© 2005 by Richard Bozulich

Mastering the Basics, Volume 4

Five Hundred and One
Tesuji Problems

Compiled and written by
Richard Bozulich

Buy the full book at gobooks.com

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Preface

Tesujis are skillful moves that accomplish some clear tactical objective, such as capturing stones or a group, rescuing one of your own groups, linking up your stones, separating your opponent’s stones, making good shape, etc.

There are two approaches to presenting tesujis problems. One approach is to collect problems according to the objective that tesujis accomplish. The other is to collect problems according to the kind of tesuji used. In this book the emphasis is on the latter.

There are about 45 different kinds of moves that make up tesujis. Each of these moves has a Japanese term that describes it. Some of these tesujis occur quite frequently in games, while others are seldom seen. In this book, I have attempted to present examples of every kind of tesuji. The more common ones occur in numerous problems, but even the less common ones will be represented a number of times. Every tesuji presented in this book can be found among the first 50 problems.

All of these different tesujis are scattered throughout the book. Just as in a game, one never knows what kind of tesuji will appear. It may be easy to find it, but often it is hard; it might be a quite common tesuji, but it could be one of those that rarely occur. Going through the 501 tesujis in this book will be like getting a tesuji experience in 501 games. However, in a game, many tesujis will go by unnoticed; in this book, each problem will be a learning experience.

Many of the problems are easy, but many are hard. I recommend that you make an effort to solve each problem before looking at the answer, but don’t spend too much time on them. The important thing is to expose yourself to the tesuji. As you work your way through this book, you will find that the tesujis that solve the problems will appear to you more and more quickly. Once you have reached this level, the same thing will start happening in your games.

Richard Bozulich

Copyright Page

Mastering the Basics, Volume 4

Five Hundred and One
Tesuji Problems

Compiled and written by
Richard Bozulich

Kiseido Publishing Company
Tokyo, Los Angeles, Amsterdam

Published by
Kiseido Publishing Company
Kagawa 4–48–32, Chigasaki-shi,
Kanagawa-ken
Japan 253–0082

Copyright © 2005 by Richard Bozulich

All rights reserved according to international law. No part of this book may be reproduced by any mechanical, photographic or electronic process, nor may it be stored in a retrieval system, transmitted or otherwise copied for public or private use without the written permission of the publisher.

ISBN of print edition: 4–906574–74–2

Conversion for SmartGo Books by John Mifsud

Contents

Five Hundred and One Tesuji Problems

Preface

Copyright Page

A Glossary of Tesujis Used in this Book

Some Important Terms and Concepts

Problems 1–9

Problems 10–19

The chapters in gray are included only in the full book.

Problems 20–29

Problems 30–39

Problems 40–49

Problems 50–59

Problems 60–69

Problems 70–79

Problems 80–89

Problems 90–99

Problems 100–109

Problems 110–119

Problems 120–129

Problems 130–139

Problems 140–149

Problems 150–159

Problems 160–169

Problems 170–179

Problems 180–189

Problems 190–199

Problems 200–209

Problems 210–219

Problems 220–229

Problems 230–239

Problems 240–249

Problems 250–259

Problems 260–269

Problems 270–279

Problems 280–289

Problems 290–299

Problems 300–309

Problems 310–319

Problems 320–329

Problems 330–339

Problems 340–349

Problems 350–359

Problems 360–369

Problems 370–379

Problems 380–389

Problems 390–399

Problems 400–409

Problems 410–419

Problems 420–429

Problems 430–439

Problems 440–449

Problems 450–459

Problems 460–469

Problems 470–479

Problems 480–489

Problems 490–499

Problems 500–501

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A Glossary of Tesujis Used in this Book

The following is a list of tesujis and their definitions. There are 45 terms. This list may not be complete, but if there are other kinds of tesujis, they are rare.

1. atari – A threat to capture a stone or a group of stones on the next move. Usually called ate when describing a tesuji in Japanese.

Dia. 1

＞＜

2. atekomi – A move touching two opposing stones placed diagonally, thereby forming a right triangle with them. Black 1 in Dia. 1.

Dia. 2a

＞＜

Dia. 2b

＞＜

3. de – Push in between two stones one space apart or to push against a knight’s move, threatening to split that shape. White 1 in Dia. 2a and 2b.

4. degiri – A push-in move followed by a cut. White 1 followed by White 3 in Dia. 2a and 2b.

Dia. 3

＞＜

5. fukurami – Bulge. A hane that expands a one-space jump. Black 1 in Dia. 3.

Dia. 4

＞＜

6. guzumi – A move that forms the apex of an empty triangle. Black 6 in Dia. 4.

Dia. 5

＞＜

7. hai – Crawl. A move that crawls along the second line. Black 1 and 3 in Dia. 5.

Dia. 6

＞＜

8. hana-zuke – An attachment at the protruding head of a group. Literally, “nose attachment”. Black 1 in Dia. 6.

Dia. 7

＞＜

9. hane – A diagonal move that bends around an opposing stone. Black 1 in Dia. 7.

Dia. 8

＞＜

10. hanedashi – A hane which threatens to split the opponent’s position. Black 1 in Dia. 8 threatens to split the two marked stones.

Dia. 9

＞＜

11. hanekomi – A hane which wedges in between two enemy stones. Note that I use the word “wedge” to describe both hanekomi and warikomi. Black 1 in Dia. 9.

Dia. 10

＞＜

12. hara-zuke – Belly attachment. White 1 in Dia. 10 attaches at the “belly” of the two marked stones.

Dia. 11

＞＜

13. hasami-tsuke – A clamp. White 1 in Dia. 11 clamps the marked Black stone against the marked White one.

Dia. 12

＞＜

14. hekomi – Dip. Black 1 in Dia. 12 dips down to the first line.

Dia. 13

＞＜

15. hiki – A move that draws back to an allied stone. White 1 in Dia. 13 draws back to the marked stone.

Dia. 14

＞＜

16. horikomi – A throw-in. A sacrifice tactic used to reduce the liberties or eyes of enemy stones. White throws in a stone at 1 in Dia. 14.

Dia. 15

＞＜

17. kado – A point diagonally above or below an enemy stone. Black 1 in Dia. 15 is played diagonally above the marked stone.

Dia. 16

＞＜

18. kake – A pressing (literally, “covering”) move. White 1 in Dia. 16.

Dia. 17

＞＜

19. kake-tsugi – A diagonal connection. The diagonal move of White 1 in Dia. 17 connects the two marked stones.

Dia. 18

＞＜

20. keima – A knight’s move. White 1 in Dia. 18 is a (small) knight’s move from the marked stones.

21. kiri – A cut.

22. kosumi – A diagonal move.

23. kosumi-tsuke – A diagonal attachment.

Dia. 19

＞＜

24. magari – A turning move. White 1 in Dia. 19.

Dia. 20

＞＜

25. narabi – A solid extension in which neither the stone extended from nor the extension touches another stone. Black 1 in Dia. 20.

Dia. 21

＞＜

26. nidan bane – A two-step hane. The combination of two hanes such as White 1 and 3 in Dia. 21.

27. ni-no-ichi – The 2–1 point. This point is often the vital point for the life or death of a group in the corner. There is a proverb that advise, “Strange things happen on the 2–1 point.”

Dia. 22

＞＜

28. nobi – A solid extension. Black 1 in Dia. 22.

Dia. 23

＞＜

29. nozoki – A peep. A move that threatens a cut. Black 1 in Dia. 23.

30. nuki – A capture.

Dia. 24

＞＜

32. oki – A placement move. A move played in the middle of the enemy’s eye space, such as Black 1 in Dia. 24.

Dia. 25

＞＜

33. osae – A blocking move. Black 6 in Dia. 25.

Dia. 26

＞＜

34. oshi – A pushing move. Black 1 in Dia. 26.

Dia. 27

＞＜

35. sagari – A descent, usually toward the edge of the board. Black 1 in Dia. 27.

Dia. 28

＞＜

36. sashikomi – Thrusting in. A move that touches three enemy stones, such as White 1 in Dia. 28.

37. shita-tsuke – An underneath attachment.

Dia. 29

＞＜

38. tobi – A one-space jump. Black 1 in Dia. 29.

39. tobi-tsuke – A one-space jump that is also an attachment.

40. tsuke – An attachment.

41. tsukekoshi – A move that strikes across a knight’s move.

42. tsuki-atari – Bumping into an enemy stone.

Dia. 30

＞＜

43. tsugi – A solid connection such as Black 1 in Dia. 30.

Dia. 31

＞＜

44. warikomi – A wedge played into a one-space jump. White 1 in Dia. 31. In contrast to a hanekomi, a warikomi is a wedge that has no allied stones adjacent to it, diagonally, horizontally, or vertically.

Dia. 032

＞＜

45. yoko-tsuke – A side attachment. Black 1 in Dia. 32.

Some Important Terms and Concepts

Here we introduce some go terms used in this book. For a comprehensive glossary of Japanese and English go terms, refer to The Go Player’s Almanac 2001 from page 331 to 374.

aji

Aji refers to latent possibilities that exist in a position. Although these possibilities may never be realized, their existence influences the course of the game and enables certain moves to be made.

miai

Miai refers to two points of approximately equal value. If your opponent takes one of them, you can (and usually must) take the other.

Dia. 1

The points A and B in Dia. 1 are miai, so White is alive. If Black plays one of them, White will play the other.

moyo

A moyo is a large framework of potential territory.

heavy

Stones that are heavy cannot readily make eye shape, and they are easily attacked.

light

Stones are light if they can be sacrificed to help other stones make good shape.

thick

A thick position has few or no defects, i.e., cutting points. Such positions are hard to attack.

thin

Stones that are weak or widely separated are called thin. Unlike thick stones, these stones are easily invaded or attacked.

Important Note

In the following problems, assume that ladders are favorable for the attacking side.

Problem 1

Black to play

＞＜

How can Black link up his stones?

Answer 1 (kosumi-tsuke)

Dia. 1. Correct

＞＜

The diagonal attachment of Black 1 in Dia. 1 ensures that all of Black’s stones will link up. If White connects with 2, Black links up with 3.

Dia. 2. Variation

＞＜

If White descends to 2 in Dia. 2, Black will cut with 3 and the two white stones on the right are dead. Note how the marked stone prevents White from cutting.

Dia. 3. Failure

＞＜

Black 1 and 3 in Dia. 3 are dull moves. White answers with 2 and 4, building thickness in the center and neutralizing the influence of the black stone on the outside.

Problem 2

White to play

＞＜

How can White secure his two stones at the top and his three below?

Answer 2 (narabi)

Dia. 1. Correct

＞＜

White should extend to 1 in Dia. 1. Black has to connect with 2 to prevent White from linking up. White next makes a base for his stones at the top with the sequence to 9. After Black descends to 10 (to stop White from linking up), White extends to 11. White has succeeded in securing his stones both at the top and on the right side. Instead of 11, depending on the position, White A might also be an important point.

Dia. 2. Failure

＞＜

If White attaches with 1 in Dia. 2, he can certainly live with his stones at the top, but Black will force with the sequence to 6. The three white stones below are now isolated, so Black attacks them with the pincer of 8.

Problem 3

Black to play

＞＜

How can Black live with his stones?

Answer 3 (hane)

Dia. 1. Correct

＞＜

The hane of Black 1 in Dia. 1 threatens to capture the marked stone in the corner. If White ataries with 3, Black simply connects with 3. White has no choice but to descend with 4. Next, Black cuts with 5, forcing White to defend with 6. Because of Black 5, White is short of liberties and cannot atari the three black stones without first capturing at A. This gives Black time to expand with 7 and 9 and make a second eye.

Dia. 2. Failure 1

＞＜

Simply connecting with 1 in Dia. 2 is too slow. White confines Black to the corner with 2 and prevents him from expanding his eye space. If Black 3, White descends to 4 and the black stones are dead.

Dia. 3. Failure 2

＞＜

In response to White 2, Black can fight for life by starting a ko with 3 in Dia. 3. However, a ko is inferior to the correct answer where Black lives unconditionally.

Problem 4

Black to play

＞＜

How can Black capture the three stones at the top?

Answer 4 (warikomi)

Dia. 1. Correct

＞＜

Black should wedge in with 1 in Dia. 1. If White ataries with 2, Black ataries with 3, then descends to 5. If White connects with 6, Black 7 kills the white stones.

Dia. 2. Failure

＞＜

In Dia. 2, Black jumps down to 1, hoping to increase the liberties of his stones in the corner. However, White peeps with 2, forcing Black to connect with 3. White then connects with 4, setting up a capturing race where White has six liberties to Black’s four.

Problem 5

Black to play

＞＜

What is the most profitable way for Black to defend his stones in the corner?

Answer 5 (kake-tsugi)

Dia. 1. Correct

＞＜

The diagonal connection of Black 1 in Dia. 1 is the most profitable move. Black no longer needs to worry about the exchange of White A for Black B.

Dia. 2. Failure 1

＞＜

Making a solid connection at 1 in Dia. 2 is a mistake. White exchanges 2 for Black 3, then hanes with 4. Black has to quell the white stone at 2 with 5, but this allows White to play 6, threatening to capture the three black stones in the corner.

Dia. 3. Failure 2

＞＜

If Black ataries with 5 in Dia. 3, White will throw in a stone with 6. If Black captures with 7, White will atari with 8, and Black finds his stones short of liberties.

Problem 6

Black to play

＞＜

How can Black break into White’s territory at the top?

Answer 6 (atekomi)

Dia. 1. Correct

＞＜

Wedging in between the two white stones with Black 1 in Dia. 1 is the tesuji. If White 2, Black ataries with 3. White can’t connect at A because Black will capture at B. Therefore, White must connect at B, letting Black capture two stones with A.

Dia. 2. Variation

＞＜

If White ataries from the other side with 2 in Dia. 2, Black will descend to 3. There is no way for White to avoid the capture of some of his stones. If White 2 at A, Black will atari at B, and White can’t connect his two stones because they are short of liberties.

Problem 7

Black to play

＞＜

How can Black destroy the shape of the white stones?

Answer 7 (nozoki)

Dia. 1. Correct

＞＜

Black should peep at 1 in Dia. 1. If White defends with 2, Black jumps to 3 and White’s stones are without eye shape and under attack.

Dia. 2. Failure

＞＜

Black 1 in Dia. 2 is a passive move, White will make shape for his stones by jumping to 2.

Problem 8

Black to play

＞＜

How should Black defend his stones in the corner?

Answer 8 (guzumi)

Dia. 1. Correct

＞＜

Black should connect his two stones with 1 in Dia. 1. After White blocks with 2, Black cuts with 3. If White blocks with 4, Black descends to 5 and his stones in the corner are secure. However, White’s stones are split and he will have a hard time saving all of them.

Dia. 2. Failure

＞＜

Black could also defend his stones in the corner with 1 in Dia. 2, but White would force with 2 and 4, then extend to 6. White’s stones are more resilient than in the correct answer.

Problem 9

White to play

＞＜

How can White make shape for his stones?

Answer 9 (tsuki-atari)

Dia. 1. Correct

＞＜

White should bump against the black stone with 1 in Dia. 1. Black has to defend on the right with 2, so White can quell the lone black stone with 3, making shape for his own stones.

Dia. 2. Failure

＞＜

If White blocks with 1 in Dia. 2, Black must defend with 2, but White’s stones are still defective, and he has no good follow-up move.

Problem 10

White to play

＞＜

How can White establish a base for his stones?

Answer 10 (hanekomi)

Dia. 1. Correct

＞＜

White should wedge in with 1 in Dia. 1. Black will atari with 2, then connect with 4. Black now connects with 5; his stones have a base at the top and are out into the center.

Dia. 2. Failure

＞＜

If White connects with 1 in Dia. 2, Black 2 will prevent the white stones from getting a base in the corner. The white stones are now heavy and vulnerable.

Problem 11

White to play

＞＜

How can White live with his stones?

Answer 11 (hekomi)

Dia. 1. Correct

＞＜

White should dip down to 1 in Dia. 1. If Black descends to 2, White hanes with 3 and descends to 5. His stones now have two eyes.

Dia. 2. Variation

＞＜

If Black descends on the right with 2 in Dia. 2, White hanes with 3 and descends to 5. Again, White’s stones have two eyes.

Problem 12

Black to play

＞＜

How can Black win the capturing race at the top?

Answer 12 (magari)

Dia. 1. Correct

＞＜

Black should turn with 1. If White connects with 2, Black cuts with 3, creating a shortage of liberties for White’s stones. Black now hanes with 5 and wins the capturing race.

Dia. 2. Failure

＞＜

The order of moves is important here. If Black first cuts with 1, White ataries with 2 and 4. Black must now capture with 5 and fight a ko to save his stones.

Problem 13

White to play

＞＜

Black is threatening to play at A. How can White link up all of his stones?

Answer 13 (keima)

Dia. 1. Correct

＞＜

White should jump out with the knight’s move of 1 in Dia. 1, then, when Black pushes in with 2, play the diagonal move of 3. All of White’s stones are now linked up.

Dia. 2. Failure

＞＜

If White simply blocks with 1 in Dia. 2, Black will cut with 2 and White’s stones are split into two groups.

Problem 14

White to play

＞＜

How can White kill the three black stones on the left?

Answer 14 (sagari)

Dia. 1. Correct

＞＜

White should descend to 1 in Dia. 1. Black has to capture with 2, so White can link up to his three stones on the right with 3. The three black stones can’t escape.

Dia. 2. Variation

＞＜

Black might try to start a capturing race with 2 in Dia. 2, but, after White ataries with 5, it is clear that all of the black stones are dead.

Problem 15

Black to play

＞＜

How can Black link up his three stones on the right to the ones on the left?

Answer 15 (tsugi)

Dia. 1. Correct

＞＜

Black should connect with 1 in Dia. 1, letting White capture a stone with 2. Black exchanges 3 for White 4, then hanes with 5, linking up his stones.

Dia. 2. Failure

＞＜

If Black connects with 1 in Dia. 2, White will push through with 2 and 4, isolating two black stones and taking the territory at the top.

Problem 16

Black to play

＞＜

How can Black save his four stones on the right?

Answer 16 (osae)

Dia. 1. Correct

＞＜

Blocking with Black 1 in Dia. 1 is the tesuji. Even though White 2 is the strongest resistance, Black can link up underneath with 3 and 5.

Dia. 2. Variation

＞＜

If White answers 1 by descending to 2 in Dia. 2, Black cuts through with 3 and 5. If White connects with 6, Black captures four stones with 7 and rescues his own stones on the right.

Problem 17

Black to play

＞＜

How can Black kill the white stones?

Answer 17 (tsugi)

Dia. 1. Correct

＞＜

Connecting with Black 1 is the tesuji. White tries to make a second eye with 2, but Black plays a hane with 3. White can’t capture with A because he is short of liberties. If White B, Black connects at A, and the white stones are dead.

Dia. 2. Failure

＞＜

Playing Black 1 in Dia. 2 first fails. White ataries with 2 and Black can’t connect because he is short of liberties. If Black 1 at 2, White A captures a stone, making a second eye.

Problem 18

White to play

＞＜

How can White settle his stones above and below?

Answer 18 (oshi)

Dia. 1. Correct

＞＜

White should push up with 1 in Dia. 1. If Black clamps with 2, White blocks with 3 and the black stones are confined to the top. White has a thick position in the center.

Dia. 2. Variation 1

＞＜

If Black 2 in Dia. 2, White blocks with 3. Black moves out into the center with 4, and White jumps to 5.

Dia. 3. Variation 2

＞＜

If Black 2 in Dia. 3, White peeps with 3. After Black connects with 4, White jumps to 5. In all of these variations, White has stabilized both of his groups.

Problem 19

Black to play

＞＜

How can Black confine the white stones to the top?

Answer 19 (kake)

Dia. 1. Correct

＞＜

Black should first jump ahead of the two white stones on the left with 1 in Dia. 1. If White extends to 2, Black blocks with 3 and 5, then ataries with 7. White captures with 8 and Black defends against a cut with 9. Black has confined White to the top and made a thick position.

Dia. 2. Failure

＞＜

If Black ataries with 1 in Dia. 2, he ends up with two weak groups after the sequence to 6. The result in Dia. 1 is clearly superior to the one here.

Problem 20

Black to play

＞＜

How can Black break into White’s position at the top?

Answer 20 (kiri)

Dia. 1. Correct

＞＜

Black should cut with 1 in Dia. 1. If White ataries with 2, Black separates the two stones on the left with 3 and 5. If White 2 at 5, Black ataries at A and breaks through White’s position.

Dia. 2. Failure

＞＜

Black 1 in Dia. 2 will be answered with White 2. Black can’t play at A because his stones will be cut off, so White will be able to play at A, linking up all of his stones at the top.

Go Books Published by Kiseido

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Introductory and General

➤ K39: How to Play Go: A Concise Introduction by Richard Bozulich and James Davies

➤ K50: Go – A Complete Introduction to the Game by Cho Chikun

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K40: The Go Player’s Almanac 2001 edited by Richard Bozulich

K30: Japanese Prints and the World of Go by William Pinckard and Kitagawa Akiko

Problem Books for Beginners

Graded Go Problems for Beginners by Kano Yoshinori

➤ K46: Volume 1, Introductory Problems (35-kyu to 25-kyu)

➤ K47: Volume 2, Elementary Problems (25-kyu to 20-kyu)

➤ K48: Volume 3, Intermediate Problems (20-kyu to 15-kyu)

➤ K49: Volume 4, Advanced Problems (15-kyu to 1-kyu)

Elementary Go Series

For more than 30 years, the Elementary Go Series has been the standard texts for go players who want to get a firm grasp of the fundamentals of go. Not only is the theory of go elaborated on, the reader is also given problems to show how these theoretical concepts are applied in actual games.

➤ K10: Volume 1: In the Beginning – The Opening in the Game of Go by Ishigure Ikuro

➤ K11: Volume 2: 38 Basic Joseki by Kosugi Kiyoshi and James Davies

➤ K12: Volume 3: Tesuji by James Davies

➤ K13: Volume 4: Life and Death by James Davies

➤ K14: Volume 5: Attack and Defense by Ishida Akira and James Davies

➤ K15: Volume 6: The Endgame by Ogawa Tomoko and James Davies

➤ K16: Volume 7: Handicap Go by Yoshiaki Nagahara and Richard Bozulich

Get Strong at Go Series

A series of problem books covering every phase of the game from the opening to the endgame. Each book contains 170 or more problems ranging in difficulty from elementary to advanced. Thus, they can be used by players ranging in strength from 20-kyu to dan-level. By studying go in this problem format, you will not only learn basic principles as to why moves are made but also train yourself in thinking through and analyzing positions. You will encounter a great many of the same or similar patterns that will arise in your own games. We guarantee that diligent study of this entire series will lay the foundation for becoming a truly strong player.

K51: Volume 1: Get Strong at the Opening

K52-K54: Volumes 2–4: Get Strong at Joseki I, II, III

➤ K55: Volume 5: Get Strong at Invading

K56: Volume 6: Get Strong at Tesuji

➤ K57: Volume 7: Get Strong at the Endgame

➤ K58: Volume 8: Get Strong at Life and Death

K59: Volume 9: Get Strong at Handicap Go

➤ K60: Volume 10: Get Strong at Attacking

Mastering the Basics

A series of books, especially written for high-kyu players, for mastering the basic techniques of Go. Each book in this series consists of hundreds of problems designed to hammer home the fundamental concepts of go theory and technique. A thorough and patient study of this series is the fastest way to go through the kyu ranks.

➤ K71: Volume 1: 501 Opening Problems by Richard Bozulich and Rob van Zeijst

K72: Volume 2: 1001 Life-and-Death Problems by Richard Bozulich

➤ K73: Volume 3: Making Good Shape by van Zeijst and Bozulich

➤ K74: Volume 4: 501 Tesuji Problems by Richard Bozulich

➤ K75: Volume 5: The Basics of Go Strategy by Richard Bozulich

➤ K76: Volume 6: All About Ko by van Zeijst and Bozulich

➤ K77: Volume 7: Attacking and Defending Moyos by van Zeijst and Bozulich

➤ K78: Volume 8: Fight Like a Pro – The Secrets of Kiai by van Zeijst and Bozulich

➤ K79: Volume 9: An Encyclopedia of Go Principles by Richard Bozulich

K80: Volume 10: Close Encounters with the Middle Game by Michiel Eijkhout

➤ K87: Volume 11: Sabaki – The Art of Settling Stones by Richard Bozulich

➤ K88: Volume 12: Attacking and Defending Weak Groups by Richard Bozulich

Elementary Books

➤ K02: Basic Techniques of Go by Nagahara Yoshiaki and Haruyama Isamu

K28: Lessons in the Fundamentals of Go by Kageyama Toshiro

K36: Opening Theory Made Easy by Otake Hideo

➤ K82: Handicap Go Strategy and the Sanrensei Opening by van Zeijst and Bozulich

K83: The Basic Principles of the Opening and Middle Game by van Zeijst and Bozulich

➤ K84: The Basics of Life and Death by van Zeijst and Bozulich

K85: A Survey of Basic Tesujis by Richard Bozulich

Advanced Books

Graded Go Problems for Dan Players

K61: Volume 1: 300 Life-and-Death Problems (5-kyu to 3-dan)

K62: Volume 2: 300 Tesuji Problems (5-kyu to 3-dan)

K63: Volume 3: 300 Joseki Problems (1-dan to 3-dan)

K64: Volume 4: 300 Life-and-Death Problems (4-dan to 7-dan)

K65: Volume 5: 300 Tesuji Problems (4-dan to 7-dan)

K66: Volume 6: 300 Joseki Problems (4-dan to 7-dan)

K67: Volume 7: 256 Opening and Middle Game Problems (1-dan to 7-dan)

K81: A Dictionary of Modern Fuseki: The Korean Style

K29: Reducing Territorial Frameworks by Fujisawa Shuko

Game Collections

➤ K01: Invincible: The Games of Shusaku edited and compiled by John Power

K07: The 1971 Honinbo Tournament by Iwamoto Kaoru

➤ K91: Modern Master Games, Vol. 1: The Dawn of Tournament Go by Rob van Zeijst and Richard Bozulich, with historical notes by John Power

K92: Modern Master Games, Vol. 2: The 2014 Ten-Game Match between Gu Li and Lee Sedol, Part One: Games One to Five by Rob van Zeijst

K93: Modern Master Games, Vol. 3: The 2014 Ten-Game Match between Gu Li and Lee Sedol, Part Two: Games Six to Eight by Michael Redmond 9-dan and Rob van Zeijst

PP01: Tournament Go 1992 edited and compiled by John Power

Refining Your Go Technique

K69: Cosmic Go – A Guide to Four-Stone Handicap Games by Sangit Chatterjee and Yang Huiren

K26: The Direction of Play by Kajiwara Takeo

K33: The Chinese Opening – The Sure-Win Strategy by Kato Masao

K45: Positional Judgment – High-Speed Game Analysis by Cho Chikun

Dictionary of Basic Joseki by Ishida Yoshio

K21: Volume 1: 3–4 Point Josekis

K22: Volume 2: 3–5 Point Josekis

K23: Volume 3: 5–4 and 4–4 Point Josekis

The 21st Century Dictionary of Basic Joseki by Takao Shinji

K41: Volume One

K42: Volume Two

Go World

Go World was a quarterly magazine that covered the Japanese and international tournament scene. Analysis of games from tournaments and instructional articles for players of all levels.

A complete set of Go World from the first issue to issue #129 is available on three DVDs from Kiseido Digital. To order, go to www.kiseidodigital.com.

Ordering Info

To order books and go equipment, go to the online shop at Kiseido’s website at www.kiseidopublishing.com.

Direct from Japan

Kiseido Publishing Company
Kagawa 4–48–32
Chigasaki-shi
Kanagawa-ken
Japan 253–0082
FAX +81–467–28–5811
e-mail: kiseido61@yahoo.com
www.kiseidopublishing.com

Buy This Book

Buy the full book at gobooks.com

© 2005 by Richard Bozulich

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