K82: Handicap-Go Strategy and the Sanrensei Opening To order
Making the Transition from Handicap to Even Games
by Rob van Zeijst and Richard Bozulich
The study of handicap go is the natural way to learn how to build thick positions, then to turn the influence of these positions into territory. The handicap stones are placed high on the fourth-line star points, so the black player is forced to think globally. Eventually, the novice will find himself playing Black without a handicap. The easiest way to make the transition from handicap games to even games is to adopt the Sanrensei Opening. In this opening, Black occupies three star points on one side of the board, so the basic strategy of playing for influence used in handicap games is the same. By adopting this opening and executing the strategies outlined in this book, your stronger opponents will learn to respect your moves.

K83: The Basic Principles of the Opening and the Middle Game To order
by Rob van Zeijst and Richard Bozulich
Go is played on a very large board consisting of 361 playing points. During the opening phase (the fuseki), there will be perhaps 50 to 100 candidates for a plausible move, and for each of these candidate moves the opponent's many possible responses must also be considered, as well as your responses to each of these responses, and so on. Clearly, an exhaustive search is impractical, so the expert go player needs some principles to guide him in finding the best move.

This book presents those basic strategic principles. The 20 principles presented here will lay the foundations for the study of opening theory in general as well as the currently popular opening systems, such as the Sanrensei Opening, the Chinese Opening, etc., presented in other volumes of this series.

Independent review: bengozen.com

K84: The Basics of Life and Death To order
by Rob van Zeijst and Richard Bozulich
Most go players know that the best way to improve one's tactical and reading skills is to solve live-and-death and tesuji problems. This book is systematic introduction to life and death for beginning players. Part One of starts out by presenting all the basic eye spaces. It then shows how three basic tesujis (the hane, the placement, and the throw-in) are used to reduce the eye space of a group to one eye, then to kill that group. The second part is a life-and-death dictionary that presents 177 basic positions that often arise from josekis or common middle-game skirmishes in the corners and along the sides. As such, it is an invaluable reference work that deserves a place in every go players' library.

K85: A Survey of the Basic Tesujis To order
by Rob van Zeijst and Richard Bozulich

In life-and-death situations and during the sharp skirmishes that arise in the middle game, brute-force analysis is usually required. However, intuition also plays a role in your ability to instantly find the key move that turns the position in your favor. Those key moves are called tesujis. There are about 45 different kinds of tesujis that a dan-ranked go player should be familiar with. If a player has solved many problems that involve a certain kind of tesuji, he or she will immediately recognize — almost unconsciously — positions in their games where that tesuji is applicable. This is called 'pattern recognition'. Of course, the player must confirm that the move is indeed the required tesuji by brute-force analysis after the tesuji is played.

A Survey of the Basic Tesuji presents more than 40 tesujis that can arise in a game of go. After an example of a tesuji is presented and explained, three to 12 problems follow, showing the various ways that it can be applied. In all, there are 182 problems. Studying this book is the fastest way to bring your ability to find tesujis in your games up to the shodan level.

K86: Opening and Middle Game Go Problems for Kyu Players To order
by Richard Bozulich

Opening and Middle Game Go Problems for Kyu Players presents 200 problems of positions that arise in the opening and middle game. It is intended to supplement the Graded Problems for Beginners and Graded Problems for Dan Players series. Whereas the books in those two series are mainly about life and death, this book consists mainly of whole-board positions that typically arise in the opening and middle game. Some of the topics covered are fighting inside spheres of influence, neutralizing thick positions, using thick positions to attack and make territory, the direction in which to attack and the direction in which to build walls, invading thin positions, defending and attacking weak groups, and matching the joseki to the overall position. Numerous examples of some of the most important go proverbs are given, such as 'Play hane at the head of two stones,' 'When caught in a crosscut, extend,' and 'Capture the cutting stone.' The initial problems in the book are in the 15- to 20-kyu range, but they gradually become harder in the latter part of the book reaching the level of 1-kyu by the end of the book.

As a bonus, an exhaustive exposition of the early 3–3-point invasion josekis is presented in an appendix. These josekis have come to dominant the openings in professional and amateur go since they were played by the artificial intelligence program known as AlphaGo. These josekis should be studied by every ambitious kyu player who hopes to rise to dan level.


If you need more information, Kiseido may be contacted at the following address:
Kiseido
Kagawa 4-8-32
Chigasaki-shi
Kanagawa-ken
Japan 253-0082
FAX +81-467-81-0605
e-mail: kiseido61@yahoo.com

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