinpyo, Gokyo Shumyo, Guanzi Pu, Gokei Genmyou, and even Igo Hatsuyoron. The problems are interspersed with examples from real games. The book is not presented as a narrative continuity; the volumes of the series, and the sections within the volumes, may be read independently of each other. There is also no progression in level or difficulty as the series progresses. This series could be considered to be dan-level, but many of the techniques it presents can be useful to strong kyu players.

Invincible. The Games of Shusaku por Shusaku & John Power Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi · 围棋 · ⼤师 PDF

Kiseido Publishing Company

1996

THE SAINT OF GO: Shusaku was the leading player of the golden age of go in the mid-19th century. He has become known to later generations as the Saint of Go (Kisei or Gosei) and is recognized by modern players as one of the greatest geniuses in the history of the game. His victories over his contemporaries in a number of matches contributed to his reputation, but its main foundation is his perfect record, not even approached by any other player, of nineteen successive wins in the annual castle games played in the presence of the shogun.

SHUSAKU'S REPUTATION: Shusaku is considered the best model for aspiring professional players to study, especially his games with black. He was unexcelled in his complete mastery of the strategic principles and the practical techniques of go. His games are a treasure house of all the varied elements of the game, from the fuseki to the endgame, but in particular they provide amateur players with ideal material for studying the art of fighting in the middle game. Here are some 20th century views of Shusaku: "Shusaku simplified the complexity of go, concealing his great strength and profound analysis beneath the smooth surface of his game... It is not an exaggeration to say that all the principles and all the techniques of go are embodied in concentrated form in Shusaku's go." - Segoe Kensaku 9-dan "The speed and forcefulness of Shusaku's play with black are like lightning striking the go board; his skill at finishing off his opponent once he took the lead is unrivalled." - Hayashi Yutaka, go historian **

Lista de Libros de Go ofrecidos por SmartGo por SmartGo Baduk · Board Games · Catálogo de Libros · Games · Games & Activities · Go · Igo · Weiqi PDF

SmartGo

No importa si eres un principiante o un jugador más avanzado, SmartGo Books es para ti. Con 130 libros de todas las principales editoriales de libros de Go en inglés, cuidadosamente convertidos en formato digital, SmartGo Books te ayudará a mejorar tu nivel de juego. Ésta es la manera en que se debe leer los libros de Go.

The Game of Go: The National Game of Japan por Arthur Smith Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

CreateSpace Independent Publishing Platform

2014

“THE GAME OF GO” was one of the first books in English to describe the national game of Japan: Go. As a practical guide, anyone reading this book can learn to play the game of Go without an instructor. It also contains an interesting history of the game, the rules of play explained and illustrated, openings, games, ending and problems. Like chess, Go is a strategic board game and is considered by many, to be superior.

The board is ruled like that for Go Bang, except that it has nineteen instead of seventeen lines intersecting as many more at right angles; it is said that if there were two more lines the possible combinations of the game would transcend the powers of the human mind. The game consists in two players with black and white stones, or counters, endeavoring to surround territory — and the opponent’s men — by placing one man on the board at a time, which is not moved unless captured. The stones are placed at the intersection of lines and are surrounded (captured, killed) when each line from a stone or group leads to a stone of the opposite color upon the next “me;" hence it is often necessary to place some of one’s stones within a hollow group in order to effect its capture. Go is probably the oldest of all known games: some authorities say that it was invented by a vassal of a Chinese emperor who reigned from 1718 to 1767 B.C.: others to an emperor reigning from 2357 to 2256 B. C. A game easily recognized as Go is mentioned casually in a Chinese work dated about a thousand years before Christ. The game was introduced into Japan about the year 735 A.D., and for the two hundred years players have been classified with titles. The stones or “Ishi” correspond in number with the “Me” or points of intersection—180 are white and 181 black; the weaker player takes black and first move. In practice the entire number are never used. The author has found that Casino chips are the best substitute for the Japanese stones. The game comes to an end when the frontiers of the opposing groups are in contact. There are but four rules for the game. A careful perusal of the book will incite a desire to add to one’s pleasure, skill and resources this old game which is relatively new to our world. **

Go para principiantes (Extracto) por Kim Sung-rae Baduk · Go · Igo · Juegos de Mesa · Weiqi PDF

Bolchiro

2016

A pesar de que sus reglas son simples, aprender el Go no es sencillo. Quien inicie el estudio de este antiguo y fascinante juego oriental encontrará en este libro una guía segura y didáctica que le permitirá completar el estadio de principiante de forma rápida y sólidamente fundada.Kim Sung-rae es un jugador profesional de Go con gran experiencia y maestría en la enseñanza de este juego, lo que acredita en este libro utlizando explicaciones breves pero profusamente ilustradas con más de mil diagramas, multitud de ejercicios y problemas sencillos que conducen suavemente al estudiante para que alcance su objetivo de disfrutar jugando al Go. Kim Sung-rae es un jugador profesional de Go con gran experiencia

y maestría en la enseñanza de este juego, lo que acredita en este libro utlizando explicaciones breves pero profusamente ilustradas con más de mil diagramas, multitud de ejercicios y problemas sencillos que conducen suavemente al estudiante para que alcance su objetivo de disfrutar jugando al Go.

Go: Fundamentos del Ataque y la Defensa por Shukaki Takagawa Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Hablando con propiedad, todas las jugadas en GO deberían ser realizadas en puntos esenciales. Aún así, es evidente que entre éstas y aquellas que deberían ser llamadas “puntos vitales”. Como en el canto, por mas fielmente que el interprete sigue las notas del pentagrama, no lograra crear una hermosa melodía si pierde el tempo. Paralelamente en el GO, no importa cuan consecuentemente puede ser un jugador con el joseki o el fuseki si él ignora éstos puntos vitales nunca llegará a construir un juego sólido. Este libro ha

sido compilado del material aparecido periódicamente en los diarios Ashi y Kido. He seleccio0nado, ordenado y aumentado las partes apropiadas de las materias principales, haciendo un esfuerzo especial por recalcar la atención sobre los puntos vitales. Nada podría darme mayor placer que el saber que eh triunfado en mi tarea, posibilitándole al lector la aprehensión de los profundos mecanismos encerrados en estos problemas.

Los Puntos Vitales del Go por Shukaku Takagawa Board Games · Games · Games & Activities · Go Baduk · Igo · Weiqi PDF

Hablando con propiedad, todas las jugadas en GO deberían ser realizadas en puntos esenciales. Aún así, es evidente que entre éstas y aquellas que deberían ser llamadas “puntos vitales”. Como en el canto, por mas fielmente que el interprete sigue las notas del pentagrama, no lograra crear una hermosa melodía si pierde el tempo. Paralelamente en el GO, no importa cuan consecuentemente puede ser un jugador con el joseki o el fuseki si él ignora éstos puntos vitales nunca llegará a construir un juego sólido. Este libro ha sido compilado del material aparecido periódicamente en los diarios Ashi y Kido.

He seleccio0nado, ordenado y aumentado las partes apropiadas de las materias principales, haciendo un esfuerzo especial por recalcar la atención sobre los puntos vitales. Nada podría darme mayor placer que el saber que eh triunfado en mi tarea, posibilitándole al lector la aprehensión de los profundos mecanismos encerrados en estos problemas.

The Vital Points of Go por Shukaku Takagawa Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Nihon Ki-in

1972

This book was, I believe, the first non-introductory go book published in English. It has five chapters: The Vital Points of Fuseki, The Essentials of Attack and Defense, How to Diminish Large Enemy Territories, The Analysis of the Relative Values of Plays, and The Development of Intuition. It doesn't have much in the way of general theory: rather, it's largely analysis of positions. The analysis doesn't go into huge amounts of depth, so you don't feel as swamped as you do when reading, say, Sakata's The Middle Game of Go; instead, it covers more positions at a more reasonable depth. I think that it was probably a good choice for the first nonintroductory go book to be published in English; I expect that you

could get a lot out of it by studying it over and over again. I would think that it would initially be pretty mystifying to read if you don't know much theory; fortunately, the second non-introductory book published in English, Segoe's Go Proverbs Illustrated, redresses that lack to some extent. Still, I'm glad that by the time I learned how to play go there were more books out there; in particular, the more I see books like this the more glad I am that the Elementary Go Series exists. Given the books that are available today, there's not much point in seeking out this book, but we should all be glad that it existed. For some comments about this book from somebody who read it when it first came out, see my entry for Takagawa's How to Play Go. This book was bound with a flexicoil backbone, so it can lie flat but it's vulnerable to losing pages. It's out of print; however, it was reprinted in 1982 by Sabaki together with Takagawa's How to Play Go in a single volume under the title Go!.

Enclosure Josekis: Attacking and Defending the Corner por Masaki Takemiya & John Power Asia · Baduk · Board Games · Games · Games & Activities · Go · History · Igo · Japan · Weiqi PDF

Ishi Press

2015

Enclosure Josekis This book is a practical guide to the art of invading a corner position where the opponent has already made an enclosure. It covers, in a dictionay format, the basic patterns that come up repeatedly in one's games. The patterns are: the small knight enclosure, the large knight enclosure, the one-space enclosure (from the 3-4 point), the star point enclosure. There is also a supplementary chapter on three other common formations 'Enclosure Josekis' teaches the invader how to live inside the opponent's position by making light and flexible shape. It also shows

the defender the proper way to deal with an invasion so that he gets adequate compensation even if the defender lives. This book will sharpen up your middle game and make you a master of the endgame. **

The World of WeiQi (Weiqi Tiandi) por Weiqi Tiandi Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Weiqi Tiandi

2005

A semi-monthly Chinese go magazine established in October 1984 to cover the Japan-China Super Go matches. The basic level of the content assumes greater knowledge of the game than is usual in Western Go magazines. Weiqi Tiandi features in-depth courses which last for a about 20 issues and focus on fuseki, joseki or other aspects of the game. Beginning in 2005, each issues has grown to about 100 pages twice a month. With the increase in size, the binding has changed from folded and stapled (like Go World), to the glued [ext] perfect binding used for paperback books.

Strategic Fundamentals in Go (Reseña) por Guo Tisheng & Lu Wen Baduk · Go · Igo · Juegos de Tablero · Weiqi

Yutopian Enterprises

2008

Strategic Fundamentals in Go is the first book of its kind of offer a Chinese perception on the fundamentals of strategy in go. The author, Guo Tisheng (1907-1989), was a renown Chinese player and the teacher of many famous players, including Nie WeiPing. In this book, Guo talks about ten important lessons in go, namely, sente vs. gote, big vs. small points, attack vs. defense, life vs. death, big vs. small territories, saving vs. sacrificing stones, light vs. heavy shapes, slack moves vs. urgent points, standard moves vs. flexible variations, and persistence vs. playing safe. These ten lessons cover the many conflicting situations that are frequently encountered when playing go. Sente allows a player to

maintain the initiative, but it gives his opponent an opportunity to counterattack; gote on the other hand, forsakes the initiative, but it builds a solid foundation for future attacks. Light moves are flexible, yet they sometimes form loose shapes; heavy moves are inflexible, but they are solid. Thickness leads to profit, but there is a danger of forming overdeveloped shapes; thinness is weak, but more flexible. Making life is safe, yet one loses sente; leaving a precarious group unattended is dangerous, but one gets sente. Thus, the key issues of initiative, profit, safety, and the life and death of groups must all be harmonized within one global, strategic framework. When separated from this global framework, these issues lose their meaning, and the game loses direction. With the aid of many illustrations, this book helps the reader to master these issues and become a stronger player. 167 pages. Table of Contents Chapter 1: Sente versus Gote (Active or Passive) Chapter 2: Big versus Small Points Chapter 3: Attack versus Defense Chapter 4: Life versus Death Chapter 5: Big versus Small Territory Chapter 6: Saving versus Sacrificing Stones Chapter 7: Light versus Heavy Shapes Chapter 8: Slack Moves versus Urgent Points Chapter 9: Standard Moves versus Flexible Variations Chapter 10: Persistence versus Playing Safe

Invisible. The games of AlphaGo (Reseña) por Antti Törmänen Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Hebsacker Verlag

2017

The first ever English language analysis on AlphaGo is now available from Hebsacker Verlag: “Invisible. The Games of AlphaGo”. Antti Törmänen 1p has compiled all 78 games played by the strongest Go playing AI AlphaGo to date, with commentary by various professionals on 73 of them. Ever since AlphaGo burst on the scene in January 2016 when it was revealed that the go AI had defeated European Go Champion and 2017.07.30_invisiblecoverChinese professional Fan Hui 2P 5-0 in a secret series, its games have been studied closely by go players around the world. As AlphaGo has established its dominance, defeating Lee Sedol 4-1

last year, amassing an astounding 60-0 record against top pros online this past January and then beating Ke Jie 3-0 in May, a 2017.07.30_antti_t-cropnumber of commentaries have been published, both online and in print. The latest is “Invisible. The Games of AlphaGo,” (click here for a sample) a comprehensive collection of all 78 officially played games by AlphaGo against human opponents, 73 of them with professional commentary in English by Finnish go professional Antti Törmänen 1P and other professionals. The title of the new book pays tribute to the classic “Invincible,” the collection of games by go master Shusaku, one of the . AlphaGo “has not only dominated the games against human opponents, but has also contributed a lot to the further development of go theory by playing some new josekis and setting new accents in the opening, and – last but not least – also breaking some previously valid iron rules of go theory,” says Tobias Berben of Hebsacker Verlag, which published the book. “You could say the AI has crushed the humans to free their go!”

Igo yose no kanjō por Itsurō Toyamori Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi PDF

Kasaka-shi: Maeda Bunshindō

1920

Invasiones de Yose El libro muestra ejemplos de reducciones territoriales en la etapa final del juego (Yose).

Proyecto juego de Go por Arturo Urbano Baduk · España · Go · Igo · Proyecto · Weiqi PDF

Los objetivos que pretende conseguir este proyecto son: 1º Difundir al máximo el juego del Go en el ámbito del sistema educativo español. 2º Aumentar el número de personas que conozcan y jueguen al Go en España. 3º Crear materiales, actividades y espacios que faciliten el contacto entre jugadores 4º Conseguir que el Go sea jugado asiduamente en los centros educativos de España.

5º Conseguir que el Go sea conocido como juego, y como herramienta educativa y terapéutica. 6º Investigar, documentar y potenciar el Go como juego, como herramienta educativa y terapéutica. 7º Consolidar organizaciones que permitan la continuidad de la enseñanza y la práctica del Go dentro del sistema educativo español.

Gokyo Seimyo 1 por Hashimoto Utaro Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Gokyo Seimyo (碁經精妙 Gokyō Seimyō, Best of the Go Classics) is a classic, 4-volume series written by Hayashi Genbi in 1835. He intended it as a sequel to Gokyo Shumyo. 197 joseki diagrams

Gokyo Seimyo 2 por Hashimoto Utaro Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Gokyo Seimyo (碁經精妙 Gokyō Seimyō, Best of the Go Classics) is a classic, 4-volume series written by Hayashi Genbi in 1835. He intended it as a sequel to Gokyo Shumyo. 153 endgame problems

Gokyo Seimyo 3 por Hashimoto Utaro Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Gokyo Seimyo (碁經精妙 Gokyō Seimyō, Best of the Go Classics) is a classic, 4-volume series written by Hayashi Genbi in 1835. He intended it as a sequel to Gokyo Shumyo. 144 problems titled "moves to live inside territories"

Gokyo Seimyo 4 por Hashimoto Utaro Baduk · Board Games · Games · Games & Activities · Go · Igo PDF

Gokyo Seimyo (碁經精妙 Gokyō Seimyō, Best of the Go Classics) is a classic, 4-volume series written by Hayashi Genbi in 1835. He intended it as a sequel to Gokyo Shumyo. 22 Chinese games of famous Qing dynasty players

Life and death por Hashimoto Utaro Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

2008

Hashimoto Utaro (橋本宇太郎, Honinbo Shou, Hashimoto Utarō, February 27, 1907 - July 24, 1994) was a Japanese professional 9dan. He was the founder and first director of the Kansai Ki-in, one of the strongest players in the early days of tournament go, the third player in modern go to reach 9-dan status, a player in the famous Atomic Bomb Game, and a prolific tsumego composer. His professional go career lasted 72-years. Hashimoto's teacher was Kubomatsu Katsukiyo and followed by Segoe Kensaku. Hashimoto was known for his longevity, with a professional career lasting 72years. He played in the final of the 1st Kisei title in 1977 (at the age

of 69); set a record by entering the 3rd Gosei league in 1978 (at the age of 71); won the 24th Kansai Ki-in First Place Championship in 1980 (at the age of 73); and played against Cho Chikun in the 7th Sanyo Exhibition Matches? in 1981. At the time of his death he set the record for the oldest active player at the age of 87 (previously held by Hayashi Yutaro). One of Hashimoto's most famous matches was his come-from-behind victory over Sakata Eio in the 6th Honinbo title match in 1951. It was a clash between factions -- the newly formed Kansai Ki-in (with Hashimoto leading the charge) and the already established Nihon Kiin (with Sakata challenging to regain control of the title). By game five Sakata was leading 3-1. But his airy thoughts about a soon-to-be victory revealed a psychological weakness to his more seasoned opponent. Hashimoto changed his style completely from his usual rapid development to a solid style and in games five and six he mounted his comeback. Staying composed Hashimoto refused to be drawn into the wild fights that Sakata tried to start. By game seven Sakata crumbled as Hashimoto triumphed, claiming the Honinbo title for the Kansai Ki-in. Had Hashimoto lost, it might have caused the Kansai Ki-in to fade away like so many splinter groups before it. Biographies commonly refer to him as the most prolific tsumego composer ever. As quoted in Go World Iss. 71 p. 6: It was his practice to compose a problem a day every day (including the morning of his death), and his compositions were published daily in the Osaka Yomiuri for 40 years. That's an impressive achievement, considering that his problems were noted for being original, not rehashes of classical problems.

Computer Go Nro. 16 por Varios Baduk · Computación · Desarrollo · Go · Igo · Informática · Juegos de Tablero · Weiqi PDF

Arca Editors

1991

An international bulletin devoted to the generation and exchange of ideas about Computer Go

Mastering the game of Go with deep neural networks and tree search por Autores Varios AlphaGo · Artículos · Baduk · Go · IA · Igo · Weiqi · inteligencia Artificial PDF

Nature Publishing Group

2016

The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-

of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away. *** By David Silver & Aja Huang & Chris J. Maddison & Arthur Guez & Laurent Sifre & George van den Driessche & Julian Schrittwieser & Ioannis Antonoglou & Veda Panneershelvam & Marc Lanctot & Sander Dieleman & Dominik Grewe & John Nham & Nal Kalchbrenner & Ilya Sutskever & Timothy Lillicrap & Madeleine Leach & Koray Kavukcuoglu & Thore Graepel & Demis Hassabis

The Best of Kido: The Ins and Outs of Life and Death (Reseña) por Autores Varios Baduk · Fujisawa Shuko · Go · Hashimoto Yutaro · Igo · Kada Katsuji · Kido Magazine Maeda Nobuaki · Kudo Norio · Mimura Tomoyasu · Otake Hideo · Sato Sano · Shirae Haruhiko · Tei Meiko · WeQi PDF

Hinoki Press

2011

Go experts regularly recommend the study of life and death problems in order to foster true strength at the game. There are a number of reasons for this. Training in reading is a primary reason. Another is the value of learning to recognize vital points. How to study shapes in Go is still one more lesson to be learned. All of these things are important. But there is also an artistic element of life and death problems that is to be appreciated. This book examines

life and death problems from a variety of perspectives, including the artistic element. Among the 150 life and death problems contained in this book, every theme of the subject is depicted. First, Maeda Nobuaki, the 'God of Life and Death Problems' is featured, with 60 life and death problems presented. In addition, there is a retrospective examination of his career and one of his teaching essays. Next, Mimura Tomoyasu explains how to solve life and death problems in a down-to-earth manner. Fifteen masterpieces of life and death from the hand of the inimitable Fujisawa Shuko offer the reader a true test of strength, and there are six of the late Hashimoto Utaro's compositions; he is renowned as a master of life and death. Then there are ten problems which professional players themselves have selected as the best of all time. Tei Meiko takes the stage with 30 real game life and death problems, and Otake Hideo presents his own evaluation of unique shapes. Finally, Shirae Haruhiko challenges the reader to decide if a given position needs to have a move added. This is book two of two in The Best of Kido series. ***** About Kido Magazine (1924-1999) Upon the founding of the Nihon Ki-in (Japanese Go Association) in 1924, Kido magazine was founded in October of that year as its flagstaff publication. It was written by and for professional and strong amateur go players, with the emphasis on complex analysis and innovative play. It continued in existence for 75 years, until the summer of 1999. The quality of the articles in Kido was always outstanding. This is not surprising since one of its founders and guiding lights was the president of a newspaper. In addition, newspaper writers formed the core of the staff and contributions were received from the top literary figures of the day. One need only mention the Nobel Prize winner Kawabata Yasunari, whose romana-clef, “Meijin” (published in English as “The Master of Go”), chronicles the retirement game of the last master of the last remaining hereditary House of Go, the Honinbo. With such a foundation, the writing in Kido was always cultured, often a cut

above standard newspaper fare. (Which says much for it, since the newspapers in Japan are written at a very high level to cater for a population in which 98% are literate.) There were always poetic and classical allusions in the articles of Kido, making them a source of fascination for the writing as well as the games. All of the technical articles here have been translated from Kido, with the date of the issue identified. It is a shame if some of the proud history of the magazine fades away. Readers are encouraged to seek out whatever copies of the magazine may be found and savor them for themselves. https://gowizardry.com/?page_id=8

Weiqi Introductory Problem Collection por Autores Varios Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

1999

Cho Chikun, Otake Hideo, Takemiya Masaki autores de Weiqi Introductory Problem Collection, libro que contiene 1320 problemas de. vida y muerte

Nie Weiping On Go por Nie WeiPing Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Yutopian Enterprises

2003

This book starts out with a 30-page biographical introduction, then has chapters on The Opening, Positional Judgment, Timeliness in Initiating Battles, Finesse and Trade-off Decisions, Forcing Moves, Utilizing Thickness, Defense of Weak Stones, and Applications Shown in Fully Annotated Games. I quite enjoyed reading the biographical introduction, but it is written in stilted language that sounds a lot like propaganda most of the time. As to the rest of the contents, it's fascinating to see the way that Nie analyzes positions, and the kinds of things that he thinks about before deciding where to play. On the other hand, there's so much high-level analysis behind his judgments that is often only hinted at in the book that most of the

time I have to take his word for it that it's better to play in one area of the board instead of another area of the board. Still, even though this book may be lacking in concrete specifics, it really gives you a lot to think about; I think that it's well worth reading, and I expect that as I get better I'll get more out of it.

Shoujin de Miaoyong (Reseña) por Kong Xiangming Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi

People's Sports Publishing Company

2011

ShouJinDeMiaoYong (Wonderously Useful Tesujis, Life and Death Section) (⼿筋的妙⽤ 死活篇, is a book by Kong Xiangming, Female Chinese 8 Dan. This book illustrate presented the methods and techniques of playing go game. ShouJinDeMiaoYong is published by People's Sports Publishing Company (⼈⺠体育出版社) ISBN: 75009-2747-9, 270 pages. The books contains ten chapters entitled, each containing 11 or 12 cases (例) spanning 25 - 28 pages.

Unfortunately, the problem diagram often is placed on the same page as the answer diagrams. This forces the student to use a piece of paper or other material to cover all the following diagrams on the same page. When the problem diagram occurs on the left hand page (even numbered page), the facing page must be covered as well. Kong Xiangming (孔祥明 , Kǒng Xiángmíng, b. 10 September 1955) is a Chinese female professional 8-dan. She won the 1978, 1979 and 1984 National Women Individual, is the mother of Kou Reibun, former wife of Nie Weiping, and resided in Japan during the 1990s where she received a 4-dan professional status from the Nihon Kiin. In 2012, she won the 1st China Female Guoshou. Books: ShouJinDeMiaoYong (2005) Table of Contents Nakade Cut Clamp Wedge Attach Diagonal Hane Belly Throw-in Connect Kong Xiangming (孔祥明 , Kǒng Xiángmíng, b. 10 September 1955) is a Chinese female professional 8-dan. She won the 1978,

1979 and 1984 National Women Individual, is the mother of Kou Reibun, former wife of Nie Weiping, and resided in Japan during the 1990s where she received a 4-dan professional status from the Nihon Kiin. In 2012, she won the 1st China Female Guoshou.

The Thirty-Six Stratagems Applied to Go por Ma Xiaochun Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Yutopian Enterprises

1996

The `Thirty-six Stratagems' in the title is a famous Chinese military work; Ma takes the stratagems in it and applies them to go. It's a nice book; the examples work pretty well, and what he says make sense. The advice is about your thinking at a sufficiently high level that this book isn't particularly suited to beginners; I'm a 2 kyu, it will take me a few readings before it starts affecting my game at all. The translation is nice. It's a bit heavy on the Japanese for my taste, but since there's a good glossary at the back, I don't feel that that really hurts it.

El Juego del Go Visual Journalism [146] por Xinhua Baduk · Go · Igo · Juegos de Tablero · Weiqi PDF

Xinhua

El go (chino simplificado: 围棋, chino tradicional: 圍棋, pinyin: wéiqí; japonés: 囲碁 igo, coreano: 바둑 baduk) es un juego de tablero de estrategia para dos personas. Se originó en China hace más de 2500 años. Fue considerado una de las cuatro artes esenciales de la antigüedad China. Los textos más antiguos que hacen referencia al go son las analectas de Confucio.

AlphaGo: A Master Appears por xorandor Baduk · Computación · Go · Igo · Informática · Weiqi PDF

AlphaGo es un programa informático de inteligencia artificial desarrollado por Google DeepMind para jugar al Go. En octubre de 2015 se convirtió en la primera máquina de Go en ganarle a un jugador profesional de Go sin emplear piedras de handicap en un tablero de 19x19. Se enfrentó contra el jugador chino Fan Hui 2p en una serie de 5 partidas oficiales, las cuales AlphaGo ganó, seguidas por unas partidas informales que acabaron 3-2 a favor de la inteligencia artificial. En marzo de 2016 se enfrentó a uno de los mejores jugadores, el surcoreano Lee Sedol 9p, venciéndolo por un score de 4-1.

The Celestial Arsenal (Reseña) por Lu Xuanyu Baduk · Go · Igo · Problwmas · Tumego · Weiqi PDF

El Xiān Jī Wǔkù ( Arsenal de dispositivos inmortales , 仙 機 武庫 (Trad), 仙 机 武库 (Simp)) es un famoso manual de go chino compilado alrededor de 1629 durante la dinastía Ming por Lu Xuanyu . (陸⽞宇) y su hijo. Lù, un famoso coleccionista de manuscritos de go, seleccionó y editó cuidadosamente material de varios manuales de go famosos y registros de juegos en ocho rollos: oro, roca, seda, bambú, calabaza, tierra, cuero y madera. Más tarde, Guo Bailing , el famoso jugador de go de finales de la dinastía Ming temprana de Ching, revisó una nueva versión del libro. Dado que el libro es un trabajo seleccionado, se puede encontrar contenido duplicado en varias fuentes anteriores. Por otro lado, gran parte del

material es único ya que muchas fuentes anteriores ya no existen. Para los fanáticos de tsumego , los rollos más importantes son los rollos de cuero y madera, que juntos contienen más de 400 problemas.

Principios Fundamentales del go (Extracto) por Yilun Yang Baduk · Go · Igo · Juegos de Tablero · Weiqi EPUB

Slate & Shell

2004

Yilun Yang es justamente famoso entre sus muchos estudiantes devotos debido a sus notables directrices sobre cómo jugar al Go. Estos principios básicos cubren virtualmente cualquier situación y le permiten a un jugador encontrar la mejor jugada con un mínimo de lectura. Ahora, por primera vez, él ha consentido en permitir la publicación de un libro que contiene una amplia selección de estos principios, enfocándose especialmente en la apertura y el inicio del juego medio.

El Nuevo Fuseki Memorials of Baduk [1] por Moon Yong-gik Baduk · Go · Igo · Weiqi PDF

Dash Baduk

Una revolución copernicana en el arte del Go moderno ¿Cuál es el evento más importante en la historia del Baduk del Siglo XX? ¿La aparición de un nuevo genio? ¿Un partido en especial?  ¿El reconocimiento social del Baduk? Diferentes individuos darían diferentes respuestas a la pregunta, pero personalmente creo que es la introducción del nuevo Posuk (Fuseki). El  nuevo Posuk tuvo un  período del experimentación que comenzó a principios de 1930 y se extendió a lo largo del Siglo XX.

Strategic Concepts of Go por Nagahara Yoshiaki & Richard Bozulich Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Ishi Press

1972

Book has some moderate rubbing, light wear to edges, otherwise binding is strong, pages are clean and crisp throughout. **

Graded Go problems for Beginners Vol. 1: Introductory Problems 30 to 25-Kyu por Kano Yoshinori Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Graded Go Problems for Beginners are ideal books for players who have just learned the rules of go, bridging the gap between a beginner's book and some of the more 'advanced' elementary book. The almost 1500 problems these four volumes contain thoroughly drill the reader in the fundamentals of the game. After finishing the study of these four books, The novice go player will have mastered the basics of the game. Volume Two is a continuation of the first volume of Graded Go Problems for Beginners and is aimed at the 20-kyu to 25-kyu level player. The problems presented here will

require a bit of thought, but none of them is so difficult that a player who understands the rules and has studied the first volume won’t be able to solve in less than a minute. The aim of this series is to present as many examples of go technique as possible. The reader should attempt to refute the correct answers until he knows beyond a doubt that the correct answer works. By pondering each problem in this way, the reader will develop an instinct for finding the winning move in his games.

Graded Go Problems for Beginners Vol. 2: Elementary Problems 25 to 20-Kyu por Kano Yoshinori Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Co

1997

Graded Go Problems for Beginners are ideal books for players who have just learned the rules of go, bridging the gap between a beginner's book and some of the more 'advanced' elementary book. The almost 1500 problems these four volumes contain thoroughly drill the reader in the fundamentals of the game. After finishing the study of these four books, The novice go player will have mastered the basics of the game. Volume Two is a continuation of the first volume of Graded Go Problems for Beginners and is aimed at the 20-kyu to 25-kyu level player. The problems presented here will

require a bit of thought, but none of them is so difficult that a player who understands the rules and has studied the first volume won’t be able to solve in less than a minute. The aim of this series is to present as many examples of go technique as possible. The reader should attempt to refute the correct answers until he knows beyond a doubt that the correct answer works. By pondering each problem in this way, the reader will develop an instinct for finding the winning move in his games. **

Graded go problems for beginners Vol. 3: Intermediate Problems 20 to 15-Kyu por Kano Yoshinori Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Graded Go Problems for Beginners are ideal books for players who have just learned the rules of go, bridging the gap between a beginner's book and some of the more 'advanced' elementary book. The almost 1500 problems these four volumes contain thoroughly drill the reader in the fundamentals of the game. After finishing the study of these four books, The novice go player will have mastered the basics of the game. Volume Two is a continuation of the first volume of Graded Go Problems for Beginners and is aimed at the 20-kyu to 25-kyu level player. The problems presented here will

require a bit of thought, but none of them is so difficult that a player who understands the rules and has studied the first volume won’t be able to solve in less than a minute. The aim of this series is to present as many examples of go technique as possible. The reader should attempt to refute the correct answers until he knows beyond a doubt that the correct answer works. By pondering each problem in this way, the reader will develop an instinct for finding the winning move in his games.

Graded go problems for beginners Vol. 4: Advanced Problems por Kano Yoshinori Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Graded Go Problems for Beginners are ideal books for players who have just learned the rules of go, bridging the gap between a beginner's book and some of the more 'advanced' elementary book. The almost 1500 problems these four volumes contain thoroughly drill the reader in the fundamentals of the game. After finishing the study of these four books, The novice go player will have mastered the basics of the game. Volume Two is a continuation of the first volume of Graded Go Problems for Beginners and is aimed at the 20-kyu to 25-kyu level player. The problems presented here will

require a bit of thought, but none of them is so difficult that a player who understands the rules and has studied the first volume won’t be able to solve in less than a minute. The aim of this series is to present as many examples of go technique as possible. The reader should attempt to refute the correct answers until he knows beyond a doubt that the correct answer works. By pondering each problem in this way, the reader will develop an instinct for finding the winning move in his games.

Haengma.Train like a Pro (Extracto) por Yoon Youngsun Baduk · Go · Igo · Técnicas · Weiqi EPUB

Brett und Stein Verlag

2020

Haengma is a Korean word that is difficult to translate. It represents the way the stones move (literally it means moving horse) and how they make use of the momentum. The term is not only used to describe various basic combinations of stones and their implications but also covers more intricate moves that are close to tesuji. In this book Yoon Youngsun 8p uses 36 positions from pro games and joseki to analyze haengma and discuss old and new ways to play.

The Dang Hu Games por Jim Z. Yu Baduk · Board Games · Games · Go · Igo · Weiqi PDF

Nikkai

The games were played in the year 1739, when my great great great grandfather was openning a small tea shop somewhere in Southern China. The two players, Fan and Shi, were among the most famous ones in Chinese Go history. Their fighting strength are said to be stronger than some pro 9 dans of today, and they were called, fittingly, "great national hands" (ever heard of an artistic term for "playing go" -- "hand talk"?). Both players were born at a same county, which was exactly the same place where these game were played. The county was called "Ping Hu", also known as "Dang Hu", and these games were concequently called "Dang Hu Games" or “Tanghu Games”. In this year, 1739, Fan was 31 years old, and Shi

30. Both were at their prime time. These games showed their extraordinary skills and imagination; these games were not only the Go Bible of those days, but even today, they are regarded as the best classic work of Go in China.

Modern Master Games Vol 1 (Extracto) por Rob van Zeijst & Richard Bozulich Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Company

The games presented in Modern Master Games, Volume One were played in turbulent times. When the first Honinbo tournament was established, the war had not yet seriously affected the Japanese go world or the daily life of the average Japanese. But by the time of the third Honinbo tournament, Japanese society was in chaos; the atomic bomb was dropped just 10 kilometers from where the second game of the title match was being played. After the war, life was slowly returning to normal. By the 1950s, the go world was again abuzz. Rivalries were flourishing, and newspapers were establishing new tournaments with abundant prize money. As the post-war go world was reorganizing itself, the matches played were of much

consequence — it became more than just winning a title. The results were to determine the organizations that governed the game in Japan until today. The pressures on the players were intense, and it exposed their psychological strengths as well as fragilities. Takagawa’s games in this book show how dangerous it is to underestimate an opponent. It was almost unbelievable to some that the mild-mannered Takagawa, whose quiet and laid-back style, never attacking too strongly, and lacking the brilliance of a player like Sakata, could hold the Honinbo title against all comers for nearly 10 years.

Making Good Shape Mastering the Basics [3] por Rob van Zeijst & Richard Bozulich Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Kiseido Publishing Company

2017

Good shape is a subject that has received scant attention in Japanese go literature. Although references to shape are made in most books, there is no one book devoted exclusively to this subject. However, understanding and recognizing good shape is important for becoming a strong player and developing intuition that will instantly guide you to find the strongest moves in the opening and the middlegame fighting. Shapes are the building blocks of your groups. They determine whether your stones are working together efficiently or are sitting in each other’s way. Good shape is a source of strength to

build on, while bad shape often comes back to haunt you. There are two aspects of shape. One is to make good shape for your own stones; the other is to spoil the shape of your opponent’s stones. However, good shape is more than a static form; it is dynamic in the way it builds eye shape and stays ahead of the opponent in running battles while building up more eye shape. This book provides an extensive theoretical introduction to shape, beginning with the efficient placement of stones. It illustrates various techniques for making good shape and gives its readers practical experience by presenting 245 problems so that they can hone their skills to find the shape move in their games. **

Consecutive Title Myth: a discussion forum by Chinese Go fans por Yonghe Zhang Baduk · Board Games · Games · Go · Igo · Weiqi PDF

From the forties of last century, Honinbo raised the curtain on the modern Go. Whenever you win a champion, next time you don't need to fight from the bottom, you only need to calmly wait for one challenger. This makes consecutive domination possible. However, there are still very few who can achieve 5 consecutive titles. Among so many go players and tournaments, it is not exaggerating to say that the players who can dominate one champion for a very long time are myth. Who can create the myth of consecutive titles?

AlphaGo vs Ke Jie (Reseña) por Yuan Zhou Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi

The match between AlphaGo and Ke Jie 9P was the last time a human played the computer program. Yuan Zhou gives a thorough and insightful analysis of the three games in the match and reflects on the significance of AlphaGo for the go community.

Master Play: The Style of Go Seigen por Yuan Zhou Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Slate & Shell

2008

This is the first in a series of books about the specific playing styles of some of the most famous go professionals. A guide for the Chinese game of go written by a tournament winner and expert who frequently lectures about the game. Profusely illustrated.

Master Play: The Style of Lee Changho por Yuan Zhou Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Slate & Shell

2007

This is the first in a series of books about the specific playing styles of some of the most famous go professionals. A guide for the Chinese game of go written by a tournament winner and expert who frequently lectures about the game. Profusely illustrated.

Master Play: The Style of Takemiya por Yuan Zhou Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi PDF

Slate & Shell

2008

This is the first in a series of books about the specific playing styles of some of the most famous go professionals. A guide for the Chinese game of go written by a tournament winner and expert who frequently lectures about the game. Profusely illustrated.

The Young Chinese Go Masters (Reseña) por Yuan Zhou Baduk · Board Games · Games · Games & Activities · Go · Igo · Weiqi EPUB

CreateSpace Independent Publishing Platform

2019

The professional go world is suddenly being overwhelmed by teenage and twenty something Chinese players who are winning both international and Chinese national titles —virtually all current world title holders are Chinese, and several of them were born in the 1990s. Most of these players are not yet well known in the west, which is what prompts Slate & Shell to bring out a collection of the games of some of these impressive young go masters. This book has four fully commented games involving eight of them, and we plan to publish more soon. Their style tends to be more territorial than you might expect, but, as Yuan Zhou makes clear, they find amazing moves.

The art of black and white por Chen Zu-yan Baduk · China · Go · Historia · Igo · Weiqi · wei-ch'i in Chinese poetry PDF

The association of wei-ch’i with poetry is due not only to the game’s sophistication and the elegant environment in which it is often played. At a deeper level, both arts share a style based on abstraction and spontaneity. For novices or enthusiasts of modest attainments in either activity, mechanics are the primary concern. Masters, however, are occupied with the art of self-expression...

Igojin (囲碁⼈) vol.34 por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2014

[Entrevista] ¡Escucha a jugadores profesionales! Okuda Aya 3 Dan 2do Participante Go People Kizo Yamada 9no Dan 1ra Parte [Serie] Kitani Dojo-Miracle Children- (Final) [Ejercicio de práctica] Gu Go's easy go

Igojin (囲碁⼈) vol.01 Igojin [1]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

Una revista electrónica gratuita para actualizar y hacerse más fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go para mejorar las habilidades de Go y ejercicios. [Entrevista] ¡ Honne de un jugador de ajedrez! Kiida Yoda 9dan

[Mini entrevista] ¡El "jugador de ajedrez Ikemen" conoció a Daiki Seto 7dan!

[Ejercicio de lectura / práctica] Toyo Go ofrece un curso intensivo, etc.

Igojin (囲碁⼈) vol.03 Igojin [3]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

Una revista electrónica gratuita para actualizar y hacerse más fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go para mejorar las habilidades de Go y ejercicios. [Entrevista] Cho Chikun ¡Escucha a los jugadores profesionales! [Serie] Inscripción En World Go Hit o Stand [Ejercicio de lectura / práctica] Toyo Go ofrece un curso intensivo, etc.

Igojin (囲碁⼈) vol.13 Igojin [13]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2012

Una revista electrónica gratuita para actualizar y hacerse más fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go para mejorar las habilidades de Go y ejercicios. [Entrevista] Destacado Go-go 2do Manami Naho 2do [Serie] Kitani Dojo-Miracle Children-13th Maschi Takemiya's Uchi Disciple Life

[Clases magistrales / Práctica] Cursos intensivos proporcionados por Toyo Go

Igojin (囲碁⼈) vol.14 Igojin [14]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2012

[Entrevista] Jugadores destacados de Go 3er Masaki Takemiya 9dan x Kokushin Karate Director Akira Kei Matsui Primera parte [Serie] Kitani Dojo-Miracle Children-14th Environment donde creció Masaki Takemiya [Clases magistrales / Práctica] Cursos intensivos proporcionados por Toyo Go

Igojin (囲碁⼈) vol.15 Igojin [15]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2012

Una revista electrónica gratuita para actualizar y hacerse más fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go para mejorar las habilidades de Go y ejercicios. [Entrevista] ¡Escucha a los jugadores profesionales de ajedrez! La decimotercera corona honorable de Koichi Kobayashi [Serie] Kitani Dojo-Miracle Children-15th Brother Discípulos Hermano Masaki Takemiya

[Clases magistrales / Práctica] Cursos intensivos proporcionados por Toyo Go

Igojin (囲碁⼈) vol.16 Igojin [16]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2012

Una revista electrónica gratuita para actualizar y hacerse más fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go para mejorar las habilidades de Go y ejercicios. [Serie] The Kitani Dojo-Children of Miracles-The 16th Biography of Hideo Otake and Minoru Kitani [Título de prueba de lectura popular] Forma intensiva de piedra versión completa otros

[Clases magistrales / Práctica] Cursos intensivos proporcionados por Toyo Go

Igojin (囲碁⼈) vol.19 Igojin [19]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2013

[Entrevista] Escuchando a los ajedrecistas profesionales 16 ° Hayashi Kaiho Honorable Tengen Parte 1 [Go x Girl] Go Instructor Shinada Gorge [Práctica] entrenamiento básico de Naho Mannami

Igojin (囲碁⼈) vol.20 Igojin [20]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2013

Una revista electrónica gratuita para actualizar y hacerse más fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go para mejorar las habilidades de Go y ejercicios. [Entrevista] Destacado Go Go 5th Rina Fujisawa First Dan Part 1 [Go x Girl] Material de enseñanza Planificación Togaki Yuka [Preguntas de práctica] Entrenamiento básico de Naho Mannami

Igojin (囲碁⼈) vol.25 Igojin [25]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2013

Entrevista] ¡Escucha a los jugadores profesionales de ajedrez! El 22º Keigo Yamashita [Serie] Kitani Dojo-Miracle Children[Ejercicios de práctica] El nuevo Go especial de Guo Guo Shin

Igojin (囲碁⼈) vol.35 Igojin [35]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2014

[Entrevista] ¡Escucha a jugadores profesionales! Hiroshi Yamashiro Vicepresidente, Nihon Ki-In [Ejercicio de práctica] Gu Go's easy go [Serie irregular] ¿Realmente puedes mejorar con Go? 6º Ir a la educación universitaria

Igojin (囲碁⼈) vol.37 Igojin [37]

por 囲碁⼈編集部 Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi EPUB

Mynavi Corporation

2014

Una revista electrónica gratuita para actualizar y hacerse más fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go para mejorar las habilidades de Go y ejercicios. [Entrevista] ¡Escucha a jugadores profesionales! Shiorisaka Miori 2da Parte 1 Participantes Go People Kaoru Chinen 4nd Parte 2 [Práctica] Fácil Gu Go Guo