The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan. Kaku Takagawa 2019-02-22

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan Rating: 7,2/10 948 reviews

G1 Modern Joseki and Fuseki volume 1, Sakata Eio

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

Joseki books typically concentrate solely on the correct line of play, with perhaps lip service paid to mistakes whose subtlety eludes all but the most advanced of players. The final part contains 64 problems for the reader to review and practice the principles learned in the first two parts. Customer service is our top priority!. The 100 principles presented here can certainly be found scattered in the thousands of go books that have been published, but nowhere are they found collected in one place. The long-standing collaboration of three amateurs from Germany and the United Kingdom has now found the answer! The book includes many large-scale patterns that occur often in actual games. He was so very cool and collected during games, that he would never tense up before a match.

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Go Books at Sensei's Library

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

His Chinese name is Wu Qing Yuan, which transliterated into Japanese becomes Go Seigen. This significantly revised second edition adds over 300 problems. All of these players and many more make appearances in this volume. The principles involved are not difficult to understand, and Zhou clarifies them by giving detailed analyses of how they are being ignored in three different games between kyu level players. The next chapter offers problem positions from 12 memorable games that he played, selected by his teacher, Kikuchi Yasuro, who for many years was one of the top amateur players in Japan. Study over 300 problems — based on 47 corner patterns — that are analyzed in great detail.

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Library of Durham Go Club

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

Again, a problem format gives the reader the chance to match wits with these great talents. This book tells you everything you need to know about the monkey jump in endgame positions and in life and death positions. Building on this foundation, it progresses to more advanced aspects useful for stronger players. She explains what is happening and how each player should respond at virtually every move and includes many variations. Fujisawa presents particular situations and shows effective ways of dealing with them, along with the problems caused by ineffective ways of playing. The final chapter presents 151 whole-board problems in which the ideas presented in the first two chapters can be applied. But creating or finding vulnerable stones, then attacking them correctly is an equally important technique and one that many amateurs are deficient in.

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All Books

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

The second part is a life-and-death dictionary that presents 177 basic positions that often arise from josekis or common middle-game skirmishes in the corners and along the sides. This volume presents over three hundred examples and problems of them, aimed at training the reader to read and spot the right play in all sorts of tactical situations. These are the newest moves in the fuseki or joseki as they are examined by the next generation in the dormitory or played in top competition. Henk Mourik, Theo van Ees Catalogue based on the bibliography started by Theo van Ees, one of the authors of , in 1975. He then chose Shukaku as his Honinbō name. By 1984, the set was complete, when Ishi Press published Nagahara and Bozulich's Handicap Go.

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Hannoverscher Go

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

In the e-book version, only the game commentary, with colour notes slightly abridged , is included. The territorial style seems natural to many amateurs; Zhou makes it clear what you need to focus on to play territorial style effectively. His style is a combination of a traditional focus on territory plus very impressive fighting skills. Catching Scent of Victory is one of the rare books in the world that delivers more than it promises. One was the Yoshin Teiki, most of which is now lost. It covers every aspect of the game — the opening, joseki, handicap go, middle-game fighting, life and death, tesujis, good and bad shape, ko fights, and the endgame.

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Sakata Eio. The Middle Game of Go [PDF]

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

How many times have you been surprised to end up one liberty short? Club Be a Master at Go Charles Matthews Club What's Your Rating? This book is probably most useful to players between 15 kyu - 5 kyu. But Yoda clearly explains all of the possibilities, so the reader can cultivate the judgment to find the key line of play in such positions. While Takemiya is one of the most popular pros among amateurs, most fans do not realize how challenging it is to play moyo-style. This book helps you do that and overcome your current weakness in the beautiful field of tsume-go. The second chapter presents detailed analyses of games played by top pros, showing how they build and defend moyos and how they attack them.

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Alle Bücher

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

Using positions from his actual games, Hane highlights both the most significant strategic and tactical moments, while also pointing out fundamental truths about the game that one needs to master in order to play skillfully. He illustrates shortcomings in the reactionary and localised, small-scale thinking that characterizes play at this level. Real games — even, high, and low-handicap — analyzed in depth. Only flag lists that clearly need our attention. Train the Basics of Go 30-25 Kyu Gunnar Dickfeld This workbook is for players who have just gotten in touch with the game. How many times have you been surprised to end up one liberty short? Almost every move is explained and critiqued.

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Library of Durham Go Club

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

He was also noted to having a very steady and elegant style. Mehr Bücher auf Deutsch sind geplant. He is retired but still active. Sakata Eio is regarded as one of the strongest go players of the 20th century. His style is a combination of a traditional focus on territory plus very impressive fighting skills. Of course, that number will not let you understand every word of a discussion book. The fourth volume deals with tesuji that are useful for life and death situations and for the endgame, including techniques like using ko to live, exploiting shortage of liberties, killing with sacrifices, breaking in, scrambling for sente, and double attacks.

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Eio Sakata

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

The faulty lines are dreamed up by the author, a professional Go player, and do not reflect the mistakes of astounding simplicity that amateurs routinely commit. Ninety-five pictures with succint comments show how to destroy and preserve territory, with focus on how far to extend and where to invade in a wide variety of positions. Most amateurs have only a few out of date ideas about this opening; this book will correct that problem. This book is a systematic introduction to life and death for beginning players. Almost every move is explained and critiqued. Training with these elements will help you to improve your strength and make your games more fun.

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Alle Bücher

The Middle Game of Go, Volume 1 Sakata Eio, 9-Dan

Although this is first and foremost a problem book containing 230 problems , the explanations of the main topics make it useful as an introduction to life and death and it should be accessible to players who have read an introductory Go book and played a few games. Few players would disagree that the analysis that follows is a triumph of the imagination. Stellungen, die Joseki behandeln sind sicher etwas komplexer, könnne aber mit einigen Erklärungen schnell erfasst und ebenso verstanden werden. Includes a number of practice problems. The SmartGo Books edition of Invincible includes the complete text, games, and diagrams of the print edition, painstakingly converted to digital format. Sakata Eio was born February 15, 1920 in Tokyo, Japan.

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