The Road Map to Shodan, Volume 3

The Basics of Life and Death

by Rob van Zeijst & Richard Bozulich

Copyright © 2014 by Rob van Zeijst and Richard Bozulich

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Preface

This exposition is the third volume of the series The Road Map to Shodan. Part One is intended as an introduction to the topic of life and death, aimed at players who have just learned the rules. However, it should also be useful for players up to 5-kyu or for any amateur player who needs to review the basics of life and death. It is also a prerequisite for Part Two of this book.

The fundamental concept of life and death is that of eye space. Once this concept is fully grasped and the properties of various eye spaces are understood, the three most important tesujis of life and death can be introduced — the hane, the placement, and the throw-in tesujis. Along the way, another important concept is introduced — shortage of liberties. This concept is important not only in life and death, but also in middle game fighting. Solving the life-and-death problems presented in that section will help kyu players to learn and familiarize themselves with this concept.

Finally, the rule of bent-four-in-the-corner is introduced. Before a player can progress to the more advanced life-and-death problems, this rule must be fully understood.

Part Two consists of 177 basic life-and-death positions that often arise in josekis and skirmishes in the corners and along the sides. These positions are fundamental and you should familiarize yourself with them so that you can determine the status of these positions almost at a glance. Moreover, by studying these problems you will learn many of the techniques that are needed to kill your opponent’s groups and to live with your own.

Richard Bozulich
Rob van Zeijst

Copyright Page

The Road Map to Shodan, Volume 3
The Basics of Life and Death

Rob van Zeijst & Richard Bozulich

Copyright © 2014 by Rob van Zeijst and 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.

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

ISBN of the printed version: 978–4–906574–84–1

Converted to Go Books format by Anders Kierulf.

Contents

The Basics of Life and Death
The Road Map to Shodan, Volume 3

Preface

Copyright Page

A Brief Glossary of Go Terms and Concepts

Part One: The Basics of Life and Death

1. All About Eye Spaces

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

2. Shortage of Liberties

3. There’s Death in the Hane

4. Sacrificing Stones

5. Bent Four in the Corner

Part Two: The Basic Life-and-Death Positions

Introduction

Problems 1 to 12

Problems 13 to 24

Problems 25 to 36

Problems 37 to 48

Problems 49 to 60

Problems 61 to 72

Problems 73 to 84

Problems 85 to 96

Problems 97 to 108

Problems 109 to 120

Problems 121 to 132

Problems 133 to 144

Problems 145 to 156

Problems 157 to 168

Problems 169 to 177

Go Books from Kiseido

About SmartGo Books

A Brief Glossary of Go Terms and Concepts

Aji — Aji in Japanese means ‘taste’ in the sense that ‘food tastes good.’ However, what this word really implies when used in a go context is ‘aftertaste’. It refers to the possibilities that remain in a position after a local skirmish has been finished.

Atari — When all the intersections except one directly adjacent to a stone or a group of stones are occupied by the opponent, the stone or group is said to be in ‘atari’.

Dan — A ranking scale running from shodan (1-dan) up to 9-dan.

Gote — A move that your opponent can ignore. A gote move is usually defensive, so it will pose little or no threat to your opponent.

Hane — A hane is a diagonal move that bends (literally ‘springs’) around an opposing stone.

Kyu — An amateur ranking scale running from about 35-kyu (a complete beginner) up to 1-kyu, the highest rank before shodan (1-dan).

Miai — Points in a position that are of equal value. If one player occupies one of them, the other player takes the other.

Moyo — A large framework of potential territory.

Sabaki — The technique of securing or settling an endangered group.

Seki — Dual life. A situation in which neither of two groups of opposing stones has two eyes, but neither side can attack the other without losing his stones.

Sente — A move that your opponent cannot ignore, otherwise he will suffer an unacceptable loss.

Shodan — 1-dan. The lowest dan ranking. The first level of an expert player.

Some English terms

Heavy — A group of stones is said to be heavy if it lacks eye shape and is vulnerable to an attack, while being too big to sacrifice. By attacking a heavy group, a player can gain profit while his opponent struggles to make two eyes. Omoi in Japanese.

Light — Stones are called light when they can be sacrificed after having served some purpose. Karui in Japanese.

Proper move — The correct move, although it may sometimes appear to be slow. It leaves no weaknesses or bad aji behind. Honte in Japanese.

Thick — A group that is absolutely alive is called thick. Atsui in Japanese.

Thin — A group that has trouble making two eyes is thin. Usui in Japanese.

Part One: The Basics of Life and Death

1. All About Eye Spaces

If you have read one of Kiseido’s books for beginners you know that in order for a group to live, it must surround enough empty space to create two separate eyes. Moreover, this empty space must also have the right shape.

Two-space eyes

Dia. 1

For example, the two white groups in Dia. 1 both have a two-space eye, but these groups do not have enough space to make two separate eyes, so they are dead.

Three-space eyes (1)

Dia. 2

A three-space eye has only two possible shapes — either straight or bent. The straight shapes, in the corner and on the side, are shown in Dia. 2. In both of these positions, the key point is in the middle, at ‘a’.

Three-space eyes (2)

Dia. 3

Dia. 3 shows a bent three-space eye, in the corner and on the side. Again, the vital point is in the middle, at ‘a’. If Black plays there first, he kills White. If White plays there first, his groups live.

Four-space eyes (1)

Dia. 4

A four-space eye has five possible shapes. If the shape is that of a square, as in Dia. 4, White’s group is dead as it stands.

Four-space eyes (1)

Dia. 5

＞＜

If White tries to live by playing at 1 in Dia. 5 (or any of the other three symmetrical points), the shape is reduced to a bent three-space eye, so Black can kill it by playing at 2.

Four-space eyes (2)

Dia. 6

A four-space eye can also have the shape of a pyramid, as in Dia. 6. This group is alive or dead, depending on which side can play on the central point of ‘a’ first.

Four-space eyes (3)

Dia. 7

When a four-space eye comes in the shape of an ‘L’ or a reversed ‘L’, the group is unconditionally alive. If Black tries to kill it by playing at ‘a’ in Dia. 7, White plays at ‘b’ and gets two eyes. If Black ‘b’, White lives with ‘a’.

Four-space eyes (4)

Dia. 8

The zigzag shape in Dia. 8 is also alive as it stands. If Black tries to kill it by playing at ‘a’, White plays at ‘b’ and gets two eyes. If Black ‘b’, White lives with ‘a’.

Four-space eyes (5)

Dia. 9

Finally, the white group in Dia. 9 surrounds four spaces in a row. Again, White is unconditionally alive. If Black tries to kill it by playing at ‘a’, White plays at ‘b’ and gets two eyes. If Black ‘b’, White lives with ‘a’.

Five-space eyes (1)

Dia. 10

A group surrounding five empty spaces is usually alive unconditionally, but there are two shapes that live or die, depending on whose move it is. The one that occurs the most often is the square with a peg, shown in Dia. 10. The point ‘a’ is the key point. If White can play there first, he lives; if Black plays at ‘a’ first, White’s group dies.

Five-space eyes (2)

Dia. 11

The other vulnerable five-space eye is the star shape, shown in Dia. 11. In this shape, the central point at ‘a’ determines the life or death of the group.

All other five-space eyes are unconditionally alive.

Six-space eyes (1)

Dia. 12

There are only two six-space eyes that are unsettled. The first one is the six-space eye shown in Dia. 12. This eye space is known as ‘flower six’. If White can play on the point ‘a’, he lives. If Black can play there, White dies.

Six-space eyes (2)

Dia. 13

The other group is the rectangular six shown in Dia. 13. If it is White’s turn, he can easily live, but, if it is Black’s turn, White dies. Note that White’s group has no liberties on the outside. This position and similar ones will be studied in the next section on shortage of liberties.

But first, here are some problems. If you can solve them and understand the solutions, you will have mastered this most fundamental concept of life and death — eye space.

Eye-Space Problems

Problem 1

Black to live.

＞＜

Answer 1

Dia. 1

＞＜

Black can live by connecting with 1 in Dia. 1. He now has a bent four-space eye.

Dia. 2

＞＜

If White continues with 2 in Dia. 2, Black makes two eyes with 3. If White plays 2 at 3, Black answers at 2.

Problem 2

Black to live.

＞＜

Answer 2

Dia. 1

＞＜

If Black plays 1 in Dia. 1, he makes a bent four-space eye. However, if Black plays 1 one space to the left, he ends up with a dead five-space eye.

Dia. 2

＞＜

After Black 1 in Dia. 1, if White continues with 2 in Dia. 2, Black makes two eyes with 3. If White plays 2 at 3, Black answers at 2. Either way, Black is alive.

Problem 3

Black to live.

＞＜

Answer 3

Dia. 1

＞＜

Black 1 in Dia. 1 is the vital point of Black’s five-space eye. His group is now unconditionally alive.

Dia. 2

＞＜

If White ataries with 2 in Dia. 2, Black connects with 3 and White has no follow-up move.

Problem 4

Black to kill.

＞＜

Answer 4

Dia. 1

＞＜

Black 1 in Dia. 1 is the vital point of White’s five-space eye. Next —

Dia. 2

＞＜

White attaches with 2 in Dia. 2, aiming to make two eyes by playing at 3, but Black takes this point for himself. There is now no way that White can make two eyes.

Problem 5

Black to kill.

＞＜

Answer 5

Dia. 1

＞＜

Black must connect with 1 in Dia. 1. White captures with 2, but he is left with a three-space eye. Next —

Dia. 2

＞＜

Black can now play in the middle of this eye space with 3 in Dia. 2 and White’s group is dead.

Problem 6

Black to live.

＞＜

Answer 6

Dia. 1

＞＜

Black can live by descending to 1 in Dia. 1. If White connects with 2, Black makes two eyes with 3.

Dia. 2

＞＜

Instead of connecting with 2 in Dia. 1, if White makes a placement with 2 in Dia. 2, Black cuts off the white stone on the right with 3. Black now has an eye on the right and an eye on the left.

Problem 7

Black to live.

＞＜

Answer 7

Dia. 1

＞＜

Black can live by expanding his eye space with 1 in Dia. 1. If White 2, Black connects with 3. (If White 2 at 3, Black 2.) Black’s stones are now alive in a seki.

Dia. 2. Wrong

＞＜

White must not atari with 1 in Dia. 2 because Black will capture with 2, leaving his group with a living four-space eye.

Dia. 3

＞＜

On the other hand, Black cannot connect at 1 in Dia. 3 because White will capture at ‘a’.

Problem 8

Black to kill.

＞＜

Answer 8

Dia. 1

＞＜

Black should play 1 in Dia. 1. White must connect with 2. Next, Black plays 3 and White can’t play at ‘a’ because he would put his stones into atari. White is dead.

Proof that White is dead: Black ‘b’, followed by Black ‘a’, leaves White with a dead five-space eye if he captures the five black stones.

Dia. 2. Variation

＞＜

If White answers Black 1 with an atari at 2 in Dia. 2, Black makes the dead pyramid four-space eye with 3 and 5. After White captures with 6 —

Dia. 3. Continuation

＞＜

Black destroys White’s eye shape with the placement of 7 in Dia. 3.

Dia. 4. Wrong
3: elsewhere

＞＜

Black must not play 3 in Dia. 1 elsewhere: White will play 4 in Dia. 4 and the position becomes a seki. That is, Black can’t play another move inside White’s group, as that would leave White with a living four-space eye. White can’t make a move either, as he would put his stones into atari. Therefore, it is a seki.

Problem 9

Black to kill.

＞＜

Answer 9

Dia. 1

＞＜

Black should connect with 1 in Dia. 1. The white group is now dead as it stands and no further play is required. White can’t atari the black stones, as that would put his own stones into atari. However, if Black is called upon to prove that he can kill White, he can atari at ‘a’. If White captures, Black will play at 1 and White is left with a dead five-space eye.

Part Two: The Basic Life-and-Death Positions

Introduction

What follows are 177 basic life-and-death positions that often arise in games. The actual game positions may not be exactly as presented in these problems, but the solutions are in general the same. You should determine the status of the black groups in each problem in the following way:

If it is White’s move, can he kill Black unconditionally, can he get ko, or can he get a seki? Does White have to make a move or is Black’s group dead as it stands?

If it is Black’s move, can he live unconditionally, can he get a ko, or can he get a seki? Does Black have to make a move or is his group alive as it stands?

This is the way you should think about any position in the games you play, and solving problems in this way will create good thinking habits that will carry over to your games. After you have attempted to solve one of these problems, look at the answer to see if you have correctly solved it. If you have done so and considered the refutations that are provided, go on to the next problem. If you failed, review the solution carefully to understand why you failed and to correct any blind spot that you might have had.

If you solve these problems in this way, your ability to determine the status of life-and-death positions in your games will improve. However, this is not just a collection of problems that you should go through once and then forget about. This is not the way to get your reading ability to the shodan level. Instead, you should immerse yourself in these problems, playing them out on the board and trying out different variation. You should make every one of these problems your close friend. This is not just a random collection of life-and-death problems. Each one is a basic pattern that could easily arise in any of your games. Moreover, they illustrate many different techniques and tesuji combinations that are applicable to other positions.

This may seem like a lot of work, and it is, but go is not an easy game to master. Like any discipline, such as becoming a pianist, a mathematician, or a professional athlete, it requires hours of daily practice so that thinking about the details becomes unnecessary, as they are dealt with unconsciously. You can then devote your mental energies to contemplating strategy and coming up with innovative moves.

Here is another way that you can study these problems that will also develop your powers of visualization. After you have worked through these problems once, solve each of them again in the following way:

Visualize and memorize the problem positions in your head. Then, without looking at the position on the board, solve the problem.

This is a good method to use in solving any life-and-death problem. Practicing this way requires a lot of concentration, so it will increase your powers of concentration in your games. The younger you start practicing this way, the more vivid your visualizations will become, so go players with children may want to try training their children using this method. The power of visualization is quite useful in many ways. It can help you memorize musical scores for the piano or other musical instruments; it can enable you to manipulate mathematical formulae when you don’t have paper and pencil handy, like when you are driving a car or when you are lying in bed at night, unable to sleep. Even players at advanced ages can improve their mental powers in this way.

Problems 1 to 12

The first 11 problems are examples of the following two go proverbs:

In the corner, six live and four die.

On the side, eight live, six die.

The mnemonic these two related proverbs provide us is:

1. If you have a row of stones on the second line in the corner whose length is six stones, the group is alive as it stands. If the length is five stones, the status of the group depends on whose move it is. If the length is only four stones, the group is dead as it stands.

2. If you have a row of stones on the second line on the side whose length is eight stones, the group is alive as it stands. If the length is seven stones, the status of the group depends on whose move it is. If the length is only six stones, the group is dead as it stands.

Problem 1

What is the status of Black’s group?

＞＜

Answer 1

Dia. 1

＞＜

Black’s group has four stones in a row on the second line in the corner, so it is dead as it stands. Even if Black descends to 1 in Dia. 1, he gets only a dead three-space eye. White kills him by making a placement on the key point of 2.

Dia. 2

＞＜

If Black makes an eye in the corner with 1 in Dia. 2, the hane of White 2 stops Black from making his second eye.

Problem 2

What is the status of Black’s group?

＞＜

Answer 2

Dia. 1

＞＜

Black has four stones in a row on the second line in the corner, but he can extend to 1 in Dia. 1, making a group with five stones in a row. After White blocks with 2, it is still Black’s move, so he can descend to 3, leaving him with a living straight four-space eye. If White makes a placement with 4, Black 5 makes two eyes. If White 4 at 5, Black answers at 4.

Dia. 2

＞＜

If it is White’s turn, he will block with 1 in Dia. 2. The position is the same as that of Problem 1, so Black’s group is dead.

Problem 3

What is the status of Black’s group?

＞＜

Answer 3

Dia. 1

＞＜

Black has five stones in a row on the second line in the corner. If it is his turn, he can live by descending to 1 in Dia. 1. Black is now unconditionally alive. If White tries to kill him with a placement at 2, Black gets two eyes with 3. If White 2 at 3, Black answers with 2.

Dia. 2

＞＜

If it’s White’s turn, he can kill Black with the hane of 1 in Dia. 2. If Black blocks with 2, the placement of White 3 leaves Black with only one eye.

Problem 4

What is the status of Black’s group?

＞＜

Answer 4

Dia. 1

＞＜

Black has six stones in a row on the second line in the corner. According to the proverb at the beginning of this problem section, his group is alive as it stands. If White plays a hane with 1 in Dia. 1, Black answers with 2, leaving him with a living straight four-space eye.

Dia. 2

＞＜

If White continues with a placement at 3 in Dia. 2, Black 4 gets two eyes.

Problem 5

What is the status of Black’s group?

＞＜

Answer 5

Dia. 1
3: elsewhere

＞＜

If it’s Black’s turn, he can live in two ways. The best way is to play 1 in Dia. 1. His group has six stones in a row on the second line in the corner, so it is alive as it stands. If White continues by blocking with 2, Black will play 3 elsewhere. He still has six stones in a row in the corner, so his group is alive. White continues with the hane of 4. Black answers with 5 and he has two eyes, as the points ‘a’ and ‘b’ are miai.

Dia. 2

＞＜

Black could also live by playing 1 in Dia. 2. White answers by playing on the key point with 2. Black gets a straight four-space eye with the moves to 7, but he ends in gote.

Dia. 3

＞＜

If it is White’s turn, he can kill the black group by playing on the key point of 1 in Dia. 3. After the moves to 6, Black ends up with a dead three-space eye, so White can kill Black with the placement of 7.

Dia. 4

＞＜

White 1 in Dia. 4 is a mistake. Black takes the key point of 2. After the exchange of White 3 for 4, Black’s group has a straight four-space eye, so it is alive.

Problem 6

What is the status of Black’s group?

＞＜

Answer 6

Dia. 1

＞＜

If it’s Black’s turn, he can live in two ways. If he connects with 1 in Dia. 1, White will exchange 2 for 3, and Black is alive with a straight four-space eye. Note that Black is left with a big endgame move at ‘a’.

Dia. 2

＞＜

Black could also live with 1 in Dia. 2. White will throw in a stone with 2. Black captures with 3, then answers White 4 with 5. Again, Black is alive with a straight four-space eye, as the points ‘a’ and ‘b’ are miai. However, the endgame move at Black ‘c’ is not as forceful as it was in Dia. 1.

Dia. 3

＞＜

If it is White’s turn, he can kill Black by blocking with 1 in Dia. 3. If Black 2, White makes a placement with 3. If Black now connects with 4. White 5 kills Black. If Black plays 4 at 5, White throws in a stone at 4.

Dia. 4

＞＜

After Black 2, White can also kill Black by throwing in a stone at 3 in Dia. 4. If Black captures with 4, White makes a placement with 5 and Black is dead. If Black plays 4 at 5, White will capture at ‘a’.

Problem 7

What is the status of Black’s group?

＞＜

Answer 7

Answer to Problem 7

＞＜

Black’s group is alive as it stands, so Black can play elsewhere. If White attacks with 1, Black answers with 2. If White then throws in a stone with 3 to reduce the size of Black’s eye space, Black captures with 4, leaving him with a straight four-space eye.

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

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

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Copyright © 2014 by Rob van Zeijst and Richard Bozulich

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