K71: Five Hundred and One Opening Problems To order
compiled and edited by Richard Bozulich in collaboration with Rob van Zeijst
Each problem demonstrates a basic principle of opening play. The constant repetition of these principles will develop the reader's intuition to instantly spot the appropriate move in the opening of their games.

Independent review: bengozen.com

K72: One Thousand and One Life-and-Death Problems To order
compiled and edited by Richard Bozulich
The problems in this book focus on technique and reading, not on standard corner positions. The explanations are minimal and limited to either illustrating a fundamental principle or a tesuji. The reader is expected to make the effort to verify that the answer to each problem is indeed the best and most profitable move, and to prove to himself that any other move fails to achieve the stated objective. This effort is also part of the practice that these problems provide. It is not an easy task: it requires mental discipline. But doing it will not only improve your go, it will also improve your mental powers.

The problems are not hard; they range from very easy to moderately difficult. However, there are some rather tricky ones strewn throughout. A dan player should be able to solve most of them within a minute, sometimes on sight, but it may take a bit longer for kyu-level players. But even if you are a dan player, solving these problem will keep your go sharp and give you the competive edge that you need to win your games.

Independent review: bengozen.com

K73: Making Good Shape To order
by Rob van Zeijst and Richard Bozulich
Good shape is a subject that has received scant attention in Japanese go literature. Although references to shape are made in most books, there is no one book devoted exclusively to this subject. However, understanding and recognizing good shape is important for becoming a strong player and developing the intuition that will instantly guide you to finding the strongest moves in middle-game fighting. This book is intended to fill this gap.

The first chapter begins with an extensive theoretical introduction to shape, beginning with the efficient placement of stones. It then goes on to discuss thickness -- how to use it and how to counter it, and how, if used improperly, can result in the overconcentration of stones. It continues by contrasting the concept of thick stones with that of thin stones, and finally what are heavy stones and what are light stones, and how these relate to the important concept of sabaki, which is essentially a method of making good shape.

The second chapter gives examples of the standard shapes, both good and bad, such as ponnuki, empty triangles and pyramid shapes, the center of three stones, the head of two and three stones, etc.

The final chapter consists of 245 problems to give the readers the practice needed to hone their ability in finding the shape move in their games.

Independent review: bengozen.com

K74: 501 Tesuji Problems To order
compiled and edited by Richard Bozulich

Tesujis are skillful moves that accomplish some clear tactical objective, such as capturing stones or a group, rescuing one of your own groups linking up your stones, separating your opponent's stones, making good shape, etc.

There are two approaches to presenting tesujis problems. One approach is to collect problems according to the objective that tesujis accomplish. The other is to collect problems according to the kind of tesuji used. In this book the emphasis is on the latter.

There are about 45 different kinds of moves that make up tesujis. Each of them is described by a Japanese term. Some of these tesujis occur quite frequently in games, while others are seldom seen. In this book, I have attempted to present examples of every kind of tesuji. The more common ones occur in numerous problems, but even the less common ones will be represented a number of times. Every tesuji presented in this book can be found among the first 50 problems.

All of these different tesujis are scattered throughout the book. Just as in a game, one never knows what kind of tesuji will appear. It may be easy to find it, but often it is hard; it might be a quite common tesuji, but it could be one of those that rarely occur. Going through the 501 tesujis in this book will be like getting a tesuji experience in 501 games. However, in a game, many tesujis will go by unnoticed; in this book, each problem will be a learning experience.

Many of the problems are easy, but many are hard. It is recommended that you make an effort to solve each problem before looking at the answer, but don't spend too much time on them. The important thing is to expose yourself to the tesuji. As you work your way through this book, you will find that the tesujis that solve the problems will appear to you more and more quickly. Once you have reached this level, the same thing will start happening in your games.

Independent review: bengozen.com

K75: The Basics of Go Strategy To order
by Richard Bozulich

Aji, kikashi (forcing moves), and sabaki are the most important concepts of go. They imbue the game with strategic subtleties unmatched in any other game. Without an understanding of these concepts, no go player can hope to attain a high level of skill. Besides these concepts, it is also necessary to understand the shape and distribution of stones and how they influence other parts of the board, determining which stones are important and which stones can be sacrificed, and which stones must be strengthened before playing large-scale strategic moves.

The aim of this book is to bring together these ideas and to show the reader how they interact. Many of the examples and problems are taken from professional games so that the reader can see how the top pros deal with and utilize these concepts.

This book is divided into two parts. The first part is expository, and the second part consists of 101 problems. These problems will expose the the reader to various techniques and ways to think about certain kinds of positions. The reader is urged to approach them as positions that might occur in their own games, decide how they would play, and then look at the answers to compare their own thinking to that of a professional.

Independent review: bengozen.com

K76: All About Ko To order
by Rob van Zeijst and Richard Bozulich

Ko is the most intriguing aspect of go. When a ko fight arises, the calculations and considerations become quite complex. You have to be able to calculate how much the ko is worth, looking at it from Blackfs perspective, then from Whitefs. Next, you have to look at the number of ko threats each side has, calculate the value of each, then determine whether or not these threats are big enough to induce you or your opponent to answer. Even if your ko threat isnft big enough to get your opponent to respond, is it big enough to win the game? Clearly, when fighting a ko, thinking globally is of paramount importance, since positions throughout the whole board are involved. Ko is the most difficult part of the game to master, but, without an understanding of its intricacies, you can never become a truly strong go player.

Although ko is a difficult subject, All About Ko simplifies it by breaking it down into 19 short and easily digestible chapters. Each of these chapters concentrates on one particular aspect of ko, with ample examples, so that the reader fully understands the concept being studied. The first two chapters show the reader how to evaluate a ko, and Chapter Three shows what the value of a ko threat should be. Throughout these and the remaining chapters, example games are given which show how professionals handle various kinds of ko situations. Many small-board games are also provided so as to strip away irrelevant local positions, thereby enabling the reader to concentrate on the topic being discussed. The book ends with 122 problems designed to hammer home the concepts introduced in the first part of this book. They include kos that arise in josekis and common life-and-death positions. The first problems are easy, but they become progressively more difficult. In the final problems you are asked to find moves in positions that confronted professionals in their games.

All About Ko is a comprehensive textbook on ko. A thorough study of it will lay a solid foundation for your progress on the road to mastering ko. It will also give you an appreciation of the profundity of go and the awesome strength of professional go players.

Independent review: bengozen.com

Independent review: http://www.britgo.org/node/3252

K77: Attacking and Defending Moyos To order
by Rob van Zeijst and Richard Bozulich

Knowing the basic principles of go is the key to being able to find the best move in the opening and the middle game. The way to internalize these principles is by seeing how they are applied by pros in their games and by contemplating a large number of problems in which these principles are used.

Attacking and Defending Moyos starts out by laying down 13 basic principles of moyos (frameworks of potential territories) with examples from the games of Takemiya Masaki, Yi Ch'ang-ho, Sakata Eio, Go Seigen, Rin Kaiho, Ishida Yoshio, among others. The second chapter presents detailed analyses of games played by top pros, showing how they build and defend moyos and how they attack them. Included are two masterpieces by Kitani Minoru, as well as games by Cho Chikun (the master of invading moyos), Hane Naoki, and Sonoda Yuichi (famous for his hyper-cosmic go). The final chapter presents 151 whole-board problems in which the ideas presented in the first two chapters can be applied.

Attacking and Defending Moyos is an essential book even for those who like to play a tight territorial game, for they will undoubtedly often meet opponents who build moyos. It is also an essential book for those who like to build moyos but may be unsure of how to defend them against an attack.

Independent review: bengozen.com

K78: Fight Like a Pro -- The Secrets of Kiai To order
by Rob van Zeijst and Richard Bozulich

Kiai is a concept that has received scant systematic attention in the go literature, even though it is often referred to in game commentaries. Most westerners are familiar with kiai mainly in relation to the martial arts where it is translated as fighting spirit, a phrase that conjures up a feeling of aggression. In go, however, kiai means coming up with innovative and creative moves. Such moves not only have a global perspective, they also take into account local situations and they need to be backed up by deep and accurate reading. Ideally, they perfectly meld the tactical and the strategic elements of a position; they are moves that cause other pros sit up and take notice.

Professional games are full of kiai. A top pro tries to avoid the ordinary move. He strives to play the all-out, 100% move (unless he is well ahead). He will not be submissive in his responses; rather, he will meet attack with counterattack. Just because a move is a joseki move, a pro will still ponder it and try to find another move that is more appropriate to the overall position. This is how new josekis are born.

This book contains 16 fighting games, analyzed in depth and played by some of the world's strongest players from Korea, China, and Japan. For the most part, there are less than ten moves for each figure, making the games easy to follow. However, this book is more than just a game book; it is also a problem book. Throughout each game at crucial points, questions are posed asking the reader what he thinks the next move should be. With this format, the reader becomes fully engaged in the game and the commentary.

This is a book that will change the way you play and think about go.

Independent review: bengozen.com

K79: An Encyclopedia of Go Principles To order
by Richard Bozulich

Go is played on a very large board, consisting of 361 playing points. During the opening phase, there will be perhaps 50 to 100 candidates for a plausible move, and, for each of these candidates the opponentfs many possible responses must also be considered as well as your responses to each of these responses, and so on. An exhaustive brute-force search for finding the best move is clearly impractical. Clearly, a go player needs some principles to guide him.

After the opening phase ends, difficult decisions must still be made in the middle game: which groups should be attacked and which of your own groups need to be defended; in which direction should you attack; should you invade or simply reduce your opponentfs potential territory. The expert go player definitely needs some principles to guide him in finding the best move. Even in positions where brute-force analysis is required in determining whether a group lives or dies or trying to increase your liberties in a capturing race, certain principles can provide valuable hints for finding the key moves.

The purpose of this book is to bring together all the strategic and tactical principles of go. All of these principles can certainly be found scattered in the thousands of go books that have been published, but nowhere are they found collected in one place. Books on the go proverbs, which are supposed to incorporate most of the principles of go, contain only about 50 proverbs, many of which are unhelpful, such as eIf you donft know ladders, donft play go.f On the other hand, many important strategic ideas arenft included in the go proverbs, such as eBe willing to transfer a moyo from one part of the board to another.f

Each principle is supplemented with as many examples as the principle warrants. All of the go proverbs that have some concrete relevance to strategy or to tactics are included. With all these principles contained under one cover, a go player can embark on a systematic study of them. Once all 100 principles have been firmly implanted in your mind, you will instinctively and intuitively recall the relevant principle when they arise in your games through pattern recognition.

If you need more information, Kiseido may be contacted at the following address:
Kagawa 4-8-32
Japan 253-0082
FAX +81-467-28-5811
e-mail: kiseido61@yahoo.com

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