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Winning A Won Game

By Go Seigen

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Title Winning A Won Game
Author Go Seigen
Translator Sydney W. K. Yuan
Publisher Yutopian Enterprises
Codes y21, PAY21
Date Jun-98
ISBN 1-889554-15-4
Pages 166
Dimensions 8 1/2. x 5 1/2. - 217mm x 140mm
Series Info Go Seigen's Lectures Vol II
Game records y21-g01-pp1.sgf, y21-g02-pp7.sgf, y21-g03-pp17.sgf, y21-g04-pp27.sgf, y21-g05-pp39.sgf, y21-g06-pp52.sgf, y21-g07-pp64.sgf, y21-g08-pp75.sgf, y21-g09-pp87.sgf, y21-g11-pp98.sgf, y21-g12-pp113.sgf, y21-g13-pp123.sgf, y21-g14-pp137.sgf
Publisher's URL https://www.yutopian.com/yutop/cat?product=PAY21

Blurb show/hide

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

Go Seigen's Lectures - Volume 2 - Winning a Won Game provides Three Golden Rules with examples of their application in actual 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 recipe 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 judgement. On the other hand, trying to claim a quick victory is not easy, even for professionals.

In professional games, one often encounters situations where a game is lost after building up a commanding lead, or a game is won by turning the tables on the opponent. The material presented in this book highlights such cases.

Among the strongest players today, Cho Chikun and Kobayashi Koichi can considered as the cream of the crop. Both Cho and Kobayashi disclosed that they benefited enormously from studying Go Seigen's some 800 games. From a young age of 10 to 25, Cho had replayed the entire collection of Go Seigen's games three times and is currently on his fourth. Kobayashi also even now, is still inspired by replaying Go Seigen's games after studying his games three times.

Both of these top-notch players recommended that the best way to get strong is to study Go Seigen's collected games. Dear reader, if you would spend time in studying the games in this book, you too can become a far stronger player. Take a valuable lesson from the great Go Seigen on How to Win a Won Game .

Contents show/hide

Chapter One - Three Golden Rules ...1
  Rule One - Avoid Uncertainties When You Have the Lead ...1
  Rule Two - Seize the Opportunity When It Is Presented ...7
  Rule Three - Attack the Opponent's Weakness and Deliver the Fatal Blow ...17
 
Chapter Two - Seven Examples of Success ...26
  Game One - Avoid Battles While Ahead ...27
    -- Versus Miyashita Shuyo 9 Dan  
  Game Two - Grasp the Opportunity And Attack Vigorously ...39
    -- Versus Sakata Eio 9 Dan  
  Game Three - Claim Victory by Invading ...52
    -- Versus Fujisawa Hideyuki 9 Dan  
  Game Four - Counterattack When Your Opponent Tries to Claim Victory ...64
    -- Versus Kudo Norio 8 Dan  
  Game Five - Do Not Back Off Even Slightly in Close Games ...75
    -- Versus Hashimoto Shoji 9 Dan  
  Game Six - Do Not Let Any Opportunity Slip Away ...87
    -- Versus Yamabe Toshiro 9 Dan  
  Game Seven - Use the Splitting Attack ...98
    -- Versus Magiri Reiki 9 Dan  
 
Chapter Three - Three Examples of Failure ...112
  Game Eight - A Stupid Mistake That Loses the Game ...113
    -- Versus Fujisawa Hideyuki 9 Dan  
  Game Nine - Another Mistake ...123
    -- Versus Kato Masao 7 Dan  
  Game Ten - A Final Failure ...137
    -- Versus Ohira Shuzo 9 Dan  
 
Afterword ...152
A Brief Biography of Go Seigen ...153
Concepts for Outward Influence ...162
Japanese Terms for Go Concepts ...162
Index ...165

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Review by David Carlton show/hide

Review Author David Carlton Reviewer Strength 1 kyu
Author's Email carlton@bactrian.org website http://www.bactrian.org/~carlton/

This is the second volume and the first to be published of a series of books by Go Seigen. It's on winning a won game: when you should play aggressively, when you should play safely. The first chapter contains three golden rules; the second chapter contains seven examples of success, and the third example contains three examples of failure. There's also a biography of Go Seigen.

The format of the book is as follows: it presents a rule (e.g. "avoid battles while ahead"), gives a position from a game of Go's where this rule came into play, review the game up to this position to show how it arose, and then show both a good way and a bad way to follow after this position. The text is in the form of a dialogue between Go and a strong amateur called "Mr. X".

This sounds reasonable enough, but it doesn't work at all well in practice. I don't have anything against a dialogue format (I rather liked the conversational aspects of Intermediate Level Power Builder, for example), but in this book there's no real differentiation between Mr. X and Go. Some things are assigned to Mr. X to say (especially the bits where he talks about how brilliant Go is) and some things are assigned to Go, but it doesn't feel at all like a normal conversation. Moreover, the fact that the format makes it look like an explanation paradoxcally reduces the amount of explaining going on: Mr. X always understands exactly what Go wants him to understand, but we real readers don't have it nearly so easy. Also, I suspect that all but the strongest readers will have a hard time relating to the actual positions in the games: from my (AGA 2k) point of view they're all so close that I wouldn't dream of slacking off because it's a won game. (Indeed, I can't always tell who's ahead in the positions without being told!)

So if you want to learn how to win a won game, don't read this. Instead, keep in mind that you should play safely when significantly ahead, play what you think are the best moves when the game is close, and play moves that can potentially cause big swings in the balance of the game when you're behind, and go and read something else. You can consider this book as a commentary on portions of thirteen of Go Seigen's games, which is certainly not something to be sneered at (though it's not the best of commentaries, and it could really use some more variation diagrams rather than indicating them all on the main diagrams with letters); you'll probably get something out of it that way.



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