ABCs of Attack and Defence (Michael Redmond 9 dan)
In a detailed analysis of positions arising when attacking and defending a stone on
the 4-4 point, Redmond emphasises the importance of understanding principles rather than
merely memorising sequences. Some techniques considered are sealing in, pincers and
capping moves. This book is excellent for intermediate to higher level players.
A Dictionary of Modern Fuseki: The Korean Style (Kiseido, 2004, 290pp)
This book analyses contemporary opening strategy in depth, focusing on the new patterns
recently developed by Korean players. Typically the first 30 moves or so of the most important
patterns are analysed. An index of patterns makes it easy to find the one you are looking for.
Nirensei, sanrensei, Chinese, mini - Chinese, Kobayashi opening and more are covered with
many variants.
All About Joseki (MingJiu Jiang + Guo Juan, 2004, 114pp)
There are two parts - Correcting Joseki Mistakes and Choosing the right Joseki. Thirty amateur games have been selected for criticism, showing the mistake, and then a better way.
A Scientific Introduction to Go (Yang Yu-chia)
This book tries to break through the traditional system of teaching go, which emphasises experience alone. The
author endeavours to convey the more profound theory and concepts of the global game. The
language and illustrations can easily be understood by kids. Although it is a beginner book,
even more experienced players could find it interesting and instructive because of its
presentation of theoretical concepts, go etiquette, and interesting background information, e.g.
the development of superstar Lee Chang - ho.
A Way of Play for the 21st Century (Go Seigen, 1999, 263pp)
A compilation of lectures on the opening given on NHK television. One of the foremeost Go
players of the 20th century, Go Segen teaches that each stone played should preserve balance,
and harmonise the entire position on the board. The book includes a study of nirensei, 3-4 point
openings, approach moves, brief studies of other openings such as Chinese and Kobayashi, plus
detailed analysis of some actual games. The big format with clear diagrams with relatively
few moves in each is easy to study. It will open the readers eyes to many basic concepts.
Come Up to Shodan (Rin Kaiho)
This book is based on a series of articles published in Go Review in 1976 - 77.
It provides relatively weaker players with some principles and tactics that will improve
their strength. Three amateur games are thoroughly analysed, with attention drawn to various
mistakes and instructional points.
Counting Liberties and Winning Capturing Races (Richard Hunter)
A systematic coverage of how to count liberties in different kinds of fight. There are
some general principles which can be applied, but this material isn't easy, and I've
rated it for advanced players. The different kinds of fight are defined, and the book covers
a number of important fighting tactics.
Crosscut Workshop (Richard Hunter)
Here is a detailed analysis of the crosscut technique, aimed at the intermediate player.
The old proverb "Extend against the Crosscut" can be misleading in many cases. The author has
studied the situation in depth and provides alternative ways of thinking.
Dictionary of Basic Tesuji Vol. 1: Attacking (Shuko Fujisawa, 2004, 253pp)
A thorough survey of key attacking tesuji, grouped by purpose. Sub-headings are creating
weaknesses, separating, ruining the opponent's shape, creating a ko, stealing the opponent's
base, and more. Each tesuji is covered on one page, and every so often game examples are
thrown in. An invaluable source of material to improve your fighting power.
Dictionary of Basic Tesuji Vol. 2: Defence (Shuko Fujisawa, 2005, 258pp)
A thorough survey of key defendinging tesuji, grouped by purpose. Sub-headings include Connecting, Developing, Escaping, Making Shape etc. Each example occupies a page, with an ordinary (failure) move first followed by the tesuji. Some of the problems are taken from classic Japanese collections.
Dictionary of Basic Tesuji Vol. 3: Opening, Capturing Races, Life and Death (Shuko Fujisawa, 2006, 236pp)
There is a collection of opening tesuji, followed by a collection on capturing races. Some of the topics are Extending and Reducing Liberties, One eye vs no-eye, and Ko. Life and death topics include eye space, and using shortage of liberties to live.
Dictionary of Basic Tesuji Vol. 4: Life and Death Pt. 2; Endgame (Shuko Fujisawa, 2007, pp)
4-4 Point Joseki: A Brief Introduction (William Cobb, 2006, 44pp)
Pocket sized book including some basic joseki for beginners.
400 Years of Go in Japan (Andrew Grant, 2006, 197pp)
Owes much to previous works by John Power and John Fairbairn. Quite readable, and the games included can be downloaded as .sgf files.
Fundamental Principles of Go (Yang Yilun, 2004, 188pp)
Instead of analysing positions to death, the author teaches the fundamental meaning of
stones, and basic principles that can be applied by the student time and time again. The
book covers key points in the opening, with a useful hierarchy of big moves; Relationships
and combinations; effective use of joseki; invasion and reduction. I have not seen any other
go book that focuses so strongly on principles. It will probably be one of the most popular
books ever written in English on go.
Go as Communication (Yasutoshi Yasuda 9 dan)
This book details the author's experiences in teaching a modified form of Go to
school children and to physically and mentally handicapped adults. First capture Go
can be taught very easily and the experiences show that even "difficult" human beings
show great improvements in behaviour after they have learned the game. It is an
interesting read but contains no Go instruction.
Go Problems for Kyu Level Players Series (William Cobb)
Volume 1: Life and Death. Pocket sized booklet (44 pages) with 21 problems.
Volume 2: Uplifting Exercises. Pocket sized booklet (44 pages) with 57 problems on
topics such as capturing a group, deciding who is ahead in the game, and making good shape.
Volume 3: Whole Board Opening Problems. Pocket sized booklet (44 pages) with 13 problems.
There are fewer problems because each one contains more analysis including wrong answer diagrams.
Volume 4: Whole Board Problems. Pocket sized booklet (44 pages) with 21 problems on whole
board strategy.
How to Play Handicap Go (Yuan Zhou)
Eight of the author's handicap games are analysed in detail, with only a few moves per
diagram to make it easy to follow the action. Zhou explains at each point what both players
were trying to do - and what they should have been trying to do. Gain insights into strategic
thinking for both white and black. A bonus game by other players shows how white fails when
he fails to adhere to the basic principles of white strategy in a handicap game.
Improve Your Intuition Series (Takagawa Shukaku, Honorary Honinbo)
A collection of lightly edited versions of some articles from the old Go Review magazine.
They are aimed at players from beginner up to about 8 kyu. Intuition means the ability to
perceive basic features of board situations without indulging in extensive reflective
analysis. The booklets are easy to carry around, encouraging study anywhere, anytime.
Keshi & Uchikomi (Iwamoto Kaoru 9 dan)
This book is a study of keshi (reduction) and uchikomi (invasion) moves. It is
old material that has been reprinted and edited. It is one of the best of the large
crop of books to come on the market in 2002. The higher level player of
6 kyu up to the lower dan ranks will find many insights into the real
underlying nature of the game of go.
Korean Style of Baduk 1: Avalanche Jungseok + Mini - Chinese Opening (Changho Lee + Sung-rae Kim, 2004, 279pp)
Written in dual English and Korean language. New approaches are covered with examples from real games. The avalanche material is obviously difficult as it is a complex joseki with many variations. Commentary is kept to a minimum, so weaker players may have difficulty. Stronger players will appreciate the chance to read up on Korean thinking.
Let's Play Go (Yasutoshi Yasuda 9 dan) 74pp
The book gives a simple introduction to the game of go. Beginners can start playing
within a few minutes. First capture go is the subject of most of the book, with the
concept of territory only being introduced towards the end. The book suffers a little
from having problem answers on the facing page to the problems, but as the target market
is very young children and even intellectually handicapped people, maybe this is not
so important. After following the lessons, participants will have enjoyed the basics of
go and will be off to a good start if they want to learn more. The book even explains
how to make a low cost go set.
Life and Death Problems: Intermediate (Maeda 9 dan)
This English book is not part of Maeda's classic three volume series. It is a
pocket sized book (137 pages) of 110 problems previously published in "Go Review".
Liping Huang's Problem Series Vol. 1 (Liping Huang 4 dan and Nancy Xu)
114 problems to help amateurs understand and master key points in life and death and
tesuji situations. These are presented in elementary, intermediate and advanced groups.
Masterpieces of Handicap Go
In these two volumes, a collection of famous handicap games originally published
in the American Go Journal has been updated and reformatted with additional diagrams
and some additional games added. The games feature some of the top professional
players before they attained their highest ranking, playing black against higher
ranking professionals. The commentary is very thorough, focussing on the strategy
and tactics employed by both the black and the white players.
Monkey Jump Workshop (Richard Hunter)
Originally published in the British Go Journal with supplementary material from
Go World, expanded and reorganised. The book systematically analyses the monkey
jump both in endgame and life and death situations. The optimal reply for an endgame
situation may not be the best in a life and death situation. Higher kyu players and
even some dan players will benefit.
Punishing and Correcting Joseki Mistakes (MingJiu Jiang + Adam Miller, 2003, 120pp)
Joseki around 3-3, 3-4, 5-3, 4-4, 5-4 and 6-4 are considered. The amateur mistakes are revealed, and the reasoning behind the correct moves is explained. Often mistakes are made by both sides. Implicitly therefore, by knowing the mistake and playing the correct answer you can gain advantage.
Pure and Simple : Astute Use of Brute Force (Takao Shinji, 2007, 220pp)
Takao Meijin Honinbo is a modern japanese star. Using recent games he illustrates various aspects of the use of thickness, and includes analysed games from the 2005 Honinbo win. Some major editing problems mar what is otherwise a worthwhile and readable book.
Sabaki (Yoda Norimoto, 2006, 233pp)
Sabaki - the clever placement of stones in difficult situations. To make sabaki requires whole board vision and good judgement of relative strength and weakness on the board. Chapter 1 - 29 problems on fundamental sabaki skills including some well - known situations. Chapter 2 - 21 problems on Judgement of Sabaki. Chapter 3 - 26 problems from real games. Each problem is presented as a number of choices, then the solutions follow over the page. Incorrect solutions are also explained.
The Basics of Go Strategy (Richard Bozulich, 2007, )
Aji, kikashi and sabaki are the most important concepts of go. To play at a high level one must understand these concepts and also the shape and distribution of the stones. Which stones can be sacrificed and which must be defended to the death? The first part of the book is in lesson format, while the second part consists of 101 problems with in-depth solutions.
The Best Play (Feng Yun 9 dan) 53pp
Two games are analysed in depth aimed at amateur players. Each main diagram contains
only a few moves, making it easier to follow. Variations are analysed thoroughly in diagrams.
The Treasure Chest Enigma: A Go Miscellany 2nd Edition (Noriyuki Nakayama, 2005, 182pp)
The 2nd Edition contains some corrections and new whole board problems. The book contains interesting stories and some very complex concocted problems, some from ancient masters. In "The Bait Swallows the Fish" you have only to find the next 79 moves to arrive at the answer, which is that, after capturing no fewer than 72 white stones, black still cannot make two eyes and his whole board dies.
The Workshop Lectures Vol. 1 (Yilun Yang 7P, 2006, 68pp)
Contains three lectures delivered at Yang's annual go workshops. Topics covered - When to Tenuki in the Opening, Choosing the Direction of Attack, and Playing Complicated Joeski. Principles are given which can be applied in the reader's games. Each is clearly illustrated by examples.
The Workshop Lectures Vol. 2 (Yilun Yang 7P, 2006, 81pp)
Contains five lectures delivered at Yang's annual go workshops. Topics covered - How to Invade, Choosing the Proper Pincer, Side Extensions in the Opening, Playing a Territorial Game, and Playing a Moyo Game. Principles are given which can be applied in the reader's games. Each is clearly illustrated by examples.
Think Like a Pro 2: Pae (Youngsun Yoon, 2006, 192pp)
Written in dual English and Korean language. Pae is the Korean word for ko. The basic types of pae are explained by means of examples. Pae in Life and death, joseki and endgame are considered and there is a chapter on pae in real games. The book is heavily problem oriented. It is aimed at intermediate players with the objective of removing the fear of pae.
Think Like a Pro 1: Haengma (Youngsun Yoon, 2006, 192pp)
Written in dual English and Korean language. Haengma means something like "flow of stones". Examples are considered under topics such as Breaking Out, Gaining Control and Attacking. All examples are from real games. Commentary is brief, there are a few "typos", but it is quite readable. Weaker players may have to think hard but this is no disadvantage. The examples are presented as problems on one page with answers not visible until the page is turned.
Train Like a Pro 1 (Sung-rae Kim, 2005, 190pp)
In dual Korean and English languages, the book is a set of difficult problems designed for those trying to become professionals. It is designed for 30 days of work, with each day comprising four each of close combat, opening, life and death and joseki problems, two pro game practice and one endgame problem. Rest assured you will not get through these problem sets in five minutes. The answers (separate book) are very minimal, with few variations and therefore may require deep thought to follow through.
Train Like a Pro 2 (Sung-rae Kim, 2005, 190pp)
Book 2 is in all respects the same as Book 1 with different problems.
Whole Board Thinking in Joseki Vol. 1 (Yilun Yang 9 dan and Phil Strauss)
This volume deals with the 3-4 point, low kakari (approach). The material is
presented as a series of whole board problems. The focal point is that good players
select joseki that fit in with the overall situation, not just pick one at random.
The presentation is excellent and this book is highly recommended for a wide range of players.
Whole Board Thinking in Joseki Vol. 2 (Yilun Yang 9 dan and Phil Strauss)
This volume deals with the 3-4 point, high and far kakari (approach). See comments
for Vol. 1.
Yang's Pocket Go Problems Series (Yilun Yang 9 dan)
This series of pocket sized books is devoted to specially constructed novelty
go problems. Each book contains 40 problems of varying difficulty (the level is
shown for each problem). In volume 1, the problem number can be seen in the stones,
while in vlume 2, various chinese characters are pictorially represented.
K2 Basic Techniques of Go (Haruyama + Nagahara, reprinted 2002, 169pp)
Classic text for the beginning and improving player, covering the
opening, tesuji and endgame, plus handicap GO techniques. Ideal for someone
who has just learned the rules and would like to know where to go next.
K7 1971 Honinbo Tournament (Iwamoto 9 dan)
This reprint of an old Ishi Press title provides a very detailed analysis of
games from the 1971 Honinbo tournament. Players looking for game collections to
study will find this worthwhile.
K10 In the Beginning (Davies)
Still the best beginning text on the fuseki (opening). A must for every
new player. Another book on the same subject matter is Opening Theory Made
Easy, and although both may be read with some gain, I suggest In the
Beginning first.
K11 38 Basic Joseki (Kosugi and Davies)
Joseki are the set moves played in the corners during the opening game of go. A few simple
and frequently used joseki are analysed for the beginning player, and will add to their
armoury and improve their strength immensely. Although joseki must not be studied
indiscriminately, you need some knowledge of them to make your games proceed more smoothly.
No use trying to reinvent the wheel in every game, is there?
K12 Tesuji (Davies)
Tesuji are the tactics of short range combat. Another book from the
elementary series, reading this book once right through will increase your
strength by two stones. Trust me!
K13 Life and Death (Davies)
(Reprinted 1996). This is a must for any beginning player. Covers all the basic shapes of
living and dead groups and will give you that extra edge in the infighting.
K14 Attack and Defence (Reprinted 1997)
Jim Davies and Akira Ishida wrote this book over twenty years ago, and it is still an
excellent elementary book on the middle game of go. Some principles are given, plus a wealth
of examples, problems and case studies. Learn how to select your strategy, execute dual
purpose attacks, how to invade, and much more.
K15 Endgame (Ogawa and Davies)
Learn to count the value of moves. Consistently playing the biggest value
move on the board can easily gain you 20 - 30 points in the endgame. The
concepts of sente, reverse sente and gote are discussed. An elementary book, and a must
in your study of the game.
G16 Handicap GO (currently out of print)
The fundamental principles of handicap GO are presented with problems
for different handicaps. Also contains a section viewing handicap GO from
White's perspective.
G17 Kage's Secret Chronicles of Handicap GO (Kageyama)
The correct way to play handicap Go by review of pro. - am. and pro. -
pro. games. Kage has a very readable style, you won't be bored.
G18 Test Your Go Strength
Test your strength by solving 50 full board problems.
K21 Dictionary of Basic Joseki Vol. 1 (Ishida)
Reprinted 1997. All advanced Go students will want this series, which is as
near to a complete coverage of joseki as you will get in English. Volume 1 deals
with 3 - 4 point joseki.
K22 Dictionary of Basic Joseki Vol. 2 (Ishida)
Detailed treatise on 3-4 and 5-3 point joseki by "The Computer". Vol. 1
which covered most of the 3-4 point joseki is out of print. This series
gives a very detailed coverage of the more common joseki, including traps
and trick plays. The underlying meaning of moves is explained. These are a
must for the serious Go student, but don't bother too much with joseki until
you are well experienced in other aspects of the game.
K23 Dictionary of Basic Joseki Vol. 3 (Ishida)
Detailed treatise on 5-4, 4-4 and 3-3 point joseki by "The Computer".
Vol. 1 which covered most of the 3-4 point joseki is out of print.
This series gives a very detailed coverage of the more common joseki,
including traps and trick plays. The underlying meaning of moves is
explained. These are a
must for the serious Go student, but don't bother too much with joseki until
you are well experienced in other aspects of the game.
K25 Appreciating Famous Games (Ohira)
A modern expert analyses ten of the most famous games from Japanese GO
from the 17th to 19th century. Contains lots of interesting anecdotal
material. It is more for the better player as beginners will want to buy other
books first.
K26 The Direction of Play (Kajiwara)
This is a book to be studied in conjunction with the opening or fuseki.
It has just been reprinted. The author explains the importance of selecting
the next move in the right area of the board - the imortant area. It is not
difficult to understand and is suited for the stronger beginner and
intermediate player.
K28 Lessons in the Fundamentals of Go (Kageyama)
This is not a beginner's book. I suggest once you get to about 15 kyu you
might take a look at this. The subject matter is connectivity, good and bad shape,
the way the stones should "move", and more. Kage is one of the most readable of the
Japanese authors, and I think this is one of the most enjoyable go books, as well
as being very instructive.
K29 Reducing Territorial Frameworks (Fujisawa)
This book was first published in 1986 and sold out very quickly. Now,
finally, Kiseido has reprinted it. Chapter 1 deals with the basics of
reducing moyos, Chapter 2 to 4 contain reducing joseki on the side, the
corner, and the Chinese style fuseki. Chapter 5 deals with attack and
defence and Chapter 6 contains problems. The book is well translated and
is easy reading, although some of the material can be considered advanced.
K31 The Second Book of Go (Bozulich)
A companion to K50 Go: A Complete Introduction, this book provides some additional
basic strategy and tactics for the beginning go student. Some basic openings and
joseki are covered, as are attacking strategy and tips on playing handicap go.
Various tactical techniques are also included.
K32 Power of the Star Point (currently out of print)
Complete and detailed work on 4-4 point games by the great master and
Honorary Honinbo. For intermediate and advanced players.
K33 The Chinese Fuseki (Kato)
Reprinted 1997. This fuseki went through a period of great popularity among professionals
in the eighties. Kato Masao (nicknamed "Killer") expounds on the theory
behind this influence-oriented fuseki and the joseki and follow-up moves.
The material is not difficult to follow, but the specialised nature of the
content places this book at the higher intermediate and advanced level.
K36 Opening Theory Made Easy (Otake)
Reprinted 2002. The book is sub-titled "Twenty Strategic Principles to Improve
Your Opening Game. This type of go book is excellent because it provides a framework
for study, and principles that can be applied in many situations. It might help a
wide range of players from 15kyu to 3dan.
K40 The Go Player's Almanac 2001 (Bozulich)
This book is chock-full of Go trivia and interesting facts and statistics.
Worthwhile for the lover of the game, but not a "must have" if your budget
is limited. Reprinted in 2001, this edition contains lots of additional material
over the first edition. The inclusion of colour plates is very attractive, and
the extensive dictionary of Japanese / English go terms will appeal to those
students who want to tap into the huge market of Japanese go books.
K44 The 3-3 Point (Cho Chikun)
Cho expounds on the 3-3 point openings which he used so successfully
on many occasions. It is a territorially oriented move. It is aimed at the
intermediate player or above.
The Graded Go Problems for Beginners Series (The Nihon Kiin)
These books present around 1500 problems in four volumes. They are intended for
beginners who have just learned the rules of go, bridging the gap between a beginner's
book and some of the more "advanced" elementary books.
K46 Volume 1: 30 kyu to 25 kyu
K47 Volume 2: 25 kyu to 20 kyu
K48 Volume 3: 20 kyu to 15 kyu
K49 Volume 4: 15 kyu to 10 kyu
K50 Go: A Complete Introduction (Cho Chikun)
Written specifically for the Western reader by by one of the strongest players in the world,
this book presents the rules, plus basics strategy and tactics. There is a wealth of other
information to broaden your appreciation of the game and pique your interest. Aspects of
go history, modern professional tournament play, and an essay on the relationship between
go and intelligence are included.
The "Get Strong at Go" Series (Kiseido)
This series covers various aspects of the game using a short lesson followed by
extensive problems (with answers). Other titles will be progressively published
during 2000. The material is probably intermediate level, i.e. it is recommended to
read the elementary text on the particular topic first.
K51 Get Strong at the Opening
K52 Get Strong at Joseki Vol.1 (Covers the main 3-4 point joseki)
K53 Get Strong at Joseki Vol.2 (Covers the 5-4 and 5-3 points)
K54 Get Strong at Joseki Vol.3 (Covers star point and 3-3 point joseki)
K55 Get Strong at Invading (Covers side and corner invasions, and erasing territorial frameworks)
K56 Get Strong at Tesuji (Fighting techniques)
K57 Get Strong at Endgame (description follows)
Of all the areas you can study, endgame may prove to be the most important.
The techniques of counting are applied all through the game. Sometimes you
can salvage a game where you played poorly in the opening by skillful
endgame play. Highly recommended.
K58 Get Strong at Life and Death
K59 Get Strong at Handicap Go
K60 Get Strong at Attacking
K69 Cosmic Go: Guide to 4 - stone Handicap Go (Chatterjee and Yang)
The authors teach you to take the severest path in the opening and play on a large scale.
Learn how to create thickness and use it to construct moyos and use it to your advantage
in fights. The book takes its inspiration from Takemiya Masaki's cosmic style, and shows
you how to apply these principles to 4 - stone games. Tesuji, trick moves and good shape
are also treated in depth.
K70 The World of Chinese Go (Guo Juan)
The author studied to become a professional go player in China in the '70s and '80s. She
trained with many of the current crop of top Chinese players. She gives the reader an in-depth
view of the Chinese go scene, including the fierce competition to become (and to remain) a
professional player.
Chapters are devoted to superstars, such as Nie Weiping and Ma Xiaochun, and the great female
player Rui Naiwei (who recently became the first ever female winner of an open pro. title). Game
analysis is accompanied by an insight into the characters of these great players.
This is an interesting book, written in what appears to be a fairly frank style, not overly
fettered by Chinese political correctness. It is suitable for practically any player who loves go,
regardless of their current rank.
Kiseido's Mastering the Basics Series
This series of problem books follows on from the "Get Strong at Go" series. A few
pages of explanation are followed by problems in ascending level of difficulty. Each
problem is presented with a vague hint based on a principle of good play. These books
will suit the higher kyu player and many dan players will also find them challenging.
K99 GO: An Asian Paradigm for Business Strategy
Can the success of Japanese business strategy be explained by the ancient
Asian game of Go? According to the author, a top-ranking Japanese executive
and 3-dan amateur, it definitely can. The author explains how to play, and
how Go strategies can give you a fresh approach to the world of business.
PAT37 The Theory and Practice of Go (Korschelt)
A very early go text, written prior to the use of the modern go diagrams. It is
of curiosity value only, not recommended for go study.
Y03 The Art of Positional Judgement (Nie Weiping)
The first Chinese Go book ever translated into English. Contains
autobiographical material and eight chapters : the opening, positional
judgement, timing, finesse and trade-off decisions, forcing moves,
utilising thickness, defending weak stones, and applications in annotated
games. For the intermediate to advanced player.
Y04 Fighting Ko
Catalogues the wide variety of Ko situations one is likely to encounter.
Mastering the subject matter will add potent weapons to anyone's game. Ko
is basic to Go, but nevertheless beginners would probably find other books
more useful at first.
Y05 100 Challenging Problems
A selection of problems from Kido magazine's "Challenge Corner". Eight
sections : opening, middle game, perception, sabaki, reading, semeai,
tsume-go, and endgame. The highest reader success rate for any problem was
77%. Reading this book is the next best thing to getting professional
training at the Nihon Kiin. For the intermediate to advanced player.
Y07 Tesuji and Anti-suji of Go (Sakata)
An exhaustive manual that details how sparkling technique can bring
one's game alive. The flip side of tesuji, crude moves, are offered in
contrast, demonstrating how thoughtless play can throw away the advantage.
Improvers and intermediates.
Y08 The 36 Stratagems Applied to Go (Ma Xiaochun)
The author was ranked as the best player in the world in 1995. This book
differs from the usual Go book in that it examines the application of ancient
military maxims to the game. Ma demonstrates his phenomenal full-board vision,
and shows the reader how to formulate tactics based on strategy. It is not an easy book and
so would be suitable for the good intermediate to advanced player.
Y10 Dramatic Moments on the Go Board
The book is full of interesting vignettes in the style of "Killer of Go".
It contains behind the scenes glimpses of the world of professional Go. The
foibles and silly mistakes of professionals are exposed, which should give
some comfort and not a little amusement to amateurs. Advance orders required.
Y12 Golden Opportunity
"The weak wait for opportunities to arrive. The strong search for and
grasp opportunities,. The wise create their opportunities - and read this
book." The treatment in this book is quite unusual. Game positions are
explained through compelling analogies with historical events. On the way
you will meet Napoleon, Davy Crockett, the Japanese Sherlock Holmes and
others. The translator has strived to present the book almost entirely free
of Go jargon. Advance orders required.
Y13 Pro - Pro Handicap Go
Subtitled "Invincible play with 3, 4 or 5 stones", this book is designed
to teach the reader how to get the most out of their handicap stones in games
against stronger players. All games are analysed in terms that weaker players
can easily comprehend, and tests are included to measure the reader's
strength. Large type and clear diagrams and emphasis of important points make
this easy reading. Next move problems abound to keep you thinking. 220 pages.
It's one of the best I've seen from Yutopian. For improvers to intermediates.
Y14 Ingenious Life and Death Puzzles Vol. 1 (Yang Yilun)
This book contains some 110 life and death problems. By studying these
intriguing puzzles, you can greatly improve your reading and fighting
abilities, and also develop an appreciation of the beauty of the game. Each
puzzle is on the right hand page, with the answer on the back. The puzzles
are divided into the Elementary Section and the Junior Section. 220 pages.
For intermediates.
Y15 Ingenious Life and Death Puzzles Vol. 2 (Yang Yilun)
This is the follow-on volume to PAY14. 200 more intriguing puzzles to
enhance your Go strength, divided into the Senior Section and the Advanced
Section. 214 pages. For intermediate to advanced players.
Y16 Igo Hatsuyo-ron Vol. 1
This series is hailed as the highest authority in life and death problems. It
contains 183 problems of which the first 63 are in Vol. 1. These are high
level problems. This series sets the landmark between amateur and
professional players.
Y17 Beauty and the Beast
This book treats the major facets of Go theory from two perspectives:
historical and practical. Classical Chinese treatises on Go are referenced,
and the development of the concepts in modern play is described in detail.
Each theoretical concept is shown applied to practical situations on the Go
board, so that readers can quickly apply the concepts in their own play.
The examples of theory - in - action are centred around important moments
in tournament games. The author illustrates, with dramatic effect, how
seemingly incomprehensible "bolts from the blue" that we sometimes call
exquisite plays, are really firmly rooted in the application of Go theory.
The book also includes biographical information, anecdotes and playing style
profiles on all the leading Chinese players of the '80s. Some of this
material is not available in any other form as it stems from the author's
intimate knowledge of the players as his colleagues and friends. It is not
easy material to assimilate so definitely for intermediate to advanced players.
Y18 Rescue and Capture
A pocket sized book of problems on rescuing endangered stones and capturing
your opponent's stones. Improvers to intermediates.
Y19 Intermediate Level Power Builder Vol. 1
This book emphasises basic concepts, theories and techniques for intermediate
players. Contains thirteen lessons from opening to invasion.
Y20 Lectures on Go Techniques Vol. 1 (Cho Hunhyeon)
Basic shapes are analysed covering surrounding, escaping, connecting, cutting,
Attachments, diagonals, tigers, empty triangles and hanes at the head of the opponent's stones.
This one is OK for relative beginners to improvers.
Y21 Winning a Won Game (Go Seigen)
This book provides three golden rules with examples of their application in actual games,
and seven GSG games highlighting seven examples of success. In professional games, one
often encounters situations where a game is lost after building up a commanding lead. This style
of book is for the intermediate to advanced player.
Y22 Essential Joseki (Naiwei Rui)
The series is designed for mid-level players, but there is material in all four
volumes that will challenge amateur dan level players. For each variation the author
provides sage advice on when to choose that line based on the whole board situation.
Potential ladders, ko fights and seki are explained in detail.
Y23 Handbook of Go Proverbs (The Nihon Kiin)
Here is a collection of around 150 proverbs that will assist the go student to
remember some important aspects of the game more easily. Good and bad shape, the opening,
joseki, territorial frameworks, life and death, tesuji, and more are covered. Take
note, though, that learning proverbs does not mean that you should stop thinking
about situations you face on the board.
Y24 Strategic Fundamentals in Go
The first book to offer a Chinese perception on Go strategic fundamentals.
The author covers ten important lessons - sente vs gote, big vs small
points, attack vs defence, life & death, big vs small territories,
saving / sacrificing stones, slack moves vs urgent points, light vs
heavy shape, flexibility, and persistence vs playing safe. Improver to intermediate.
Y25 The Art of Capturing Stones
Go requires a balance of strategy and tactics. Each move must
balance competing needs such as building influence or weakening
the opponent's. In Go there are capturing techniques which require
sacrificing stones. Most beginners fail to see these moves, and even
advanced players might miss them if they don't pay attention. This is a
problem book which provides thorough training in three types of
techniques - under the stones, killing oversized eyes, and other sacrifices.
Improver to intermediate level.
Y26Lee Chang Ho's Novel Plays and Shapes
Go - Life, Liberty and the pursuit of Territory through Connection and Influence. There is an
abundance of joseki in Go, the selection of which can determine the outcome of the game. What
sets the professional players apart are the subtle differences in how they apply joseki.
By only sticking to popular joseki, it's difficult to get strong, but it takes courage to play
the novel plays. Not all of the novel plays in this book were successful. Sometimes unforeseen factors
have arisen in the games despite rigorous analysis.
Studying the novel plays in this book will help you improve your reading, strategic and tactical skills.
There are many illustrations and explanations from the amateur point of view. This book contains advanced
material which is designed for those in the high kyu or dan range.
Y27 Galactic Go Vol. 1
A guide to three stone handicap games, this book is the follow-on to Cosmic Go by the same authors.
The style is somewhat different, with the presentation being similar to the "Joseki Dictionaries". This
volume analyses a white first move on the 3-4 point, and black's low approach. The table of contents is in
diagrammatic format so you can easily look up the shape you want to study.
Each chapter contains some lesson material, followed by problems and answers. A disadvantage is that
the answers are often on the same page as the problems. There are 260 pages so you can see that this
is a detailed coverage. Each joseki is analysed in the context of a game with more than 400 full board analyses.
Players around the 4 - kyu mark will currently be taking four or five stones from shodans. Having one
free-form corner makes for a lot of new variations, which will require study to master. This book will help you
to develop a whole board vision, a keen sense of direction, and an eye for sparkling tesujis and good shape.
Volume 2 is now available. Twenty games between a strong amateur and a professional are analysed in depth through question and answer.
Y28 Fuseki Small Encyclopaedia
This book covers basic opening strategy for the game of go by concentrating on the
principles of whole board openings rather than joseki in isolation. After reading this
book, you will find it easier to decide what is important on the board, and what to do
when your opponent departs from the flow of the game. Nirensei, sanrensei, the
Chinese style, and the Shusaku style are just some of the openings which have been
analysed. Many openings from professional games have been included for study.
252 pages makes a lot of reading. My suggestion for improving go players would be to
read "In the Beginning" and "The Direction of Play" before embarking on this more
specific study of go openings.
Y29 Tricks in Joseki (Yang Yilun 9 dan)
A pocket sized book containing 80 problems based on finding the correct
answer to trick moves played in joseki.
Y30 Handbook of Star Point Joseki (Nihon Kiin)
Focus on star point joseki with the perception of even game play in mind. It is very
nicely presented andeasy to read, and is aimed at the lower kyu player. All the various
models of joseki variations are shown in diagrammatic form in the contents, so it is
easy to look up a pattern that you want to study.
Y33 Handbook of Handicap Go (Nihon Kiin)
The book aims at increasing the general strength of the reader, which is sure to
improve their results, whether in handicap go or even games. Patterns from nine stone
games through to three stone games are analysed, but the publishers missed the
opportunity to index the basic patterns, so the reader just has to read through the book.
Y35 Intermediate Power Builder Vol. 2 (Nihon Kiin)
Lessons 14 - 25 cover various attacking manouevres. Students pose questions which the teacher answers. Vol. 1 covered openings and invasions. Vol. 3 has not been published.
Step Up to a Higher Level (Abe Yoshiteru, 2004, 156pp)
This is a test for kyu players of 8 or 9 kyu who are looking to improve a couple of ranks. You must answer 90 out of 144 problems correctly to pass. The problems are grouped under various aspects of the game, such as opening, capturing, etc.
Dictionary of Basic Fuseki Vol. 1 (Rin Kaiho, 2004, 216pp)
Contains well - ordered patterns up to about 1996 and includes various star point openings, the Chinese fuseki and some special strategies. Actual games are analysed and some variations given.
New Go Proverbs Illustrated (Milton Bradley, 2005, 140pp)
Basically new material although some of the proverbs have appeared elsewhere - "stay away from thickness".
Lectures on the Opening Vol. 1 (Cho Hun-hyeon, 2005, 218pp)
Theoretical concepts occupy 40 pages - Territory and framework, Around the Corner, Extensions, Base Plays, and Making the Stones Work Harder. The rest of the book comprises 41 problems with detailed analysis on various themes from the text.
K01 Invincible: The Games of Shusaku (John Power)
Shusaku was the leading player of the Golden Age of Go in the mid-19th
century. He had a perfect record of nineteen successive wins in the annual
castle games in the presence of the shogun. This book contains much fascinating
anecdotal material, and is chock-full of deeply annotated games, as well as
more games with light annotation. A must for the serious Go student or
anyone who just loves the game.
PP1 Tournament Go 1992 (John Power)
A yearbook of Japanese professional Go. The games included here would
normally have been included in Go World, but the magazine went through a
period of difficulty and so many of these games would not have been presented
in English before. The format of the book is very similar to GW in type face
and size. There are 48 fully annotated games from the Kisei, Judan, Honinbo
and other major Japanese titles. Excellent value. 265 pages. Available by
special order only - 10 weeks delivery
L1 Learn to Play GO: Vol 1 - A master's Guide to the Ultimate Game
Written by a top Korean professional and a young american pro. Learn to
play the elegant game that has enthralled millions of people around the world
for millennia. The great cultural treasure of Asia, embodying and demystifying
Eastern philosophy. GO set with reversible 19x19 and 13x13 board included.
Fantastic gift for anyone who loves games.
L2 Learn to Play GO: Vol. 2 - The Way of the Moving Horse
Second in a series that takes you step-by-step to the master levels.
Invaluable for the kyu player stuck in the kyu levels. Special GO on the
Internet section included.
L3 Learn to Play GO: Vol. 3 - The Dragon Style
Third book in the series. Seven deadly sins - learn to avoid them. Eight secrets
of winning play. Real games analysed in depth to illustrate points on the opening,
middle and end games, and handicap games.
L4 Learn to Play GO: Vol. 4 - Battle Strategies
Fourth book in the series. Invasions, reductions, running battles and contact fights.
Learn to identify key stones and expendables. Also covers capturing races and ko fighting.
L5 Learn to Play GO: Vol. 5 - The Palace of Memory
The Templates of Fighting, Guidelines of Shape (14 techniques). Opening Guides
(nine concepts). Some common jungsuk (joseki). Endgame concepts and techniques.
If you have already read L1 - L4, this is going to add a lot of polish to your game.
Volume 1: The Opening
Volume 2: Attack and Defence
Volume 3: Reducing a Moyo
Volume 1: Contains 20 games
Volume 2: Contains 18 games
Volume 1: Life and Death by the Numbers
Volume 2: Life and Death in Chinese Characters
Volume 1: 501 Opening Problems
Volume 2: 1001 Life and Death Problems
Volume 3: Making Good Shape
Volume 4: 501 Tesuji Problems
Volume 5: The Basics of Go Strategy
Making Good Shape: There's actually quite a bit of theoretical content in this book. Chapter One covers the
efficiency of stones, and Chapter Two gives examples of good shape. Then there are 245 problems
for the reader to test his skill. Chapter Four gives two example games between high level
professionals playing go at 30 seconds per move - no time for deep analysis so they fall back on
their instincts to play good shape.