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Master Go In Ten Days
Auteur: Zheng
Titel: Master Go In Ten Days
Verkoopprijs: € 19
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Omschrijving:
Catalogue

Go - Life, Liberty, and the pursuit of Territory through Connection and Influence. Each player seeks to discover the strategy and tactics necessary to aquire the most territory. Ideally each move should pose multiple threats to create or destroy Connection, Life, Influence, and/ or Territory.

Master Go in Ten Days provides ten lessons on the basic tactics and strategies in Go. The first day's lesson begins with the basic rules to include both the Chinese and Japanese counting methods. From there additional lessons cover basic tactics for capturing stones, opening strategy, the tactics and strategy of corner engagments, the tactics of life and death, fighting tactics, sacrifice tactics, attack and defense, endgame tactics, and finally three famous games are provided with comments.

The objective of ten lessons is to help one along the path to reaching three or two kyu level in amateur strength. To reach such a level one must learn how to read the board at least two to three plays ahead. Master Go In Ten Days provides guidance, examples and exercises to get you started in how to understand and read the board. The secret is to get your board and stones out and practice the examples and exercises repeatedly until you have mastered them. Then acquire over the board practice by playing stronger opponents implementing the concepts presented in Master Go In Ten Days.

Supplemented with an index.




List of Content

First Day Lesson - Basic Knowledge of Go

001 1) A Game of Competition for Territory

001 2) Stones and Board

002 3) Playing and Counting

003 4) Basic Rules

003 5) Liberties and Capturing

005 6) Prohibited Plays

005 7) Territory and Vacant Points

006 8) Connecting Stones

006 9) Connect and Cut

007 10) Diagonal Plays and Bamboo Joints

008 11) One-Point Jumps

009 12) Two-Point Jumps

010 13) Knight's Jumps

011 14) Live and Dead Groups

012 15) Ko Fights, Ko Threats, Answering Ko, and Eliminating Ko

013 16) Ending a Game

Second Day Lesson - Capturing Stones

014 1) Playing Atari and Capturing

015 2) Ladders

016 3) Double Atari

016 4) Fencing-In Plays

017 5) Embracing Atari

017 6) Throwing-In Plays (Snap-Backs)

018 7) Double Cuts

020 8) Wrapping Tactics

021 9) Forcing a Shortage of Liberties (dame-zumari)

022 10) Under-the-Stone (ishi-no-shita)

022 11) False Eyes

023 12) Exercises

030 13) Exercise Solutions

Third Day Lesson - Opening Strategy

038 1) Sequence of Opening (fuseki) Plays

038 2) Important Points in the Corner

039 3) Defending the Corner

040 4) Approaching the Corner

041 5) Extensions

042 6) Special Features of the 3rd and 4th lines

043 7) Three Consecutive Star Point Openings (san-rensei)

044 8) Shusaku Opening

045 9) Chinese Opening

046 10) Star Point and 3-4 Point Opening

047 11) Diagonal Star Point Opening

048 12) Non-Linear and Linear (mukai-komoku) 3-4 Points Opening

049 13) Exercises

Fourth Day Lesson - Common Joseki

055 1) 3-3 Point Joseki (san-san)

055 2) 3-4 Point Joseki (komoku)

066 3) 4-4 Point Joseki (hoshi or star)

069 4) 4-5 Point Joseki (takamoku)

070 5) 3-5 Point Joseki (mokuhazushi)

071 6) Exercises

Fifth Day Lesson - Life and Death

076 1) Straight Three is Dead

076 2) Bent Three is Dead

076 3) T-Four is Dead

076 4) Square Four is Dead

077 5) Rower Five is Dead

077 6) Knife Five is Dead

077 7) Grape Six is Dead

077 8) Straight Four is Alive

078 9) Bent Four is Alive

078 10) Bent Four in the Corner is Dead

078 11) Coffin Comer is Dead

079 12) Kill by Hane and Vital Point

079 13) Kill by Clamp

080 14) Kill by Vital Point and Throw-in (1)

080 15) Kill by Vital Point and Throw-in (2)

081 16) Exercises

Sixth Day Lesson - Tesuji Exercises

084 1) Diagonal Plays

085 2) One-point Jumps

086 3) Peeping Plays

087 4) Descending Plays

088 5) Knight's Jumps

089 6) Butting Plays

090 7) 1-1 Points

091 8) Clamp Plays

Seventh Day Lesson - Sacrifice Tactics

093 1) To Gain Influence

095 2) To Play Sabaki (light and flexible plays)

096 3) To Kill

097 4) To Connect

098 5) In Capturing Races

099 6) To Gain Territory

101 7) To Gain Sente

Eighth Day Lesson - Attack and Defense

102 1) Three-Point Jump from a Large-Knight's Corner Enclosure

103 2) Five-Point Jump from a Large-Knight's Corner Enclosure

104 3) Extensions from a Small-Knight's Corner Enclosure

107 4) Extensions from a One-Point Jump Corner Enclosure

109 5) Extensions from Star Points in the Corner

110 6) Attack and Defense Following Joseki

Ninth Day Lesson - Endgame Tactics

111 1) On 2nd Lines

116 2) On 1st Lines

118 3) In Corners

121 4) Initiative (sente)

Tenth Day Lesson - Annotated Famous Games

130 1) Nie Weiping Versus Fujisawa Shuko

137 2) Go Seigen Versus Hashimoto Utaro

149 3) Takemiya Masaki Versus Fujisawa Shuko

167 Go Concepts for Outward Influence

167 Japanese Terms for Go Concepts

170 Index






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