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In the Beginning - The Opening in the Game of Go
Auteur: Ishigure Ikuro
Titel: In the Beginning - The Opening in the Game of Go
Verkoopprijs: 14
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Catalogue

The world's foremost intellectual board game begins with virtually unlimited possibilities on an empty board. Here a 9-dan professional go player explains how the game takes shape, bringing correct modern opening technique within the reach of all players. Elementary in its approach, IN THE BEGINNING illuminates depths of go strategy that few amateurs understand well.

Required for all go players.




List of Content

006 Introduction

Chapter 1

007 (1) The First Moves of the Game

010 (2) The 3-4 Point

012 (3) The 3-3 Point

013 (4) The 4-4 Point

016 (5) The 3-5 Point

017 (6) The 4-5 Point

018 (7) Example Opening

020 (8) Extending Along the Side

032 (9) Pincer Attacks

035 (10) Invasions

039 (11) Extending into the Center

047 (12) Pushing and Crawling

Chapter 2

Nine Concepts

058 (1) Make Your Stones Work Together

060 (2) Efficiency

063 (3) Play Away from Strength

066 (4) Thickness and Walls

073 (5) Open at the Bottom

076 (6) The Third Line and the Fourth

081 (7) Keverse Strategy

086 (8) Light and Heavy

098 (9) Attack and Defense

110 Chapter 3

Ten Problems




Review(s)

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 about the first fifty 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.

Introduction






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