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© 1996 by Kiseido Publishing Company and James Davies

Elementary Go Series, Volume 5

Attack and Defense

by Akira Ishida 9-dan and James Davies

Buy the full book at gobooks.com

The middle game of go often appears chaotic, but there is order in the chaos, as this book plainly reveals. The result of a joint effort by a tournament-winning Japanese professional player and an experienced American go writer, it lays down a few clear principles, then goes through a wealth of applications: examples, problems, and case studies from professional play. The reader emerges with a thorough grasp of how to choose strategy, how to execute dual-purpose attacks, how to defend with contact plays, how to force his opponent into submission or cooperation, how to invade and reduce territorial frameworks, and when to fight a ko. This is knowledge that no player can afford to be without.

About the Authors

Akira Ishida

was born in 1949 in Tokyo, second son to a 2-dan professional go player. He became a professional pupil at the age of nine, made professional shodan eight years later, and has been earning rapid promotions ever since.

shodan 1966

2-dan 1967

3-dan 1968

4-dan 1970

5-dan 1971

6-dan 1973

7-dan 1975

8-dan 1979

9-dan 1982

He has made his mark on the tournament scene as well, having finished first or second in five events through 1979:

1972 –won the upper division of the Oteai (ranking) tournament

1976 –finished second in the Prime Minister’s Cup tournament

1977 –finished 2nd in the 7-dan bracket of the Kisei tournament

1978 –won the Shinjin-O title

1979 –won the Shinjin-O title

He was awarded the Kido prize for outstanding technique in 1978.

James Davies

was born in 1945 in Philadelphia. He studied mathematics at Oberlin College and the University of Washington, but in 1970 the game of go drew him to Japan, where he has lived since. An amateur (5-dan) player but a semi-professional writer, he has turned out numerous books and countless magazine articles on go.

Preface

The middle game is the most tangled and chaotic part of the game of go. By the time this stage is reached, every game has developed in its own peculiar way, and the same situation never seems to come up twice. Yet despite the vast diversity of forms, there are certain basic ideas that shine through and reveal order in the chaos: principles such as contact moves for defense, non-contact moves for attack; techniques such as leaning and splitting. Knowledge of these is essential to any player’s progress; this book attempts to explain them.

Organization

Our main themes are the strategy and tactics of large-scale fighting. These are covered in Chapters Two to Four, which form the core of the book. Chapter One sets the stage by discussing the twin balances that the fighting is all about. Chapters Five and Six, on forcing and inducing, add necessary refinements. Chapters Seven and Eight then apply this knowledge to the invasion and reduction of large and small frameworks. Chapter Nine considers ko fighting. Chapter Ten offers a summary and review in the form of twenty full-board problems.

Prerequisites

We assume that the reader is familiar with the basic moves of the game – the diagonal move, hane, one-space jump, etc. – and that he knows what a push, a cut, and an invasion are. If he does not, he should read Vol. 1 of this series, In the Beginning, and find out.

We also assume that he is familiar with elementary tactics – ladders etc. – and that he knows the meaning of the term ‘miai’. Actually, no real tactical knowledge is needed to comprehend this book in a general way, but some such knowledge will prove necessary to follow it in detail and even more will be required when putting its contents to use. Readers who are deficient in tactics should work through Vol. 3 of this series, Tesuji.

Caution

At several places, such as the ends of Chapters Two, Five, and Six, we have included rather long sequences from professional play. We put them in because we thought the reader might like to see how professionals use the techniques being discussed, but if he finds them uninteresting or incomprehensible, he may skip past them without breaking the continuity.

Reminder

Go is a game; you are free to devise your own strategies and play wherever you want. If you win – fine; if you lose – so what? The more experiments you try, the more interesting the game becomes. This book will show you plenty of good moves, but we do not mean to imply that they are the only good moves, or that you must bind yourself to them. We encourage every reader to develop on his own.

Acknowledgements

Our thanks to:

Richard Bozulich of Kiseido, without whose encouragement and prodding we might never have finished.

John Power, for proofreading and stylistic improvements.

The many professional players, living and dead, from whose games we have borrowed without always giving credit.

The Nihon Ki-in, for the use of their facilities.

Akira Ishida
James Davies
Tokyo, Japan
December 1979

Copyright Page

Elementary Go Series, Volume 5

Attack and Defense

by Akira Ishida 9-dan and James Davies

Kiseido Publishing Company
Tokyo, Los Angeles, Amsterdam

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

Copyright © 1980 by The Ishi Press, Inc.

Copyright © 1996 by Kiseido Publishing Company

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: 4–906574–14–9

Converted for SmartGo Books by John Mifsud.

Contents

Attack and Defense

About the Authors

Preface

Copyright Page

Chapter One Territory and Power

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

Chapter Two Attacking Strategy

Chapter Three Attacking Moves

Chapter Four Defense

Chapter Five Forcing Moves

Chapter Six Inducing Moves

Chapter Seven Reducing and Invading Large Frameworks

Chapter Eight Invasions into Three-Space Extensions

Chapter Nine Ko Fights

Chapter Ten Problems

Guide to Further Study

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About SmartGo Books

Chapter One
Territory and Power

Attack and defense provide most of the excitement in go. If stones could not be captured and groups killed, the game would be dull indeed. Go players are supposed to be a rational, calm, calculating lot, but that does not stop them from enjoying the thrill of attacking and watching their opponents wriggle and squirm. It could even be argued that go appeals to the same human emotions as do hunting and warfare.

Strategically as well as emotionally, attack and defense are of great importance in go, especially in the middle game. They are, in fact, so deeply involved with the middle game that it would be difficult to consider the one without considering the other. Before getting caught up in the subject of attack and defense, accordingly, we ought to make sure we know what the basic purpose of the middle game is. It is not to attack or to defend; these are means rather than ends. It is to be found, instead, in two fundamental balances, which also correspond to human drives: the balance of territory and the balance of power.

The Balance of Territory

By the balance of territory we mean the balance of definitely controlled areas – the territory that Black has secured so far as opposed to the territory that White has secured. Is this balance important? Yes, because whoever leads in it at the end of the game is the winner! The balance of territory in the middle of the game is less decisive, but it is still important. Since go is a territorial game, the balance of territory is always a primary factor.

And since go is a strategic game, knowledge of the balance of territory is a primary factor in planning strategy. Knowing how you stand in the balance of areas secured so far tells you what you have to accomplish in the areas of potential territory and no-man’s-land – it clarifies your goals. Knowing your goals greatly increases your chances of finding a winning strategy. Professional players in serious games keep a constant watch on the balance of territory, sometimes evaluating it at almost every move. We do not suggest that you go that far – you should not distract yourself in the middle of a fighting sequence by worrying about unrelated territorial questions – but whenever the fighting dies down and you find yourself wondering what to do next, it is a good idea to start by estimating the balance of territory.

That raises the problem of how to estimate it. Since the boundaries of most territories tend to be somewhat unsettled during the middle game, an exact numerical value will be hard to obtain. One can try to make reasonable conjectures about what will happen in the endgame and thus determine a precise value for each piece of territory, perhaps using certain averaging techniques, but this is hard for even a professional to do accurately, and the exercise is unlikely to be worth the time required.

That leads one to make rough estimates of territories, to what looks like the nearest multiple of five–ten points here, thirty-five there, etc. This method can be useful, but it is still time-consuming and its accuracy is not too much to be relied upon. A few bad estimates can distort the total balance by ten to twenty points, or more, and a numerical estimate that is that far off is not worth much.

The simplest way to estimate the balance of territory, and the way we want to recommend for the middle game, is to match the black and white areas against each other directly. ‘This black territory is about the same size as that white one; that black territory is as big as those two white ones put together’, and so on. This method is quicker than any numerical method and is accurate enough to steer one away from gross strategic blunders, which is all that is required.

Dia. 1

Take the game in Dia. 1 for example. It is Black’s turn, and considering the relative positions of the triangled stones a move like A or B seems appropriate. A hasty player would probably play at one of these points. What happens, however, if Black estimates the balance of territory?

The upper side is divided in half. Black has the right half, and if we grant White control of the left half, these two areas roughly cancel.

White has a small territory in the lower right and a framework in the lower left. The latter is not absolutely secure, but let’s not quibble about that; let’s turn to the white group in the lower right center. It is dead; White would have trouble making even one eye, let alone two. Since a point with a prisoner on it counts double, this piece of black territory is almost twice as big as it looks, and almost twice as big as White’s holdings in the lower right and lower left combined. Black has a large territorial lead.

With that comforting knowledge to guide us, let’s begin considering Black’s next move. How about Black A, or Black 1 in Dia. 2?

Dia. 2

＞＜ ▶︎

This is a fighting move, and if Black plays it White may fight back by jumping to 2. With a solid white wall off to the right, it is not inconceivable that Black might end up being captured in a big way. The fact that he won the encounter in the right half of the board does not necessarily mean that he will win this one too. This line of play involves all sorts of tactical risks, and if Black adopts it there is a very real chance that White will stage an upset. The same goes for Black B in Dia. 1.

Dia. 3

＞＜ ▶︎

What then should Black do about his triangled stone in Dia. 1? Well, since he already has a big territorial lead he can afford to sacrifice it. He can do that with Black 1 and 3 in Dia. 3. If he keeps on in the same spirit with 5 and 7 he gains territory in the center to compensate for the stone he has lost. His territorial lead remains about the same. If he avoids fighting and plays like this, he can hardly lose.

There is a Japanese saying that ‘a rich man shouldn’t pick quarrels’. The player who leads in the balance of territory should try to stabilize the game by playing safe and simple. It is his opponent who will welcome combat.

Dia. 4

Next let’s examine the position in Dia. 4: White to play. Who is leading in the balance of territory this time? What should White do? Consider White A and B.

Dia. 5

＞＜ ▶︎

White has nothing to compare with Black’s large territory in the upper left, so Black leads in territory at the moment. Can White even the balance by cutting at A, i.e. at 1 in Dia. 5? Black will force him through 11, then defend the lower side at 12. How do Black’s and White’s territories compare now? The large one White has just made on the right side is about equal to Black’s large one in the upper left (count and verify if you wish), but Black’s upper right corner is bigger than White’s small upper-side territory, Black’s left-side territory is bigger than White’s left-side territory, and Black’s lower side is, after 12 in Dia. 5, bigger than White’s lower side. Black has a considerable lead. It seems that if White lets Black defend the lower side at 12, he cannot win.

If Black has any vulnerability in this game, it is his group in the lower right, which is large but open at the bottom, and lacks definite eye shape. White’s only chance lies in taking advantage of its weakness, not in a minor way like cutting at A, but in a major way, like invading at B. From B White can escape to either the right or the left.

Dia. 6

＞＜ ▶︎

This position is from one of the Japanese author’s games, and the sequence shown is the one actually played. White invaded at 1. Black let him out to the right, sacrificing two stones in order to play 10 and 12 in sente, then defended at 14, but White 15 meant that he still did not have two sure eyes, so he could not stop to connect against A. White’s invasion was a success. A few moves later White went back to cut at A, and what with the profit taken on the lower side, the game became reasonably close. Black was still ahead, but his group was still weak and White was able to chase it toward the left, then make a move that threatened both it and the lower left corner. Black, under pressure, defended incorrectly and lost the corner. White’s strategy was rewarded with victory.

Fight, invade, and try to generate confusion – the strategy to follow when one is territorially behind is exactly the opposite of the strategy for when one is ahead. Estimating the balance of territory and choosing one’s strategy accordingly is not difficult, but many players fail to take this step.

The reason may be that they are just too caught up in the excitement of the game to stop and consider what is actually happening, but perhaps they are also in the grip of primal human urges. Naturalists tell us that most animals, man included, have a territorial instinct. Much human history can be viewed as a struggle for territory. Men have always been most aroused when their home territory was threatened with invasion. We can see these instincts at work on the go board, too.

At one extreme we have the player who is so jealous of his own territory that he protects it against the slightest incursion; who constantly forgoes attack in favor of defense; who loses through timidity. At the other extreme we have the player whose jealousy engulfs the whole board; who tries not to let his opponent have any territory at all; who usually ends up losing large groups of overextended stones. These people are deluded. They understand the concept of ‘territory’, but they lack the faintest inkling of the meaning of ‘balance’.

The Balance of Power

We have already observed that the balance of territory in the middle game is not decisive. It is constantly shifting. What governs the way it shifts? The two players' skill or otherwise is one obvious factor, but that being equal, the way the balance of territory shifts is governed by what we shall call the balance of power.

The player who leads in the balance of power is the player whose groups are stronger, or placed where they exert more influence. This player finds it relatively easy to enlarge his own territories, reduce his opponent’s, and take the initiative. He can play with freedom. His opponent, whose groups are weaker or more surrounded, is more often forced to give way and defend, and finds it difficult to extend his areas or take the initiative. If the balance of territory provides the goal in the game, the balance of power provides one of the keys for reaching it.

Evaluating the balance of power is easier than estimating the balance of territory. Perhaps for that reason, if a Japanese professional is asked who is leading a game his response is likely to be that Black or White is atsui. This word literally means ‘thick’, and thickness in go means strength, or power. What he is saying is that Black or White leads, not necessarily in the balance of territory at the moment, but in the balance of power, and in the balance of territory to come.

There are so many ways in which power can be useful that it is hard to know where to start giving examples. Here are three of the more common things that the player who holds the balance of power can often do.

1. Attack.

Dia. 7

Black has given White fifth-line territory on the upper side in exchange for a powerful, thick wall. The way for him to use this power is shown in the next diagram.

Dia. 8

＞＜ ▶︎

He should attack and push White against his wall. He continues attacking with 3 and 5, then closes the corner with 7. This gives him a nice piece of territory that White cannot easily invade. His thickness has yielded profit, not in its own immediate vicinity, but in another part of the board. This is often how power works.

2. Invade.

Dia. 9

Black holds the balance of power in this local position too. His outer wall is solid and the white group above it is thin, so the stage is set for an invasion.

Dia. 10

＞＜ ▶︎

Black invades at 1, and White has no choice but to let him link up with 3 and 5. Black’s power advantage is converted into a territorial advantage.

Dia. 11

＞＜ ▶︎

If White tries to capture Black by playing 1, Black hanes at 4, connects at 6, cuts at 8, and his position suddenly makes its power felt. Giving atari at a would accomplish nothing, so White’s four stones are dead.

3. Cut and fight.

Dia. 12

Black’s outer wall gives him a great fund of power in the lower right. In view of that, how should he play here?

Dia. 13

＞＜ ▶︎

He should cut with 1 and 3. If White plays 4 to 10 he may be able to escape, but his group remains weak and Black is building up power in the center. If he uses this power by invading next at A, his thickness in the lower right corner will end up earning him profit on the upper side.

These three examples could be summarized by saying that the player who holds the balance of power can play aggressively. He should look for weaknesses in the enemy stones and strike before his opponent has a chance to defend. The player who is behind in the balance of power, conversely, should play with caution and restraint until by so doing he has restored the power equilibrium.

If power is useful to have, then it can be worth spending moves to acquire. Realizing this can change one’s whole attitude toward the game. One learns to evaluate moves, not only in terms of the amount of territory they create or destroy, but also in terms of what they do to the balance of power. One learns to build up thickness and influence, then use them to gain profit later. One learns to make moves like the following.

Dia. 14 (1–2)

＞＜ ▶︎

This is another of the Japanese author’s games. Black 1 was probably a mistake, for White 2 was a beautiful reply. It may have had no direct territorial value, but it beamed power throughout the right-hand half of the board, and it strengthened White’s position by destroying Black’s tesuji at A. Furthermore, it was sente.

Dia. 15

＞＜ ▶︎

If Black ignored it, to play 1 in the lower left corner for example, White would press at 2, 4, and 6, gaining power at every step. Black’s position would be compressed into a concave shape and its influence would be restricted to the left edge, while White’s wall would dominate two-thirds of the board. This would be too much to allow.

Dia. 16 (2–7)

＞＜ ▶︎

So Black answered White 2 with 3, and with the balance of power at stake there was nothing for each side to do but keep pushing back against the other. This kind of power struggle is a frequent occurrence. All the moves in this diagram were necessary. The reader can test himself by playing through this sequence and asking himself at each step what would have happened if the move had been omitted.

Dia. 17

＞＜ ▶︎

If White omits a, Black plays 1 and 3. White’s influence completely vanishes.

Dia. 18

＞＜ ▶︎

If Black omits 1, White gives atari there and connects.

Dia. 19

＞＜ ▶︎

If White omits 1, Black turns there, threatening a.

Dia. 20

＞＜ ▶︎

If Black omits a, White bends around him with 1 and 3. Any of these four sequences would be a calamity for the player who allowed it to happen.

Dia. 21

＞＜ ▶︎

If White ignores Black’s last move in Dia. 16, next Black will extend to 1. Besides gaining influence and power, this aims at the attachment shown in the next diagram.

Dia. 22
2: elsewhere

＞＜ ▶︎

Black 1 is a tesuji. If White ignores it Black walls him in with 3 to 7. Once this happens White may as well resign. His previous pushing moves go completely to waste.

Dia. 23 (7–20)

＞＜ ▶︎

White, of course, did not ignore Black 7; he cut at 8. It would take us off our subject to follow the succeeding moves in detail (Black 17 should probably have been at a), but White had succeeded in evening up the balance of power in the center and he went on to win the game. Note that if Black next draws out his stone at 11, White will extend straight below 14, willingly sacrificing 10, 12, 16, and 18 in exchange for more power in the center.

Dia. 24

＞＜ ▶︎

Suppose, for comparison, that White had answered Black 1 at 2. Black would have forced him with 3 to 7 then taken the key point in the center at 9, doing essentially what White did in the diagrams above. (Black should actually have played 1 at 9.) White 2 in this diagram helps Black to form a large framework embracing the left side, and it shows poor appreciation of the balance of territory. White already leads in secure territory because of his capture of the upper left corner, so his strategy should not be to acquire more territory but to cancel Black’s outside power.

Just as man has an instinctive craving for territory, he has a thirst for power, and if much of history can be viewed as a struggle for the former, much can also be viewed as a struggle for the latter. It is interesting that the middle game in go can be viewed in the same ways. Which factor, territory or power, is more important is hard to say – probably the two are about equal. What matters is to be aware that there are such things as a balance of territory and a balance of power, to take note of how they stand during a game, and to build your strategy around them.

Go Books Published by Kiseido

➤ Books available in SmartGo Books.

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

➤ K31: The Second Book of Go by Richard Bozulich

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

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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.

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