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Encyclopaedia of Handicap Go

By Nihon Ki-in, Fujisawa Kazunari

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Title Encyclopaedia of Handicap Go
Authors Nihon Ki-in, Fujisawa Kazunari
Translator Robert J. Terry
Publisher Yutopian Enterprises
Codes y33, PAY33
Date
ISBN 1-889554-28-6
Pages 236
Dimensions 8 1/2. x 5 1/2. - 217mm x 140mm
Publisher's URL https://www.yutopian.com/yutop/cat?product=PAY33

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. THE ART OF GO - To find a maneuver that equally divides a section of the board taking into account the player's overall strategy and tactics. OBJECTIVE - To help Go players: 1) Learn the basic language and elements of Go; 2) Understand what is happening on the Go Board: 3) Develop their Go analytical reading ability.

The reader may be familiar with books that claim to revealSure-Fire Winning Strategies For Handicap Go.But what really matters is one's personal strength. The goal here is to provide an effective method to boost one's efforts and quickly enhance real strength in one's game. We have strived to distill the essence of nine through three stone handicap games and selected the patterns that are most likely to arise. Instruction is geared to the significance of the placement of the handicap stones and the correct way to assess the opening of the game. Therefore, the motto followed here is the iron-clad rule for black in handicap go:"Strike in the opening."The policy is an unwavering adherence to thick and strong tactics, discarding the negative strategy of always defending with the knight's jump in the corner.

But while encouraging aggressive tactics when conditions merit them and presenting examples to back them up, this is not everything. The point is that there are many options available, including a diagonal attachment, a one point jump and a pincer, depending upon the handicap stones at one's disposal.

The whole board diagrams presented are refined examples from instructional games, with positions elaborated upon to the end result. The purpose has been to explain the key to each pattern so that the reader might use them to fight effectively. As far as possible, the intent has been to make this the bible of handicap go.

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Contents show/hide

Foreword ...i
Notes on the Organization of this Book ...iv
Chapter 1: Nine Stone Games ...1
  Insight Regarding Nine Stone Games ...2
  Pattern 1 The Diagonal Attachment (1) ...3
  Pattern 2 The Diagonal Attachment (2) ...7
  Pattern 3 The Diagonal Attachment (3) ...12
  Pattern 4 The One-Point jump (1) ...16
  Pattern 5 The One-Point jump (2) ...22
  Pattern 6 The One-Point jump (3) ...26
  Pattern 7 The One-Point jump (4) ...29
  Pattern 8 The One-Point jump (5) ...33
  Pattern 9 The One-Point jump (6) ...37
Chapter 2: Eight Stone Games ...41
  Guidelines For Eight Stone Games ...42
  Pattern 1 White's Play on the Center Point ...43
  Pattern 2 Attaching and Extending ...47
  Pattern 3 The One-Point Jump ...53
Chapter 3: Seven Stone Games ...57
  Guidelines For Seven Stone Games ...58
  Pattern 1 The Wide High Pincer (1) ...59
  Pattern 2 The Wide High Pincer (2) ...63
  Pattern 3 The Wide High Pincer (3) ...69
  Pattern 4 The Narrow High Pincer (1) ...73
  Pattern 5 The Narrow High Pincer (2) ...77
  Pattern 6 The Narrow Low Pincer ...81
  Pattern 7 The One-Point jump (1) ...87
  Pattern 8 The One-Point jump (2) ...91
Chapter 4: Six Stone Games ...96
  Guidelines For Six Stone Games ...97
  Pattern 1 The Wide Low Pincer (1) ...97
  Pattern 2 The Wide Low Pincer (2) ...101
  Pattern 3 The Wide Low Pincer (3) ...107
  Pattern 4 The One-Point jump (1) ...109
  Pattern 5 The One-Point jump (2) ...113
  Pattern 6 The One-Point jump (3) ...118
Chapter 5: Five Stone Games ...121
  Guidelines For Five Stone Games ...122
  Pattern 1 The One-Point jump (1) ...123
  Pattern 2 The One-Point jump (2) ...129/td>
  Pattern 3 The One-Point jump (3) ...134
  Pattern 4 The One-Point jump (4) ...139
  Pattern 5 The Wide Low Pincer (1) ...147
  Pattern 6 The Wide Low Pincer (2) ...154
  Pattern 7 The Wide Low Pincer (3) ...160
Chapter 6: Four Stone Games ...165
  Guidelines For Four Stone Games ...166
  Pattern 1 The One-Point jump (1) ...167
  Pattern 2 The One-Point jump (2) ...173
  Pattern 3 The One-Point jump (3) ...180
  Pattern 4 The One-Point jump (4) ...184
  Pattern 5 The One-Point jump (5) ...188
  Pattern 6 The Wide Low Pincer ...193
Chapter 7: Three Stone Games ...199
  Guidelines For Three Stone Games ...200
  Pattern 1 Approaching the Corner (13 Models) ...201
  Pattern 2 Not Approaching the Corner (3 Models) ...230
  Glossary ...233

Reviews show/hide

Review by Michael Turk (AGA) show/hide 17/03/2003

Review Author Michael Turk (AGA) Reviewer Strength 10k

What a find for us weak/middle kyu players! If you are weaker than 9 kyu and you play in a club dominated by strong kyu players and dan-level players, you probably spend most of your time playing handicap games. If this is so, this book will be very useful for you. Although it is called a "Dictionary" it does not provide simply brief catalogue of handicap joseki and tesuji like many of the other dictionaries - it actually explains fundamental principles of handicap play in terms that weaker players can understand. The book is written from Black's perspective. Each handicap level - from nine stones down to two is covered. Most diagrams have only seven or eight moves. Each diagram has comments on the key concepts illustrated. The nice thing is that one can actually develop an instinct for the shape of the stones and how they move. The book is designed for you to see what moves are possible and the reasons for their choice - with a consistent strategy in mind. It not only shows the 'good' variations, it also shows some 'weaker' variations and explains the difference. I suspect that the book is written for players in the 15-10k AGA range. I am sure that study and application of the principles within the book, (with the view of understanding rather than memorization) will result in you becoming a stronger player.

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 entry on handicap go in the Nihon Ki-in Handbook series. It has a somewhat hard-to-classify style: it's like a dictionary in that its contents are structured taxonomically (in this case by the number of handicap stones and, within each number, by the initial patterns of stones that are played); but it's not nearly as comprehensive as a dictionary would be. Like a dictionary, the text consists entirely of examples; but the examples play out much longer than examples in a dictionary would.

Given its style, the book seems well done. It seems to me to have done a decent job of picking important representative patterns for each number of stones. The discussion of each sample pattern plays out for long enough that you can get a pretty good feel for the key ideas that are important when playing according to that pattern, and the key pitfalls that you can go into. (The games typically go up to the very beginning of the middle game.) And I found the discussion to be easy to read.

This style of book isn't for everybody, of course: if you want to see overarching theory look elsewhere. And, while my eyes didn't glaze over nearly as fast while reading this as they do while reading a dictionary, I did start to skim the book when I reached the second half. I expect that weakish players (double-digit kyu or upper single-digit kyu, say) would find it tough going; but of course those are the players who are also most likely to find themselves playing high-handicap games. (Though the book does go all the way down to three-stone handicaps.) But if the style doesn't sound offputting and you want to see many examples of how handicap games could start, give it a look.



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