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Artikelnummer
LGXIAMGITD

Master Go In Ten Days

172 Seiten, kartoniert, Yutopian, 1. Auflage 1996

21,95 €
Inkl. MwSt., zzgl. Versandkosten
Final vergriffen
Go - Life, Liberty, and the pursuit of Territory through Connection and Influence. Each player seeks to discover the strategy and tactics necessary to aquire the most territory. Ideally each move should pose multiple threats to create or destroy Connection, Life, Influence, and/ or Territory.
Master Go in Ten Days provides ten lessons on the basic tactics and strategies in Go. The first day's lesson begins with the basic rules to include both the Chinese and Japanese counting methods. From there additional lessons cover basic tactics for capturing stones, opening strategy, the tactics and strategy of corner engagments, the tactics of life and death, fighting tactics, sacrifice tactics, attack and defense, endgame tactics, and finally three famous games are provided with comments.
The objective of ten lessons is to help one along the path to reaching three or two kyu level in amateur strength. To reach such a level one must learn how to read the board at least two to three plays ahead. Master Go In Ten Days provides guidance, examples and exercises to get you started in how to understand and read the board. The secret is to get your board and stones out and practice the examples and exercises repeatedly until you have mastered them. Then acquire over the board practice by playing stronger opponents implementing the concepts presented in Master Go In Ten Days.
Supplemented with an index.
Weitere Informationen
EAN 0964184788
Gewicht 244 g
Hersteller Yutopian
Breite 10 cm
Höhe 15,4 cm
Medium Buch
Erscheinungsjahr 1996
Autor Xu XiangJin Jiang Zheng
Sprache Englisch
Auflage 1
ISBN-10 0964184788
Seiten 172
Einband kartoniert
First Day Lesson - Basic Knowledge of Go
001 1) A Game of Competition for Territory
001 2) Stones and Board
002 3) Playing and Counting
003 4) Basic Rules
003 5) Liberties and Capturing
005 6) Prohibited Plays
005 7) Territory and Vacant Points
006 8) Connecting Stones
006 9) Connect and Cut
007 10) Diagonal Plays and Bamboo Joints
008 11) One-Point Jumps
009 12) Two-Point Jumps
010 13) Knight's Jumps
011 14) Live and Dead Groups
012 15) Ko Fights, Ko Threats, Answering Ko, and Eliminating Ko
013 16) Ending a Game

Second Day Lesson - Capturing Stones
014 1) Playing Atari and Capturing
015 2) Ladders
016 3) Double Atari
016 4) Fencing-In Plays
017 5) Embracing Atari
017 6) Throwing-In Plays (Snap-Backs)
018 7) Double Cuts
020 8) Wrapping Tactics
021 9) Forcing a Shortage of Liberties (dame-zumari)
022 10) Under-the-Stone (ishi-no-shita)
022 11) False Eyes
023 12) Exercises
030 13) Exercise Solutions

Third Day Lesson - Opening Strategy
038 1) Sequence of Opening (fuseki) Plays
038 2) Important Points in the Corner
039 3) Defending the Corner
040 4) Approaching the Corner
041 5) Extensions
042 6) Special Features of the 3rd and 4th lines
043 7) Three Consecutive Star Point Openings (san-rensei)
044 8) Shusaku Opening
045 9) Chinese Opening
046 10) Star Point and 3-4 Point Opening
047 11) Diagonal Star Point Opening
048 12) Non-Linear and Linear (mukai-komoku) 3-4 Points Opening
049 13) Exercises

Fourth Day Lesson - Common Joseki
055 1) 3-3 Point Joseki (san-san)
055 2) 3-4 Point Joseki (komoku)
066 3) 4-4 Point Joseki (hoshi or star)
069 4) 4-5 Point Joseki (takamoku)
070 5) 3-5 Point Joseki (mokuhazushi)
071 6) Exercises

Fifth Day Lesson - Life and Death
076 1) Straight Three is Dead
076 2) Bent Three is Dead
076 3) T-Four is Dead
076 4) Square Four is Dead
077 5) Rower Five is Dead
077 6) Knife Five is Dead
077 7) Grape Six is Dead
077 8) Straight Four is Alive
078 9) Bent Four is Alive
078 10) Bent Four in the Corner is Dead
078 11) Coffin Comer is Dead
079 12) Kill by Hane and Vital Point
079 13) Kill by Clamp
080 14) Kill by Vital Point and Throw-in (1)
080 15) Kill by Vital Point and Throw-in (2)
081 16) Exercises

Sixth Day Lesson - Tesuji Exercises
084 1) Diagonal Plays
085 2) One-point Jumps
086 3) Peeping Plays
087 4) Descending Plays
088 5) Knight's Jumps
089 6) Butting Plays
090 7) 1-1 Points
091 8) Clamp Plays

Seventh Day Lesson - Sacrifice Tactics
093 1) To Gain Influence
095 2) To Play Sabaki (light and flexible plays)
096 3) To Kill
097 4) To Connect
098 5) In Capturing Races
099 6) To Gain Territory
101 7) To Gain Sente

Eighth Day Lesson - Attack and Defense
102 1) Three-Point Jump from a Large-Knight's Corner Enclosure
103 2) Five-Point Jump from a Large-Knight's Corner Enclosure
104 3) Extensions from a Small-Knight's Corner Enclosure
107 4) Extensions from a One-Point Jump Corner Enclosure
109 5) Extensions from Star Points in the Corner
110 6) Attack and Defense Following Joseki

Ninth Day Lesson - Endgame Tactics
111 1) On 2nd Lines
116 2) On 1st Lines
118 3) In Corners
121 4) Initiative (sente)

Tenth Day Lesson - Annotated Famous Games
130 1) Nie Weiping Versus Fujisawa Shuko
137 2) Go Seigen Versus Hashimoto Utaro
149 3) Takemiya Masaki Versus Fujisawa Shuko
167 Go Concepts for Outward Influence
167 Japanese Terms for Go Concepts
170 Index