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Showing 1 - 5 of 5 matches in All Departments
Volume IV of the award-winning Learn to Play Go series. Covers essential principles of fighting in the middle game, including invasion and reduction, attack and defense, life and death, capturing races, and ko fighting. Includes test yourself section and index.
The Dragon Style is the third volume in the popular Learn to Play Go series. Topics include seven deadly Go sins and eight secrets of winning play. Real games - even, high, and low handicap - are analyzed in depth. Includes a self-testing section and an extensive glossary of Go terminology.
The Palace of Memory is the fifth volume of the award-winning Learn to Play Go series. Covers some principles of the opening and the endgame and of something called "shape." Good shape is an intersection between tactics and strategy. Shows some of the templates of basic shape and thier use in fighting. Contains guides to the opening. Shows how to calculate the size of endgame moves. Includes self-test section.
Go is a game that two people play with a Go board and Go stones. The players take turns putting black and white stones on the board to surround area, or territory. Whoever has more territory at the end of the game is the winner. No one can say really what Go is, how you should play it, what it ought to mean to you. That can only be a personal discovery, perhaps with the aid of a native guide pointing out the features of the terrain. Learn to play Go. It is simple, but it is not easy. It is worth the time you spend on it. This is to be expected of the best kind of game.
The Way of the Moving Horse is the second volume of the award-winning Learn to Play Go series. Covers fundamentals of good play, including opening theory, enclosures and approaches, bases and extensions, invasion and reduction, attack and defense, capturing races, ko, life and death, contact fighting, and endgame. Shows the Korean school's strength vs. speed model to choose between six basic moves. Includes self-test and Internet Go section.
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