DESCRIPTIONS OF GO BOOKS

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.
Volume 1: The Opening
Volume 2: Attack and Defence
Volume 3: Reducing a Moyo

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.
Volume 1: Contains 20 games
Volume 2: Contains 18 games

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.
Volume 1: Life and Death by the Numbers
Volume 2: Life and Death in Chinese Characters

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.
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.

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.

Understanding How to Play Go

An American Go Ass'n. champ has written this book, analysing seven of his games in great detail. Each diagram has only a few moves, so it is easy to follow the analysis. An important feature is the way the author explains his and his opponent's thinking at each point in the game. Developing an understanding of overall strategy in a game will kick along your strength, if you are already at an intermediate level.

GO WORLD MAGAZINE (QUARTERLY)

This high quality magazine represents top value for any keen player. It contains all the top pro. title games with comprehensive annotations, plus historical and instructional articles, and a smattering of international Go news.

Last updated 7 July 2007
John Hardy
Original URL: http://www.uq.net.au/~zzjhardy