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Catálogo de libros y publicaciones sobre tácticas y estrategias a

aplicar en el juego del Go existentes en la Biblioteca de calibre.


También se listan cuentos, libros históricos, de poesía y/o novelas
en los que se hace mención al juego del Go.
Autores
A
The Go Academy
What is Go
Hans Aiguabella & Xabier Tárrega
La partida de Go
Ishida Akira & James Davies
Elementary Go, Vol 5
[1] Attack and Defense (1980)
Ambrosio Wang An-Po
El Cercado (1970)
Younggil An & David Ormerod
Relentless: Lee Sedol vs Gu Li (2016)
American Go Association
Go: The Ancient Game
British Go Association
Go - an Introduccion
Go Problem Cards
Novels and Other Books Featuring Go
Play Go. A few simple rules... limitless possibilities
The British Go Association
Go. The most challenging board game in the world (1999)
B
Sung-Ho Baek
The Master of Haengma (Reseña)
Karl Baker
The Way to Go (2008)
Robert Charles Bell
***
[47] Board and Table Games from Many Civilizations (1979)
Elwyn Berlekamp & David Wolfe
Mathematical Go: Chilling Gets the Last Point (1994)
Jaap K. Blom
Go in the West in the 18th Century
Seo Bong-Soo & Nam Chihyung & Jung Dong-Sik
Jungsuk in Our Time: Somoki (3-4 Point) Jungsuk (2000)
Scott Boorman
The Protracted Game
Richard Bozulich
A Dictionary of Japanese and English Go Terms (Extracto) (2019)
Five Hundred and One Opening Problems (2007)
Fundamentos del Go: Estrategia (Extracto) (2020)
The Magic of Go (1999)
The Second Book of Go (1998)
Get Strong at Go Series
[1] Get Strong at Joseki 3 (Beginner and Elementary Go Books)
(1996)
[2] Get Strong at Opening (Beginner and Elementary Go Books)
(1996)
Mastering the Basics
[11] Sabaki. The Art of Settling Stones (Reseña) (2018)
Richard Bozulich & James Davies
An introduction to Go (1984)
Richard Bozulich & Haruyama Isamu & Nagahara
Yoshiaki
Basic Techniques of Go (2002)
Richard Bozulich & Yoshiaki Nagahara
Elementary Go
[7] Handicap Go (2016)
Richard Bozulich & Peter Shotwell
Winning Go: Successful Moves from the Opening to the Endgame
(2010)
Richard Bozulich & Nagahara Yoshiaki
Strategic Concepts of Go (1972)
Richard Bozulich & Rob van Zeijst
Daily Yomiuri On-Line: The Magic of Go (1999)
Modern Master Games Vol 1 (Extracto)
Mastering the Basics
[3] Making Good Shape (2017)
Bruce & Sue Wilcox
EZ-Go (2002)
Vit Brunner
Xuan Xuan QiJing (Gengen Gokyo)
C
David Carlton
David Carlton's Go Bibliography
Lee Changho
How Handle Hamete
Tesuji Vol 4 (2003)
Tesuji Vol 5 (2003)
Sangit Chatterjee & Peter Shotwell & Huiren Yang
GO! More Than a Game (2003)
Youyi Chen
Mysteries of Weiqi. Thee King's Golden Rule
Horace F. Cheshire
Goh or Wei Chi (1911)
Nam Chihyung & Jung Dong-Sik & Seo Bong-Soo
Jungsuk in Our Time: Somoki (3-4 Point) Jungsuk (2000)
Cho Chikun
All About Life and Death. Vol 1 (1993)
All About Life And Death. Vol 2 (1993)
Encyclopedia of Life and Death (2005)
Go: A Complete Introduction to the Game (Beginner and Elementary
Go Books) (2010)
My Views on Go (2011)
Positional Judgment: High-Speed Game Analysis (1989)
Jose Antonio Andujar Clavell
El Juego del Go
William Cobb
Go: An Ancient Game for the New Millennium
Josep Corbella
El Go humaniza la inteligencia artificial
D
James Davies
Elementary Go Series Vol. 3
[1] Tesuji (2017)
Elementary Go
[4] Life and Death (1996)
Revista Go World
[16] 1979 South American Championship (Extracto)
James Davies & Ishida Akira
Elementary Go, Vol 5
[1] Attack and Defense (1980)
James Davies & Richard Bozulich
An introduction to Go (1984)
James Davies & Kosugi Kiyoshi
Elementary Go
[2] 38 Basic Joseki (1973)
James Davies & Miyamoto Naoki
The Breakthrough to Shodan (2015)
James Davies & Tomoko Ogawa
Elementary Go Series, Vol 6
[1] The Endgame (1990)
James Davis & Kaoru Iwamoto
The 1971 Honinbo Tournament (1999)
Google DeepMind
AlphaGo
Desconocido
Gengen gokyo (Xuan Xuan Qijing)
Joseki (complete) (2006)
New Posok dictionary. Chinese fuseki
New posok dictionary. Parallel Fuseki
One Thousand and One Life-and-Death Problems (2006)
Weiqi 300
Weiqi jiqiao Daquan. Life Death Encyclopedia
Weiqi Sihuo Daquan. Life Death Encyclopedia
Xuan Xuan Qi Jing (Gengen Gokyo)
Kiseido Digital
Go World 000 Archive: Table of Contents
Jung Dong-Sik & Seo Bong-Soo & Nam Chihyung
Jungsuk in Our Time: Somoki (3-4 Point) Jungsuk (2000)
Winfried Dörholt
El juego de tablero japonés Go
Stuart Dowsey & Yoshio Ishida
All About Thickness. Understanding Moyo and Influence (1990)
E
Sakata Eio
Killer of Go. Technique and preventative measures (1994)
Modern Joseki and Fuseki, Vol. 1: Parallel Fuseki (2007)
Modern Joseki and Fuseki, Vol. 2: The Opening Theory of Go
(Reseña) (2018)
The Middle Game of Go. Vol.1 (2007)
Sakata Series
[2] Tesuji and Anti-Suji of Go (1995)
Yutopian Enterprises
Go winds. Volume 2 Number 1 Spring 1998
Go winds. Volume 2 Number 2 Summer 1998
Go winds. Volume 2 Number 3 Fall 1998
Go winds. Volume 2 Number 4 Winter 1999
Go winds. Volume 3 Number 1 Spring 1999
Go winds. Volume 3 Number 2 Summer 1999
Go winds. Volume 3 Number 3 Fall 1999
Go winds. Volume 3 Number 4 Winter 2000
Go winds. Volume 4 Number 1 Spring 2000
Go winds. Volume 4 Number 2 Summer 2000
Go winds. Volume 4 Number 3 Fall 2000
Go winds. Volume 5 Number 1 Spring 2001
Go winds. Volume 6 Number 3 2002 Fall
Go winds. Volume 6 Number 4 Winter 2003
Go winds. Volume 7 Number 1 & 2 Spring/Summer 2003
Go winds. Volume 7 Number 3 Fall 2003
History of Weiqi
Magic of Placements (Reseña) (2008)
Art of Go Series
[2] The Art of Go Series: Capturing Stones. Sacrifice Techniques
(1999)
The Art of Go Series
[1] The Art of Go Series: Connecting Stones (1999)
Evanston Go Club
Go-Books-Detail
F
John Fairbain
Tengen. La tesis central de Kubomatsu
John Fairbairn
Gateway to All Marvels (Extracto) (2020)
Honinbo Tournament. The Early Years (Extracto) (2019)
Invitation to Go (Reseña) (2010)
New Ways in Go (Extracto) (2014)
The Fabulous Master of Go Go Seigen
The Life, Games and Commentaries of Honinbo Shuei (Extracto)
(2020)
Wangyou Qingle Ji
Xuan Xuan Qijing
Yi Zhi (The essence of Go)
John Fairbairn & T. Mark Hall
The Go Companion: Go in History and Culture (Reseña) (2009)
The International Go Federation
Ranka Yearbook 1985 (2000)
Ranka Yearbook 1986 (2000)
Ranka Yearbook 1987 (2000)
Ranka Yearbook 1988 (2000)
Ranka Yearbook 1989 (2000)
Ranka Yearbook 1990 (2000)
Ranka Yearbook 1991 (2000)
Ranka Yearbook 1992 (2000)
Ranka Yearbook 1993 (2000)
Ranka Yearbook 1994 (2000)
Ranka Yearbook 1995 (2000)
Ranka Yearbook 1996 (2000)
Ranka Yearbook 1997 (2000)
Ranka Yearbook 1998 (2000)
Eva Feld
Partido de Baduk (Extracto de "La senda de las flores oblicuas")
Bob Felice (Editor)
Tha AGA Song Book (1998)
Kevin Ferguson & Max Pumperla
Deep Learning and the Game of Go (2019)
Ervin Fink
Go-Igra (Reseña) (1961)
G
Hayashi Genbi
Gokyo Shumyo (1822)
John D. Goodell
The World of Ki (Reseña) (1957)
Andrew Grant
400 Years of Go in Japan (Extracto) (2003)
Andrew Grant's Go History Pages (1999)
Eugene Gushchin
Go. Intuitively simple, yet strategically complex
H
T. Mark Hall & John Fairbairn
The Go Companion: Go in History and Culture (Reseña) (2009)
Hafsteinn J. Haraldsson
Go in Japan. What makes Japan so central to the game of go
Eduardo López Herrero & Horacio A. Pernía
Partidos Memorables
Otake Hideo
Opening Theory Made Easy: Twenty Strategic Principles to Improve
Your Opening Game (Second Printing) (2002)
Yumi Hotta
Hikaru No Go 01 (2010)
Hikaru No Go 02 (2010)
Hikaru No Go 03 (2010)
Hikaru No Go 04 (2010)
Hikaru No Go 05 (2010)
Hikaru No Go 06 (2010)
Hikaru No Go 07 (2010)
Hikaru No Go 08 (2010)
Hikaru No Go 09 (2010)
Hikaru No Go 10 (2010)
Hikaru No Go 11 (2010)
Hikaru No Go 12 (2010)
Hikaru No Go 13 (2010)
Hikaru No Go 14 (2010)
Hikaru No Go 15 (2010)
Hikaru No Go 16 (2010)
Hikaru No Go 17 (2010)
Hikaru No Go 18 (2010)
Hikaru No Go 19 (2010)
Hikaru No Go 20 (2010)
Hikaru No Go 21 (2010)
Hikaru No Go 22 (2010)
Hikaru No Go 23 (2010)
Hikaru No Go 34
Cho Hun-hyeon
Cho Hun-hyeon’s Lectures on Go Techniques 1 (Extracto) (2009)
Cho Hun-hyeon’s Lectures on Go Techniques 2 (Extracto) (2009)
Cho Hunhyun. Life and Master Games (Reseña) (1999)
Go with the flow (Extracto) (2018)
I
Inoue Dosetsu Inseki
Igo Hatsuyo-Ron (1997)
International Baduk System Co.,Ltd
Guide of Korean Baduk
Nikkai
[5] Proverbios
Akaboshi Intetsu
Genran (2009)
Haruyama Isamu & Nagahara Yoshiaki & Richard
Bozulich
Basic Techniques of Go (2002)
Yoshio Ishida
Dictionary of Basic Joseki Vol 1 (2009)
Dictionary of Basic Joseki Vol 2 (2009)
Dictionary of Basic Joseki Vol 3 (2009)
Yoshio Ishida & Stuart Dowsey
All About Thickness. Understanding Moyo and Influence (1990)
Ikuro Ishigure
Elementary Go Series Vol. 1
[1] In the Beginning: The Opening in the Game of Go (1995)
Kaoru Iwamoto
Go for Beginners (1977)
Kaoru Iwamoto & James Davis
The 1971 Honinbo Tournament (1999)
J
Jin Jiang & Zhao Zheng
Utilizing Outward Influence (1995)
Zhang Jing
Qijing Shisanpian (Trad. Horacio A. Pernía)
Qijing Shisanpian. The Classic of Weiqi in Thirteen Chapters
British Go Journal
Glossary Of Go Terms (Glosario de términos Go)
Kim Song June
A Dictionary of Modern Fuseki: The Korean Style (2004)
K
Toshiro Kageyama
Kage's Secret Chronicles of Handicap Go (1975)
Lessons in the Fundamentals of Go (1996)
Rin Kaiho
Dictionary of Basic Fuseki Vol 1 (2009)
Dictionary of Basic Fuseki Vol 2 (2009)
Dictionary of Basic Fuseki Vol 3 (2009)
Takeo Kajiwara
The Direction of Play (1998)
Haris Kapolos
A Go guide From a Beginner (2018)
Masao Kato
El estilo chino de Fuseki
Kato's Attack And Kill (Chapter 1) (1978)
The Chinese Opening: The Sure-Win Strategy (1833)
Michael Keulen
Go. Die Mitte des Himmels
The Nihon Ki-in
Go: The World's Most Fascinating Game. Vol.1 (2003)
Go: The World's Most Fascinating Game. Vol.2 (2013)
The 1st World Amateur Go Championship (1979)
The 2nd World Amateur Go Championship (1980)
The 3rd World Amateur Go Championship (2013)
The World Amateur Go Championship Winners, 1979-2013
Juegos de Mesa del Mundo
[34] World Amateur Go Championship - Rules -
Janice Kim & Jeong Soo-Hyun
Learn to Play Go, Vol. 1: A Master's Guide to the Ultimate Game
(2010)
Learn to Play Go, Vol. 4: Battle Strategies (2011)
Learn to Play Go
[2] Learn to Play Go, Vol. 2: The Way of the Moving Horse (1995)
[3] Learn to Play Go, Vol. 3: The Dragon Style (1998)
[5] Learn to Play Go, Vol. 5: The Palace of Memory (2003)
Sung Rae Kim
Train Like a Pro 2a (2006)
Kiseido Publishing Co.
Go World 073
Go World 074
Go World 075
Go World 076
Go World 077
Go World 078
Go World 079
Go World 082
Go World 085
Go World 086
Go World 087
Go World 091
Go World 092
Go World 093
Go World 094
Go World 097
Go World 098
Go World 100
Go World 103
Go World 104
Shigemi Kishikawa
Stepping Stones to Go: A Game of Strategy (2012)
Kosugi Kiyoshi & James Davies
Elementary Go
[2] 38 Basic Joseki (1973)
Oscar Korschelt
The Theory and Practice of Go (2018)
Honda Kunihisa
The Great Joseki Debates (Reseña) (1992)
L
Edward Lasker
Go and Go-Moku (1960)
H. Fernández Long & A. Moderc
Introducción al Go (1983)
Susan Long & Peter Shotwell
Beginning Go: Making the Winning Move (2007)
Pierre Lusson & Jacques Roubaud
Petit traité invitant à la découverte de l'art subtil du go (2003)
M
Matthew MacFadyen
The Game of Go. Learning and mastering the most challenging
game in the world (2003)
Kido Magazine
12 th Annual 10 Dan Title Match (Extracto) (1974)
Takemiya Masaki
This is Go the Natural Way! (Extracto) (2008)
Shirakawa Masayoshi
A Journey in Search of The Origins of Go (Extracto) (2005)
Takehisa Matsumoto
Go y el nuevo método de juzgar la situación
[1] Ver claro con AI!, una nueva forma de juzgar la situación
(Extracto) (2020)
Charles Matthews
On Your Side (2004)
Shape Up! (2015)
Sakai Michiharu
How To Play Against Stronger Players Vol. 1: Local Positions
How To Play Against Stronger Players Vol. 2: Illustrative Teaching
Games
Fukumensi Mihori
Japanese Game of Go (Reseña) (1939)
Mariano López Minnucci
Introducción al juego de Go
A. Moderc & H. Fernández Long
Introducción al Go (1983)
Marc L. Moskowitz
Go Nation: Chinese Masculinities and the Game of Weiqi in China
(Asia: Local Studies / Global Themes) (2013)
N
Yoshiaki Nagahara & Richard Bozulich
Elementary Go
[7] Handicap Go (2016)
Chihyung Nam
Baduk, made fun and easy
Miyamoto Naoki & James Davies
The Breakthrough to Shodan (2015)
O
Tomoko Ogawa & James Davies
Elementary Go Series, Vol 6
[1] The Endgame (1990)
OGS Team
A Few Move Names
Shuzo Ohira
Appreciating Famous Games (1977)
Hajime Okada
Go: Art and Philosophy
Instituto de Cultura Oriental
Cuadernillos de Go (2004)
David Ormerod & Younggil An
Relentless: Lee Sedol vs Gu Li (2016)
Diego Albuja Ortiz
Go el juego de la vida
Principios básicos del Go (2014)
Kim Ouweleen
European Go Yearbook 2016 (Extracto)
P
Daniele Pecorini & Tong Shu
The Game of Wei-Chi (Reseña) (1991)
Horacio A. Pernía
Breve libretin reglas del Go (2019)
Go en Taiwán
Juegos de Mesa del Mundo
[7] Reglamento de Go, Igo, Baduk o WeiQi
Nikkai
[1] El Go. Historia, reglas y principios básicos... (2003)
[2] El Go en al máquina del tiempo...
[3] Hajime Yasunaga
[4] Go: los diez mandameintos
[6] Go en Europa
[7] Go para principiantes (2004)
[8] El juego del Go. Historia del desarrollo táctico y estratégico
[9] Historia del Go en la República Argentina (2003)
[10] Historias de Go
[11] Korea Town y Baduk en Buenos Aires
[12] Utilizando las 36 estrategias chinas
[13] Las escuelas de Go (2004)
[14] Nikkai. Reseñas 2002-2006 (2010)
[15] Ota Yuzo. El Jozu rebelde
Horacio A. Pernía & Eduardo López Herrero
Partidos Memorables
William Pinckard
Algunos Senryu sobre Go
Japanese Prints and the World of Go
John Power
Go World 001
Go World 003
Go World 004
Go World 005
Go World 006
Go World 010
Go World 011
Go World 012
Go World 013
Go World 015
Go World 016
Go World 017
Go World 023
Go World 024
Go World 026
Go World 028
Go World 032
Go World 040
Go World 041
Go World 045
Go World 050
Go World 051
Go World 053
Go World 055
Go World 063
Go World 064
Go World 069
Go World 070
The Games of Fujisawa Shuko (Extracto) (2020)
John Power & Takagawa Shukaku
The Power of the Star-Point the Sanren-Sei Opening (Reseña)
(2015)
John Power & Shusaku
Invincible. The Games of Shusaku (1996)
John Power & Masaki Takemiya
Enclosure Josekis: Attacking and Defending the Corner (2015)
Max Pumperla & Kevin Ferguson
Deep Learning and the Game of Go (2019)
R
Thomas Redecker
Igo Hatsuyōron 120: An Elephant in Slices (Reseña) (2019)
The most difficult problem ever: Igo Hatsuyôron 120 (Extracto)
(2019)
Go Review
Handicap Games from Argentina
Oliver Richman
River Mountain Go 20k to 8k Study Book 2
River Mountain Go 30k to 20k Study Book 1
Jacques Roubaud & Pierre Lusson
Petit traité invitant à la découverte de l'art subtil du go (2003)
S
Go Seigen
Go on Go. Analized Games of Go Seigen
Peter Shotwell
The Game of Go: Speculations on its Origins and Symbolism in
Ancient China
Peter Shotwell & Richard Bozulich
Winning Go: Successful Moves from the Opening to the Endgame
(2010)
Peter Shotwell & Susan Long
Beginning Go: Making the Winning Move (2007)
Peter Shotwell & Huiren Yang & Sangit Chatterjee
GO! More Than a Game (2003)
Tong Shu & Daniele Pecorini
The Game of Wei-Chi (Reseña) (1991)
Takagawa Shukaku & John Power
The Power of the Star-Point the Sanren-Sei Opening (Reseña)
(2015)
Fujisawa Shuko
Dictionary of Basic Tesuji 1 (2009)
Dictionary of Basic Tesuji 2 (2009)
Shusaku & John Power
Invincible. The Games of Shusaku (1996)
SmartGo
Lista de Libros de Go ofrecidos por SmartGo
Arthur Smith
The Game of Go: The National Game of Japan (2014)
Jeong Soo-Hyun & Janice Kim
Learn to Play Go, Vol. 1: A Master's Guide to the Ultimate Game
(2010)
Learn to Play Go, Vol. 4: Battle Strategies (2011)
Learn to Play Go
[2] Learn to Play Go, Vol. 2: The Way of the Moving Horse (1995)
[3] Learn to Play Go, Vol. 3: The Dragon Style (1998)
[5] Learn to Play Go, Vol. 5: The Palace of Memory (2003)
Kim Sung-rae
Go para principiantes (Extracto) (2016)
T
Shukaki Takagawa
Go: Fundamentos del Ataque y la Defensa
Shukaku Takagawa
Los Puntos Vitales del Go
The Vital Points of Go (1972)
Masaki Takemiya & John Power
Enclosure Josekis: Attacking and Defending the Corner (2015)
Xabier Tárrega & Hans Aiguabella
La partida de Go
Weiqi Tiandi
The World of WeiQi (Weiqi Tiandi) (2005)
Guo Tisheng & Lu Wen
Strategic Fundamentals in Go (Reseña) (2008)
Antti Törmänen
Invisible. The games of AlphaGo (Reseña) (2017)
Itsurō Toyamori
Igo yose no kanjō (1920)
U
Arturo Urbano
Proyecto juego de Go
Hashimoto Utaro
Gokyo Seimyo 1
Gokyo Seimyo 2
Gokyo Seimyo 3
Gokyo Seimyo 4
Life and death (2008)
V
Varios
Computer Go Nro. 16 (1991)
Autores Varios
Mastering the game of Go with deep neural networks and tree
search (2016)
The Best of Kido: The Ins and Outs of Life and Death (Reseña)
(2011)
Weiqi Introductory Problem Collection (1999)
W
Nie WeiPing
Nie Weiping On Go (2003)
Lu Wen & Guo Tisheng
Strategic Fundamentals in Go (Reseña) (2008)
Sue Wilcox & Bruce
EZ-Go (2002)
David Wolfe & Elwyn Berlekamp
Mathematical Go: Chilling Gets the Last Point (1994)
X
Kong Xiangming
Shoujin de Miaoyong (Reseña) (2011)
Ma Xiaochun
The Thirty-Six Stratagems Applied to Go (1996)
Xinhua
Visual Journalism
[146] El Juego del Go
xorandor
AlphaGo: A Master Appears
Lu Xuanyu
The Celestial Arsenal (Reseña)
Y
Huiren Yang & Sangit Chatterjee & Peter Shotwell
GO! More Than a Game (2003)
Yilun Yang
Principios Fundamentales del go (Extracto) (2004)
Moon Yong-gik
Memorials of Baduk
[1] El Nuevo Fuseki
Nagahara Yoshiaki & Richard Bozulich
Strategic Concepts of Go (1972)
Nagahara Yoshiaki & Richard Bozulich &
Haruyama Isamu
Basic Techniques of Go (2002)
Kano Yoshinori
Graded Go problems for Beginners Vol. 1: Introductory Problems 30
to 25-Kyu
Graded Go Problems for Beginners Vol. 2: Elementary Problems 25
to 20-Kyu (1997)
Graded go problems for beginners Vol. 3: Intermediate Problems 20
to 15-Kyu
Graded go problems for beginners Vol. 4: Advanced Problems
Yoon Youngsun
Haengma.Train like a Pro (Extracto) (2020)
Jim Z. Yu
The Dang Hu Games
Z
Rob van Zeijst & Richard Bozulich
Daily Yomiuri On-Line: The Magic of Go (1999)
Modern Master Games Vol 1 (Extracto)
Mastering the Basics
[3] Making Good Shape (2017)
Yonghe Zhang
Consecutive Title Myth: a discussion forum by Chinese Go fans
Zhao Zheng & Jin Jiang
Utilizing Outward Influence (1995)
Yuan Zhou
AlphaGo vs Ke Jie (Reseña)
Master Play: The Style of Go Seigen (2008)
Master Play: The Style of Lee Changho (2007)
Master Play: The Style of Takemiya (2008)
The Young Chinese Go Masters (Reseña) (2019)
Chen Zu-yan
The art of black and white

囲碁⼈編集部
Igojin (囲碁⼈) vol.34 (2014)
Igojin
[1] Igojin (囲碁⼈) vol.01
[3] Igojin (囲碁⼈) vol.03
[13] Igojin (囲碁⼈) vol.13 (2012)
[14] Igojin (囲碁⼈) vol.14 (2012)
[15] Igojin (囲碁⼈) vol.15 (2012)
[16] Igojin (囲碁⼈) vol.16 (2012)
[19] Igojin (囲碁⼈) vol.19 (2013)
[20] Igojin (囲碁⼈) vol.20 (2013)
[25] Igojin (囲碁⼈) vol.25 (2013)
[35] Igojin (囲碁⼈) vol.35 (2014)
[37] Igojin (囲碁⼈) vol.37 (2014)
Títulos
símbolos
12 th Annual 10 Dan Title Match (Extracto) · Kido Magazine
38 Basic Joseki (Elementary Go [2]) · Kosugi Kiyoshi & James
Davies
400 Years of Go in Japan (Extracto) · Andrew Grant
1979 South American Championship (Extracto) (Revista Go World
[16]) · James Davies
A
A Dictionary of Japanese and English Go Terms (Extracto) · Richard
Bozulich
A Dictionary of Modern Fuseki: The Korean Style · Kim Song June
A Few Move Names · OGS Team
A Go guide From a Beginner · Haris Kapolos
A Journey in Search of The Origins of Go (Extracto) · Shirakawa
Masayoshi
Algunos Senryu sobre Go · William Pinckard
All About Life and Death. Vol 1 · Cho Chikun
All About Life And Death. Vol 2 · Cho Chikun
All About Thickness. Understanding Moyo and Influence · Yoshio
Ishida & Stuart Dowsey
AlphaGo · Google DeepMind
AlphaGo vs Ke Jie (Reseña) · Yuan Zhou
AlphaGo: A Master Appears · xorandor
An introduction to Go · James Davies & Richard Bozulich
Andrew Grant's Go History Pages · Andrew Grant
Appreciating Famous Games · Shuzo Ohira
Attack and Defense (Elementary Go, Vol 5 [1]) · Ishida Akira &
James Davies
B
Baduk, made fun and easy · Chihyung Nam
Basic Techniques of Go · Haruyama Isamu & Nagahara Yoshiaki &
Richard Bozulich
Beginning Go: Making the Winning Move · Peter Shotwell & Susan
Long
Board and Table Games from Many Civilizations (*** [47]) · Robert
Charles Bell
Breve libretin reglas del Go · Horacio A. Pernía
C
Cho Hun-hyeon’s Lectures on Go Techniques 1 (Extracto) · Cho
Hun-hyeon
Cho Hun-hyeon’s Lectures on Go Techniques 2 (Extracto) · Cho
Hun-hyeon
Cho Hunhyun. Life and Master Games (Reseña) · Cho Hun-hyeon
Computer Go Nro. 16 · Varios
Consecutive Title Myth: a discussion forum by Chinese Go fans ·
Yonghe Zhang
Cuadernillos de Go · Instituto de Cultura Oriental
D
Daily Yomiuri On-Line: The Magic of Go · Richard Bozulich & Rob
van Zeijst
David Carlton's Go Bibliography · David Carlton
Deep Learning and the Game of Go · Max Pumperla & Kevin
Ferguson
Dictionary of Basic Fuseki Vol 1 · Rin Kaiho
Dictionary of Basic Fuseki Vol 2 · Rin Kaiho
Dictionary of Basic Fuseki Vol 3 · Rin Kaiho
Dictionary of Basic Joseki Vol 1 · Yoshio Ishida
Dictionary of Basic Joseki Vol 2 · Yoshio Ishida
Dictionary of Basic Joseki Vol 3 · Yoshio Ishida
Dictionary of Basic Tesuji 1 · Fujisawa Shuko
Dictionary of Basic Tesuji 2 · Fujisawa Shuko
E
El Cercado · Ambrosio Wang An-Po
El estilo chino de Fuseki · Masao Kato
El Go en al máquina del tiempo... (Nikkai [2]) · Horacio A. Pernía
El Go humaniza la inteligencia artificial · Josep Corbella
El Go. Historia, reglas y principios básicos... (Nikkai [1]) · Horacio A.
Pernía
El juego de tablero japonés Go · Winfried Dörholt
El Juego del Go · Jose Antonio Andujar Clavell
El Juego del Go (Visual Journalism [146]) · Xinhua
El juego del Go. Historia del desarrollo táctico y estratégico (Nikkai
[8]) · Horacio A. Pernía
El Nuevo Fuseki (Memorials of Baduk [1]) · Moon Yong-gik
Enclosure Josekis: Attacking and Defending the Corner · Masaki
Takemiya & John Power
Encyclopedia of Life and Death · Cho Chikun
European Go Yearbook 2016 (Extracto) · Kim Ouweleen
EZ-Go · Bruce & Sue Wilcox
F
Five Hundred and One Opening Problems · Richard Bozulich
Fundamentos del Go: Estrategia (Extracto) · Richard Bozulich
G
Gateway to All Marvels (Extracto) · John Fairbairn
Gengen gokyo (Xuan Xuan Qijing) · Desconocido
Genran · Akaboshi Intetsu
Get Strong at Joseki 3 (Beginner and Elementary Go Books) (Get
Strong at Go Series [1]) · Richard Bozulich
Get Strong at Opening (Beginner and Elementary Go Books) (Get
Strong at Go Series [2]) · Richard Bozulich
Glossary Of Go Terms (Glosario de términos Go) · British Go Journal
Go - an Introduccion · British Go Association
Go and Go-Moku · Edward Lasker
Go el juego de la vida · Diego Albuja Ortiz
Go en Europa (Nikkai [6]) · Horacio A. Pernía
Go en Taiwán · Horacio A. Pernía
Go for Beginners · Kaoru Iwamoto
Go in Japan. What makes Japan so central to the game of go ·
Hafsteinn J. Haraldsson
Go in the West in the 18th Century · Jaap K. Blom
Go Nation: Chinese Masculinities and the Game of Weiqi in China
(Asia: Local Studies / Global Themes) · Marc L. Moskowitz
Go on Go. Analized Games of Go Seigen · Go Seigen
Go para principiantes (Nikkai [7]) · Horacio A. Pernía
Go para principiantes (Extracto) · Kim Sung-rae
Go Problem Cards · British Go Association
Go winds. Volume 2 Number 1 Spring 1998 · Yutopian Enterprises
Go winds. Volume 2 Number 2 Summer 1998 · Yutopian Enterprises
Go winds. Volume 2 Number 3 Fall 1998 · Yutopian Enterprises
Go winds. Volume 2 Number 4 Winter 1999 · Yutopian Enterprises
Go winds. Volume 3 Number 1 Spring 1999 · Yutopian Enterprises
Go winds. Volume 3 Number 2 Summer 1999 · Yutopian Enterprises
Go winds. Volume 3 Number 3 Fall 1999 · Yutopian Enterprises
Go winds. Volume 3 Number 4 Winter 2000 · Yutopian Enterprises
Go winds. Volume 4 Number 1 Spring 2000 · Yutopian Enterprises
Go winds. Volume 4 Number 2 Summer 2000 · Yutopian Enterprises
Go winds. Volume 4 Number 3 Fall 2000 · Yutopian Enterprises
Go winds. Volume 5 Number 1 Spring 2001 · Yutopian Enterprises
Go winds. Volume 6 Number 3 2002 Fall · Yutopian Enterprises
Go winds. Volume 6 Number 4 Winter 2003 · Yutopian Enterprises
Go winds. Volume 7 Number 1 & 2 Spring/Summer 2003 · Yutopian
Enterprises
Go winds. Volume 7 Number 3 Fall 2003 · Yutopian Enterprises
Go with the flow (Extracto) · Cho Hun-hyeon
Go World 000 Archive: Table of Contents · Kiseido Digital
Go World 001 · John Power
Go World 003 · John Power
Go World 004 · John Power
Go World 005 · John Power
Go World 006 · John Power
Go World 010 · John Power
Go World 011 · John Power
Go World 012 · John Power
Go World 013 · John Power
Go World 015 · John Power
Go World 016 · John Power
Go World 017 · John Power
Go World 023 · John Power
Go World 024 · John Power
Go World 026 · John Power
Go World 028 · John Power
Go World 032 · John Power
Go World 040 · John Power
Go World 041 · John Power
Go World 045 · John Power
Go World 050 · John Power
Go World 051 · John Power
Go World 053 · John Power
Go World 055 · John Power
Go World 063 · John Power
Go World 064 · John Power
Go World 069 · John Power
Go World 070 · John Power
Go World 073 · Kiseido Publishing Co.
Go World 074 · Kiseido Publishing Co.
Go World 075 · Kiseido Publishing Co.
Go World 076 · Kiseido Publishing Co.
Go World 077 · Kiseido Publishing Co.
Go World 078 · Kiseido Publishing Co.
Go World 079 · Kiseido Publishing Co.
Go World 082 · Kiseido Publishing Co.
Go World 085 · Kiseido Publishing Co.
Go World 086 · Kiseido Publishing Co.
Go World 087 · Kiseido Publishing Co.
Go World 091 · Kiseido Publishing Co.
Go World 092 · Kiseido Publishing Co.
Go World 093 · Kiseido Publishing Co.
Go World 094 · Kiseido Publishing Co.
Go World 097 · Kiseido Publishing Co.
Go World 098 · Kiseido Publishing Co.
Go World 100 · Kiseido Publishing Co.
Go World 103 · Kiseido Publishing Co.
Go World 104 · Kiseido Publishing Co.
Go-Books-Detail · Evanston Go Club
Go-Igra (Reseña) · Ervin Fink
Go: A Complete Introduction to the Game (Beginner and Elementary
Go Books) · Cho Chikun
Go: An Ancient Game for the New Millennium · William Cobb
Go: Art and Philosophy · Hajime Okada
Go: Fundamentos del Ataque y la Defensa · Shukaki Takagawa
Go: los diez mandameintos (Nikkai [4]) · Horacio A. Pernía
Go: The Ancient Game · American Go Association
Go: The World's Most Fascinating Game. Vol.1 · The Nihon Ki-in
Go: The World's Most Fascinating Game. Vol.2 · The Nihon Ki-in
GO! More Than a Game · Peter Shotwell & Huiren Yang & Sangit
Chatterjee
Go. Die Mitte des Himmels · Michael Keulen
Go. Intuitively simple, yet strategically complex · Eugene Gushchin
Go. The most challenging board game in the world · The British Go
Association
Goh or Wei Chi · Horace F. Cheshire
Gokyo Seimyo 1 · Hashimoto Utaro
Gokyo Seimyo 2 · Hashimoto Utaro
Gokyo Seimyo 3 · Hashimoto Utaro
Gokyo Seimyo 4 · Hashimoto Utaro
Gokyo Shumyo · Hayashi Genbi
Graded Go problems for Beginners Vol. 1: Introductory Problems 30
to 25-Kyu · Kano Yoshinori
Graded Go Problems for Beginners Vol. 2: Elementary Problems 25
to 20-Kyu · Kano Yoshinori
Graded go problems for beginners Vol. 3: Intermediate Problems 20
to 15-Kyu · Kano Yoshinori
Graded go problems for beginners Vol. 4: Advanced Problems ·
Kano Yoshinori
Guide of Korean Baduk · International Baduk System Co.,Ltd
H
Haengma.Train like a Pro (Extracto) · Yoon Youngsun
Hajime Yasunaga (Nikkai [3]) · Horacio A. Pernía
Handicap Games from Argentina · Go Review
Handicap Go (Elementary Go [7]) · Yoshiaki Nagahara & Richard
Bozulich
Hikaru No Go 01 · Yumi Hotta
Hikaru No Go 02 · Yumi Hotta
Hikaru No Go 03 · Yumi Hotta
Hikaru No Go 04 · Yumi Hotta
Hikaru No Go 05 · Yumi Hotta
Hikaru No Go 06 · Yumi Hotta
Hikaru No Go 07 · Yumi Hotta
Hikaru No Go 08 · Yumi Hotta
Hikaru No Go 09 · Yumi Hotta
Hikaru No Go 10 · Yumi Hotta
Hikaru No Go 11 · Yumi Hotta
Hikaru No Go 12 · Yumi Hotta
Hikaru No Go 13 · Yumi Hotta
Hikaru No Go 14 · Yumi Hotta
Hikaru No Go 15 · Yumi Hotta
Hikaru No Go 16 · Yumi Hotta
Hikaru No Go 17 · Yumi Hotta
Hikaru No Go 18 · Yumi Hotta
Hikaru No Go 19 · Yumi Hotta
Hikaru No Go 20 · Yumi Hotta
Hikaru No Go 21 · Yumi Hotta
Hikaru No Go 22 · Yumi Hotta
Hikaru No Go 23 · Yumi Hotta
Hikaru No Go 34 · Yumi Hotta
Historia del Go en la República Argentina (Nikkai [9]) · Horacio A.
Pernía
Historias de Go (Nikkai [10]) · Horacio A. Pernía
History of Weiqi · Yutopian Enterprises
Honinbo Tournament. The Early Years (Extracto) · John Fairbairn
How Handle Hamete · Lee Changho
How To Play Against Stronger Players Vol. 1: Local Positions · Sakai
Michiharu
How To Play Against Stronger Players Vol. 2: Illustrative Teaching
Games · Sakai Michiharu
I
Igo Hatsuyo-Ron · Inoue Dosetsu Inseki
Igo Hatsuyōron 120: An Elephant in Slices (Reseña) · Thomas
Redecker
Igo yose no kanjō · Itsurō Toyamori
Igojin (囲碁⼈) vol.01 (Igojin [1]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.03 (Igojin [3]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.13 (Igojin [13]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.14 (Igojin [14]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.15 (Igojin [15]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.16 (Igojin [16]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.19 (Igojin [19]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.20 (Igojin [20]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.25 (Igojin [25]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.34 · 囲碁⼈編集部
Igojin (囲碁⼈) vol.35 (Igojin [35]) · 囲碁⼈編集部
Igojin (囲碁⼈) vol.37 (Igojin [37]) · 囲碁⼈編集部
In the Beginning: The Opening in the Game of Go (Elementary Go
Series Vol. 1 [1]) · Ikuro Ishigure
Introducción al Go · H. Fernández Long & A. Moderc
Introducción al juego de Go · Mariano López Minnucci
Invincible. The Games of Shusaku · Shusaku & John Power
Invisible. The games of AlphaGo (Reseña) · Antti Törmänen
Invitation to Go (Reseña) · John Fairbairn
J
Japanese Game of Go (Reseña) · Fukumensi Mihori
Japanese Prints and the World of Go · William Pinckard
Joseki (complete) · Desconocido
Jungsuk in Our Time: Somoki (3-4 Point) Jungsuk · Jung Dong-Sik &
Seo Bong-Soo & Nam Chihyung
K
Kage's Secret Chronicles of Handicap Go · Toshiro Kageyama
Kato's Attack And Kill (Chapter 1) · Masao Kato
Killer of Go. Technique and preventative measures · Sakata Eio
Korea Town y Baduk en Buenos Aires (Nikkai [11]) · Horacio A.
Pernía
L
La partida de Go · Hans Aiguabella & Xabier Tárrega
Las escuelas de Go (Nikkai [13]) · Horacio A. Pernía
Learn to Play Go, Vol. 1: A Master's Guide to the Ultimate Game ·
Janice Kim & Jeong Soo-Hyun
Learn to Play Go, Vol. 2: The Way of the Moving Horse (Learn to
Play Go [2]) · Janice Kim & Jeong Soo-Hyun
Learn to Play Go, Vol. 3: The Dragon Style (Learn to Play Go [3]) ·
Janice Kim & Jeong Soo-Hyun
Learn to Play Go, Vol. 4: Battle Strategies · Janice Kim & Jeong
Soo-Hyun
Learn to Play Go, Vol. 5: The Palace of Memory (Learn to Play Go
[5]) · Janice Kim & Jeong Soo-Hyun
Lessons in the Fundamentals of Go · Toshiro Kageyama
Life and death · Hashimoto Utaro
Life and Death (Elementary Go [4]) · James Davies
Lista de Libros de Go ofrecidos por SmartGo · SmartGo
Los Puntos Vitales del Go · Shukaku Takagawa
M
Magic of Placements (Reseña) · Yutopian Enterprises
Making Good Shape (Mastering the Basics [3]) · Rob van Zeijst &
Richard Bozulich
Master Play: The Style of Go Seigen · Yuan Zhou
Master Play: The Style of Lee Changho · Yuan Zhou
Master Play: The Style of Takemiya · Yuan Zhou
Mastering the game of Go with deep neural networks and tree
search · Autores Varios
Mathematical Go: Chilling Gets the Last Point · Elwyn Berlekamp &
David Wolfe
Modern Joseki and Fuseki, Vol. 1: Parallel Fuseki · Sakata Eio
Modern Joseki and Fuseki, Vol. 2: The Opening Theory of Go
(Reseña) · Sakata Eio
Modern Master Games Vol 1 (Extracto) · Rob van Zeijst & Richard
Bozulich
My Views on Go · Cho Chikun
Mysteries of Weiqi. Thee King's Golden Rule · Youyi Chen
N
New Posok dictionary. Chinese fuseki · Desconocido
New posok dictionary. Parallel Fuseki · Desconocido
New Ways in Go (Extracto) · John Fairbairn
Nie Weiping On Go · Nie WeiPing
Nikkai. Reseñas 2002-2006 (Nikkai [14]) · Horacio A. Pernía
Novels and Other Books Featuring Go · British Go Association
O
On Your Side · Charles Matthews
One Thousand and One Life-and-Death Problems · Desconocido
Opening Theory Made Easy: Twenty Strategic Principles to Improve
Your Opening Game (Second Printing) · Otake Hideo
Ota Yuzo. El Jozu rebelde (Nikkai [15]) · Horacio A. Pernía
P
Partido de Baduk (Extracto de "La senda de las flores oblicuas") ·
Eva Feld
Partidos Memorables · Horacio A. Pernía & Eduardo López Herrero
Petit traité invitant à la découverte de l'art subtil du go · Pierre
Lusson & Jacques Roubaud
Play Go. A few simple rules... limitless possibilities · British Go
Association
Positional Judgment: High-Speed Game Analysis · Cho Chikun
Principios básicos del Go · Diego Albuja Ortiz
Principios Fundamentales del go (Extracto) · Yilun Yang
Proverbios (Nikkai [5]) · International Baduk System Co.,Ltd
Proyecto juego de Go · Arturo Urbano
Q
Qijing Shisanpian (Trad. Horacio A. Pernía) · Zhang Jing
Qijing Shisanpian. The Classic of Weiqi in Thirteen Chapters · Zhang
Jing
R
Ranka Yearbook 1985 · The International Go Federation
Ranka Yearbook 1986 · The International Go Federation
Ranka Yearbook 1987 · The International Go Federation
Ranka Yearbook 1988 · The International Go Federation
Ranka Yearbook 1989 · The International Go Federation
Ranka Yearbook 1990 · The International Go Federation
Ranka Yearbook 1991 · The International Go Federation
Ranka Yearbook 1992 · The International Go Federation
Ranka Yearbook 1993 · The International Go Federation
Ranka Yearbook 1994 · The International Go Federation
Ranka Yearbook 1995 · The International Go Federation
Ranka Yearbook 1996 · The International Go Federation
Ranka Yearbook 1997 · The International Go Federation
Ranka Yearbook 1998 · The International Go Federation
Reglamento de Go, Igo, Baduk o WeiQi (Juegos de Mesa del Mundo
[7]) · Horacio A. Pernía
Relentless: Lee Sedol vs Gu Li · Younggil An & David Ormerod
River Mountain Go 20k to 8k Study Book 2 · Oliver Richman
River Mountain Go 30k to 20k Study Book 1 · Oliver Richman
S
Sabaki. The Art of Settling Stones (Reseña) (Mastering the Basics
[11]) · Richard Bozulich
Shape Up! · Charles Matthews
Shoujin de Miaoyong (Reseña) · Kong Xiangming
Stepping Stones to Go: A Game of Strategy · Shigemi Kishikawa
Strategic Concepts of Go · Nagahara Yoshiaki & Richard Bozulich
Strategic Fundamentals in Go (Reseña) · Guo Tisheng & Lu Wen
T
Tengen. La tesis central de Kubomatsu · John Fairbain
Tesuji (Elementary Go Series Vol. 3 [1]) · James Davies
Tesuji and Anti-Suji of Go (Sakata Series [2]) · Sakata Eio
Tesuji Vol 4 · Lee Changho
Tesuji Vol 5 · Lee Changho
Tha AGA Song Book · Bob Felice (Editor)
The 1st World Amateur Go Championship · The Nihon Ki-in
The 2nd World Amateur Go Championship · The Nihon Ki-in
The 3rd World Amateur Go Championship · The Nihon Ki-in
The 1971 Honinbo Tournament · James Davis & Kaoru Iwamoto
The art of black and white · Chen Zu-yan
The Art of Go Series: Capturing Stones. Sacrifice Techniques (Art of
Go Series [2]) · Yutopian Enterprises
The Art of Go Series: Connecting Stones (The Art of Go Series [1]) ·
Yutopian Enterprises
The Best of Kido: The Ins and Outs of Life and Death (Reseña) ·
Autores Varios
The Breakthrough to Shodan · Miyamoto Naoki & James Davies
The Celestial Arsenal (Reseña) · Lu Xuanyu
The Chinese Opening: The Sure-Win Strategy · Masao Kato
The Dang Hu Games · Jim Z. Yu
The Direction of Play · Takeo Kajiwara
The Endgame (Elementary Go Series, Vol 6 [1]) · Tomoko Ogawa &
James Davies
The Fabulous Master of Go Go Seigen · John Fairbairn
The Game of Go: Speculations on its Origins and Symbolism in
Ancient China · Peter Shotwell
The Game of Go: The National Game of Japan · Arthur Smith
The Game of Go. Learning and mastering the most challenging
game in the world · Matthew MacFadyen
The Game of Wei-Chi (Reseña) · Daniele Pecorini & Tong Shu
The Games of Fujisawa Shuko (Extracto) · John Power
The Go Companion: Go in History and Culture (Reseña) · John
Fairbairn & T. Mark Hall
The Great Joseki Debates (Reseña) · Honda Kunihisa
The Life, Games and Commentaries of Honinbo Shuei (Extracto) ·
John Fairbairn
The Magic of Go · Richard Bozulich
The Master of Haengma (Reseña) · Sung-Ho Baek
The Middle Game of Go. Vol.1 · Sakata Eio
The most difficult problem ever: Igo Hatsuyôron 120 (Extracto) ·
Thomas Redecker
The Power of the Star-Point the Sanren-Sei Opening (Reseña) ·
Takagawa Shukaku & John Power
The Protracted Game · Scott Boorman
The Second Book of Go · Richard Bozulich
The Theory and Practice of Go · Oscar Korschelt
The Thirty-Six Stratagems Applied to Go · Ma Xiaochun
The Vital Points of Go · Shukaku Takagawa
The Way to Go · Karl Baker
The World Amateur Go Championship Winners, 1979-2013 · The
Nihon Ki-in
The World of Ki (Reseña) · John D. Goodell
The World of WeiQi (Weiqi Tiandi) · Weiqi Tiandi
The Young Chinese Go Masters (Reseña) · Yuan Zhou
This is Go the Natural Way! (Extracto) · Takemiya Masaki
Train Like a Pro 2a · Sung Rae Kim
U
Utilizando las 36 estrategias chinas (Nikkai [12]) · Horacio A. Pernía
Utilizing Outward Influence · Jin Jiang & Zhao Zheng
V
Ver claro con AI!, una nueva forma de juzgar la situación (Extracto)
(Go y el nuevo método de juzgar la situación [1]) · Takehisa
Matsumoto
W
Wangyou Qingle Ji · John Fairbairn
Weiqi 300 · Desconocido
Weiqi Introductory Problem Collection · Autores Varios
Weiqi jiqiao Daquan. Life Death Encyclopedia · Desconocido
Weiqi Sihuo Daquan. Life Death Encyclopedia · Desconocido
What is Go · The Go Academy
Winning Go: Successful Moves from the Opening to the Endgame ·
Richard Bozulich & Peter Shotwell
World Amateur Go Championship - Rules - (Juegos de Mesa del
Mundo [34]) · The Nihon Ki-in
X
Xuan Xuan Qi Jing (Gengen Gokyo) · Desconocido
Xuan Xuan Qijing · John Fairbairn
Xuan Xuan QiJing (Gengen Gokyo) · Vit Brunner
Y
Yi Zhi (The essence of Go) · John Fairbairn
What is Go
por The Go Academy
Arte · Baduk · Go · Igo · Infografía · Weiqi
PDF

The Go Academy

Infografía sobre el Juego del Go. Reglas básicas del juego del Go.

http://thegoacademy.com.sg/
La partida de Go
por Hans Aiguabella & Xabier Tárrega
Arte · Board Games · Comic · Dibujo · Games · Games & Activities ·
Go Baduk · Historieta · Igo · Ilustraciones · Weiqi
PDF

Optiludik Studio

Cuenta la leyenda que existen diez universos paralelos en forma


de planos horizontales. Ahí se libran eternamente batallas entre el
bien y el mal. La Guerra Magna va a iniciarse " la victoria te llevará a
la gloria".
Attack and Defense
Elementary Go, Vol 5 [1]

por Ishida Akira & James Davies


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido

1980

This book is an introduction to the middle game. Its chapters are


on Territory and Pawer, Attacking Strategy, Attacking Moves,
Defense, Forcing Moves, Inducing Moves, Reducing and Invading
Large Frameworks, Invasions into Three-Space Extensions, Ko
Fights, and Problems. So it gives an introduction to all of the things
that you should think about in the middle game.

**
El Cercado
por Ambrosio Wang An-Po
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

Ambrosio Wang An-Po

1970

Un milenario y fascinante juego chino

Chin, chi, shu, jua, es decir, tocar algún instrumento musical, jugar
al CERCADO, escribir con buena caligrafía y saber pintar un cuadro,
eran las cuatro artes básicas que debía dominar cualquier intelectual
en la antigua China. Hoy en día sigue vigente este canon tradicional.
Las artes musicales, caligráficas y pictóricas chinas son más o
menos conocidas ya en Occidente. Pero el CERCADO, ese
apasionante y milenario juego artístico de tipo intelectual, aún sigue
en buena parte oculto. Ambrosio Wang An-Po, profundo conocedor
de las dos culturas, oriental y occidental, y apasionado hispanista,
fue el introductor del CERCADO en España en la década de 1950 y
es el autor del presente libro, el primer tratado de GO (nombre
japonés del juego) en lengua castellana, publicado originalmente en
1970.
Relentless: Lee Sedol vs Gu Li
por Younggil An & David Ormerod
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Game Guru

2016

This book contains analysis of 48 games between two of the top


Go players of the early 21st century, but it is not just another book of
game commentaries. It is the story of the rivalry and friendship
between Lee Sedol and Gu Li, their relentless struggle to become
the best, and an explication of the secrets of Go hidden within their
games.

There are two parts to Relentless . Part One is the core of the
book and examines, in unprecedented detail, the 10 game match
(jubango) played by Lee Sedol and Gu Li throughout 2014. Part Two
reviews every other official game between the two masters (up until
the end of 2015), providing the reader with ample material to review
and enjoy, while reflecting on what they learned in Part One.

Rather than just saying what happened, we use the match as the
basis for an extensive study of the fundamental techniques,
strategies and principles of Go—all applied within the context of real
games, so that the reader can see how ideas and techniques are
employed in practice.

Go is an art form, and like other arts, studying the work of masters
contributes greatly to one's appreciation, enjoyment and gradual
mastery of the craft. When you study a piece of music, the goal is
rarely (if ever) just to be able to play it. Rather, a deep study of a
piece is intended to convey a visceral understanding of the
technique and theory embodied within it, in a way that a book about
theory never could.

Relentless strives to offer that same experience to Go players.


Over two years, we have distilled our knowledge and passion for the
game into 625 pages of pure Go, until nothing more would fit.

Where other books might gloss over the details, we have sought to
expose the wealth of tactical considerations beneath the surface, so
that they may be studied, applied to the reader's games, and
eventually mastered. We have extracted a practical lesson from
every passage of play and boiled it all down to a series of
memorable proverbs (both old and new) for the reader to internalize.

Relentless also draws on the knowledge of great thinkers of the


past—such as Sun Zi (Sun Tzu), Lao Zi, Thucydides, Carl von
Clausewitz, and many more—demonstrating how their ideas apply to
Go.

Finally, the commentary is honest. In the past, some books


portrayed professional Go players like gods and politely overlooked
small mistakes. We make no apologies for doing away with this
convention.
This is not intended to be the kind of book you will only read once.
The content is dense in parts and may require reflection. It is our
hope that it will serve readers for many years to come, however
worse for wear, as a source of knowledge and inspiration, throughout
their journey along the path of Go.

**
Go: The Ancient Game
por American Go Association
American Go Association · Baduk · Go · Weiqi · board game · wei-
chi
PDF

American Go Association

AGA rules brochure

Formatted as a single-sided letter paper printout, this brochure


presents the basic rules of traditional go with several example
positions and associated explanations. A fully-justified multi-column
layout is used, and again space is reserved for local club contact
information.
Go - an Introduccion
por British Go Association
Baduk · Board Games · Cartoon · Comic · Games · Games &
Activities · Go · Igo · Weiqi
PDF

British Go Association

Cartoon rules booklet. Last revised in July 2014 this is an English


translation of Andreas Fecke’s excellent German original, now using
pass stones. It is a 16-page A6 booklet that uses cartoons to explain
the rules of Go. Ideal for children.
Go Problem Cards
por British Go Association
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

British Go Association

Go Problem Cards

A set of 108 red cards, 2½" by 3½", each with an easy Go


problem. Produced by The EGCC.
Novels and Other Books Featuring Go
por British Go Association
Baduk · Board Games · Books · Catálogo de Libros · Games · Go ·
Igo · Novels · Weiqi
PDF

British Go Association

The three classic Go novels are "The Master of Go" ("Meijin") by


Yasunari Kawabata, "The Girl who Played Go" by Shan Sa and "First
Kyu" by Dr Sung-Hwa Hong. Here is a list of mainstream novels by
other authors and some other books that feature Go.
Play Go. A few simple rules... limitless
possibilities
por British Go Association
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

British Go Association

The history of Go stretches back some 3000 years and the game
has remained essentially unchanged throughout thisvery long period.
The game probably originated in China. Legend has it that the future
of Tibet was once decided over a Go board when the Buddhist ruler
refused to go into battle; instead he challenged the aggressor to a
game of Go.
Go. The most challenging board game in
the world
por The British Go Association
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The British Go Association

1999

Go. The most challenging board game in the world. An introduction to this ancient and
fascinating game.
The Master of Haengma (Reseña)
por Sung-Ho Baek
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi

Oromedia

Even if it is a same haengma, it can be a good move or a bad


move depending on the situation.It is always distinguished by what
haengma you play considering the situation and surrounding.
Professional players usually don't play next move until they are not
sure abou the worth of the stone and its maximum utilization. It is the
reason for them to pay full attention even though there is a
predictable joseki during a game. It is a difference between amateur
players who play directly. 288 pages
The Way to Go
por Karl Baker
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Ishi Press -

2008

This is a pamphlet designed to teach beginners the rules of go. It's a


very gentle introduction to the game; it has lots of examples of every
concept that is introduced, so that beginners get practice telling
when groups are connected, how many liberties a group of stones
has, etc. It doesn't make a big distinction between rules and basic
concepts; for example, you learn about two eyes before learning how
to score the game.
Board and Table Games from Many
Civilizations
*** [47]

por Robert Charles Bell


Ajedrez · Backgammon · Baduk · Board Games · Chess ·
Continental Draughts · Go · Igo · Juegos de Tablero · Liar Dice ·
Mah-Jong · Morris · Pachisi · Wari · Weiqi
PDF

Dover Publications

1979

Quizás el trabajo más autorizado sobre el tema, este volumen


enciclopédico es una referencia básica a los juegos de mesa y de
mesa de todo el mundo. Proporciona las reglas y métodos de juego
para más de 180 juegos diferentes: Ma-jong, Hazard, Wei-ch'i (go),
Backgammon, Pachisi y muchos otros. Más de 300 fotografías y
dibujos lineales.
***

Perhaps the most authoritative work on the subject, this


encyclopedic volume is a basic reference to board and table games
from around the world. It provides the rules and methods of play for
more than 180 different games: Ma-jong, Hazard, Wei-ch'i (go),
Backgammon, Pachisi, and many others. Over 300 photographs and
line drawings.

***

Desde las Pág.101 a 111 se detallan las reglas del juego del Go,
con excelentes gráficos y ejemplos.
Mathematical Go: Chilling Gets the Last
Point
por Elwyn Berlekamp & David Wolfe
Baduk · Board Games · Game Theory · Games · Games & Activities
· Go · History & Philosophy · Igo · Mathematics · Recreations &
Games · Weiqi
PDF

Ishi Press

1994

In this unique book, the authors, both only amateur Go players


themselves, develop the mathematical techniques for solving late-
stage endgame problems that can stump top-ranking professionals.
As a typical game of Go approaches its conclusion, the active
regions of play become independent of one another, and the overall
board position may be regarded as a sum of disconnected partial
board positions. Combinatorial game theory, a branch of
mathematics Berlekamp helped develop, has long been concerned
with such sums of games. Here, it is applied to solving Go-related
problems with a bewildering choice of similar-looking moves and
subtle priority relationships. The theory presented in this book
assigns each active area on the board an abstract value and then
shows how to compare them to select the optimum move or add
them up to determine the ideal outcome. Some of the values are
familiar numbers or fractions, but most are more bizarre objects quite
unlike anything in the existing Co literature. From these abstractions,
the reader learns that positions seeming ro have the same numerical
value can be crucially different while positions that appear
completely different can be mathematically identical. A go player with
an interest in mathematics or a mathematician interested in Go will
not want to miss this book because it describes substantial
connections between the two subjects which have been, until now,
overlooked.

**
Go in the West in the 18th Century
por Jaap K. Blom
Baduk · Europa · Go · Igo · Jesuitas · Matteo Ricci · Weiqi
PDF

Ishi Press

En varios textos europeos del Siglo XVII se menciona


detalladamente el juego del Go. Existen cuarenta y ocho pasajes
muy conocidos, provenientes de dos fuentes: los viajes de Matteo
Ricci y de Nildaas Trigault -dos misioneros Jesuitas- a China.
The Protracted Game
por Scott Boorman
Baduk · Board Games · China · Games · Games & Activities · Go ·
Igo · Mao Tse-tung · Maoísmo · Weiqi
PDF

Galaxy Books

A Wei-Ch'i Interpretation of Maoist Revolutionary Strategy


For their interest and encouragement during the protracted evolution of the thesis
presented here, I wish to thank my parents Margaret Echlin Boorman and Howard L.
Boorman and my sometime wei-ch’i opponent Christopher Wright. I am also grateful to
Robert W. Adamson for his confidence and to Kensaku Segoe, Kaku Takagawa, and Edward
Lasker for their kind response to my request to make use of certain diagrams from their
works.

***

Menciona el juego del Go: " A mechanism for avoiding certain difficulties inherent in
cross-cultural strategic analysis may be found in the ancient Chinese game of strategy
wei-ch’i. Although commonly known in the West under its Japanese name go, and
extensively studied in Japan, wei-ch’i has been a favorite game of strategy of Chinese
generals, statesmen, and literati from the former Han dynasty (206 B.C.-8 A.D.) to the
times of Mao Tse-tung ."
A Dictionary of Japanese and English Go
Terms (Extracto)
por Richard Bozulich
Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi
EPUB

Kiseido Publishing Co

2019

From agehama to zoku-suji, this dictionary explains both English


and Japanese terms used in the game of Go. It was originally
published as a chapter in The Go Player’s Almanac 2001. Over 200
explanatory diagrams illustrate the 841 dictionary terms.
Five Hundred and One Opening
Problems
por Richard Bozulich
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Co.

2007

Don’t know your ‘hane’ from your ‘gote’? Read on! This book
provides a vast number and a large variety of opening problems for
the inexperienced player. Explanations are brief, with emphasis
being placed on principles to give the reader a feeling of what a good
opening move is. To this end each problem is presented by stating
an opening principle that can be used to solve the problem. By
seeing how these opening principles are used in games, your
intuition in the opening will become highly developed.
Fundamentos del Go: Estrategia
(Extracto)
por Richard Bozulich
Baduk · Go · Igo · Técnicas · Weiqi
EPUB

Brett und Stein Verlag

2020

Aji, kikashi (jugadas coactivas) y sabaki son los conceptos más


importantes del go. Imbuyen el juego con sutilezas estratégicas
inigualables en cualquier otro juego. Ningún jugador de go puede
esperar alcanzar un alto nivel de destreza sin entender estos
conceptos. Además, se necesita: entender la forma y la distribución
de piedras y cómo influyen otras zonas del tablero, determinar
cuáles son las piedras que son importantes y cuáles son las que
pueden ser sacrificadas, y también cuáles son las piedras que
deben ser fortalecidas antes de hacer jugadas estratégicas a gran
escala. El propósito de este libro es juntar estas ideas y mostrar al
lector la manera en que interaccionan estas ideas.
The Magic of Go
por Richard Bozulich
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The Yomiuri Shimbun

1999

Los orígenes del go están ocultos en el pasado sin crónicas de la


antigua China. Existe una maraña de anécdotas populares y
académicas en conflicto que atribuyen su invención a dos
emperadores chinos, un vasallo imperial y astrólogos de la corte.
Una historia dice que go fue inventado por el legendario Emperador
Yao (gobernó 2357-2256 a.C.) como una diversión para su hijo
idiota. Un segundo afirma que el Emperador Shun (gobernado 2255-
2205 a. C.) creó el juego con la esperanza de mejorar la destreza
mental de su hijo de mente débil. Un tercero dice que la persona
llamada Wu, vasallo del emperador Jie (gobernó entre 1818 y 1766
a. C.), inventó el go y los juegos de cartas. Finalmente, una cuarta
teoría sugiere que el go fue desarrollado por astrólogos de la corte
durante la dinastía Zhou (1045-255 a. C.).
The Second Book of Go
por Richard Bozulich
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Company

1998

The Second Book Of Go takes the reader who has learned the
rules and rudiments of strategy and introduces him or her to the
fundamental ideas required to get to the 12 kyu level.

**

El leer este libro colocará al novato que recién ha aprendido las


reglas del go en el camino correcto para convertirse en un jugador
más fuerte. Instruye al lector con respecto a la manera correcta de
planear la estrategia y cómo atacar a los grupos débiles del
oponente para convertir la influencia en territorio inexpugnable.
Cubre todos los aspectos del juego - la apertura, joseki, go con
hándicap, peleas en el juego medio, vida y muerte, tesujis, formas
buenas y malas, peleas de ko y el final del juego.
Get Strong at Joseki 3 (Beginner and
Elementary Go Books)
Get Strong at Go Series [1]

por Richard Bozulich


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Co.

1996

Get Strong at Joseki 3 (Get Strong at Go Series) (Beginner and


Elementary Go Books)

**
Get Strong at Opening (Beginner and
Elementary Go Books)
Get Strong at Go Series [2]

por Richard Bozulich


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Co

1996

175 problems in the opening (fuseki) ranging in difficulty from easy


to difficult. This book is an ideal introduction to the field of fuseki and
should be studied by every beginning player. The problems begin
with an analysis of the Chinese, niren-sei, sanren-sei, Shusaku, and
tatsuki (diagonal) fusekis as well as other important opening
strategies. The remainder of the problems are designed to hammer
home to the reader the basic principles of the fuseki.
**
Sabaki. The Art of Settling Stones
(Reseña)
Mastering the Basics [11]

por Richard Bozulich


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Reference · Weiqi
PDF

Kiseido Publishing Company

2018

During the opening stages of the game the players stake out positions and more or less
divide the board. Normally each player wants to win and take just over 50% of the board.
This usually involves a balance between safety and risk; that is, making a safe and non-
invadable extension or an extension that is slightly farther and limits the opponent's
territory. The drawback of the latter is that the position now becomes invadable. This
usually means that when an invasion takes place, the invading stones do not have enough
space to make an extension that guarantees life. That, in turn, means the invader has to
run away. However, running away is not always the best strategy as it is one-sided -- that
is, it allows your opponent to harass the run-away stones while securing territory and
building influence. Often it is far better to make the beginnings of eye-shape -- to
breathe life into the invading stones -- before running away. In other words, 'to make
sabaki.'Along with fighting a ko, sabaki is one of the most difficult concepts to put in
practice, as it involves a variety of high-level techniques, such as sacrificing stones,
making good shape, calculating complex variations, using forcing moves (kikashi), and
good style (for example, avoiding the elimination of aji).The numerous examples and 122
problems taken from professional games, will introduce the readers to all the techniques
that may be required to achieve sabaki in almost any position that might arise in their
games.

***

Durante las etapas iniciales del juego, los jugadores replantean posiciones y dividen
más o menos el tablero. Normalmente cada jugador quiere ganar y tomar un poco más del
50% del tablero. Esto generalmente implica un equilibrio entre seguridad y riesgo; es
decir, hacer una extensión segura y no invadible o una extensión que esté un poco más
lejos y limite el territorio del oponente. El inconveniente de este último es que la
posición ahora se vuelve invariable. Esto generalmente significa que cuando ocurre una
invasión, las piedras invasoras no tienen suficiente espacio para hacer una extensión que
garantice la vida. Eso, a su vez, significa que el invasor tiene que huir. Sin embargo, huir
no siempre es la mejor estrategia, ya que es unilateral, es decir, le permite a tu oponente
hostigar las piedras que se escapan mientras asegura el territorio y aumenta la influencia.
A menudo es mucho mejor comenzar con la forma de los ojos, para dar vida a las piedras
invasoras, antes de escapar. En otras palabras, 'hacer sabaki'.

Además de luchar contra un ko, sabaki es uno de los conceptos más difíciles de poner
en práctica, ya que implica una variedad de técnicas de alto nivel, como sacrificar
piedras, hacer una buena forma, calcular variaciones complejas, usar movimientos
forzados (kikashi), y buen estilo por ejemplo, evitando la eliminación de aji (aji keshi).

Los numerosos ejemplos y 122 problemas tomados de los juegos profesionales,


presentarán a los lectores todas las técnicas que pueden ser necesarias para lograr el
sabaki en casi cualquier posición que pueda surgir en sus juegos.
Winning Go: Successful Moves from the
Opening to the Endgame
por Richard Bozulich & Peter Shotwell
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Puzzles · Reference
EPUB

Tuttle Publishing

2010

Master the game of Go with this expert guide.

Go is a two player board game that first originated in ancient


China but is also very popular in Japan and Korea. There is
significant strategy and philosophy involved in the game, and the
number of possible games is vast—even when compared to chess.

This is the first comprehensive strategy guidebook in English to


cover the entire game of Go by illustrating the nuances and finer
points of Go strategy. Its 203 problems and their commented
answers demonstrate to players of all level of skill not only
successful moves, but also the incorrect moves and why they are
wrong. This enables players to identify strengths and weaknesses in
their games. From opening play to the endgame, Winning Go is an
essential tool in helping serious players master the sophisticated
sequence and flow of advanced Go play.

Useful Go strategies include:

The opening ( fuseki )


The middle ( chuban )
The endgame ( yose )
Clever moves ( tesuji )
Life and death ( shikatsu )
Winning corner skirmishes ( joseki )
Accurate counting

Players will learn about not only creating good shapes, but also
how to avoid or take advantage of bad ones, along with the right and
wrong order of moves. This makes Winning Go the ideal choice for a
first problem book because it enables both players and teachers to
improve upon their Go game. From opening play to endgame,
Winning go is an essential tool in helping serious Go players master
the sophisticated sequence and flow of advanced Go play.

**
Daily Yomiuri On-Line: The Magic of Go
por Richard Bozulich & Rob van Zeijst
Baduk · Difusión · Go · Igo · Japón · Prensa · Weiqi
EPUB

The Yomiuri Shimbun

1999

The Magic of Go

The Magic of Go era una columna semanal publicada en el diario


japonés The Daily Yomiuri On Line , por Richard Bozulich (1-46) y
Rob Van Zeijst (47-342), en la que se publicó hasta el 18 de agosto
de 2007 la historia del Go, las Reglas, conceptos tácticos y
estratégicos, problemas y noticias sobre los principales torneos de
Go del mundo.
EZ-Go
por Bruce & Sue Wilcox
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Ki Press

2002

Oriental strategy in a Nutshell

This is a go book unlike any other. It's an outgrowth of Bruce


Wilcox's Instant Go lectures, and the most distinctive feature is that
they often give heuristics for playing instead of general principles.
For example, if you and your opponent are building walls next to one
another and you want to know whether it's safe to jump ahead or if
you should keep on pushing slowly, they tell you to "skip with six
liberties". They freely admit that his heuristics don't always work; the
goal of the heuristics is to work about 90% of the time and to tell you
what kinds of moves to look at first, though you'll probably want to do
more reading to make sure that it works out.

***

Estrategia oriental en pocas palabras

Este es un libro de go como ningún otro. Es una consecuencia de


las conferencias Instant Go de Bruce Wilcox, y la característica más
distintiva es que a menudo proporcionan heurísticas para jugar en
lugar de principios generales. Por ejemplo, si tú y tu oponente están
construyendo muros uno al lado del otro y quieres saber si es
seguro saltar hacia adelante o si debes seguir empujando
lentamente, te dicen que "saltes con seis libertades". Admiten
libremente que sus heurísticas no siempre funcionan; El objetivo de
la heurística es trabajar aproximadamente el 90% del tiempo y
decirle qué tipo de movimientos debe mirar primero, aunque
probablemente querrá leer más para asegurarse de que funcione.
Xuan Xuan QiJing (Gengen Gokyo)
por Vit Brunner
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

This classic Chinese text dates from the fourteenth century,


originally published in 1347 by Yan Defu and Yan Tianzhang. The
problems take fanciful and historical aspects, with themes relating to
stories and events. For example, in the 'Mother of Seven Sons'
problem, the seven sons refers to seven white stones at the core of
the problem. Known in Japanese as 'Gen Gen Go Kyo.'
David Carlton's Go Bibliography
por David Carlton
Baduk · Board Games · Catálogo de Libros · Games · Go · Igo ·
Weiqi
EPUB

This version of the bibliography lists books according to their


difficulty; it starts with books for beginners, and then moves on to
elementary, intermediate, and advanced books. Thus, it's designed
to help people identify what books they should think about reading at
their current skill level; I've added extra commentary to help that.

First Books.
Second Books.
Elementary Books.
Intermediate Books.
Advanced Books.
Other Books.
Arcana.

Some general advice: when you're reading go books, don't worry


about understanding everything the first time, and don't worry about
giving up on a book halfway through. I find, for example, that
whenever I start to read a book on tesuji or life and death that I have
to give up after a few weeks because my brain is too sick of reading
through those problems. Conversely, you should go back to books
that you've read earlier; you'll learn things that you didn't learn the
first time through.
How Handle Hamete
por Lee Changho
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

Como manejar el Hamete

Hamete es un término japonés, también usado en inglés, que se


refiere a una trampa en un Joseki, típicamente una jugada engañosa
pero incorrecta que requiere habilidad para ser refutada. El término
se usa a menudo de manera imprecisa entre los aficionados para
cualquier jugada con artimañas. Normalmente, un jugada de hamete
tiene una respuesta "obvia" que produce un resultado pobre. Para
calificar como hamete, la trampa debe ser desafiante: debe ser algo
que pueda engañar incluso a un aficionado de nivel dan. Una mera
trampa táctica, como inducir oiotoshi 1 , o una mala jugada que un
oponente débil podría responder incorrectamente, no es hamete.

***

oi-otosh i 1 : perseguir y capturar, o, quizás mejor perseguir, un


término japonés de go que describe una situación en la que una
piedra o grupo de piedras se coloca en atari de tal manera que no
hay escapatoria. Esto suele ocurrir cuando la única forma de salvar
un grupo en esta situación en forma temporal es conectarse y el
grupo resultante todavía está en atari. Oiotoshi también se conoce
bajo los términos conectar y morir y atari en serie.
Tesuji Vol 4
por Lee Changho
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2003

Los Tesujis son las tácticas de combate de corto alcance en el juego de go. Este
volumen presenta más de trescientos ejemplos y problemas de ellos, dirigidos a entrenar
al lector en cómo leer y encontrar la jugada correcta en todo tipo de situaciones tácticas.
Cubre una amplia gama de material a la vez que se concentra en los fundamentos; sus
problemas logran ser a la vez lo suficientemente difíciles como para presentar un reto y
lo suficientemente fáciles de resolver, y hay suficientes de ellos como para mantener
ocupados hasta a los más ávidos.
Tesuji Vol 5
por Lee Changho
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2003

Los Tesujis son las tácticas de combate de corto alcance en el juego de go. Este
volumen presenta más de trescientos ejemplos y problemas de ellos, dirigidos a entrenar
al lector en cómo leer y encontrar la jugada correcta en todo tipo de situaciones tácticas.
Cubre una amplia gama de material a la vez que se concentra en los fundamentos; sus
problemas logran ser a la vez lo suficientemente difíciles como para presentar un reto y
lo suficientemente fáciles de resolver, y hay suficientes de ellos como para mantener
ocupados hasta a los más ávidos.
Mysteries of Weiqi. Thee King's Golden
Rule
por Youyi Chen
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

This is a collection of articles about Chinese legend Ji Xin Wang's


ten golden rules of Go. They were written by Youyi Chen, a student
at the University of Waterloo at the time, and posted to the Internet
newsgroup rec.games.go in 1992/1993. Ji Xin Wang's last name
Wang means King in English, so, we may call them the King's
Golden Rules.
Goh or Wei Chi
por Horace F. Cheshire
Baduk · Go · Igo · Nikkai · Weiqi
PDF

Taylkr Bros.

1911

A handbook of the game and full instructions for play

The Great Military and Stragetic Game of Eastern Asia. Adapted


for European Players. Historical Notes and Appendix.
All About Life and Death. Vol 1
por Cho Chikun
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The Ishi Press

1993

***

A Basic Dictionary of Life and Death

All About Life and Death The most complete work on tsume-go
ever published in English. Life and Death is a critical subject area for
go players. Cho leads the reader through all of the important
patterns that occur in play. Because of the vast range of material
included, beginners will profit from the book, while experts will still
find a challenge. For beginners through dan level players! Use it as a
text to study life and death in detail Use it as a problem book to
sharpen your reading skills. Use it as an encyclopedic reference.
Volume 1 covers basic corner shapes and the 'comb' pattern.
Volume 2 analyzes the 'carpenter square', shapes on the sides and
corner shapes arising from josekis and attacks on corner enclosures.
About the Author: Cho Chikun is the foremost Korean practitioner of
the Game of Go. He began his professional study at the game of six,
becoming the youngest-ever professional at 11. At the age of 24, he
won the prestigious title Meijin, and is the only go player ever to have
held all top four Japanese titles at the same time. Cover illustration:
The Courtesan of Hell dreaming of skeletons at play. A comical
ukiyo-e print by Gyosai (1874). From the Ishi collection. **
All About Life And Death. Vol 2
por Cho Chikun
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The Ishi Press

1993

A Basic Dictionary of Life and Death

This is a dictionary of life and death situations. It has more than 200 different patterns
that are on the cusp of being alive or dead, and tells you when each is alive and when it
is dead. It also has some sections on invading beneath the star point at the 3-3 point with
various extensions from the star point present, and also some more invasions in different
corner situations. It starts with very basic situations (e.g. five stones in a row in the
corner are alive or dead depending on whose move it is), but also contains more
complicated patterns.
Encyclopedia of Life and Death
por Cho Chikun
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

2005

The Encyclopedia of Life and Death CD is a collection of life and


death problems by Cho Chikun. The problems are divided into five
categories:

Beginner (200 problems)


Elementary (922 problems)
Intermediate (935 problems)
Advanced (793 problems)
Strange and unusual positions (28 problems)
Go: A Complete Introduction to the
Game (Beginner and Elementary Go
Books)
por Cho Chikun
Baduk · Board Games · Games · Go · Igo · Weiqi
DJVU · PDF

Kiseido Publishing Co

2010

This book is the best and most authorative introduction to this


ancient and fascinating game. Written specifically for the western
reader by one of the strongest players in the world, it presents the
rules, tactics, and strategy of this unique game in a step-by-step,
easy to understand way. Besides showing you how to play, it
contains essays about the world of Go which will broaden your
knowledge and understanding as well as pique your interest. From
history to modern tournament play, from traditional playing sets to
computer Go, you'll find it in these pages.

**
My Views on Go
por Cho Chikun
Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi
PDF

People’s Sports Publishing


House

2011

This old book is an interesting work which gives a frank discussion of how Cho Chikun
views go in general. The information presents an interesting perspective and is quite
valuable but the book is quite text-intensive. Don’t expect to learn a lot just from the
diagrams.

Content:
Chapter 1 On First Class Go Players ⼀流棋⼠论
From Kitani to Kobayashi, Cho Chikun talks about quite a few top players of the game
and what we can learn from them.

Chapter 2 On Fuseki 布局论


Cho Chikun talks about fuseki from the perspective of professional go players

Chapter 3 On Life and Death Problems 死活题论


Cho Chikun talks about how doing life and death problems relates to the important
topic of calculation.
Positional Judgment: High-Speed Game
Analysis
por Cho Chikun
Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi
PDF

The Ishi Press

1989

*****

Game analysis is the process of estimating fairly accurately the relative territorial
prospects of each player at key stages throughout the game. This may seem difficult or
even irksome to many players. In fact, without the ability to sit calmly and judge the
overall situation, vital moves may frequently be ov overlooked. Moreover, the estimation
has to be accurate enough for you to make important strategic decisions: should you
defend or should you invade, should you attack aggressively or should you try to wind up
the game quickly? If you can't assess accurately the balance of territories and calculate
whether you are ahead or behind, you lack the information that is the key prerequisite
for making such decisions.
El Juego del Go
por Jose Antonio Andujar Clavell
Baduk · Board Games · Games · Go · Igo · Reglas · Weiqi
PDF

http://www.lsi.upc.es/~jandujar/go

La historia del Go se remonta unos 3.000 años y sus reglas han


permanecido prácticamente inmutables a lo largo de todo este
tiempo. El juego es probablemente originario de China o del
Himalaya. Hay una leyenda según la cual el destino del Tibet se
decidió una vez sobre un tablero de Go, cuando el gobernador
budista, para evitar la batalla y el derramamiento de sangre retó a
sus agresores a una partida de Go. En el lejano Oriente, de donde
es originario, el Go goza hoy día de una gran popularidad y en
Europa y América el interes por el juego aumenta continuamente.
Como el Ajedrez, el Go es un juego de estrategia (ha sido descrito
como cuatro partidas simultaneas
de ajedrez sobre el mismo tablero), si bien difiere de este en
muchos aspectos. Las reglas del Go son muy sencillas y, a pesar de
que como en el Ajedrez, los jugadores enfrentan sus respectivas
capacidades analíticas, en el Go la intuición juega un papel mucho
más importante.
Go: An Ancient Game for the New
Millennium
por William Cobb
American Go Association · Baduk · Go · Weiqi · board game · wei-
chi
PDF

American Go Association

AGA Promotional Brochure

Formatted as a two-sided tri-fold brochure, this document serves


as an introduction to the game of go. Technical terms are in italics,
the board layouts are typeset with pre-existing tools, and space is
reserved for local club contact information. Full justification and
carefully selected margins form an elegant tri-fold layout.
El Go humaniza la inteligencia artificial
por Josep Corbella
AlphaGo · Arte · Baduk · Go · Igo · Infografía · Iteligencia Artificial ·
Juegos de Mesa · Weiqi
PDF

La Vanguardia Ediciones S.L.

El Go humaniza la inteligencia artificial

Un programa de inteligencia artificial que ha aprendido en sólo


tres días lo que a la humanidad le ha costado miles de años, y que
además lo ha hecho de manera totalmente autodidacta, sin ninguna
ayuda externa, se ha convertido en el mejor jugador de go del
mundo. En un torneo a cien partidas contra el programa AlphaGo,
que el año pasado derrotó al campeón mundial Lee Sedol, ha
vencido por cien a cero. El juego del go, que se inventó en China
hace más de 2.500 años, es reconocido como uno de los más
difíciles de dominar para la inteligencia artificial. A diferencia del
ajedrez, en que el programa Deep Blue de IBM venció en 1997 al
entonces campeón mundial Gary Kasparov gracias a su potencia de
cálculo, el go requiere una visión estratégica y una intuición que van
más allá de la potencia de cálculo y que nunca se ha sabido cómo
programar. Por eso, cuando el programa AlphaGo de la compañía
DeepMind superó el año pasado al campeón surcoreano Lee Sedol,
la noticia sorprendió incluso a los especialistas en inteligencia
artificial. El nuevo programa, llamado AlphaGo Zero y también
creado por DeepMind, es cualitativamente distinto y ha mostrado
prestaciones muy superiores, según los resultados que se presentan
hoy en la revista científica Nature.

El programa aprende por sí mismo desde cero y no a partir de


partidas jugadas por personas

Si el primer AlphaGo necesitó 30 millones de partidas de


entrenamiento para poderse enfrentar a Lee Sedol, al nuevo le han
bastado con 4,9 millones, seis veces menos. El primero se tuvo que
preparar durante varios meses y al nuevo le han bastado 70 horas.
El primero necesitó 48 procesadores de tipo TPU –especializados
para la inteligencia artificial– distribuidos en varias máquinas y al
nuevo le han bastado 4 TPUs en una sola máquina. AlphaGo Zero
es, en suma, un programa mucho más eficiente que el primer
AlphaGo.

Pero la gran diferencia entre ambos es que AlphaGo Zero lo ha


aprendido todo por sí solo. El primer AlphaGo aprendió a jugar
basándose en partidas de jugadores expertos. Los programadores
de Deep Mind le enseñaron millones de partidas y, a partir de ahí,
dedujo qué tipos de jugadas son más ventajosas y empezó a jugar
de manera autónoma. Dos versiones posteriores del programa,
llamadas AlphaGo Lee y AlphaGo Master, han mejorado sus
resultados aprendiendo con la misma estrategia.

Pero el nuevo AlphaGo Zero aprende de manera distinta. No se le


ha enseñado ninguna partida humana, sino únicamente las reglas
del juego. A partir de ahí ha empezado a jugar contra sí mismo,
haciendo las primeras jugadas al azar y aprendiendo por ensayo y
error.

Este modo de aprender ha permitido al programa progresar por sí


mismo empezando de cero, sin necesitar ningún tipo de supervisión
humana. Se le conoce como aprendizaje por refuerzo porque las
decisiones que llevan a resultados positivos, como ganar una
partida, resultan reforzadas. “AlphaGo se convierte en su propio
maestro”, escriben los investigadores de DeepMind en Nature.
Al cabo de tres horas de empezar a jugar, AlphaGo había
adquirido nociones básicas del go y jugaba con un nivel de
principiante. Capturaba en cada jugada tantas piezas como podía,
buscando beneficios inmediatos como un político cortoplacista, y se
despreocupaba del desarrollo de la partida a largo plazo.

Ha descubierto en tres días estrategias que a los jugadores


les han costado miles de años

Al cabo de 19 horas, ya se había dado cuenta de que la codicia es


mal negocio y había empezado a jugar con visión de futuro,
intentando dominar el territorio del tablero a largo plazo.

A las 70 horas, ya había alcanzado un nivel sobrehumano, con un


juego disciplinado que no caía en la tentación de capturas fáciles y
que tejía una red de control a lo largo y ancho del tablero.

“Los resultados sugieren que las inteligencias artificiales basadas


en aprendizaje por refuerzo pueden dar resultados mucho mejores
que las que dependen de lo experto que sea el humano”, escribe
Satinder Singh, de la Universidad de Michigan en Ann Arbor
(EE.UU.), en un artículo de opinión publicado en Nature junto a los
resultados de la investigación. “En mi opinión, este es uno de los
mayores avances en el campo del aprendizaje por refuerzo hasta la
fecha”.

Una de las claves del avance ha sido que AlphaGo Zero utiliza
una única red neural para valorar de manera simultánea qué
movimiento hacer y qué probabilidad tiene de conducir a la victoria.
Las versiones anteriores de AlphaGo necesitaban dos redes
neurales independientes, una para decidir la jugada y la otra para
evaluarla, lo que era menos eficiente.

El programa ha aprendido en tres días las mismas estrategias de


inicios y finales de partidas que han perfeccionado los jugadores de
go a lo largo de los siglos. En la fase media del juego, en cambio,
AlphaGo Zero ha tomado decisiones que “son verdaderamente
misteriosas y que dan a un observador la sensación de que están
viendo una partida humana muy buena, más que un ordenador
calculando”, explican en otro artículo en Nature Andy Okun y
Andrew Jackson, de la Asociación Americana de Go. El hecho de
que estas jugadas misteriosas conviertan a AlphaGo Zero en un
jugador mejor que cualquier persona “plantea la cuestión de cuánto
sabemos realmente sobre el juego”.

La técnica puede ser útil en áreas en que los humanos no son


expertos

Pero el objetivo de DeepMind no es disponer de una máquina que


juegue bien al go sino desarrollar la inteligencia artificial basada en
el aprendizaje por refuerzo. “AlphaGo Zero es más potente que las
versiones anteriores de AlphaGo porque ya no está condicionado
por los límites del conocimiento humano”, sostienen en un
comunicado Demis Hassabis y David Silver, coautores de la
investigación.

Más allá del go, señalan, esta tecnología puede ser


especialmente útil en áreas “en las que no hay una base de
conocimiento experto humanos” sobre el que construir programas
de inteligencia artificial. Frente a quienes alertan de los riesgos de la
inteligencia artificial, Hassabis y Silver defienden que “será un
multiplicador del ingenio humano que nos ayudará a resolver
algunos de los retos más importantes a los que se enfrenta la
humanidad. Si técnicas similares se pueden aplicar a otros
problemas, como el plegamiento de proteínas, la reducción del
consumo de energía o la búsqueda de nuevos materiales, tienen el
potencial de tener un efecto positivo en la sociedad”.

El peligro de las computadoras y la guerra

Una de las grandes máquinas inteligentes de la ficción es el


superordenador Skynet de la serie de películas Terminator. La idea
es que una computadora capaz de gobernar los sistemas de misiles
nucleares, en el momento en que es capaz de adquirir conciencia,
puede rebelarse contra los humanos y declarar una guerra para
acabar con la Humanidad. Hay científicos que creen que el
argumento no es sólo un entretenimiento, sino una posibilidad real
que hay que impedir que suceda. En julio pasado, más de mil
expertos en tecnología (el cofundador de Apple, Steve Wozniak y el
fundador de Tesla y SpaceX, Elon Musk), científicos (el astrofísico
Stephen Hawking) y filósofos (Noam Chomsky), firmaron una
declaración contra las armas de inteligencia artificial: “si algún poder
militar principal empuja hacia el desarrollo de armas de inteligencia
artificial, una carrera armamentística global es virtualmente
inevitable y el final de esta trayectoria tecnológica es obvio: las
armas autónomas se convertirán en los kaláshnikov del mañana”.
Tesuji
Elementary Go Series Vol. 3 [1]

por James Davies


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Company

2017

Tesujis are the tactics of short-range combat in the game of go. This book presents over
300 examples and problems of them, aimed at training the reader to analyze and spot the
right move in all sorts of tactical situations. It covers a wide range of material while
concentrating on fundamentals. Its problems manage to be both hard enough to challenge
and easy enough to solve, and there are enough of them to keep the most avid busy.

**

Los Tesujis son las tácticas de combate de corto alcance en el juego de go. Este volumen
presenta más de trescientos ejemplos y problemas de ellos, dirigidos a entrenar al lector en
cómo leer y encontrar la jugada correcta en todo tipo de situaciones tácticas. Cubre una
amplia gama de material a la vez que se concentra en los fundamentos; sus problemas
logran ser a la vez lo suficientemente difíciles como para presentar un reto y lo
suficientemente fáciles de resolver, y hay suficientes de ellos como para mantener ocupados
hasta a los más ávidos.
Life and Death
Elementary Go [4]

por James Davies


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Co

1996

Following the general pattern of its predecessor 'Tesuji' this book


organizes over two hundred life and death problems and examples
into thirty six short chapters. Noteworthy features include: The status
approach, which takes the reader through the same analysis that he
should perform in actual play. The grouping of the problems around
common tesujis - throw-in, placement, etc - and standard shapes -
the one, two and three space notchers on the sides, the corner L
groups, etc. A logical, step by step development, which makes Life
and Death first an excellent text to learn from, then an invaluable
reference work to come back to. This book is a part of the
Elementary Go Series.

**
1979 South American Championship
(Extracto)
Revista Go World [16]

por James Davies


Argentina · Baduk · Games · Go · Historia · Igo · Juegos · Weiqi
PDF

The Ishi Press

1979 South American Championship

Fernando Aguilar´s victory in the 1979 South American


Championship was briefly reported in GW16; a fuller account is
given here. The tournament was held in Buenos Aires. The eight
participants divided into two zones.
An introduction to Go
por James Davies & Richard Bozulich
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

The Ishi Press

1984

Some four thousand years ago in China a board game was


invented that so superbly combined beauty of form with depth of
strategy that it thrives essentially unchanged today. It has been
played professionally in Japan for over 350 years, but there are no
signs that the possibilities of the game have been exhausted.
Openings are not set and the player relies more on logical principles
and intuition than on memorized variations. We know this game by
its Japanese name—GO. This book presents the rules of GO in a
simple, clear and concise manner so that the beginning GO player
can start playing games in the shortest possible time. In addition,
elementary tactics and strategy, as well as the fundamentals of the
life and death of groups are covered. Example games give the
reader a feel of the flow of a game of GO. The final chapter deals
with “handicap GO” to show the reader what kind of strategies to
adopt when he starts to play his first games of GO.
The 1971 Honinbo Tournament
por James Davis & Kaoru Iwamoto
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Co

1999

Ishida, Otake, Takemiya, Kato, Cho, and two other Kobayashi's


has collectively won three-fourths of the major Japanese title
matches. Together with Rin and Fujisawa Shuko, who also appear in
this book, they have completely monopolized the three most
important titles: the Honinbo, Meijin, and Kisei.Fourteen games are
analyzed, including the six games of the title match and the seven
games Ishida played in the honinboleague.

**
AlphaGo
por Google DeepMind
Baduk · Computación · Go · Informática · Weiqi
PDF

Google DeepMind

Why is Go hard for computers to play?

Game tree complexity = bd

Brute force search intractable:

1. Search space is huge

2. “Impossible” for computers to evaluate who is winning


Gengen gokyo (Xuan Xuan Qijing)
por Desconocido
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

Xuánxuán Qíjīng (⽞⽞棋經, Gateway to All Marvels, Gengen


Gokyo, 현현기경) is a classic, Chinese problem collection published
in 1349 by Yan Defu and Yan Tianzhang. It traditionally consists of
347-problems; and is one of the most influential problem collections
in go history. In Japan, it is known as the Gengen Gokyo. Many
editions and versions of the book have appeared since its first
printing, sometimes varying in number of problems, problem order,
solutions, 'revised' problems, and so on.
Joseki (complete)
por Desconocido
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2006
New Posok dictionary. Chinese fuseki
por Desconocido
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF
New posok dictionary. Parallel Fuseki
por Desconocido
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF
One Thousand and One Life-and-Death
Problems
por Desconocido
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2006

This is, of course, 1001 life-and-death problems, almost all taken


from 1, 2, 3 de Tokeru Tsume-go 1000 Dai. There are 400 one-move
problems, 300 three-move problems, and 301 five-move problems.
There are eight or nine problems on a page, and each problem only
gets a single solution diagram. This is an excellent book. I love the
difficulty level of the problems: I'm an AGA 1k who's decent at life-
and-death, and I never either got overwhelmed by the difficulty of the
problems or bored by their easiness. I went through the book quite
smoothly, going through each page fairly quickly, yet finding a few
problems on each page that made me think for a bit even in the
earliest problems. The problems, of course, got more difficult as I
went from one-move problems to three-move problems to five-move
problems, and by the end of the book I was doing the problems (and
checking my solutions) in groups of 3 rather than groups of 9, but the
difficulty never got to be too much for me.
Weiqi 300
por Desconocido
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

These books have large collections of problems. These will be


very difficult at 16k, but are worth study as you get better. The first
one goes through corner life and death in great detail and classical
problem sets. The second one organizes tesuji problems around
common themes and uses the occasional example from pro games.
You should be able to decipher the solution/variation/failure
diagrams if you print out Chinese Go Terms.
Weiqi jiqiao Daquan. Life Death
Encyclopedia
por Desconocido
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

This book have large collections of problems. This will be very


difficult at 16k, but are worth study as you get better. The first one
goes through corner life and death in great detail and classical
problem sets. The second one organizes tesuji problems around
common themes and uses the occasional example from pro games.
You should be able to decipher the solution/variation/failure
diagrams if you print out Chinese Go Terms.
Weiqi Sihuo Daquan. Life Death
Encyclopedia
por Desconocido
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

This book have large collections of problems. This will be very


difficult at 16k, but are worth study as you get better. The first one
goes through corner life and death in great detail and classical
problem sets. The second one organizes tesuji problems around
common themes and uses the occasional example from pro games.
You should be able to decipher the solution/variation/failure
diagrams if you print out Chinese Go Terms.
Xuan Xuan Qi Jing (Gengen Gokyo)
por Desconocido
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

The most celebrated (though not the oldest) go manual is the


Chinese "Xuan Xuan Qijing." It was published in 1349 by Yan Defu
and Yan Tianzhang. The former was a strong go player and the latter
(no relation) a collector of old go books. They made a perfect team.
The title of the book is literally "The Classic of the Mystery of the
Mysterious", but it is an allusion to Chapter 1 of Lao Zi's "Dao De
Jing" where the reference goes on to say that the mystery of the
mysterious is "the gateway to all marvels."
Go World 000 Archive: Table of Contents
por Kiseido Digital
Baduk · Board Games · Catálogo de Libros · Games · Go · Igo ·
Weiqi
PDF

Kiseido Digital

Each of the 108 issues of Go World is listed below. Use your


browser's search function to find tournaments or players you are
interested in. You can click on the thumbnail of the cover to see an
enlarged version.

License. Go World Archive files are for your personal use, and
may not be copied or distributed in any form to third parties. By
downloading the files, you agree to the terms of this license.
Jungsuk in Our Time: Somoki (3-4 Point)
Jungsuk
por Jung Dong-Sik & Seo Bong-Soo & Nam
Chihyung
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Hankuk Kiwon

2000

This is a Korean joseki dictionary. So far, only the first volume,


covering 3-4 point joseki, has been published. The obvious question
is: how does it compare to Ishida's dictionary and Rui's Essential
Joseki? I haven't done a detailed comparison between the three, and
I'm not a good enough player for the relative merits of different joseki
dictionaries to have much of an impact on me, but here's what it
seems to me: Ishida's dictionary certainly contains the largest
amount of material. Having said that, it's almost two and a half
decades old; so certainly if you're a high-dan player, you'll want
access to more up-to-date information than that, and even I
(currently an AGA 1 kyu) run into lines that aren't in that volume.
Jungsuk in Our Time is much more up-to-date, but also significantly
shorter: two volumes instead of three may not seem like much of a
difference, but the Jungsuk volumes are also less dense (averaging
around 3 diagrams per page instead of 6). (But the Jungsuk volumes
are longer, too.)
El juego de tablero japonés Go
por Winfried Dörholt
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

El presente libro no representa un manual en el sentido usual. Las


seis lecciones pueden ser entendidas como etapas o niveles, en las
que cada cual es una ampliación de la anterior. La introducción en el
juego de Go puede ser interrumpida después de cada etapa, o dicho
de otra forma, cada etapa siguiente solo profundiza las indicaciones
previamente concluidas. Las tres reglas del juego pueden ser vistas
ya como la primera etapa o nivel. Cada lección contiene elementos
de la teoría de aperturas, medio juego y finales. El libro sirve para el
estudio individual, pero puede ser utilizado también por un maestro,
sirviéndose de las expresiones claves al comienzo de cada lección
como guía para su docencia. El libro tiene la intención también de
establecer una relación entre los jugadores independientes y las
asociaciones y clubes de Go existentes. Como muestra la
experiencia, solo a través del estudio individual no se puede
sobrepasar una determinada fuerza de juego. Es necesario el
enfrentamiento con jugadores más fuertes y de experiencia práctica
si se es ambicioso y se quiere incrementar la fuerza de juego propia.
Killer of Go. Technique and preventative
measures
por Sakata Eio
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Yutopian Enterprises

1994

This is a book about killing groups, or preventing your groups from


being killed. It mostly consists of examples from games, but there
are also sections on killing techniques and on preventative
measures. It's a fun book, but I don't know how much it will actually
improve your game. It's neat to see group after group dying, but I
think that the ratio of examples from games to theory is too high for
the book to be really helpful, and I think that a book on the middle
game more generally would be more helpful still. But it does have
good aspects, and in particular the Go v. Sakata game is quite nice -
the commentary runs for 36 pages, and there's often only about five
moves on a page, giving him time to go over each move in detail,
considering the sorts of moves that amateurs play all the time but
that professionals automatically reject and don't normally even
bother mentioning in commentaries.
Modern Joseki and Fuseki, Vol. 1:
Parallel Fuseki
por Sakata Eio
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Ishi Press

2007

Sakata Eio is regarded as one of the strongest go players of the


20th century. Sakata Eio was born February 15, 1920 in Tokyo,
Japan. After winning most of the major titles in the 1950s, in 1961 he
finally took the Honinbo title from Takagawa Kaku who had held it for
a record nine consecutive terms. In 1963, Sakata captured the Meijin
title, making him the first player simultaneously to hold the two titles
Meijin-Honinbo. Sakata's peak came in 1964, when he won 30
games and lost only two and held seven major titles: Meijin,
Honinbo, Nihon Ki-in Championship, Asahi Pro Best Ten, Oza, Nihon
Kiin Number One, and NHK Cup. Sakata is now 88 and lives in
Tokyo. He is retired but still active. This book, "Modern Joseki and
Fuseki, Vol. 1", was Sakata's first book published in English. It is now
regarded as a classic in Go literature. It is also the first book
published by The Ishi Press. Published in 1968, this book along with
two follow-up volumes by Sakata Eio, made The Ishi Press the
world's leading publisher on the game of go. The cover photo of this
book is historic. It shows the three leading go players in the world at
that time, plus the strongest female go player in the world at that
time. In the picture is Sakata Eio, facing, playing against Takagawa
Kaku (1915-1986). The spectator is Go Seigen, who also has a claim
to being the greatest go player of the 20th century. He was born May
19, 1914 in Fuzhou, Fujian Province, southeast China. His Chinese
name is Wu Qing Yuan, which transliterated into Japanese becomes
Go Seigen. He is still alive at age 94. The woman in the photo is
Reiko Kitani, who won the Women's Championship Tournament six
times. Not only was she the strongest woman go player of her era,
but she was the daughter, the wife, and the mother of the leading go
players of their respective times. Born December 23, 1939 in
Kanagawa, Japan, she was the daughter of Kitani Minoru, 9-dan, the
wife of Kobayashi Koichi, 9 dan, and the mother of Kobayashi Izumi,
born 1977, who has held most of the major Women Titles at one time
or another. Tragically, Reiko died of breast cancer in April, 1996.

**
Modern Joseki and Fuseki, Vol. 2: The
Opening Theory of Go (Reseña)
por Sakata Eio
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Ishi Press

2018

Sakata Eio is regarded as one of the strongest go players of the


20th century. Sakata Eio was born February 15, 1920 in Tokyo,
Japan. After winning most of the major titles in the 1950s, in 1961 he
finally took the Honinbo title from Takagawa Kaku who had held it for
a record nine consecutive terms. In 1963, Sakata captured the Meijin
title, making him the first player simultaneously to hold the two titles
Meijin-Honinbo. Sakata's peak came in 1964, when he won 30
games and lost only two and held seven major titles: Meijin,
Honinbo, Nihon Ki-in Championship, Asahi Pro Best Ten, Oza, Nihon
Kiin Number One, and NHK Cup. Sakata is now 88 and lives in
Tokyo. He is retired but still active. This book, "Modern Joseki and
Fuseki, Vol. 2, The Opening Theory of Go," was Sakata's second
book published in English, the first being "Modern Joseki and Fuseki,
Vol. 1." These volumes are now regarded as a classics in Go
literature. They are also the first books published by The Ishi Press.
First Published in 1970, this book, along with the two other volumes
in his series by Sakata Eio, made The Ishi Press the world's leading
publisher on the game of go.
The Middle Game of Go. Vol.1
por Sakata Eio
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Ishi Press

2007

Sakata Eio is regarded as one of the strongest go players of the


20th century. He was born on February 15, 1920 in Tokyo, Japan.
After winning most of the major titles in the 1950s, in 1961 he finally
took the Honinbo title from Takagawa Kaku who had held it for a
record nine consecutive terms. In 1963, Sakata captured the Meijin
title, making him the first player simultaneously to hold the two titles
Meijin-Honinbo. Sakata's peak came in 1964, when he won 30
games and lost only two and held seven major titles: Meijin,
Honinbo, Nihon Ki-in Championship, Asahi Pro Best Ten, Oza, Nihon
Kiin Number One, and NHK Cup. Sakata is now 86 and lives in
Tokyo. He is retired but still active. This book, "The Middle Game of
Go" or "Chubansen", first published in 1971, was Sakata's third book
published in English, the first being "Modern Joseki and Fuseki, Vol.
1" and the second being "Modern Joseki and Fuseki, Vol. 2, The
Opening Theory of Go". These volumes are now regarded as a
classics in Go literature. They are also the first books published by
The Ishi Press. This book, along with the two other volumes in his
series by Sakata Eio, made The Ishi Press the world's leading
English language publisher on the game of go.

**
Tesuji and Anti-Suji of Go
Sakata Series [2]

por Sakata Eio


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Yutopian Enterprises

1995

This is an exhaustive manual that details how sparkling technique


may bring one's game alive. 61 Model situations are examined, in
which deadly hane, exquisite placements, and stunning attachments,
among many other skillful finesse, are shown to be surprisingly
effective. The flip side of the matter, crude moves (or anti-suji) are
offered in contrast, demonstrating how thoughtless play can throw
away the chance for an advantage. The positions in the book are
illustrate in more than 700 diagrams, which makes comprehension of
the material simple, even without setting up the positions on a go
board. The layout of the book is also ideal for study and review work.
In addition, a general introduction to the subject sets the stage for
the main text, which the book ends with several examples from
actual games. In addition, the author, Sakata Eio, Honorary Honinbo,
includes a number of vignettes, in the manner of Killer of Go, the
work of his which preceded this one. This is both a thorough
enjoyable exploration into one of the most fascinating aspects of Go,
and a text which can be invaluable for growing stronger.

**
Go winds. Volume 2 Number 1 Spring
1998
por Yutopian Enterprises
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 2 Number 2 Summer
1998
por Yutopian Enterprises
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 2 Number 3 Fall 1998
por Yutopian Enterprises
Baduk · Board Games · Games · Go · Igo · Weiqii
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 2 Number 4 Winter
1999
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 3 Number 1 Spring
1999
por Yutopian Enterprises
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 3 Number 2 Summer
1999
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 3 Number 3 Fall 1999
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 3 Number 4 Winter
2000
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 4 Number 1 Spring
2000
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 4 Number 2 Summer
2000
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 4 Number 3 Fall 2000
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 5 Number 1 Spring
2001
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 6 Number 3 2002 Fall
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 6 Number 4 Winter
2003
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 7 Number 1 & 2
Spring/Summer 2003
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
Go winds. Volume 7 Number 3 Fall 2003
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Winds (1997-2003): English language quarterly published by Yutopian press. It had a


slight emphasis on Chinese go.
History of Weiqi
por Yutopian Enterprises
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Yutopian Enterprises

Nobody knows for sure when Weiqi (Go) was invented. According
to the legend, Emperor Yao (2357-2255 B.C.) invented Weiqi to
enlighten his son Dan Zhu. It was also recorded that Shun's son
Shang Jun was not bright and Shun (2255-2205 B.C.) invented
Weiqi to teach him. The Encyclopedia Britannica records that it was
invented in China in 2306 B.C. (Encyclopedia Americana, 2300
B.C.). Ancient literatures like Zuo Zhuan, Lun Yu, and Meng Zi,
mentioned 'Yi' (Yutopian uses Yi as our logo), the ancient word for
Weiqi. Yi has become the official name for Weiqi during the Han
Dynasty (approximately the time of Christ, 2000 years ago). Xu Shen
wrote in Shuo Wen, 'Yi is Wei Qi'. Yang Xiong wrote in Fang Yan,
'Wei Qi is known as Yi, people from Guan Dong to Qi Lu call this
game Yi.' Yi Zhi (written by Ban Gu) mentioned 'Northerners call this
(game) Yi.' In ancient Chinese language, it's not common to replace
a single character name (Yi) by a compound name (Wei Qi).
However Weiqi is an exception, because the name Wei means to
surround, and it gives a nice description of the game. Surrounding, is
a key element in the game of Weiqi. From this, we can understand
why Wei Qi has replaced Yi and become the official name.
Magic of Placements (Reseña)
por Yutopian Enterprises
Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi

Yutopian Enterprises

2008

Making a placement - plunging into the cente rof your opponent's area to destroy eye
space, shape or to reduce territory --is full of excitement. In some cases, it will decide
who wins a game. On the other hand, the side against which the placement was played
will panic and start to get scared. What exactly is my opponent aiming for? A surprising
intrusion like this can easily make you lose your cool. This book takes a broad look at the
power of placement techniques, and their countermeasures, from joseki to the endgame.
Considering the practical and psychological effects of placements, the destructive power
of these moves can only be attributed to magic rather than physical power.
The Art of Go Series: Capturing Stones.
Sacrifice Techniques
Art of Go Series [2]

por Yutopian Enterprises


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Yutopian Enterprises

1999

Go Seigen's Lectures - Volume 2 provides Three Golden Rules with


examples of their application in actural games and seven Go Seigen
games highlighting Seven Examples of Success. In addition Three
Examples of Failure are provided in three other Go Seigen
games.Yesterday, a won game was lost; today, a clear lead was
wasted. Is there any secret receipe to keep the lead to the end of the
game? Actually, maintaining a lead is easy, if one can keep a cool
head and make every play according to positional judgment. On the
other hand, trying to claim a quick victory is not easy, even for
professionals.
The Art of Go Series: Connecting Stones
The Art of Go Series [1]

por Yutopian Enterprises


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Yutopian Enterprises

1999

This is the first volume in Yutopian's The Art of Go series. It's a


collection of problems in five chapters, on Connecting at the Edge of
the Board, Linking up by Capturing Stones, Utilizing Support From
Friendly Forces, Endgame Moves, and a catch-all chapter. Each
chapter starts with easier problems and moves on to harder ones, so
you learn by doing. It seems good. It's quite hard, so I'd recommend
it mostly for dan-level players or quite strong kyu-level players, but
it's nice to see a more advanced tesuji book available in English. The
only nit that I have to pick is that the diagrams are really ugly, but
you learn to ignore that quite quickly.

**
Go-Books-Detail
por Evanston Go Club
Asia · Baduk · Board Games · Catálogo de Libros · Games · Games
& Activities · Go · History · Igo · Japan · Weiqi
PDF

Ian Feldman Lending Library

The Evanston Go Club is an official chapter of the American Go


Association. We provide a place for people to play, learn, or just
watch the game of Go. We are free, open to the public, and we
welcome you to come and join us.
Tengen. La tesis central de Kubomatsu
por John Fairbain
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Games of Go On Disk

Me incline a la traducción de éste artículo del Sr. John Fairbairn


por el interés que puede tener para el aficionado al Go debido a la
poca bibliografía al respecto, bien elegido el tema para los
aficionados que gusten de este tipo de jugadas. La jugada en el
tengen, hoshi central o punto central, y su efectividad ha sido muy
discutida, y obviamente se necesita de unos conocimientos bien
cimentados, para lograr el éxito en la partida, descontando la
confianza en sí mismo que la destaca Kubomatsu, luego de un
fracaso, uno de sus máximos cultores. Éste gran jugador, decía que
jugaba el tengen únicamente cuando le correspondían las piedras
negras, por el valor que tiene el sente (iniciativa) en el juego de go.
Go Seigen (ó Cho Myun en la pronunciación coreana) y Kitani
Minoru también fueron cultores de esta primer jugada.
Gateway to All Marvels (Extracto)
por John Fairbairn
Baduk · Go · Igo · Problemas · Weiqi
EPUB

GoGoD Vintage Series

2020

*****

The 1347 Chinese go (weiqi/baduk) classic Xuanxuan Qijing, or


Gengen Gokyo by its Japanese name, is the most significant go
book ever produced. It has become the foundation for virtually every
problem book since. Gateway to All Marvels brings together every
problem and every variant from perhaps every subsequent edition,
and discusses how the almost 500 problems and their solutions have
evolved and varied, and also how even modern professionals often
disagree on the correct solutions.

A characteristic feature of the original collection was the addition


of titles which provide clues either to remembering the problems or
to solving them. John Fairbairn has explained all these allusive titles
in detail, which means that the book is also an entertaining romp
through Chinese history and culture. The original Chinese characters
have been provided and indexed.

Discussion of the problems is also aided by identification of "key


techniques", some new, some old, so that, for example, "rooster on
one leg" now joins newcomers such as the "caterpillar connection"
and the "elbow lock". These techniques are also fully indexed, and
also (taking advantage of the Kindle format) presented in a way that
means they can be treated as optional further clues to the problems.
Hypertext links are provided not just between problems and their
solutions but also to many cross-references.

The principal texts in the ancient Chinese edition have also been
translated here. They include the complete "Go Classic in Thirteen
Chapters" and Liu Zhongfu's "Go Secrets". **
Honinbo Tournament. The Early Years
(Extracto)
por John Fairbairn
Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi
EPUB

GoGoD

2019

The Honinbo Tournament is go’s oldest annual tournament. By trial and error it set the
standards for every tournament since. This book describes in detail how it came about,
and goes carefully through each of the early years in the 1940s and 1950s, and each year’s
changes. The games of each title match up to and including Term 6 are given with rich
commentaries (32 games), showcasing also the most famous players and anecdotes
featured in the highest level of go.
Invitation to Go (Reseña)
por John Fairbairn
Baduk · Board Games · Games & Activities · Go · Igo · Juegos de
Tablero · Weiqi
PDF

Courier Corporation

2010

Known as Wei Ch'i in China, the territorial board game of Go is


enjoyed today by millions around the world. Its rules are simple, but
it bears endless possibilities for complex strategic maneuvers.
Manuals for Go are hard to come by; this introduction helps both
novices and experienced players alike. 124 diagrams.
New Ways in Go (Extracto)
por John Fairbairn
Baduk · Go · Historia · Hononbo Shuho · Igo · Weiqi
EPUB

GoGoD

2014

Honinbo Shuho’s 1882 classic book on “New Ways in Go” (Hoen


Shinpo) shows how he brought go to amateurs on a large scale for
the first time - through an explanation of openings from four stones
through to even game - and how he advanced the then immature art
of commentary, with notes on twenty of his own games against
Shuwa and Shusaku. One new feature was the inclusion of
psychological insights. This is a complete translation of a book that
ranks high in the list of go classics. The translation is enhanced with
notes, a detailed timeline for Shuho, and a selection of games in
which he gives handicaps, to show how he practised what he
preached.
The Fabulous Master of Go Go Seigen
por John Fairbairn
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

This year Go Seigen, one of the towering giants of go history, celebrates his 70th birthday
and also the 56th anniversary of his arrival in Japan. Owing to poor health, Go Seigen has
been inactive as a tournament player for nearly two decades, apart from some TV haya-go,
but he did not retire officially until this year. On 24 February a lavish party was held at the
Hotel Okura in Tokyo to celebrate his retirement and his 70th birthday and everyone who is
anyone in the go world, from the top title-holders down, attended. Because Go Seigen was
at his peak before the proliferation of the modem newspaper tournaments, he does not
have an impressive swag of titles like some of the current champions, but in a series of
jubangos (ten game matches) held in the 1930's, 1940's and early 1950's he bested every
rival and completely dominated the go scene. Not one player was able to stay on even
against him. Go Seigen also made extraordinary contributions to go theory: he was co
founder of the New Fuseki, which caused a revoution in opening theory, and he was the
most prolific inventor of josekis in go history.
The Life, Games and Commentaries of
Honinbo Shuei (Extracto)
por John Fairbairn
Baduk · Biografía · Go · Honinbo Shuei · Igo · Japón · Weiqi
EPUB

GoGoD Vintage Series

2020

This book provides a full-length biography of Honinbo Shuei,


detailed commentaries on 79 of his games, and a collection of
Shuei’s commentaries. Honinbo Shuei is still esteemed as the best
model for even modern professionals to follow. A must-read for every
serious Go player. This book combines all six books previously
published on the Kindle: Life, Games (four volumes), and
Commentaries. A vast improvement in readability, and a bargain to
boot.
Wangyou Qingle Ji
por John Fairbairn
Baduk · China · Go · Historia · Igo · Li Yimin · Weiqi
PDF

Wangyou Qingle Ji (Traditional: 忘憂清樂集 Pinyin: Wàngyōu


Qīnglè Jí, can be literally translated as “Forget Worry Pure Happy
Collection”; otherwise it can be called Carefree and Innocent
Pastime Collection, or The Collection of the Pure Happiness of
Forgotten Worries), it was edited by Li Yimin (李逸⺠) around 1100
AD (Song dynasty), and is the oldest surviving Go book
Xuan Xuan Qijing
por John Fairbairn
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The most celebrated (though not the oldest) go manual is the


Chinese "Xuan Xuan Qijing." It was published in 1349 by Yan Defu
and Yan Tianzhang. The former was a strong go player and the latter
(no relation) a collector of old go books. They made a perfect team.
The title of the book is literally "The Classic of the Mystery of the
Mysterious", but it is an allusion to Chapter 1 of Lao Zi's "Dao De
Jing" where the reference goes on to say that the mystery of the
mysterious is "the gateway to all marvels." I prefer that as a title,
especially as it is made clear in the preface that this latter phrase is
meant to be called to mind, and is meant to imply that the book
offers the way to mastering marvels in the form of go tesujis. It
contains, amongst other things, 387 life-and-death problems. Many
are stunningly beautiful, and the book has been copied many, many
times. The original is lost, and there are now several versions. There
are two main texts in China, the oldest being a Ming copy. The first
Japanese copy appeared in 1630, and it has appeared many times
since. In the process, small changes have crept in. The Koreans also
made copies and their main version contains a few problems not
found elsewhere. But the overwhelming core is unchanged, and
differences are almost always minor. This must be due in part to the
respect generated by the original - only a tiny handful of mistakes
have been found - and partly to its almost unique feature of naming
all the problems. The significance of these names is at least twofold.
They are more than pure whimsy. On the one hand they may provide
a way of remembering the problem. On the other, they may give a
clue to how the problem is to be solved (e.g. whether it ends in ko
instead of simple death). Both features have helped perpetuate the
original forms. The names are not explained in the original. Some
names are trivial, but many of the names refer to events, beliefs or
symbols that would have been familiar to an educated gentleman of
the time, though some would be a little testing. There is something of
the cryptic crossword clue in this. We can easily imagine the
exquisite pleasure felt when the combination of go problem and
historical allusion was savoured and solved with friends in a pavilion
overlooking a tranquil lake, aided perhaps by a little wine.I am going
to present some of these problems, one by one. For obvious reasons
I am going to have to explain the names and the allusions. It may not
be possible, therefore, to recreate the original pleasures presented
by the problems, but I hope it will create enjoyment of another kind,
and help you remember the marvellous tesujis. I will begin with one
of my own favourite combinations of problem and name.

John Fairbairn
Yi Zhi (The essence of Go)
por John Fairbairn
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The "Yi Zhi" - Essence of Go - is the world's earliest surviving text


devoted specifically to go. It was written by one of the foremost
scholars in Chinese history, Ban Gu, who lived from 32-92 AD. He
was a native of Anling, Fufeng, in Eastern Han - modern Xianyang
City in Shaanxi Province. He served in the time of the Eastern Han
Emperor Ming Di as Clerk of the Orchid Pavilion (a palace archive),
and as an administrator and proofreader in the Palace Library. Most
celebrated as

an historian, his works include the "Han Shu" or History of the Han
Dynasty.
The Go Companion: Go in History and
Culture (Reseña)
por John Fairbairn & T. Mark Hall
Baduk · Go · Igo · Juegos de Tablero · Weiqi

Slate & Shell

2009

This book is a collection of articles of miscellaneous go related


subjects, some of them have been previously published in GoGoD's
New in Go column, but have often been expanded, while others are
published for the first time. As I mentioned in previous reviews, I only
buy books where I know the authors. So I had no second thoughts
about rushing to buy this latest book, one of several that have been
written by British Go players. No doubt most of you will have met
John and T. Mark at a tournament or a seminar, and a lot have
probably bought their collection of professional games, GoGoD
(Games of Go on Disc). GoGoD is not just games, but much more
including a names dictionary and a collection of Go essays. This
book is part of that collection of essays, brought now to the printed
page by American publishers Slate and Shell. My favourite Go book
is "Lessons in the Fundamentals of Go", because, as well as the
great didactic material, there are interesting bits to read in between.
The Go Companion is the reverse with some Go bits in between the
interesting things to read. It is a quite thick tome. You get 300 pages,
but don't expect too much technical material: the subtitle Go in
History and Culture tells you what to expect. Actually the collection of
essays is rather eclectic and has been put together by John and T.
Mark from various sources, whilst they have been scouring the Go
bookshops of the world. There are some Go problems and some
game records to illustrate a particular point or player, but a lot of text
only essays too. There are sections on the opening, on komi,
players, books, sexy sekis, history, modern Go, amateur and
professional Go. There is John's quite long review of Go in wartime
Japan, including the atom-bomb game, and some short two page
essays. Two guest authors feature too: Ivan Vigano has written
about blind players in Japan and Pieter Mioch has written on the
45th Judan and the 2006 World Amateur. This last piece was
especially familiar to me as I edited the IGF website version of the
essay at the time. There is a good selection of photographs to
illustrate the histories, though the printing is rather flat and the
picture on page 172 is pixilated (hopefully not by the sensor). So if
you enjoy reading more about Go than just about how to play it, then
this book is a must.
Ranka Yearbook 1985
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1986
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1987
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1988
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1989
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1990
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1991
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1992
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1993
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1994
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1995
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1996
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1997
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Ranka Yearbook 1998
por The International Go Federation
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The International Go Federation

2000

This is a series of yearbooks about the international amateur go


scene. They each contain reports about that year's World Amateur
Go Championship, World Women's Amateur Go Championship, and
Amateur Pair Go Championship, with selected games presented.
There is then a long report on go around the world, followed by a
western go tournament calendar and a list of go clubs. There's not
much reason to seek out these books. The list of go clubs is quite
comprehensive, so it could be useful if you're traveling to an
unfamiliar part of the world. These yearbooks are often available
from Kiseido at rather low prices
Partido de Baduk (Extracto de "La senda
de las flores oblicuas")
por Eva Feld
Baduk · Corea · Go · Igo · Korea · Weiqi
PDF

Partido de Baduk (De "La senda de las flores oblicuas"): Ambos


coreanos se entendieron mediante cortesías gesticulares. Ninguno
tomó la delantera ni apuró el paso, intercambiaron apenas las
palabras necesarias para determinar según las tradiciones a quien
le tocarían las fichas blancas y a quien las negras. Hacía mucho
tiempo que Kim Minsu no se asía a una batalla de Baduk y se
preparaba repasando en su memoria algunas estratagemas de
cuando jugaba con asiduidad....
Tha AGA Song Book
por Bob Felice (Editor)
Baduk · Canciones · Cantos · Go · Igo · Juegos de Tablero · Weiqi
PDF

The American Go Association

1998

When I attended my first Go Congress three years ago I was


astounded by the sheer number of silly Go songs everyone knew. At
the next Congress, I wondered if all these musical treasures had
ever been printed. Some research revealed that the late Bob High
had put together three collections of Go songs, but the last of these
appeared in 1990. Very few people had these song books, and
some, like me, weren’t even aware that they existed. While new
songs had been printed in the American Go Journal, there was
clearly a need for a new collection of Go songs. Last year I decided
to do whatever I could to bring the AGA Song Book up to date. I
wanted to collect as many of the old songs as I could find, as well as
the new songs that had been written since Bob High’s last song
book. You are holding in your hands the book I was looking for two
years ago. It goes without saying that this book could not exist
without the hard work of many people, but I will say so anyway. To
begin with, we would not have anything to print without the creative
efforts of our many gifted authors. But we would also have very little
to publish without the diligent efforts of our archivists: Terry Benson,
Barbara Calhoun, Craig Hutchinson, Chris Kirschner and Roy Laird. I
would especially like to thank Mary Laird, who made my job much
easier when she turned a great deal of the text into computer
readable form. I also wish to acknowledge The British Go
Association, especially T. Mark Hall and Francis Roads, for giving us
permission to reprint our favorite BGA songs. Finally, and most
importantly, it would not be possible to publish this book without a
grant from the American Go Foundation. Thank you, everyone. It has
been an honor for me to be associated with this project. I hope you
enjoy these wonderful songs. And I hope to see you, AGA Song
Book in hand, at the next U.S. Go Congress songfest!

Bob Felice, July 1998


Go-Igra (Reseña)
por Ervin Fink
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Mladinska Knjiga

1961

La historia de la práctica del Go en Europa empezó alrededor del


año 1900, con la fundación de un grupo de Go en un club naval de
Pula, un puerto croata en el Mar Adriático, que en ese momento era
la principal base naval Austro-húngara. Este club fue aparentemente
bastante activo, con aproximadamente 200 miembros, y cubría la
actividad a lo largo de Croacia, Eslovenia y Austria. Como
consecuencia de Primera Guerra Mundial, sólo sobrevivió un grupo
de 12 jugadores, que continuaron celebrando reuniones regulares
en Viena hasta alrededor de 1938. Finalizada la II Guerra Mundial,
Ervin Fink, quien en 1914 aprendiera a jugar Go en el club de Pula,
continuaba con la idea de desarrollar el Go y su entusiasmo lo llevó
a escribir en 1960, una serie de artículos sobre el juego en un
periódico semanal esloveno. Al año siguiente publicó el primer libro
de Go en idioma esloveno, Go igra (El juego del Go). Gracias a los
artículos mencionados, varios estudiantes universitarios que se
reunían en un club de Ajedrez de Ljubljana, empezaron a jugar Go.
Así en diciembre de 1961, se fundó el club Go Drustvo Ljubljana y
Ervin Fink fue su presidente. Ervin Fink fue dos años Presidente de
la Federación Europea de Go y en 1974 recibió el premio Okura por
los esfuerzos que realizó en la difusión del Go. Murió en 1977 a los
84 años de edad.
Gokyo Shumyo
por Hayashi Genbi
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Hayashi Genbi

1822

Gokyo Shumyo is a classical problem collection which was


published by Hayashi Genbi in 1822. Its name could be translated to
English as “Brilliances from go classics”. The collection consists

of 520 problems, which are divided into following seven sections:

1. living (103 problems)

2. killing (71 problems)


3. creating a ko (90 problems)

4. capturing races (96 problems)

5. oiotoshi (40 problems)

6. connecting (74 problems)

7. various techniques (46 problems)

Most of these problems should be solvable for almost everyone,


but some are really difficult, so feel free to skip them if you can’t find
the solution.
The World of Ki (Reseña)
por John D. Goodell
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

St. Paul, Riverside Research Press

1957

This book is concerned largely with games and their conceptual importance in our
culture. A major part is devoted to a specific game that deserves to be included in the
experience of every educated man. The word "Ki" in the title is an early phonetic form of
the Chinese logograph that in suitable combinations refers to games such as chess and go.
See image of table of contents for details of the contents of this book.
400 Years of Go in Japan (Extracto)
por Andrew Grant
Baduk · Go · Historia · Igo · Japón · Weiqi
PDF

Slate & Shell

2003

This book deals with the history of Go in Japan from the beginning
until the late 20th century. In an easy readable style Grant describes
the characters and play style of the most important personalities of
each area of the game up to its current shape. In addition 37 special
and noteworthy games characteristic for each area are printed.

***

This book is great for anyone who is interested in the history of


Go. Some of the material can already be found on Sensei's, but it's
scattered and less detailed here. In particular, the book goes beyond
biographical facts and presents a lot of the intrigues of the day, not
just the most infamous like Jowa's machinations or Shusai's myoshu.

The book contains chunks of history, accompanied by


representative games. The comments on the games are often
minimal, but you can get a feel for the style of older games, and
some people like to play through games without commentary. But
first and foremost it's a historical book.

My biggest reservation is that I can't compare it to GoGoD, which


is the 800 lb gorilla in any discussion of Go History. I suspect there's
a lot of overlap, and wouldn't be surprised if John and T. Mark's work
is more comprehensive. When I next feel like I can afford to spend
money on Go materials, I'll buy it and tell you how they compare.
Andrew Grant's Go History Pages
por Andrew Grant
Baduk · Go · Historia · Igo · Japón · Weiqi
PDF

Andrew Grant

1999

The book contains chunks of history, accompanied by


representative games. The comments on the games are often
minimal, but you can get a feel for the style of older games, and
some people like to play through games without commentary. But
first and foremost it's a historical book.

***

El libro contiene fragmentos de historia, acompañados de partidas


comentadas. Los comentarios son a menudo breves, pero permiten
tener una idea del estilo de juego antiguo, pero ante todo es un libro
histórico.
Go. Intuitively simple, yet strategically
complex
por Eugene Gushchin
Baduk · Board Games · Games · Go · Igo · Reference · Weiqi
PDF

This book bridges the gap in popular literature related to the oldest
trategic board game, called GO. It aims to bring together some
highlights of the game history, interesting facts and exercises to help
readers to get started.
Go in Japan. What makes Japan so
central to the game of go
por Hafsteinn J. Haraldsson
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go is thought to be a Chinese game, as it originally originated in


China but I believe that Japan actually played a much more central
role in the development of the game we call go today.
Opening Theory Made Easy: Twenty
Strategic Principles to Improve Your
Opening Game (Second Printing)
por Otake Hideo
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Company

2002

In this book Otake presents 20 principles for opening play. You will
find a discussion of the fundamentals of the opening and strategy.
Almost a third of the book is devoted to the important topic of shape,
a subject not well understood by most western Go players. Otake
explains sophisticated concepts in a simple and accessible way,
making the book easy to digest regardless of your playing strength.
By applying these principles when you make your stategic decisions,
yhou will improve you game enormously.

**
Hikaru No Go 01
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 02
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 03
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 04
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 05
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 06
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 07
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 08
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 09
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 10
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 11
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 12
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 13
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 14
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 15
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 16
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 17
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 18
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 19
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 20
por Yumi Hotta
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 21
por Yumi Hotta
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 22
por Yumi Hotta
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 23
por Yumi Hotta
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2010

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Hikaru No Go 34
por Yumi Hotta
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

Hikaru no Go (ヒカルの碁 lit. El go de Hikaru?) es un manga


japonés escrito por Yumi Hotta e ilustrado por Takeshi Obata, cuyo
motivo principal es el juego del go. La obra fue supervisada por
Yukari Umezawa (5º dan). El primer episodio del manga apareció en
el #2-3 de 1999 de la revista Shōnen Jump y en total fueron
publicados 189 de ellos, terminando en el #22-23 del 2003, divididos
en 23 volúmenes, además de 11 capítulos especiales. El anime está
basado en el manga y cuenta con 75 episodios de media hora cada
uno, además de un episodio especial de año nuevo. Tanto el manga
como el anime han tenido un gran éxito y han conseguido poner de
moda el Go.
Cho Hun-hyeon’s Lectures on Go
Techniques 1 (Extracto)
por Cho Hun-hyeon
Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi
EPUB

Yutopian Enterprises

2009

Cho Hun-hyeon Lectures on Go techniques provide an


understanding of the basic fundamentals of Go. Learning to play Go
at the dan level is like learning a foreign language. Cho’s lectures
provide an analysis and practical exercises for studying and learning
the basic techniques (words and grammar) of Go that will enable the
low and mid kyu player to begin playing consistently at the higher
kyu level. These techniques are explored in 45 opening problems.
Cho Hun-hyeon’s Lectures on Go
Techniques 2 (Extracto)
por Cho Hun-hyeon
Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi
EPUB

Yutopian Enterprises

2009

Cho Hun-hyeon Lectures on Go techniques provide an


understanding of the basic fundamentals of Go. Learning to play Go
at the dan level is like learning a foreign language. Cho’s lectures
provide an analysis and practical exercises for studying and learning
the basic techniques (words and grammar) of Go that will enable the
low and mid kyu player to begin playing consistently at the higher
kyu level. Volume 2 continues with 54 late opening and early middle
game problems.
Cho Hunhyun. Life and Master Games
(Reseña)
por Cho Hun-hyeon
Baduk · Games · Go · Igo · Juegos de Tablero · Weiqi

Nemesis Enterprises

1999

*****

Although this book just covers Cho’s games from his days in
Japan as an insei, or student of the Nihon Ki-in, it also features a
history of go in Korea. This is the only such history published in
English that I am aware of. The cover of that book is shown above.
One can see the kanji for Cho Hunhyun’s name in magenta and in
the background the hangul for the word “baduk,” the Korean word for
go. I plan to give this copy of the book to Cho this week as a gift. I
sent him a copy when the book was first published, but that was 13
years ago and Cho has probably forgotten all about it now. For many
years the Nihon Ki-in and other go associations sent players to Los
Angeles to promote the game. However, this depended on private or
corporate donations to pay the expenses. Since the downturn in the
Japanese economy those donations are hard to come by. Sasaki
Tadashi 8 dan has visited Los Angeles several times with a private
supporter. He had planned to come to Los Angeles again in
November but has suffered a stroke. Fortunately it was a mild one
and he is said to be recovering nicely. But there is no word as to
whether he can still make the trip. So it is welcome news that Cho
Hunhyun is coming to Los Angeles. Go fans will at least get to meet
this great player. Since he spent so much time in Japan as a youth,
he speaks fluent Japanese. That will make communicating with him
much easier for all of the Japanese speakers in Los Angeles. I am
looking forward to talking to him again after many years.
Go with the flow (Extracto)
por Cho Hun-hyeon
Baduk · Biografía · Games · Go · Igo · Juegos · Korea · Weiqi
PDF

Influential

2018

“This is an important addition to body of books in English


about Go.”

Andrew Okun, President, American Go Association

“Go with the Flow is a collection of anecdotes from the life of one
of the game’s great masters.” _ Will Lockhart, Film Director, The
Surrounding Game It is often said that shifting perspectives makes
all the difference, but it’s easier said than done. How can we find a
peace of mind even when we are cornered by imminent threats while
time and plans are running out? Cho Hunhyun is one of the greatest
Go masters in history, who has been held in respect in not only
Korea but also Japan and China. Since he became a professional
Go player at the age of nine, he has won 1,935 matches and taken
various championship titles as many as 160 times over 56 years,
achieving unprecedented record in the world Go history. Now, he
gives what he has learned through his life, the essence of how to
train our heart and mind. Go is a strategic board game for two
players who take turns placing a white or black stone on the board in
order to secure more territory than the opponent. No stone has a
specific role to play nor has the board a defined path to follow. The
number of cases in which a player can make by putting stones is
deemed greater than the number of atoms in our universe, which
means that the game requires a huge brainpower and strength to
win while resisting tremendous psychological pressure. That’s why
Go is known as a game of genius and a Go master is respected as a
master of life. This book tells us about his life-long training, which
has contributed his amazing achievement in Go. What is his secret?
“Victory comes to us when we contemplate with steadfast focus on
the essence,” the great Go master shows us the way to find inner
peace. He has never stopped training his heart and mind to win
games and his attitude toward life gives us an epiphany. Leading a
satisfactory life comes down to becoming a true master of our own
mind. Contending for victory in life is possible only when we gain
control of our heart and become unmoved by anything. Becoming a
bestseller in Japan and China as well as Korea right after
publication, Go with the Flow: How the Great Master of Go Trained
His Mind is now ready to meet more readers all over the world.
Igo Hatsuyo-Ron
por Inoue Dosetsu Inseki
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Yutopian Enterprises

1997

This problem collection was compiled around 1710 by Inoue


Dosetsu Inseki, fourth head of the Inoue house and fifth Meijin
Godokoro. It was designed for training of the best students of the
Inoue school and was kept secret for a long time. Igo Hatsuyo-ron
consists of 183 mostly insanely difficult problems and is aimed at
serious players with deep interest in the game. While solving the
problems takes many months, possibly even years, finding the
solution is always particularly rewarding. I wish you enjoyment and
improving in the wonderful game of go, weiqi, baduk, or whatever
you like to call it.
Guide of Korean Baduk
por International Baduk System Co.,Ltd
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

There have been six stages in the history of Korean Baduk: its
introduction (Old Chosun until Unified Silla), its popularization period
(Koryo until the mid-Chosun), the dominance of Sunjang Baduk (until
the end of Chosun), the introduction of international rules (to 1945),
the rising standard of Korean Baduk (1954 - 1989), the golden age
(1989 - present day). The earliest Baduk story is told in Samguk-
Sagi (History of the Three Nations) in the volume'Paekche-bongi,
Kae-ro-wang', which is the earliest history book, written
retrospectively by Kim Bu-sik about the Three Nation period.
Proverbios
Nikkai [5]

por International Baduk System Co.,Ltd


Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

International Baduk System


Co.,Ltd

Los proverbios son frases celebres estudiadas durante siglos, las


cuales nos dan a entender el mundo desde otra perspectiva.
Muchos de los conocimientos prácticos del Go se transmiten por
medio de los proverbios. Estos sólo representan líneas generales de
acción, consejos a recordar; no son para nada la receta a aplicar
siempre o la solución a todas nuestras preguntas. Pero de todas
formas nos permiten, tener una visión más amplia al juego, con
algunas reflexiones interesantes tanto para el juego como la vida
misma. Estos son los diez proverbios de oro en Go (围棋⼗决)
creados por Wang Jixin:
1. Tan Bu De Sheng (贪不得胜) - El avaro nunca consigue el
éxito
2. Ru Yi Jie Huan (入界宜缓) - Estar sin prisa para entrar en
territorio rival
3. Bi Gu Gong Wo (攻彼顾我) - Cuidar de uno mismo cuando se
ataca al otro
4. Zheng Qi Zi Xian (弃⼦争先) - Descartar una piedra para
ganar sente
5. Ella Xiao Jiu Da (舍⼩就⼤) - Abandonar pequeño para
ahorrar en grande
6. Feng Wei Xu Qi (逢危须弃) - Cuando estás en peligro, usa el
sacrificio
7. Shen Wu Su Qing (慎勿轻速) - Hacer gruesa forma, evitar
movimientos precipitados
8. Dong Xu Xiang Ying (动须相应) - Un movimiento debe
responder al oponente
9. Bi Qiang Bao Zi (彼强⾃保) - Contra posiciones fuertes, jugar
con seguridad
10. Gu Shi Qu Él (势孤取和) - Mira por la paz, evita los combates
en una situación aislada o débil
Genran
por Akaboshi Intetsu
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

2009

Akaboshi authored the Genran, a collection of tsumego, published


in 1833. It features a total of 69 problems, with the first turn
alternating between black and white. Born 1810, Akaboshi rose to
prominence as a student of Inoue Genan Inseki, head of the House
of Inoue. By 1834, the former had attained the rank of 7 dan. Genan
desired the prestigious position of the Meijin godokoro, but was
unsuccessful as a result of political manoeuvres by Honinbo Jowa.
Instead, the title and office were obtained by Jowa with the aid of
Hayashi Gembi, an ally within the government. In response, Genan
sought to use Akaboshi, his prodigy, in an attempt to embarrass
Jowa into retirement. The "Blood-vomiting game" was the famous
match between Akaboshi, 7 dan as black, and Jowa, 9 dan as white.
It took place at the Matsudaira Go Party from 13–21 August 1835.
Black succeeded in building an early lead, utilising one of House
Inoue's secret taisha joseki. However, Jowa played a sequence of
three brilliant tesuji that turned the tide of the match in his favour,
ultimately leading to black's resignation after 246 moves. According
to Invincible, Akaboshi's health was already in decline when the
game began, but after it had ended he coughed up blood over the
board and collapsed. On 20 October 1835, Akaboshi died of
tuberculosis.
Basic Techniques of Go
por Haruyama Isamu & Nagahara Yoshiaki & Richard
Bozulich
Baduk · Board Games · Games · Go · Igo · Reference · Weiqi
PDF

The Ishi Press

2002

The most useful book for beginning players ever written. After
introducing the basic principles of opening play, the reader is shown
practical sure-win strategies which he can use in his handicap
games. A chapter is devoted to tesujis (tactical brilliancies), with 69
examples and 50 problems. The book ends with a chapter on the
endgame.

**
Dictionary of Basic Joseki Vol 1
por Yoshio Ishida
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2009

The only comprehensive reference for joseki in English. It doesn't


include all of the latest variations (it's 20 years old), and it's not
encyclopedic, but what's here is more than enough for everybody but
the strongest of players. And it should be a part of everybody's go
reference library, at least once you reach a certain level
Dictionary of Basic Joseki Vol 2
por Yoshio Ishida
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2009

The only comprehensive reference for joseki in English. It doesn't


include all of the latest variations (it's 20 years old), and it's not
encyclopedic, but what's here is more than enough for everybody but
the strongest of players. And it should be a part of everybody's go
reference library, at least once you reach a certain level
Dictionary of Basic Joseki Vol 3
por Yoshio Ishida
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2009

The only comprehensive reference for joseki in English. It doesn't


include all of the latest variations (it's 20 years old), and it's not
encyclopedic, but what's here is more than enough for everybody but
the strongest of players. And it should be a part of everybody's go
reference library, at least once you reach a certain level
All About Thickness. Understanding
Moyo and Influence
por Yoshio Ishida & Stuart Dowsey
Asia · Baduk · Board Games · Games · Games & Activities · Go ·
History · Igo · Weiqi
PDF

Ishi Pr

1990

All About Thickness Understanding Moyo and Influence A


completely new kind of go book. Two-color printing makes the
advanced concepts of thickness and influence graphically clear –
and instantly understandable. Most go books are top heavy with text
and endless exploratory diagrams. Ishida's approach in this book is
the opposite – large diagrams, simple explanations, a minimum of
mind-numbing text – yet this is the most successful attempt in the go
literature to convey to go players at all levels the secrets of building
thickness and making effective use of influence. How do you build
influence? In what areas of the board should you aim to control? In
what directions to the stones exert their force? How close should you
approach a strung enemy position? How many points can you
expect to convert a thick position into? The answers to these
questions and many other questions will be apparent at a glance
when you read this book. All about thickness, the first book of its
kind, was a best seller in Japan. Go players around the world should
find th English version as Japanese go fans.

**
In the Beginning: The Opening in the
Game of Go
Elementary Go Series Vol. 1 [1]

por Ikuro Ishigure


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Company

1995

The opening is theoretically the hardest part of the game of go. To


professional players, it is the hardest part in practice, as well; in
championship games that last two days, for instance, the first day is
usually spent playing and thinking about the first 50 moves, and the
second day is spent finishing all the rest. Such is the consistency of
professional play in the middle game and endgame that if a player
comes out of the opening with a bad position, it is almost impossible
for him to catch up. Amateurs sometimes rush through their initial
moves, saving their powers for the fighting later, but this is more an
indication that they do not understand the opening than a sign of
talent. The number of possibilities in any opening position is so vast
that a player must rely on his feeling for the game rather than on
rigorous analysis for guidance. Here he has the greatest chance to
use his imagination, play creatively, and develop a personal style.
This is the one phase of go that has shown any significant evolution
during the past few centuries, and it still defies absolute
comprehension. No book can develop a person's imagination or
personal style, and this one does not make the attempt. In a sense,
therefore, it is very incomplete: the reader will not find a prescription
for every situation and in actual play he will have to make his own
choices most of the time. What we have tried to give him is a basis
to start from: some sound moves, some useful ideas, some good
examples. If we have succeeded, the following pages will help him to
increase both his skill at and enjoyment of the game.
Go for Beginners
por Kaoru Iwamoto
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Pantheon

1977

Go, an ancient, subtly beautiful game of territory, is the oldest


game in the world still played in its original form. This book contains
its rules, techniques, a glossary of terms, and a list of international
and American Go organizations.

**
Utilizing Outward Influence
por Jin Jiang & Zhao Zheng
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Yutopian Enterprises

1995

Go - Life, Liberty, and the pursuit of Territory through Connection


and Influence. Each player must discover the strategy and tactics
necessary for acquiring the most territory. The work of each move is
a function of multiple threats to reate or destroy Life, Connection,
Influence, and Territory. Utilizing Outward Influence by Jin Jiang and
Zhao Zheng provides a study of how to efficiently build and use
Influence. Jiang provides numerous examples of how to construct
thickness (strongly connected strings of stones that cannot be
disconnected) and how to avoid thinness (weakly connected strings
of stones that can be disconnected). Also included are abundant
examples of sacrifice and ko tactics that can be used for constructing
large territorial frame-works (Moyos) out of influence. Seizing control
of the center is vital for gaining the most territroy. Additional
examples of using pivot points (an intersection on the edge of
opposing moyos, which, upon occupation by one side, will expand
that sides moyo and reduce the opposing moyo) for seizing control
of the center are provided. Utilizing Outward Influence is a book for
helping one reach shodan strength and reviewing the tactics and
strategies used by dan players. Over 50 problems are included
addressing: how to create thickness and avoid thinness in building
influence; using influence to create territorial frameworks (moyos);
and using influence to create territory by attacking.

**
Qijing Shisanpian (Trad. Horacio A.
Pernía)
por Zhang Jing
Baduk · Go · Igo · Nikkai · Taoísmo · Weiqi
PDF

© Nikkai

El primer tratado completo sobre Go fue escrito entre 1049 y 1054


con el título de 棋经⼗三篇( Qijing Shisanpian , "Clásico de Weiqi en
trece capítulos"). Inicialmente, el Go se jugaba en una cuadrícula de
17 x 17, pero posteriormente el tablero de 19 × 19 se convirtió en el
más común durante la dinastía Tang (618-907). En China, el Go fue
considerado el juego de la aristocracia, mientras que el Xiangqi
(ajedrez chino) fue el juego más popular, paracticado por la gente
del pueblo. El Go también fue considerado como uno de los cuatro
artes, junto con la caligrafía , la pintura y la Música. Sin dudas, el
texto más importante sobre el juego del Go es el Qijing Shisanpian
, pues su estilo preciso y rebosante de información lo coloca en un
sitial de preferencia sobre todos los otros textos dedicados al Weiqi
en la literatura China.
Qijing Shisanpian. The Classic of Weiqi
in Thirteen Chapters
por Zhang Jing
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Taoísmo · Weiqi
PDF

The Matheson Trust

The most important text on the game of weiqi is certainly 棋 经 ⼗


三 篇 (Qijing Shisanpian, "The Classic of Weiqi in Thirteen
Chapters"). Its precise style and fulness of information place it far
above all the other texts devoted to weiqi in Chinese literature. The
present paper discusses the transmission of this text until modern
times and gives its full translation1. The date of composition of Qijing
Shisanpian is given right at the beginning of the work. It goes back to
the Huangyou period, during the reign of the emperor Renzong of
Northern Song (1049 to 1054 AD). A certain Zhang Ni is also quoted
as author.
Glossary Of Go Terms (Glosario de
términos Go)
por British Go Journal
Baduk · Glossary · Go · Igo · Términos · Weiqi
PDF

British Go Association

Esta página define algunos de los términos de Go que no están


en inglés y que se utilizan en varios artículos de British Go Journal.
Mientras más antiguo sea el artículo, es más probable que use
terminología que no esté en inglés. Aparte de los dos acrónimos,
todos estos son términos japoneses.
A Dictionary of Modern Fuseki: The
Korean Style
por Kim Song June
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido

2004

Of the three main stages in a game of go, the middle game is the
most exciting. This is where most of the action of a game occurs:
stones are attacked and defended or captured; potential territories
are invaded or erased; nerve-wracking ko fights and kill-or-be-killed
capturing races that can decide the outcome of the game take place.
In contrast, the opening stage is a necessary preliminary before
coming to grips with the opponent, and professionals regard it as the
most important stage of the game. This is where the foundation is
laid for the fighting that will take place in the middle game. The
wisdom of your opening strategy will determine whether you start the
middle game with an advantage over the opponent or whether you
have an inferior position that places you at a disadvantage. Many
players are happy to rely on their fighting strength to make up for a
bad start, but if your opponent is an equally strong fighter, it may be
the relative skill at the opening that will be decisive. This book is
unique in the English go literature. It analyses contemporary opening
strategy in depth, focusing on the new patterns recently developed
by the Korean players who dominate the international go scene.
Typically, it analyses the first 30 moves or so of the most important
patterns; it is the first book that makes it possible for amateurs to
play a professional-level opening.

**
Kage's Secret Chronicles of Handicap
Go
por Toshiro Kageyama
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Japan Publications,US

1975

This book contains nine handicap games, ranging from two to five
stones. Most of the games are pro-pro. At key spots in each games,
they give you three possible next moves to choose from. If you've
read Kageyama's Lessons in the Fundamentals of Go, you'll
recognize the chatty style; this one also includes lots of talking
between the two players. There's no general theory presented in the
book, just the games.
Lessons in the Fundamentals of Go
por Toshiro Kageyama
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi · 围棋
PDF

Kiseido Publishing Co

1996

Many Go books promise to explain the fundamentals: here is one


that really keeps its promise. Kageyama's subjects are connectivity,
good and bad shape, the way stones should 'move', the difference
between territory and spheres of influence, how to use thickness and
walls, how to train yourself to read, where to start looking in a life-
and-death problems - matters so fundamental that other writers miss
them completely. He also points out the right ways to study - how to
study josekis, for example. "What changed me from an amateur into
a professional was getting a really firm grip on the fundamentals,"
writes Kageyama. The essence of 7 years an amateur and 22 years
professional playing experience are distilled into these pages and
they are filled with advice that all Go players will find practical.

**
Dictionary of Basic Fuseki Vol 1
por Rin Kaiho
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2009

Rin's approach is to explain in detail the first 50 moves of the


selected classic games he uses to illustrate the use of fuseki
patterns. This book is rated very highly in Robert Jasiek's [ext]
reviews for both rank improvement and topic coverage. It can be
read profitably to learn how to think about many opening patterns.
Dictionary of Basic Fuseki Vol 2
por Rin Kaiho
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2009

Rin's approach is to explain in detail the first 50 moves of the


selected classic games he uses to illustrate the use of fuseki
patterns. This book is rated very highly in Robert Jasiek's [ext]
reviews for both rank improvement and topic coverage. It can be
read profitably to learn how to think about many opening patterns.
Dictionary of Basic Fuseki Vol 3
por Rin Kaiho
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2009

Rin's approach is to explain in detail the first 50 moves of the


selected classic games he uses to illustrate the use of fuseki
patterns. This book is rated very highly in Robert Jasiek's [ext]
reviews for both rank improvement and topic coverage. It can be
read profitably to learn how to think about many opening patterns.
The Direction of Play
por Takeo Kajiwara
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Kiseido Publishing Co

1998

Intermediate to Advanced Go Books

This book is a lucid exposition of the basic principles of Kajiwara's


go theory and a guide to applying these principles in your own game.
Above all else, Kajiwara emphasizes the importance of careful
analysis in order to determine the correct direction of play, that is, the
direction in which a stone or a group of stones exerts its main
influence. He demonstrates that each stone has a life of its own and
so expresses the individuality of the player. The key to a powerful
game is understanding the relationship between each stone and the
overall position, for only then can one realize the full potential of
every stone that one plays.

**
A Go guide From a Beginner
por Haris Kapolos
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Charalampos Kapolos

2018

This book is distributed in different languages for free via the


website www.gobook.eu where the whole project is explained in
more detail. When sharing this book, please do so by referring to the
original website, so that everyone can contribute to the
embellishment of the available translations and the books provided.
El estilo chino de Fuseki
por Masao Kato
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Como mejorar el Fuseki.

La explosión del fuseki de estilo la Chino parece haber pasado su


momento de mayor estudio ya los ve usted en casi todos las
partidas como una que se realizo hace aproximadamente un año,
atrás mas o menos. Esto no significa haya dejado de estar de moda,
embargo del pecado; por el contrario de lo ha visto estar firmemente
establecido como uno del los modelos del fuseki estándar, junto con
los estilos de Shusaku y el sanrensei. Hay todavía es más,
profundidades que deben ser explorados en los modelos del estilo
Chino, pasará un largo tiempo antes de alguien puede manifestar
que él lo ha dominado. Como en algunos de los juegos de torneo
aparece los nuevos experimentos en el modelo que se están
llevando a cabo son constantemente. Sakata 9-dan se ha vuelto un
exponente ávido de esta estrategia del fuseki, Fujisawa Shuko
todavía confía en él en los juegos muy importantes y yo mismo lo
práctico regularmente.
Kato's Attack And Kill (Chapter 1)
por Masao Kato
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

The Ishi Press

1978

Attacking enemy stones is one of the most basic elements in any


game of go, yet surprising little has been written about any theory of
attacking. Methods of attack, selection of a target, timing, contriving
a double attack – these are techniques which require a lot of trial and
error to master. “Kato's attack and Kill” offers an invaluable shortcut.
The author, Kato Honinbo, is known and feared as one of the most
aggressive attacking players in modern go and in this book he
presents a thorough and practical analysis of all the elements
essential for a successful attack. There are a numerous examples
from actual play, a problem section, and a selection of Kato's own
games which feature attacking and killing large groups. Reading this
book will transform your game.

***

Atacar piedras enemigas es uno de los elementos básicos en


cualquier partido de go, sin embargo, se ha escrito poco sobre
cualquier teoría de ataque. Métodos de ataque, selección de un
objetivo, tiempo, idear un doble ataque: estas son técnicas que
requieren mucha prueba y error para dominar. "Kato's attack and
Kill" ofrece un atajo invaluable. El autor, Kato Honinbo, es conocido
y temido como uno de los jugadores de ataque más agresivos en el
mundo moderno y en este libro presenta un análisis exhaustivo y
práctico de todos los elementos esenciales para un ataque exitoso.
Hay numerosos ejemplos del juego real, una sección de problemas
y una selección de juegos propios de Kato que incluyen atacar y
matar a grandes grupos. Leer este libro transformará tu juego.
The Chinese Opening: The Sure-Win
Strategy
por Masao Kato
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Ishi Pr

1833

This is a book on the Chinese opening. In algebraic notion, black's


first three moves are Q16, Q3, and then either Q9 or R9. It's
supposed to be somewhat balanced between influence and territory,
so it's not as biased towards influence as is, say, the sanren-sei. The
chapters in the book are on The Concept of the Chinese Fuseki, The
Star-Point Stone, The 3-4 Point Stone, Large-Scale Frameworks -
Building and Destroying, The Two-Space High Pincer, and The
Chinese Fuseki in Action.
Go. Die Mitte des Himmels
por Michael Keulen
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

Dumont

This book is one of my favorite introductions to go. It's in German,


which is a bit of a problem for some of us, but if you live in Germany,
it's quite good. It has a history of go, some go fables, the rules, some
"philosophy", some commented games, and some appendices. It
also has tons of pictures, usually of Japanese or Chinese art
involving go.
Go: The World's Most Fascinating Game.
Vol.1
por The Nihon Ki-in
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

The Nihon Ki-in

2003

Go: The World's Most Fascinating Game

Introduction

It is roughly estimated that the number of amateur Go players all


over the world amounts to nearly ten million. There seem to be about
fifty thousand players in Europe and America at present, and owing
to a recent Go boom the number is rapidly increasing. It is generally
believed that the essence of the attraction of Go consists in a kind of
Oriental mystique, but there is no game so rational and intellectual.
Indeed the game may appear profound and mysterious to outsiders,
but every problem connected with the process and outcome can be
explained and solved in logical terms. It is quite natural that such a
superlative game has become so popular among millions of people
outside of Asia. It is our great pleasure that, in response to the
growing enthusiasm for Go in Europe and America, we have been
able to publish this book intended for complete beginners. We have
devoted our whole energies to the compilation of this book, which
will be followed by a series of books for more advanced players. We
shall be very happy if this book can be of any help in making this
splendid and unique game familiar to more people abroad. Lastly we
must add with sincere gratitude that we have received financial aid
for this publication from the Japanese Government and the Nihon
Bankoku Hakurankai Kinen Kyokai (Commemorative Association for
the Japan World Exposition, 1970).
Go: The World's Most Fascinating Game.
Vol.2
por The Nihon Ki-in
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Nihon Ki-in

2013

Go: The World's Most Fascinating Game

Basic Techniques

It is roughly estimated that the number of amateur Go players all


over the world amounts to nearly ten million. There seem to be about
fifty thousand players in Europe and America at present, and owing
to a recent Go boom the number is rapidly increasing. It is generally
believed that the essence of the attraction of Go consists in a kind of
Oriental mystique, but there is no game so rational and intellectual.
Indeed the game may appear profound and mysterious to outsiders,
but every problem connected with the process and outcome can be
explained and solved in logical terms. It is quite natural that such a
superlative game has become so popular among millions of people
outside of Asia. It is our great pleasure that, in response to the
growing enthusiasm for Go in Europe and America, we have been
able to publish this book intended for complete beginners. We have
devoted our whole energies to the compilation of this book, which
will be followed by a series of books for more advanced players. We
shall be very happy if this book can be of any help in making this
splendid and unique game familiar to more people abroad. Lastly we
must add with sincere gratitude that we have received financial aid
for this publication from the Japanese Government and the Nihon
Bankoku Hakurankai Kinen Kyokai (Commemorative Association for
the Japan World Exposition, 1970).
The 1st World Amateur Go
Championship
por The Nihon Ki-in
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Nihon Ki-in

1979

1st World Amateur Go Championship (1979). In recent years there


has been a boom in Go activity overseas and the popularity of the
game has risen dramatically throughout the world.
The Nihon Ki - in has endeavoured to promote exchange with
overseas players through such projects as sending professional
players on instruction tours and inviting overseas players to Japan.
The realisation of a large- scale international tournament, long the
dream of Go fans everyw here, is a source of profound satisfaction
to us.
The size of this tournament, with thirty- two participants from four
continents, is an indication of the international popularity of Go. The
technical artistry and profundity of the game make it truly universal.
The promotion of international friendship through Go is the true
aim of this tournament. We hope, therefore, that it will not only
contribute to raising the technical skill of the players but also to
promoting cultural exchange.
The 2nd World Amateur Go
Championship
por The Nihon Ki-in
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Nihon Ki-in

1980

Everyone has his own opinion on how the 1980's are going to turn
out , but what with all the problems we are confronted with, in
energy, world politics and economics, they look like being a period of
violent change, of opacity, of insecurit y, in short , a period with rather
a dark image. Needless to say, it is in just such a period that the
problem of international relations and mutual understanding among
the peoples of the world assumes a greater importance than ever.
There is a saying that 'go is speaking with one ' s hands', Words
are not needed. It is my hope that
cultural exchange through this non - verbal medium can make a
contribution, however small , to the peace and security of the world.
The 3rd World Amateur Go
Championship
por The Nihon Ki-in
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Nihon Ki-in

2013

This tournament has now reached its third year and · it is a source
of considerable satisfaction for all concerned that each year the
number of participating countries has increased, thus deepening the
bonds of friendship within the international go community. Since the
first go delegation visited China twenty years ago, the
internationalisation of go has proceeded apace, with exchange tours
becoming more and more frequent.
The World Amateur Go Championship
Winners, 1979-2013
por The Nihon Ki-in
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Nihon Ki-in

Los ganadores del torneo Mundial Amateur de Go desde 1979 a


2013.
World Amateur Go Championship -
Rules -
Juegos de Mesa del Mundo [34]

por The Nihon Ki-in


Baduk · Games · Igo · Juegos · Juegos de Tablero · Rules of Go ·
Weiqi
PDF

World Amateur Go Championship. Rules of Go. Reglamento


utilizado en el Torneo Mundial Amateur de Go de 1985.
Learn to Play Go, Vol. 1: A Master's
Guide to the Ultimate Game
por Janice Kim & Jeong Soo-Hyun
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

CreateSpace Independent
Publishing Platform

2010

A Master's Guide to the Ultimate Game. The award-winning first


book in the Learn to Play Go series by Janice Kim 3 dan and Soo-
hyun Jeong 9 dan, two masters of the 4,000-year-old Asian game of
strategy. Takes the complete beginner step-by-step all the way to
playing real Go in fourteen chapters that can be read in 10-15
minutes each, each with a try-it-yourself section at the end. Suitable
for kids, demystifies the learning process for adults.

**
Learn to Play Go, Vol. 4: Battle
Strategies
por Janice Kim & Jeong Soo-Hyun
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

CreateSpace Independent
Publishing Platform

2011

Volume IV of the award-winning Learn to Play Go series. Covers


essential principles of fighting in the middle game, including invasion
and reduction, attack and defense, life and death, capturing races,
and ko fighting. Includes test yourself section and index.

**
Learn to Play Go, Vol. 2: The Way of the
Moving Horse
Learn to Play Go [2]

por Janice Kim & Jeong Soo-Hyun


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Good Move Press

1995

The Way of the Moving Horse is the second volume of the award-
winning Learn to Play Go series. Covers fundamentals of good play,
including opening theory, enclosures and approaches, bases and
extensions, invasion and reduction, attack and defense, capturing
races, ko, life and death, contact fighting, and endgame. Shows the
Korean school's strength vs. speed model to choose between six
basic moves. Includes self-test and Internet Go section.
**
Learn to Play Go, Vol. 3: The Dragon
Style
Learn to Play Go [3]

por Janice Kim & Jeong Soo-Hyun


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Good Move Press

1998

The Dragon Style is the third volume in the popular Learn to Play
Go series. Topics include seven deadly Go sins and eight secrets of
winning play. Real games - even, high, and low handicap - are
analyzed in depth. Includes a self-testing section and an extensive
glossary of Go terminology.

**
Learn to Play Go, Vol. 5: The Palace of
Memory
Learn to Play Go [5]

por Janice Kim & Jeong Soo-Hyun


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Good Move Press

2003

The Palace of Memory is the fifth volume of the award-winning


Learn to Play Go series. Covers some principles of the opening and
the endgame and of something called "shape". Good shape is an
intersection between tactics and strategy. Shows some of the
templates of basic shape and thier use in fighting. Contains guides to
the opening. Shows how to calculate the size of endgame moves.
Includes self-test section.
**
Train Like a Pro 2a
por Sung Rae Kim
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

2006

Korea is the country with the highest density of go players of the


world. This is for a large part due to their high developed system of
education. These are the books developed in Korea for training
ambitious players. The author Kim Sung-Rae has a masters degree
in Education and is a professional go player as well. He is a lecturer
at the Meong-yi university faculty of Baduk. The books contains
problems on the following subject: close combat, opening, joseki,
endgame, joseki, whole board. The answers are in a separate
booklet. Together with the answers booklet, this is an ideal tool for
self study. In Korea this way of studying, solving problems, is
considered the most effective way of advancing one's playing
strength. For ambitious and/or strong players only.
Go World 073
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 73: Summer 1995


· The 20th Tengen Title Match
o Game 4: Rin Kaiho vs. Ryu Shikun
· The 19th Kisei Title Match
o Games 1-6: Cho Chikun vs. Kobayashi Satoru
· The 33rd Judan Title Match
o Games 1-3: Otake Hideo vs. Yoda Norimoto
· Message to our Readers
· Determining Life or Death by Breath Patterns
· Three Elementary Problems
· Double Ko Stones and Double Hot Stones
· An Introduction to Tesuji (2)
· Important Stones and Useless Stones
· Ten Go Proverbs Every Go Player Should Know
· The 17th World Amateur Go Championship
Go World 074
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 74: Autumn 1995


· The 50th Honinbo Title Match
o Games 1-5: Cho Chikun vs. Kato Masao
· The 8th Fujitsu Cup
o Round 1: Kobayashi Satoru vs. Seo Pong-su
o Final Round: Kobayashi Koichi vs. Ma Xiaochun
· The 22nd Wangwi Title Match
o Game 7: Yoo Chang-hyeok vs. Cho Hun-hyeon
· Message to our Readers
· Go Proverbs That Are Always True (1)
· New Moves and New Josekis
· The 8th Japan-China Tengen Match
o Game 2: Ma Xiaochun vs. Ryu Shikun
· An Introduction to Tesuji (3)
· Important Stones and Useless Stones
· The First FOST Cup: World Open Computer Go Championship
· Who is the World's Strongest Player? International
Tournaments
· China Adopts Points Rating System
· The Top Dogs in Japanese Go: Ranking the Top Players
Go World 075
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 75: Winter 1995 - 96


· The 18th Kukgi Title Match
· 1995 All-China Individual Championship
o The Final of the Men's Division
· The 20th Meijin Title Match
o Games 1-5: Kobayashi Koichi vs. Takemiya Masaki
· The 20th Gosei Title Match
o Game 5: Rin Kaiho vs. Kobayashi Satoru
· Letters to the Editor
· New Moves and New Josekis
· Go Proverbs That Are Always True (2)
· An Introduction to Tesuji (4)
· Important Stones and Useless Stones
Go World 076
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 76: Spring 1996


· The 1st China-Korea-Japan Meijin Tournament
o Takemiya vs. Yi Ch'ang-ho
· The 7th Tong Yang Securities Cup
o Semifinals Game 2: Cho Chikun vs. Yi Ch'ang-ho
o Final Game 4: Ma Xiaochun vs. Yi Ch'ang-ho
· The 43rd Oza Title Match
o Game 3: Cho Chikun vs. O Rissei
· The 21st Tengen Title Match
o Kobayashi Koichi vs. Ryu Shikun
· The 20th Kisei Title Match
o Games 1-4: Cho Chikun vs. Kobayashi Satoru
· The 10th NEC Cup: Japan-China Super Go
· An Introduction to Tesuji (5)
· Ten Easy Life-and-Death Problems
· New Moves and New Josekis
· Go Proverbs That Are Always True (3)
Go World 077
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 77: Summer 1996


· The 20th Kisei Title Match
o Games 5-7: Cho Chikun vs. Kobayashi Satoru
· The 34th Judan Title Match
o Game 4: Yoda Norimoto vs. O Rissei
· The 51st Honinbo Title Match
o Games 1 & 2: Cho Chikun vs. Ryu Shikun
· Kobayashi Reiko (1939-96)
· New Moves and New Josekis
· An Introduction to Tesuji (6)
· Go Proverbs That Are Always True (4)
· The Top Ten Life-and-Death Problems
Go World 078
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 78: Winter 1996 - 97


· The 3rd Ing Cup Final
o Games 1-4: Yoda Norimoto vs. Yu Ch'ang-hyeok
· The 1st Samsung Cup Final
o Games 1-3: Yoda Norimoto vs. Yu Ch'ang-hyeok
· The 9th Fujitsu Cup Final
o Yi Ch'ang-ho vs. Ma Xiaochun
· The 21st Meijin Title Match
o Games 1-4: Cho Chikun vs. Takemiya Masaki
· The 51st Honinbo Title Match
o Games 3-6: Cho Chikun vs. Ryu Shikun
· An Introduction to Tesuji (7)
· Stopping the Monkey Jump (1)
· New Moves and New Josekis
Go World 079
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 79: Spring 1997


· The 8th Kiseong (Kisei) Title Match
o Yi Ch'ang-ho vs. Ch'oe Myeong-hun
· The 1st Bacchus Cup - Tengen Title Match
o Yi Ch'ang-ho vs. Cho Hun-hyeon
· The 11th Tianyuan (Tengen) Tournament
o Wang Lei vs. Zhou Heyang
· The 3rd Bawang Tournament
o Wang Lei vs. Zhang Wendong
· The 9th Mingren (Meijin) Title Match
o Ma Xiaochun vs. Liu Xiaoguang
· 8th Tong Yang Securities Cup Final
o Cho Hun-hyeon vs. Kobayashi Satoru
· 8th Tong Yang Securities Cup
o Semifinal: Kobayashi Satoru vs. Yi Ch'ang-ho
· The 21st Meijin Title Match
o Games 5 & 6: Cho Chikun vs. Takemiya Masaki
· The 21st Kisei Title Match
o Games 1-5: Cho Chikun vs. Kobayashi Satoru
· The 36th Top Position Title
o Yi Ch'ang-ho vs. Cho Hun-hyeon
· An Introduction to Tesuji (8)
· Stopping the Monkey Jump (2)
· New Moves and New Josekis
Go World 082
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 82: Summer 1998


· The 2nd Samsung Cup
o Games 1-3: Yi Ch'ang-ho vs. Kobayashi Satoru
· The 41st Guksu Title Match
o Yi Ch'ang-ho vs. Seo Pong-su
· The 9th Kiseong Title Match
o Yi Ch'ang-ho vs. Cho Hun-hyeon
· The 22nd Meijin Title Match
o Games 1-6: Cho Chikun vs. Kobayashi Koichi
· Editorial
· The 10th Mingren Title Match
o Ma Xiaochun vs. Luo Xihe
· From 20-kyu to Shodan: Basic Knowledge for Becoming a Dan-
Level Player
o Pyramid Power in Handicap Openings
o Cover Story: Motoharu and the Severed Head
o Endgame Problems on 5x5 Boards (1) 39-42
o Ladder and Net Problems
o An Introduction to Basic Josekis (1) 50-52
o The Niren-sei Opening
Go World 085
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 85: Summer 1999


· The 38th Top Position Title Match
o Game 2: Yi Ch'ang-ho vs. Ahn Cho-young
· The 5th Paedal Wang
o Game 5: Yi Ch'ang-ho vs. Yu Ch'ang-hyeok
· The 10th Kiseong Title Match
o Game 1: Yi Ch'ang-ho vs. Mok Chin-seok
· The Robert's Cup
o Chang Hao vs. Yang Shihai
· The 6th King of the New Stars
o Qiu Jun vs. Hu Yueyu
· The Spring Orchid Cup
o Round 2: Chang Hao vs. Mok Chin-seok
· The 3rd Samsung Cup Final
o Games 1 & 5: Yi Ch'ang-ho vs. Ma Xiaochun
· The 23rd Meijin Title Match
o Games 1-7: Cho Chikun vs. O Rissei
· A Fighting Art
o Qiu Jun vs. Kong Jie
o The life-and-death problem that was too much for Sakai 9-dan
· From 20-kyu to Shodan: Basic Knowledge for Becoming a Dan-
Level Player
o Michael Redmond on the Opening 239-44
o Making Good Shape
o Endgame Problems on 5x5 Boards (4) 53-56
o Four Endgame Problems on 9x9 Boards
o An Introduction to Basic Josekis (4) 60-64
Go World 086
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 86: Autumn 1999


· The 12th Fujitsu Cup Final
o Yu Ch'ang-hyeok vs. Ma Xiaochun
· The 3rd LG Cup Final
o Game 3: Yi Ch'ang-ho vs. Ma Xiaochun
· The 11th TV Asia Cup Final
o Yoda Norimoto vs. Yi Ch'ang-ho
· The 1st Chunlan Cup
o Quarterfinal: Yoda Norimoto vs. Yi Ch'ang-ho
· The 1st Chinese Kisei Title Match
o Game 7: Ma Xiaochun vs. Chang Hao
· The 23rd Kisei Title Match
o Games 1-6: Cho Chikun vs. Kobayashi Koichi
· From 20-kyu to Shodan: Basic Knowledge for Becoming a Dan-
Level Player
o Michael Redmond on the Opening 334-39
o Six Basic Life-and-Death Problems
o Eight Endgame Problems on 9x9 Boards
o An Introduction to Basic Josekis (5) 46-49
· A Fighting Art
· The Korean Go Boom
· The Korean Style : Korean Joseki Innovations
Go World 087
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 87: Winter 1999 - 2000


· The 18th Women's Honinbo Title Match
o Game 2
· The 1st Chunlan Cup Final
o Game 1: Cho Hun-hyeon vs. Yi Ch'ang-ho
· The 54th Honinbo Title Match
o Games 1-6: Cho Chikun vs. Cho Sonjin
· The 24th Meijin Title Match
o Games 1-5: Cho Chikun vs. Yoda Norimoto
· The 4th Samsung Cup
o Semifinal: Yi Ch'ang-ho vs. Yamada Kimio
· From 20-kyu to Shodan: Basic Knowledge for Becoming a Dan-
Level Player
o Six Endgame Problems on 11x11 Boards
o An Introduction to Basic Josekis (6) 49-52
o The Kobayashi Opening
o The Korean Style (2): Korean Joseki Innovations 59-64
Go World 091
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 91: Spring 2001


· The 25th Meijin Title Match
o Games 1-4: Cho Chikun vs. Yoda Norimoto
· The 4th Ing Cup Final
o Game 2: Yi Ch'ang-ho vs. Chang Hao
· The 5th LG Cup
o Quarterfinal: Cho Hun-hyeon vs. O Rissei
· The 5th Samsung Cup Final
o Game 4: Yamada Kimio vs. Yu Ch'ang-hyeok
· The 8th Paedal Wang Title Match
o Game 5: Yi Ch'ang-ho vs. Yi Se-tol
· Takemiya: A Player with Heart
· From 20-kyu to Shodan: Basic Knowledge for Becoming a Dan-
Level Player
o Four Middle Game Problems 1
o Developing Good Judgment: Four Problems in the Opening
o Four Life-and-Death Problems
o Two Endgame Problems
o Michael Redmond on Fuseki 456-63
· Go in the West in the 18th Century
Go World 092
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 92: Summer 2001


· The 14th Fujitsu Cup
o Quarterfinal: Cho Chikun vs. Ch'oe Myeong-hun
· The 5th LG Cup Final
o Games 2 & 5: Yi Ch'ang-ho vs. Yi Se-tol
· The 56th Honinbo Title Match
o Games 1 & 2: O Meien vs. Cho U
· The 25th Kisei Title Match
o Game 6: O Rissei vs. Cho Sonjin
· The World of Cho U
· Four Opening Problems
· After the Joseki
· Preserving Aji
Go World 093
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 93: Autumn 2001


· The 14th Fujitsu Cup
o Final: Cho Hun-hyeon vs. Ch'oe Myeong-hun
o Semifinal: Cho Hun-hyeon vs. Rin Kaiho
· The 6th Samsung Cup
o Yi Ch'ang-ho vs. Yi Se-tol
· The 56th Honinbo Title Match
o Game 7: O Meien vs. Cho U
· The 26th Meijin Title Match
o Games 1-3: Yoda Norimoto vs. Rin Kaiho
· Miyazawa Goro: The epitome of fighting spirit
· Aoki Kikuyo's promotion game
· Unusual Josekis
· Plunging Into the Middle Game
· Six Tesuji Problems
· Six Life-and-Death Problems
· Nine Endgame Problems on 5x5 Boards
· Four Middle Game Problems
Go World 094
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 94: Spring 2002


· The 26th Kisei Title Match
o Game 5: O Rissei vs. Ryu Shikun
· The 6th Samsung Cup
o Games 2 & 3: Cho Hun-hyeon vs. Chang Hao
· The 3rd Nong Shim Cup
o Beijing Round: Awaji Shuzo vs. Shao Weigang
o Beijing Round: Kobayashi Koichi vs. Ch'oe Ch'eol-han
· International Youth Tournament
o Yamada Takuji vs. Ch'oe Ch'eol-han
o Kong Jie vs. Mizokami Tomochika
· The 26th Meijin Title Match
o Games 4-6: Yoda Norimoto vs. Rin Kaiho
· Find the Defects
· Eight Opening Problems
· Making Good Shape
Go World 097
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 97: Spring 2003


· The 27th Meijin Title Match
o Games 1-5: Yoda Norimoto vs. Cho Chikun
· 4th Chunlan Cup
o Quarterfinal: Hane Naoki vs. Cho Hun-hyeon
· An Interview with Alexandre Dinerchtein
· Dinerchtein's First Professional Victory
· Aguilar's Toyota Cup Triumph
· Twelve Life-and-Death Problems
· Honinbo Dosaku's Brilliant Tesujis
· Tesuji Problems (2)
Go World 098
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 98: Summer 2003


· 14th Kiseong Title: Eleven in a Row for Yi Ch'ang-ho
· 4th Chunlan Cup Final
o Games 1 & 2: Hane Naoki vs. Yi Ch'ang-ho
· 1st Toyota & Denso Cup Final
o Yi Ch'ang-ho vs. Chang Hao
· 16th Fujitsu Cup: The Secrets of Korea's Strength
o Round 2: Song T'ae-kon vs. O Meien
o Round 2: Yi Se-tol vs. Hane Naoki
· The 27th Kisei Title Match
o Games 1 & 2: O Rissei vs. Yamashita Keigo
· The Kiseido Go Server (KGS)
· Cho Chikun's Brilliant Tesujis
· Twelve Life-and-Death Problems
· Twelve Capturing-Race Problems
Go World 100
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 100: Winter 2003-04


· The 58th Honinbo Title Match
o Games 1-6: Kato Masao vs. Cho U
· The 28th Meijin Title Match
o Game 1: Yoda Norimoto vs. Yamashita Keigo
· The 9th Women's Kuksu Title
o Game 2: Rui Naiwei vs. Cho Hye-yeon
· The 10th King of the New Stars
o Game 2: Kong Jie vs. Hu Yaoyu
· Go World Turns 100
· GoGoD Quiz
· Go Seigen's Triple Attack
· The Top Ten Tesujis
· Most Captures in One Game
· Original Moves
· The Korean Style (4): Korean Joseki Innovations
Go World 103
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 103: Winter 2004-05


· The 28th Kisei Title Match
o Games 4-7: Yamashita Keigo vs. Hane Naoki
· The 42nd Judan Title Match
o Game 4: O Rissei vs. Cho U
· The 59th Honinbo Title Match
o Games 1-6: Cho U vs. Yoda Norimoto
· The Korean Style (7): Korean Joseki Innovations
· Clever Moves, Stylish Tesujis
· Life-and-Death Problem
· Tesuji Problem
Go World 104
por Kiseido Publishing Co.
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Kiseido Publishing Co.

Number 104: Summer 2005


· The 2nd Toyota & Denso Cup Final
o Games 1-3: Yi Se-tol vs. Chang Hao
· The 48th Kuksu Title Match
o Game 3: Ch'oe Ch'eol-han vs. Yi Ch'ang-ho
· The 16th Kiseong Title Match
o Game 3: Ch'oe Ch'eol-han vs. Pak Yeong-hun
· The 29th Meijin Title Match
o Games 1-4: Yoda Norimoto vs. Cho U
· Life-and-Death in the Corner
· Four Opening Problems
· Large-Sacrifice Life-and-Death Problems
· Tesujis for a Brighter Future
· The Korean Style (8): Korean Joseki Innovations
Stepping Stones to Go: A Game of
Strategy
por Shigemi Kishikawa
Baduk · Board Games · Chess · Games · Games & Activities · Go ·
Igo · Reference · Weiqi
PDF

Tuttle Publishing

2012

Learn the Asian strategy game of Go with this user-friendly,


expert guide.

Go was invented some four thousand years ago in China, and is


the oldest game in the world, still enjoyed today. Played with black
and white stones, it is easy enough to be enjoyed by any beginner,
yet sophisticated and complex enough to baffle an expert. Like
chess, it is a game of skill, not chance; whereas chess is a battle.
Japanese go expert Mr. Kishikawa's easy-to-follow book explains
the fundamental principles of the game for the Westerner. From the
basic rules of play, the author leads the reader in easy stages to the
more advanced subtleties of go. Over a hundred diagrams, with
twenty problems and answers, make this a complete introduction to
one of the most fascinating and rewarding games in the world.

**
38 Basic Joseki
Elementary Go [2]

por Kosugi Kiyoshi & James Davies


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Company

1973

In the game of go, the opening moves focus on the corners of the
board. Over the thousands of years of go playing, this aspect of the
game has been intensively studied and a large number of opening
formulas, or josekis, have been discovered and refined. Every go
player needs to have a working knowledge of the basic ones. 38
Basic Joseki cuts incisively through the labyrinth of joseki to give the
reader a solid grounding in the subject. Working steadily out from the
3–3 point to the 4–5 point, it surveys the principal variations of the 38
most common corner patterns, pointing out the key ideas in each
and showing the reader how to choose and use josekis in relation to
other stones on the board.

**
The Theory and Practice of Go
por Oscar Korschelt
Baduk · Game of Go · Go · Igo · Juegos de Tablero · Weiqi
PDF

Charles E. Tuttle Co., Inc.

2018

This book was originally published in German in 1880 as a series of articles. I think that
it was the first extended description of go in a European language. Its chapters are: The
Game of Go, The History of Go, The Rules of Play, Illustrative Games, Problems, End
Plays, and Murase Shuho's Theory of Openings. So it is designed to serve as an
introduction to the game (not only presenting the rules but also some history), and to give
you a lot to think about once you've learned the rules. This was a very good book for its
time, but I wouldn't recommend it to anybody now, because there are much better books
doing all of its functions. It uses algebraic notation to excess, has problems that vary
wildly in difficulty and that you certainly wouldn't be able to solve using the facts given in
the book, and I don't think that Korschelt really understands go very well. The chapter on
openings is kind of interesting but certainly not something that you would want to give to
a beginner, since it gives the impression that these (full-board) openings are the
equivalent of opening patterns in chess. (I'm not sure that Korschelt doesn't think that
himself; in general, he likes to relate everything to the way that things are done in
studying/analyzing chess, with the chess methods considered superior.) It's hard to figure
out who the target audience for this book should be. To sum: be grateful that this book
was written, but don't buy it or read it yourself.
The Great Joseki Debates (Reseña)
por Honda Kunihisa
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

The Ishi Press

1992

Learning Joseki is an important step on the road to mastering go.


However, learning how to choose the winning joseki is even more
important. This excellent book bridges the gap between fuseki, the
opening moves of the game, and joseki. Joseki are sequences of
plays in the corners that give a local result that is equal in value to
both white and black. By playing a joseki you ensure that you avoid
mistakes. But the corner interacts with the rest of the board and the
biggest mistake of all may have been the joseki you chose. Here a
master of the game presents 24 typical opening situations. In each
situation the author proposes 3 different strategies for play in one of
the corners and then analyzes

the whole board situation. Although locally all three moves are
plausible, that is to say they are josekis, from the whole board point
only one of the strategies is superior. The preferred and inferior
moves are then analyzed in great detail. From these examples you
will gain an insight into when and why one joseki is better than
another. Cover: An ukiyoe print by Kuniyoshi (1847-50). This print
shows a quarrel between Kudo Suketsune (drawing his sword) and
Sasaki Nobutsuna. Mt. Fuji rises in the background. The date is the
1180's. In 1193, Suketsune died in one of the most famous vendettas
in Japanese history. From the collection of John Power. About the
AuthorKunihisa Honda is a professional go player. He was born on
born June 15, 1945. Honda became a professional in 1961. He was
promoted to 9 dan in 1973. He won the Kansai Ki-in's Oteai four
times. He also visited China twice, in 1973 and 1985, for Go related
business.
Go and Go-Moku
por Edward Lasker
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Logic & Brain Teasers · Weiqi
PDF

Courier Corporation

1960

The oriental board game

Best introduction in English to a great Japanese game. Detailed


instructions provide valuable information on basic patterns, strategy,
tactics, and analyzed games. Used as text by generations of
Americans and Japanese as well. 72 diagrams. "...clearly written
diagrammed primer..." — New Yorker.
Introducción al Go
por H. Fernández Long & A. Moderc
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

La Isla

1983

El Go es considera como el más antiguo y más fascinante de los


juegos que se conocen. Es como si la humanidad hubiera sido
capaz de mejorar su creación hace 4.000 años. Hubo un colo intento
con éxito relativo: el ajedrez, el cual requirió complicadas reglas que
debieron ajustarse varias veces a lo largo de los siglos para
aproximarse en sutileza y profundida al Go. Este libro tiene el
propósito de llevar las explicaciones del Go hasta más allá de ese
punto de desconcierto, y hacer vislumbrar a quien se inicia en el
juego, el placer que sienten los jugadores un poco avanzados. Las
explicaciones son de dificulta gradual, de modo que el lector debe
seguirlas metódicamente, tratando de responder todas las preguntas
que se le formlan. La respuesta correcta se encuentra dando la
vuelta a la página, y serecomienda que en caso de error, se vuelve
hacia atrás has comprender la causa de la equivocación. La primera
parte de libro está concebida para ser seguida sin necesidad de
reproducir las jugadas en el tablero. Pero se recomienda que, al
empezaar la segunda parte, se comience a jugar frecuentemente y
se sigan las explicaciones sobre el tablero.

***

Hilario Fernandez Long introdujo el go en la Argentina. Es autor,


junto con Adalberto Moderc, de "Manual de Go" e "Introducción al
Go", primeros libros de go publicados en Argentina, que sirvieron
para que el juego se difunda rápidamente en nuestro país. Fue
miembro fundador de la Asociación Argentina de Go.
Petit traité invitant à la découverte de l'art
subtil du go
por Pierre Lusson & Jacques Roubaud
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

Christian Bourgois

2003

" Par un matin d'août, d'une exquise suavité, dans le jardin fleuri du
Moulin d'Andé, en Normandie, les honorables Honinbo Pé-ré-shu et
Meijin Ru-bo, assistés de Judan Ru-zo, s'adonnent à leur méditation
favorite. Elle consiste à poser alternativement des pions noirs et
blancs sur un damier carré et quadrillé : 19 lignes de côté, 361
intersections. Jeu ponctué d'étranges exclamations japonaises :
Atari, Ko, Shimari ! Deux adversaires face à face, une partie de deux
heures, une victoire aux points : le go fait son entrée en France. Par
la grande porte : celle de la littérature, Pé-ré-shu, c'est le romancier
Georges Perec, auteur des Choses et de La Disparition. Celle des
mathématiques : Ru-bo n'est que l'équivalence nippone du
mathématicien-poète Jacques Roubaud, talentueux auteur des
sonnets d'Epsilon. Ru-zo : Pierre Lusson, maître assistant à la
faculté des Sciences de Paris. Tous les trois viennent de concocter
un Petit traité invitant à la découverte de l'art subtil du go, paru aux
éditions Christian Bourgois. " A.B. L'Express, 1969 **
The Game of Go. Learning and
mastering the most challenging game in
the world
por Matthew MacFadyen
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Carlton Books

2003

Go, the classic strategy game from Japan, is one of the most
challenging "easy" games in the world. The rules are simple;
beginners can learn the whole game in minutes and then spend the
rest of their lives trying to master it! This pack includes a full
introduction to basic play along with expert tips and tricks and easy-
to-follow diagrams. The Game of Go Pack will help turn the raw
beginner into a Go player to be feared.
12 th Annual 10 Dan Title Match
(Extracto)
por Kido Magazine
Baduk · Games · Go · Igo · Japón · Judan · Juegos de Tablero ·
Osaka · Weiqi
PDF

Kido

1974

Kido Magazine 1924-1999

Upon the founding of the Nihon Ki-in (Japanese Go Association) in


1924, Kido magazine was founded in October of that year as its
flagstaff publication. It was written by and for professional and strong
amateur go players, with the emphasis on complex analysis and
innovative play. It continued in existence for 75 years, until the
summer of 1999. The quality of the articles in Kido was always
outstanding. This is not surprising since one of its founders and
guiding lights was the president of a newspaper. In addition,
newspaper writers formed the core of the staff and contributions
were received from the top literary figures of the day. One need only
mention the Nobel Prize winner Kawabata Yasunari, whose roman-
a-clef, “Meijin” (published in English as “The Master of Go”),
chronicles the retirement game of the last master of the last
remaining hereditary House of Go, the Honinbo. With such a
foundation, the writing in Kido was always cultured, often a cut
above standard newspaper fare. (Which says much for it, since the
newspapers in Japan are written at a very high level to cater for a
population in which 98% are literate.) There were always poetic and
classical allusions in the articles of Kido, making them a source of
fascination for the writing as well as the games. All of the technical
articles here have been translated from Kido, with the date of the
issue identified. It is a shame if some of the proud history of the
magazine fades away. Readers are encouraged to seek out
whatever copies of the magazine may be found and savor them for
themselves.

*****

Final del 12° Torneo anual Judan, que enfrentó a Sakata Eio 10
dan vs Hashimoto Shoji 9 dan. Jugado el 28 de marzo de 1974 en el
Hotel Toyo, Osaka.
This is Go the Natural Way! (Extracto)
por Takemiya Masaki
Baduk · Estrategia · Go · Igo · Weiqi
EPUB

Hinoki Press

2008

This is Go the Natural Way! are the watchwords that the author
takes as his philosophy of play in this unique volume, but the book
could also be viewed as The Best Games of Takemiya Masaki.
When he published the material that has been translated here,
Takemiya was Honinbo and at the top of his form. Few professional
Go players were serious rivals for him. And the ones who were are
today considered as great players in the same way as he is, such as
Cho Chikun, Kato Masao or Sakata Eio. All of these players and
many more make appearances in this volume.
A Journey in Search of The Origins of Go
(Extracto)
por Shirakawa Masayoshi
Baduk · Go · Historia · Igo · Juegos de Tablero · Weiqi
PDF

Yutopian Enterprises

2005

Go and Ancient Chinese Divination

A Journey in Search of the Origins of Go is the result of the


author's discussions with significant professionals, such as Go
Seigen and Chen Zude, historians, and experts on classical Chinese
literature. The four chapters cover the early history of Go in The
Three Kingdoms period, its connections to the Yellow River Map and
the Luo River Markings, the rule of kirichin, early Chinese rules and
their relation to Japanese rules, and finally certain strategic
principles. This is not a book on the direction or method of play.
Ver claro con AI!, una nueva forma de
juzgar la situación (Extracto)
Go y el nuevo método de juzgar la situación [1]

por Takehisa Matsumoto


Baduk · Estrategia · Go · Igo · Táctica · Weiqi
PDF

2020

¡Oportunidad de mejorar tu juicio!

Hasta ahora, ha sido difícil juzgar la situación general del tablero.


"Los cálculos detallados surgen, no solo la forma sino también el
grosor ..." Son situaciones que conllevan una sensación subjetiva,
por lo que es difícil de explicar en un libro. Aquí hemos realizado
una explicación fácil de entender utilizando el número objetivo del
valor de evaluación de Go AI . En esta guía, presentaremos el
método de determinación de la posición general dividido en las
siguientes cuatro categorías. Cada una tiene sus propias
características y fases adecuadas. Este libro recomienda "juicio por
flujo". Este método puede pulirse eficientemente utilizando el valor
de evaluación de Go AI. Para abordar el problema de juicio de la
posición,se utiliza un formato de preguntas y respuestas, lo cual es
más ventajoso en una situación determinada. Consulta la respuesta,
ya que muestra claramente el valor de evaluación de Go AI. La
situación del juego puede tornarse claramente desfavorables, si se
comete un error en la "forma o en la dirección de las piedra". Ud.
aquirirá un conocimiento que le permitirá desarrollar la sensación de
que "una determinada forma es mala", permitiéndole evaluar
correctamente la forma y dirección de las piedras.
On Your Side
por Charles Matthews
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

2004

Charles Matthews series of articles on the opening in Go


explained by studying the positions on the side. It is quite uncommon
to take one side as the explicit unit; usually people discuss full board
openings, or the highly-developed theory of corner openings.
Shape Up!
por Charles Matthews
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

CreateSpace Independent
Publishing Platform

2015

****

Objectives of this book To explain which points are vital in given


shapes. To show how good shape is achieved, and bad shape
exploited, in fighting contexts. To integrate shape proverbs into your
knowledge of go. To look behind the proverbs to another level of
more explicit mechanism, to provide supporting material, and to
explain exceptions. To break down the barrier between tesuji and
joseki points of view, connecting pure intuitions with learned
knowledge. To demystify many common tesuji. To help the reader to
visualise how and where a tesuji might happen in the future, a
requirement for a dan player. To discuss the choice of variation at a
point in a joseki, when tactical reasons alone aren’t a sufficient
guide. To address as we go along questions about suji, or correct
style, covering some of the content of the many texts on ‘kata and
suji’ in the Japanese literature. To contribute to the local, critical
theory of go, by attempting a systematic listing of possibilities in a
pattern, with criteria for choosing amongst them. To develop an
ingrained respect in the reader for the principles of good shape (for
example: connect but remain light and flexible, don’t fill in your own
liberties without very good reason, develop rapidly but also take into
account eye shape). To provide a reference on shape (there are an
index of shapes and a proverb index at the end, to help you refer to
particular patterns). To show in action the comparative method of go
study. **
How To Play Against Stronger Players
Vol. 1: Local Positions
por Sakai Michiharu
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go Super Book

In the 1960’s, the Japan Go Association (Nihon Kiin) published the popular “Go Super
Books,” a series of theme-oriented instructional volumes for mid-level players. Immensely
popular in Japan, they became legendary among the small, newly formed, rising American
go community. Many Western players owned “Super Books” even though we spoke no
Japanese, just to derive what benefit we could from studying the diagrams. Now for the
first time, we can study the diagrams and read about them too. When former AGA
President John Stephenson and translator Stephen Bretherick decided to produce
translations of Japanese material for the AGA, they chose well for this wonderful first
effort. With more and more serious beginners entering the US go scene, there is a growing
need for material that will help up-and-coming players to climb the ladder of success by
defeating those above. The AGA is extremely grateful to the Wings Across Calm Water go
club for producing and distributing this book on the AGA’s behalf. In a wonderful irony of
life in the 21st century, an AGA Chapter that exists only in cyberspace has placed this
book in your hands. This is a book that goes beyond the usual review of moves and
sequences, suggesting productive goals and attitudes and then showing how to back them
up. Most English-language writing on handicap go counsels patience and restraint for the
weaker player. Take your time, we are told, and let the handicap stones assert their
power. This book, in contrast, advocates a more aggressive stance. The first four words of
commentary on Basic Position 1: “Don’t be too respectful.” Learn to refute these White
overplays, and suddenly shodan may not seem so far away.
How To Play Against Stronger Players
Vol. 2: Illustrative Teaching Games
por Sakai Michiharu
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Go Super Book

In the 1960’s, the Japan Go Association (Nihon Kiin) published the


popular “Go Super Books,” a series of theme-oriented instructional
volumes for mid-level players. Immensely popular in Japan, they
became legendary among the small, newly formed, rising American
go community. Many Western players owned “Super Books” even
though we spoke no Japanese, just to derive what benefit we could
from studying the diagrams. Now for the first time, we can study the
diagrams and read about them too. When former AGA President
John Stephenson and translator Stephen Bretherick decided to
produce translations of Japanese material for the AGA, they chose
well for this wonderful first effort. With more and more serious
beginners entering the US go scene, there is a growing need for
material that will help up-and-coming players to climb the ladder of
success by defeating those above. The AGA is extremely grateful to
the Wings Across Calm Water go club for producing and distributing
this book on the AGA’s behalf. In a wonderful irony of life in the 21st
century, an AGA Chapter that exists only in cyberspace has placed
this book in your hands. This is a book that goes beyond the usual
review of moves and sequences, suggesting productive goals and
attitudes and then showing how to back them up. Most English-
language writing on handicap go counsels patience and restraint for
the weaker player. Take your time, we are told, and let the handicap
stones assert their power. This book, in contrast, advocates a more
aggressive stance. The first four words of commentary on Basic
Position 1: “Don’t be too respectful.” Learn to refute these White
overplays, and suddenly shodan may not seem so far away.
Japanese Game of Go (Reseña)
por Fukumensi Mihori
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Tourist Library

1939

This is a short introduction to go. It gives an introduction to the


game, talking about its features and strong points; a history of the
game (up to 1939; a lot has changed since then!); and then tells you
how to actually play it. As an introduction to the game, it's okay; and
it is quite nice seeing an older historical introduction. But what makes
this book so wonderful is the pictures. There are many lovely brown-
and-white photographs throughout the book; many of them show
people that are now famous historical figures. (There are several of
Honinbo Shusai, in particular.) They show the game in action, giving
you an insight on the game that you won't get from reading a normal
introductory book. In particular, the book ends with eight photos
showing various stages of a game between Segoe Kensaku and Go
Seigen. I've scanned in the photos; to see them, click on the links at
the bottom of this page.

This book is, of course, long out of print and unavailable; I only
managed to get a copy through the extreme generosity of Edward
Wallner. It is available in some university libraries, though. (Look
under `Mihori'.)

John Fairbairn says:

The author Mihori Fukumenshi is the famous Mihori Tadashi (also


politely read Mihori Sho) who died only last November. [Ed. Nov.
1996.] He is perhaps the most famous go writer ever.

Fukumenshi (Incognito) was the pen name used by the go


journalists of the Yomiuri Shinbun, and as the third Fukumenshi
Mihori covered the famous Kamakura 10-game match between Go
Seigen and Kitani Minoru. His descriptions of the first game of that
match (where Kitani collapsed with a nosebleed and Go played on)
are classics that rank among the most reprinted go pieces of all time.
He also used the pen name Okame Sanjin.
Introducción al juego de Go
por Mariano López Minnucci
Baduk · Go · Igo · Juegos de Tablero · Weiqi
PDF

El Go es un juego milenario originario de China y expandido luego


principalmente a Japón y Corea. En el presente es conocido y
jugado profesionalmente en todo el mundo. Es conocido también
como igo (japonés), wéiqí (chino) y baduk (coreano). En todos los
casos, el significado es “rodear”, ya que el juego consiste en
encerrar al oponente y las áreas vacías con el objetivo de abarcar
un territorio mayor.
Go Nation: Chinese Masculinities and
the Game of Weiqi in China (Asia: Local
Studies / Global Themes)
por Marc L. Moskowitz
Baduk · China · Games & Activities · Go · Social Science · Weiqi
PDF

University of California Press

2013

****

Go (Weiqi in Chinese) is one of the most popular games in East


Asia, with a steadily increasing fan base around the world. Like
chess, Go is a logic game but it is much older, with written records
mentioning the game that date back to the 4th century BC. As
Chinese politics have changed over the last two millennia, so too has
the imagery of the game. In Imperial times it was seen as a tool to
seek religious enlightenment and was one of the four noble arts that
were a requisite to becoming a cultured gentleman. During the
Cultural Revolution it was a stigmatized emblem of the lasting effects
of feudalism. Today, it marks the reemergence of cultured gentlemen
as an idealized model of manhood. Marc L. Moskowitz explores the
fascinating history of the game, as well as providing a vivid snapshot
of Chinese Go players today. Go Nation uses this game to come to a
better understanding of Chinese masculinity, nationalism, and class,
as the PRC reconfigures its history and traditions to meet the future.

**

Review
"Moskowitz advances our understanding of the key roles that
sports play in gendering societies in Asia . . . this book is Invaluable."

(Yunxiang Gao Signs 2015-04-01)

From the Inside Flap


"In this vivid and engaging study of Weiqi , Moskowitz demystifies
an overlooked part of everyday life in China. Along the way, he
exposes readers to the pressures of becoming a man in China today.
I'll never walk by a cluster of men playing Weiqi the same way
again!"―Karl Gerth, author of As China Goes, So Goes the World:
How Chinese Consumers are Transforming Everything
Handicap Go
Elementary Go [7]

por Yoshiaki Nagahara & Richard Bozulich


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Company

2016

****

In handicap games, the handicap stones are high on the star points
and are not efficient in securing territory. It is therefore natural and
strategically correct for Black to emphasize influence. However, kyu-
level players lack the ability and the confidence to play an influence-
oriented game; instead of taking chances on positions in which the
territorial boundaries are not clearly defined and are often wide open,
they prefer to build iron-clad territories in the corners and on the
sides. This is strategically unsound. Kyu-level players also tend to
play defensively and are not inclined to attack the stronger player.
The result is that their opponent steadily starts gaining an advantage
in both territory and influence after the first few moves of the game.
The correct strategy for Black in handicap games is to place priority
on building influence and to use this influence to relentlessly attack.
This way of playing might seem to be unreasonable against a strong
opponent, but it will actually make your handicap games less
complicated and your strategic goals more clear. It is the aim of this
book to teach the principles and techniques that will enable the kyu-
level player to play this kind of game. Handicap Go starts out with a
chapter laying out 20 principles that a player should constantly keep
in mind while playing their games. The second chapter outlines a
‘sure-win strategy’ that Black can use in his games to increase his
chances of winning. The third chapter looks at handicap games from
the viewpoint of White. The fourth chapter presents four example
games. The book ends with 38 problems that expand on the
theoretical discussions contained in the first chapters and explore
variations that were omitted there. **
Baduk, made fun and easy
por Chihyung Nam
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The Korea Times

Chihyung Nam a professional Baduk player in Korea and


professor wrote the newly published book Baduk, Made Fun and
Easy to help these Baduk these foreign beginners. This book is from
her popular series of articles "Baduk, Made Fun and Easy" published
in The Korea Times over a year. Nam gives you great lessons from
the basic of Baduk including the terms and rules to practical steps by
stages. Until now, foreigners used to get some information about it
from Japan, so they feel Japanese word "Go" more familiar than
"Baduk" the Korean. Nam is talking about Baduk not Go now, but
you can enjoy this book without confusion. Baduk fans over the
world are interested in Korean Baduk, but they get few information
about Baduk. They concern Korean Baduk including its term and
professional player in Korea more and more. You can get not only
basic Baduk rules and techniques but also Korean Baduk culture
and its pleasure. You will find yourself enjoying Baduk with this easy
but detailed guide and helpful color pictures.

***

The Korea Times will begin a new weekly column explaining the
time-honored game to beginners, helping readers understand why
so many people consider it so intellectually challenging and fun.
Today's column will give a historical overview of the game. Then, in
July, Nam Chi-hyung, Myongji University baduk professor and a
master's degree holder of English, will begin her new column ``The
ABCs of Baduk.'' – E.D.

By Kim Ki-tae, Staff Reporter

Baduk dates back to the 24th century B.C. According to an ancient


Chinese encyclopedia
The Breakthrough to Shodan
por Miyamoto Naoki & James Davies
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Ishi Press Archives

2015

In this unique treatment of low-handicap go a 9-dan professional


sets out to change your whole approach to the game. Step by step
he shows you how to take the initiative, how to attack, how to handle
the corners, and how to keep the game simple, all the while
relentlessly hammering away at the negative mentality that keeps
players from advancing. Absorb what he had to say, and the
opponents you once feared may soon have to fear you.

**
The Endgame
Elementary Go Series, Vol 6 [1]

por Tomoko Ogawa & James Davies


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Ishi Pr

1990

The endgame tends to be the neglected side of the game of go.


This volume, by a Japanese professional go player and a strong
American amateur, seeks to rectify this situation by setting forth the
basic tactics, strategies, and counting techniques needed in the
endgame.

**
A Few Move Names
por OGS Team
Arte · Baduk · Go · Igo · Infografía · Weiqi
PDF

OGS Team

A few move nanes in relation to already existing Stones. Board


position or direction is irrelevant here, this is only to demostrate the
position of the one stone in relation to the other(s).
Appreciating Famous Games
por Shuzo Ohira
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Ishi Press International

1977

This is a collection of ten games from the classical era. The


collection is targeted at people from 9 kyu to 4 kyu, so it's designed
to be the first game collection that you read, and I think that it does
that job well. The commentaries average out to 28 pages/game, and
none of them is shorter than 20 pages, so they spend a lot of time
explaining stuff. There's a bit of historical commentary as well, which
is nice.

**
Go: Art and Philosophy
por Hajime Okada
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Go, born in ancient China, is certainly a mental sport. A scholar in


the Yuan dynasty (1279-1368) stated that a saint in Chinese
mythology created go to enlighten people and handed it down to
posterity. Whether or not there is any truth in his remark, it is safe to
say that the game is on the side of a couple of thousand years old.
Go soon started to spread to a wide range of ancient Chinese
culture. In spite of a lot of twists and turns a playing population grew
during subsequent centuries.
Cuadernillos de Go
por Instituto de Cultura Oriental
Argentina · Baduk · Buenos Aires · Cuadernillos · Estrategia · Go ·
Igo · Instituto de Cultura Oriental · Reglas · Weiqi
PDF

Instituto de Cultura Oriental

2004

Cuadernillos de Go publicados por el Instituto de Cultura Oriental


de Buenos Aires.

1. INTRODUCCION
2. TECNICAS DE CAPTURA I
3. CONCEPTOS BASICOS
4. VIDA Y MUERTE I
5. TECNICAS DE CAPTURA II
6. JOSEKI I, Hoshi Joseki (punto 4-4)
7. CORTES Y CONEXIONES I
8. VIDA Y MUERTE II
Go el juego de la vida
por Diego Albuja Ortiz
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Grupo Sente

Sentado frente a un tabloide de madera pulida, donde se han


dibujado 19 líneas horizontales y 19 verticales para marcar el
escenario de la lucha que se avecina, cojo una piedra tan esbelta
como extraña y me dispongo a efectuar mi primera jugada. El
ambiente es místico, solemne: hay 361 intersecciones donde ubicar
la piedra y todo podría pasar desde el primer momento. El juego de
la vida ha comenzado.
Principios básicos del Go
por Diego Albuja Ortiz
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

2014

Una guía para aprender a jugar Go especialmente dirigida a


jóvenes y adolescentes.

Bienvenidos a éste, mi primer esfuerzo por proporcionar un


material de calidad en español para estudiar Go. Aunque es posible
encontrar en Internet y alguna que otra librería material muy bueno,
éste se encuentra en inglés (en el mejor de los casos); y, aunque
usted no lo crea, el idioma es una excelente excusa para que la
gente se desaliente. La excepción es, por supuesto, los artículos de
Fernando Aguilar 9 Dan KGS que hasta ahora han dado la cara por
Latinoamérica.
European Go Yearbook 2016 (Extracto)
por Kim Ouweleen
Baduk · Europa · Go · Igo · Juegos de Tablero · Weiqi
PDF

European Go Federation

The first yearbook of European go, with no less than 576 pages
about the biggest and most important go happenings of 2016 in
Europe.

Featuring:

Interviews with newly promoted professionals Artem Kachanovskyi


1p and Antti Törmänen 1p.

An extensive catalogue of all the National Championships in


Europe, including reports on Main Championships, Women's
Championships and Youth Championships, accompanied by
personal interviews with the champions.
Reports and beautiful photos of Major European Tournaments and
Events, such as the 60th Polymetal European Go Congress, the 2nd
European Go Grand Slam and the 3rd European Professional
Qualification.

An in-depth chapter of 80 pages on AlphaGo and the Rise of


Artificial Intelligence in Go, with game commentaries by Fan Hui 2p,
Gu Li 9p, Zhou Ruiyang 9p and Myungwan Kim 9p.

Many game records and commentaries by top European players,


including:

Yoon Young Sun 8p


Guo Juan 5p
Cătălin Țăranu 5p
Alexandre Dinerchtein 3p
Svetlana Shikshina 3p
Fan Hui 2p
Diána Kőszegi 1p
Ali Jabarin 1p
Pavol Lisý 1p
Artem Kachanovskyi 1p
Ilya Shikshin 1p
Mateusz Surma 1p
Antti Törmänen 1p
Junfu Dai 8d
Lukáš Podpěra 7d
Cristian Pop 7d
Cornel Burzo 6d
Merlijn Kuin 6d
Tanguy Le Calvé 6d
Viktor Lin 6d
Matthew Macfadyen 6d
The Game of Wei-Chi (Reseña)
por Daniele Pecorini & Tong Shu
Baduk · Go · Igo · Nikkai · Weiqi
PDF

Graham Brash

1991

This book by Daniele Pecorini and Tong Shu was originally


published in 1929 and was re-issued in 1991. At first sight it might
seem to be of historical interest only, but I found more. The Game of
Wei-Chi was the fourth book in English on the subject of Go, and
was the first such from a Chinese viewpoint. Apart from Smith’s 1908
The Game of Go, which can still be found, it is now the earliest book
in English that is in print. This book contains an analysis and
explanation of the ancient game also known as "Go".
Breve libretin reglas del Go
por Horacio A. Pernía
Baduk · Go · Igo · Juegos de Tablero · Reglas · Weiqi
PDF

Nikkai

2019

Breve librín de dos carillas con las reglas del juego del Go para
imprimir a dos caras, elaborado para el Taller de Go llevado a cabo
en la ciudad de Apóstoles, Provincia de Misiones el día sábado, 10
de Agosto de 2019.
Go en Taiwán
por Horacio A. Pernía
Baduk · Games & Activities · Go · Igo · Juegos de Tablero · Weiqi
PDF

© Nikkai

Los comerciantes japoneses establecieron comunidades


llamadas Nihonmachi en Okinawa y cerca de varios puertos del
sudeste asiático, como Filipinas, Taiwán, Indonesia, Macao, Vietnam
y Camboya. En Okinawa se hallaron referencias pertenecientes al
Siglo XV, del "togu" o Go, y también de los "togu chomuti" o
manuales chinos de Go. Es muy probable que dicho material
también se conociera en Taiwán, pero no hay pruebas de ello. No
obstante, el Go debió haberse conocido en Taiwán mucho antes,
probablemente entre los siglos X y XI, proveniente de China
continental.
Reglamento de Go, Igo, Baduk o WeiQi
Juegos de Mesa del Mundo [7]

por Horacio A. Pernía


Baduk · Go · Igo · Nikkai · Weiqi
PDF

© Nikkai

Este librín está orientado a difundir el juego del Go. Aquí


encontrará las reglas y principios básicos que rigen el juego,
explicados en un tablero mucho menor que el reglamentario (9x9), a
fin de facilitar el aprendizaje de quienes tengan interés en conocer
cómo es el Go.
El Go. Historia, reglas y principios
básicos...
Nikkai [1]

por Horacio A. Pernía


Baduk · Go · Igo · Nikkai · Weiqi
PDF

© Nikkai

2003

Este librín está orientado a difundir el juego del Go. Aquí


encontrará algo acerca de su historia, las reglas y principios básicos
que rigen el juego, explicados en un tablero mucho menor que el
reglamentario (9x9), a fin de facilitar el aprendizaje de quienes
tengan interés en conocer cómo es el Go.
El Go en al máquina del tiempo...
Nikkai [2]

por Horacio A. Pernía


Baduk · China · Corea · Go · Histórico · Igo · Japón · Nikkai · Tibet ·
Weiqi
PDF

© Nikkai

La historia del Go comenzó en China hace más de 4.000 años. No


obstante, aún existe la incógnita del origen preciso del juego que
está mencionado en las leyendas e historias de los Tibetanos y
Chinos. Lo cierto es que las escrituras más antiguas y leyendas más
concretas sobre el inicio del Go datan del año 2.300 aC. Aqui se
recojen los registros más antiguos que se conocen sobre este
hermoso juego.
Hajime Yasunaga
Nikkai [3]

por Horacio A. Pernía


Baduk · Go · Histórico · Igo · Japón · Nikkai · Weiqi
PDF

© Nikkai

Hajime Yasunaga fue uno de los jugadores amateurs más fuertes


de Japón, además de ser un estudioso de las raíces de la historia
del Go. Mi intención es presentar en este breve trabajo, a un
personaje del campo amateur, que dejó una huella indeleble al paso
del tiempo. Toda la actividad de su vida, giró en torno al Go y si bien
no se profesionalizó como jugador, fue un profesional del Go, en el
terreno de la investigación y el periodismo. Espero que los dos
partidos que adjunto, los ayuden a descubrir la calidad, precisión y
agresividad de su juego.
Go: los diez mandameintos
Nikkai [4]

por Horacio A. Pernía


Baduk · Go · Igo · Nikkai · Weiqi
PDF

© Nikkai

Los Diez mandamientos o preceptos del Go fueron escritos por


Wang Chi Shin o Wang Ji Xin, importante gobernador chino durante
el reinado de la dinastía Tang (618 a 907 dc.). Wang fue un
renombrado jugador en su tiempo, al punto que se tejieron varias
historias en torno a su figura y hasta una famosa leyenda, que
señalaba que Wang habría aprendido los secretos del juego de una
vieja y misteriosa mujer.
Go en Europa
Nikkai [6]

por Horacio A. Pernía


Baduk · Go · Igo · Jesuitas · Nikkai · Weiqi
PDF

© Nikkai

En varios textos europeos del Siglo XVII se menciona


detalladamente el juego del Go. Existen cuarenta y ocho pasajes
muy conocidos, provenientes de dos fuentes: los viajes de Matteo
Ricci y de Nildaas Trigault -dos misioneros Jesuitas- a China.
Go para principiantes
Nikkai [7]

por Horacio A. Pernía


Baduk · Go · Igo · Nikkai · Weiqi
PDF

© Nikkai

2004

Este ensayo tiene por objeto ayudar a los jugadores que se inician
en la aventura del Go, a comprender conceptos estratégicos y
tácticos que rigen este juego. Por supuesto sería demasiado
pretencioso que con algunos ejemplos como los que se verán aquí,
alguien pueda decir “sé jugar al Go”. La idea de la obra es que quien
conozca las reglas y tenga una breve experiencia como jugador,
mire el tablero de una forma distinta, reconociendo formas y puntos
estratégicos, conceptos que le ayudarán a entender los
fundamentos principales del Go. Esto es solo un approach al Go,
que nos servirá de guía para saber que aspectos son importantes en
el juego y a la vez, despertará su interés en el estudio profundo de
éstos y otros principios, para lo cual deberá basarse en los trabajos
escritos por profesionales del Go.
El juego del Go. Historia del desarrollo
táctico y estratégico
Nikkai [8]

por Horacio A. Pernía


Baduk · Ensayo Histórico · Go · Igo · Nikkai · Weiqi
PDF

© Nikkai

Al hablar de cambios o avances en Go, podemos referirnos a dos


aspectos, uno de orden reglamentario y otro relacionado a la táctica
y estrategia del juego. Ambos, con el paso del tiempo sufrieron
modificaciones y éstos cambios están relacionados
principalmente, con el desarrollo de una etapa del juego, la apertura.
En las páginas siguientes, veremos los fundamentos de esta división
de la historia del Go, basada en innovaciones de carácter
reglamentario, táctico o estratégico.
Historia del Go en la República
Argentina
Nikkai [9]

por Horacio A. Pernía


Baduk · Go · Histórico · Igo · Nikkai · Weiqi
PDF

© Nikkai

2003

Al hablar del Go en la República Argentina, debemos retroceder


unos treinta años en el tiempo y recurrir a la memoria de los
personajes que hicieron posible, de una u otra manera, que el Go se
conozca en nuestro país. La práctica del Go en la Argentina, tuvo su
origen en la década del ´70 (1970), cuando el Ing. Hilario Fernandez
Long conoció el juego del Go e inició gradualmente su difusión.
Historias de Go
Nikkai [10]

por Horacio A. Pernía


Baduk · Go · Histórico · Igo · Nikkai · Weiqi
PDF

© Nikkai

Historias de Go es un libro para quienes se maravillan con los


conocimientos del pasado y aman el origen de las cosas. Contiene
leyendas, cuentos y narraciones de la China, el Tíbet, Corea y
Japón. No pretende ser una obra de absoluto rigor histórico, sino
más bien una obra de referencia, que cumpla con el objetivo de
difundir el Go y entretener al lector que ya conoce -al menos- las
reglas del juego. Sólo una pequeña parte de la rica historia del Go
en Asia, ha sido tratada en éstas páginas. Desde el inicio de los
tiempos han existido personajes imborrables para la memoria
colectiva de los orientales y ellos dan vida a ésta obra, dirigida a
quienes desean profundizar sus conocimientos sobre el inicio y
desarrollo de éste

insuperable... ¿juego?
Korea Town y Baduk en Buenos Aires
Nikkai [11]

por Horacio A. Pernía


Baduk · Go · Igo · Nikkai · Weiqi
PDF

© Nikkai

En Latinoamérica existen grandes comunidades de japoneses,


coreanos y chinos, que emigraron de sus países de origen para
procurarse un futuro mejor, en estos pagos. El ordenamiento que le
di a éstos extranjeros en el párrafo anterior, no es casual.
Inicialmente, los argentinos sólo conocíamos a los japoneses, pero
con el correr de los años se sumaron al contingente migratorio los
coreanos y los chinos.
Utilizando las 36 estrategias chinas
Nikkai [12]

por Horacio A. Pernía


Baduk · Go · Igo · Nikkai · Weiqi
PDF

© Nikkai

Los chinos –históricamente- han sido grandes estudiosos de las


estrategias y tácticas de la guerra. Sun Tzu fue un general chino que
vivió alrededor del siglo V antes de Cristo. La colección de ensayos
sobre el arte de la guerra atribuida a Sun Tzu es el tratado sobre
dicho tema más antiguo que se conoce. A pesar de su antigüedad,
esta obra domina sobre cualquier otra relacionada al tema. La otra
obra importante es la referida a las 36 estrategias chinas sobre la
guerra, que aquí abordaremos.
Las escuelas de Go
Nikkai [13]

por Horacio A. Pernía


Baduk · Go · Histórico · Igo · Japón · Nikkai · Weiqi
PDF

© Nikkai

2004

Este ensayo está dirigido a los jugadores de Go en formación,


quienes experimentan dificultades en entender el flujo de un partido
y el porqué de algunos movimientos. La historia de la escuelas que
dieron origen a las técnicas de juego actuales, está cimentada en el
juego fluido de genios como Dosaku, Shusaku, Shuwa, Yasui Senchi
Senkaku y tantos otros, que aportaron su talento para el desarrollo
del Go. Nada de esto hubiera sido posible sin la aparición de las
familias o escuelas de Go, que estudiaron profundamente para
encontrar nuevos movimientos tácticos y estratégicos, que dieron
origen al Go moderno. Finalmente, deseo dedicarle este ensayo a
los jugadores de Rosario (República Argentina), en homenaje a su
constante apoyo e interés por la difusión del juego del Go.
Nikkai. Reseñas 2002-2006
Nikkai [14]

por Horacio A. Pernía


Baduk · Catálogo de Libros · Go · Igo · Nikkai · Weiqi
PDF

© Nikkai

2010

Nikkai, Go Baduk, igo, Weiqi...

Resumen de la Revista Electrónica Nikkai publicada en Internet


desde 2001 a 2006. El Go es más antiguo que la más antigua
escritura y el tablero es un mapa del universo. Sus variaciones
negras y blancas agotarán el tiempo...

***
Ota Yuzo. El Jozu rebelde
Nikkai [15]

por Horacio A. Pernía


Baduk · Go · Histórico · Igo · Nikkai · Weiqi
PDF

© Nikkai

Ota Yuzo, un hombre que hizo respetar sus ideas, banales o no,
en contraposición a las exigencias de las máximas autoridades de
su época. Por eso, Ota Yuzo representa un grito de libertad en una
época en que todos cedían a las demandas de poder supremo,
representado por el Shogún. Los diagramas y explicaciones
contenidos en la obra, les permitirán –al menos- entender el
desarrollo de un partido de Go y el porqué se juega en determinados
lugares a medida que éste avanza. Y para los que ya entienden el
juego, podrán apreciar la fortaleza de quien fuera además una
artista del kabuki, en el tablero.
Partidos Memorables
por Horacio A. Pernía & Eduardo López Herrero
Baduk · Go · Igo · Nikkai · Weiqi
PDF

© Nikkai

Análisis de cinco partidos de los mejores jugadores del Siglo XX,


en circunstancias muy especiales que hacen a la competencia de
los profesionales frente a un tablero de Go. Entre ellos el partido del
retiro del último Honinbo, Shusai, el genio del Weiqi, Go Seigen
intentando ser el mejor jugador de Japón, Nie Weiping
consagrándose frente a los nipones, el surgimiento del Baduk
coreano desde las sombras del Igo japonés, el extraordinario Ma
Xiaochun y el increíble Fujisawa Shuko.
Algunos Senryu sobre Go
por William Pinckard
Baduk · Go · Haikus · Igo · Juegos de Tablero · Poesía · Senryus ·
Weiqi
PDF

El sen-ryu es la única forma literaria que explora y expresa la


naturaleza del avidya y sus manifestaciones en la vida humana. Fue
introducido en Japón a mediados del Siglo XVIII, principalmente a
través de los esfuerzos de un hombre, Karai Hachiemon cuyo
seudónimo era Senryu, que significa `río del Sauce'. Este género
literario ha sido cultivado desde entonces, por varias generaciones
de poetas...
Japanese Prints and the World of Go
por William Pinckard
Arte · Baduk · Catalogo · Go · Igo · Japanese Prints · Japón ·
Pintura · Weiqi
PDF

Kiseido Publishing Co.

The purpose of this catalogue is twofold: to enlarge the


understanding of print collectors who may be unaware of the long
historical and legendary background of a game that has for centuries
engaged the interest of many artists in Japan; and to enrich the
experience of go players by presenting works that reveal some of the
large body of traditions and associations connected with the game in
Japan's cultural life. Although artists were inspired by the game of go
to work the theme in several media--wood, ivory, metal, textiles, and
clay, and while the motif appears on numerous scroll and screen
paintings-- it is in woodblock prints (ukiyo-e) that its image is most
frequently found.
Go World 001
por John Power
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The Ishi Press

Number 1: May - June 1977


· 1st Kisei Title Match
o Games 3 & 4: Fujisawa Shuko vs. Hashimoto Utaro
· 1977 Honinbo, Meijin and Judan Tournaments
· Special Game Commentary: Hashimoto Shoji vs. Tono
Seiji
· Is it a Ladder?
· Match the Joseki to the Fuseki
· Good and Bad Style
· Endgame Calculation
· Tesuji Flash
· New Joseki
· Original Handicap Strategy
· Blueprint 361
· Problems
· The X-Y-Z Affair
· Page from Go History: The Shusaku Fuseki
· Go Clubs and Associations
Go World 003
por John Power
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The Ishi Press

Number 3: September - October 1977


· 15th Judan Title Match
o Game 3: Kato Masao vs. Sakata Eio
· 1977 Honinbo League
o Round 7: Otake Hideo vs. Kato Masao
o Play-off: Otake Hideo vs. Kato Masao
· 32nd Honinbo Title Match
o Game 1: Takemiya Masaki vs. Kato Masao
· 2nd Gosei Title Match
o Games 1 & 2: Kato Masao vs. Takemiya Masaki
· Good and Bad Style
· Is it a Ladder?
· Match the Joseki to the Fuseki
· Reading Problems
· Endgame Calculation
· Original Handicap Strategy
· Problems
· New Joseki
· The X-Y-Z Affair
· Blueprint 361
· Page from Go History: The 1st Honinbo Title
· Go Clubs and Associations
Go World 004
por John Power
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The Ishi Press

Number 4: November - December 1977


· 2nd Gosei Title Match
o Game 3: Kato Masao vs. Takemiya Masaki
· 32nd Honinbo Title Match
o Games 2-5: Takemiya Masaki vs. Kato Masao
· Good and Bad Style
· Is it a Ladder?
· Match the Joseki to the Fuseki
· New Joseki
· Original Handicap Strategy
· The X-Y-Z Affair
· Blueprint 361
· Page from Go History
· Go Clubs and Associations
Go World 005
por John Power
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The Ishi Press

Number 5: January - February 1978


· 2nd Shinjin-O Title Match
o Games 1 & 2: Kobayashi Koichi vs. Cho Chikun
· 2nd Meijin League
o Final Round: Kato Masao vs. Rin Kaiho
· 2nd Meijin Title Match
o Games 1 & 2: Otake Hideo vs. Rin Kaiho
· Letter from the Publisher
· The Ishi Press: The First Ten Years
· 2nd Kisei Title
o 9-dan Play-off: Rin Kaiho vs. Kubouchi Shuchi
· The Chinese Rules of Go
· Page from Go History
· 1977 European Championship
· 1977 British Championship
· Good and Bad Style
· Match the Joseki to the Fuseki
· How to Improve at Fuseki (1)
· All about the Pincer (1)
· New Joseki: The 8th Igo Shincho New Move Prize
· Blueprint 361
· Original Handicap Strategy
· Go Clubs and Associations
Go World 006
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The Ishi Press

Number 6: March - April 1978


· 2nd Meijin Title Match
o Games 3 & 4: Otake Hideo vs. Rin Kaiho
· 25th Oza Title Match
o Games 1 & 2: Cho Chikun vs. Kudo Norio
· 3rd Tengen Title Match
o Games 1-3: Shimamura Toshihiro vs. Sonoda Yuichi
· Good and Bad Style
· Wimmer Challenges Tono 9-dan
· How to Improve at Fuseki (2)
· All about the Pincer (2)
· Page from Go History
· Professional Endgame vs. Amateur Endgame
· Original Handicap Strategy
· New Joseki
· Blueprint 361
· Go Clubs and Associations
Go World 010
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The Ishi Press

Number 10: November - December 1978


· 33rd Honinbo Title Match
o Game 7: Kato Masao vs. Ishida Yoshio
· 3rd Gosei Title Match
o Games 2-4: Kato Masao vs. Otake Hideo
· 1st World Amateur Go Championship
· 1978 Japan-China Go Exchange
· 22nd European Go Congress
· Good and Bad Style
· A Twofold Victory: Akiyama Kenji
· How to Improve at Fuseki (6)
· All about the Pincer (6)
· Professional Endgame vs. Amateur Endgame
· Upsetting Moves
· Do-It-Yourself Commentary Workshop
· New Joseki
· Index to Issues 1 to 10
· Page from Go History
Go World 011
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The Ishi Press

Number 11: January - February 1979


· >1st World Amateur Tournament
· Special Game Commentary: (1) Kato Masao
· 3rd Meijin League
o Play-off: Otake Hideo vs. Kato Masao
· 3rd Meijin Title Match
o Games 1-6: Rin Kaiho vs. Otake Hideo
· How to Improve at Fuseki (7)
· All about the Pincer (7)
· The Art of Sacrifice: Cho Chikun vs. Takagi Shoichi
· Good and Bad Style
· Life and Death Page
· Practical Tactics and Tesuji
· Annals of Handicap Go: Sekiyama vs. Miki (1)
· New Joseki
· Do-It-Yourself Commentary Workshop
· Correcting the Mistake
· Advanced Tesuji Problems
· Page from Go History
Go World 012
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The Ishi Press

Number 12: March - April 1979


· 26th Oza Title
o Final Round: Ishida Yoshio vs. Rin Kaiho
o Title Match, Games 1-3: Kudo Norio vs. Ishida Yoshio
· 4th Tengen Title Match
o Games 1-4: Kato Masao vs. Fujisawa Shuko
· James Kerwin's Kisei Success
· Manfred Wimmer's Promotion to 2-dan
· How to Improve at Fuseki (8)
· Good and Bad Style
· The Japanese Rules of Go
· Life and Death Page
· Practical Tactics and Tesuji
· Annals of Handicap Go: Sekiyama vs. Miki (2)
· The Advantage of Playing Last
· Correcting the Mistake
· New Joseki
· Page from Go History: Doteki the Prodigy
Go World 013
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The Ishi Press

Number 13: May - June 1979


· 1st World Amateur Go Championship
o Ronald Schlemper vs. Narumi Naoshi
o Ronald Schlemper vs. Kong Xiangming
o Horst Kippe vs. Graeme Parmenter
o Yasunaga Hajime vs. Lojze Suc
· Special Game Commentary: 3rd Kisei Title, Game 1
· 3rd Kisei Title
o Stage One
o 9-dan Final: Otake Hideo vs. Sakata Eio
o Stage Two
o Final: Otake Hideo vs. Sakata Eio
o Stage Three
o Final, Games 1-3: Ishida Yoshio vs. Sakata Eio
· Time is the Enemy: Akiyama Kenji
· How to Improve at Fuseki (9)
· Basic Fighting Techniques
· Strange Fusekis Past and Present
· Good and Bad Style
· Annals of Handicap Go: Sekiyama vs. Miki (3)
· Practical Tactics and Tesuji
· Life and Death Page
· New Joseki
· Correcting the Mistake
· List of Current Title-holders
· Page from Go History: Meijin Inseki and Dosaku's Deathbed
Request
Go World 015
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The Ishi Press

Number 15: September - October 1979


· 17th Judan Title Match
o Games 2-4: Kato Masao vs. Hashimoto Shoji
· 34th Honinbo Title Match
o Games 1-5: Kato Masao vs. Rin Kaiho
· 1979 European Championship
· Basic Fighting Techniques
· How to Improve at Fuseki (11)
· Good and Bad Style
· How Would You Play Here?
· Joseki Amateurs Don't Know
· The Pillbox Formation
· Life and Death Page
· Correcting the Mistake
· Small-Board Problems
· Some Go Senryu
· Page from Go History: Campaigns for Rank and Status
Go World 016
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The Ishi Press

Number 16: November - December 1979


· 4th Gosei Title Match
o Games 1-3: Otake Hideo vs. Cho Chikun
· 4th Meijin Title Match
o Games 1-4: Otake Hideo vs. Sakata Eio
· The Art of Sacrifice
o Kajiwara Takeo vs. Ishida Akira
o Jowa vs. Nagasaka
o Go Seigen vs. Kojima Shun'ichi
· Michael Redmond in the Insei League
· Basic Fighting Techniques
· Practical Tactics and Tesuji
· Good and Bad Style
· Life and Death Page
· How to Improve at Fuseki (12)
· How Would You Play Here?
· Joseki Amateurs Don't Know
· Correcting the Mistake
· Small-Board Problems
· 1979 British Championship
· Index to Issues 11 to 16
· Page from Go History: Satsugen Becomes Meijin Godokoro
Go World 017
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The Ishi Press

Number 17: January - February 1980


· 4th Meijin Title Match
o Game 5: Otake Hideo vs. Sakata Eio
· Special Game Commentary(1): Yamashiro Hiroshi vs.
Sonoda Yuichi
· 27th Oza Title Match
o Game 1: Ishida Yoshio vs. Kato Masao
· China vs. Japan: Nie Weiping in Tokyo
o Nie vs. Takemiya Masaki
o Nie vs. Kajiwara Takeo
o Nie vs. Kataoka Satoshi
· 18th Judan Title: Otake Hideo vs. Kudo Norio
· Commonsense Tesuji Problems
· Go Curiosity: The 19-Stone Extension
· Basic Fighting Techniques
· From Amateur to Professional
· 1979 - 1980 Swiss Championship
· Good and Bad Style
· The Great Joseki Debate
· Odd Man Out
· Forcing Moves
· Go in Lilliput
· The Submarine Attack
· Practical Tactics and Tesuji
· Life and Death Page
· Page from Go History: Satsugen vs. Shunseki
Go World 023
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The Ishi Press

Number 23: January - February 1981


· 5th Meijin Title Match
o Games 3-6: Otake Hideo vs. Cho Chikun
· Special Game Commentary: Sekiyama Toshio vs. Honda
Kunihisa
· 28th Oza Title Match
o Games 1 & 2: Kato Masao vs. Ishida Yoshio
· My Go: Cho Chikun Meijin
· Basic Fighting Techniques
· Good and Bad Style
· The Great Joseki Debate
· 2nd Polish Championship
· 1980 French Championship
· 1980 British Championship
· Page from Go History: The Great Senchi - Forerunner of New
Fuseki
o O-Senchi vs. Hayashi Monnyu
o O-Senchi vs. Mototora
o O-Senchi vs. Honinbo Retsugen
Go World 024
por John Power
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The Ishi Press

Number 24: March - April 1981


· 3rd World Amateur Go Championship
· Special Game Commentary: Hashimoto Shoji vs.
Kobayashi Koichi
· 6th Tengen Title Match
o Games 1-3: Kato Masao vs. Yamabe Toshiro
· 5th Kisei Tournament
o Stage One
o 9-dan Final: Hashimoto Shoji vs. Sakata Eio
o 8-dan Final: Cho Chikun vs. Chino Tadahiko
o Stage Two
o Final: Sakata Eio vs. Cho Chikun
o Stage Three
o Quarterfinal: Otake Hideo vs. Hashimoto Shoji
o Semifinal: Cho Chikun vs. Sakata Eio
o Play-off, Games 1-3: Cho Chikun vs. Otake Hideo
· 5th Kisei Title Match
o Games 1-4: Fujisawa Shuko vs. Otake Hideo
· An Interview with Fujisawa Shuko
Go World 026
por John Power
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The Ishi Press

Number 26: Winter 1981


· 36th Honinbo Title Match
o Games 5 & 6: Takemiya Masaki vs. Cho Chikun
· 6th Gosei Title Match
o Games 1-4: Otake Hideo vs. Kato Masao
· 6th Meijin Title Match
o Games 1-4: Cho Chikun vs. Kato Masao
· Tesuji Problems
· Michael Redmond vs. Sakata Eio
· Good and Bad Style
· The Great Joseki Debate
· Test Your Rating
· 6th Shinjin-O Title
· Basic Fighting Techniques
· Aji-keshi: Erasing Potential
· Index to Issues 23 to 26
· Page from Go History: Genjo and Chitoku (2)
· A Discussion with Rin Kaiho and Fukui Kenichi
Go World 028
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The Ishi Press

Number 28: Summer 1982


· 6th Kisei Tournament
o Stage One, 9-dan Final: Rin Kaiho vs. Shiraishi Yutaka
o Stage Two Final: Kobayashi Koichi vs. Ishigure Ikuro
o Stage Three Final, Games 1 & 2: Rin Kaiho vs. Kobayashi
Koichi
· 6th Kisei Title Match
o Games 1-7: Fujisawa Shuko vs. Rin Kaiho
· The 4th World Amateur Go Championship
o Championship Final: Cao Dayuan vs. Yang Chin-hua
o Play-off for 5th Place: Fernando Aguilar vs. Sidney
Kobashigawa
o Play-off for 7th Place: Lutz Mattner vs. Ray Tomes
o Play-off for 11th Place: Ernst Novak vs. Rob van Zeijst
o Play-off for 13th Place: Michael Lam vs. Matthew Macfadyen
o Play-off for 15th Place: Frank Hansen vs. Nakatsui Yusuke
o Play-off for 21st Place: Istvan Rigo vs. Matti Siivola
· Takemiya's Cosmic Go
· Life-and-Death Problems from Actual Play
· Basic Fighting Techniques
· One Page Lesson: Endgame Technique
· One Page Lesson: Semeai Tesuji
· The Great Joseki Debate
· Page from Go History: Genjo vs. Chitoku (4)
· Go in China (2)
Go World 032
por John Power
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The Ishi Press

Number 32: Summer 1983


· 21st Judan Title Match
o Games 1-5: Cho Chikun vs. Kato Masao
· 1st Go World Invitational Cup
o Helmut Hasibeder vs. Rob van Zeijst
· 5th World Amateur Go Championship
o Final: Ma Xiaochun vs. Miura Hiroshi
o Play-off for 3rd Place: Imamura Fumiaki vs. Li Yang
o Play-off for 5th Place: Kim Chul-joong vs. Vladimir Danek
o Play-off for 7th Place: Helmut Wiltschek vs. Jim Barty
o Ma Xiaochun vs. Ronald Schlemper
· 1982 Tournament Go
· The Takadanobaba Go Club
· Michael Redmond vs. Kajiwara Takeo
· Basic Fighting Techniques
· After the Joseki
· Good and Bad Shape
· The Great Joseki Debate
· Iwasaki Kenzo
Go World 040
por John Power
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The Ishi Press

Number 40: Summer 1985


· 9th Kisei Title Match
o Games 1-7: Cho Chikun vs. Takemiya Masaki
· NEC Japan-China Super Go
o Jiang Zhujiu vs. Kataoka Satoshi
o Jiang Zhujiu vs. Ishida Akira
· 32nd Oza Title Match
o Games 2 & 3: Kato Masao vs. Yamashiro Hiroshi
· 10th Tengen Title Match
o Games 1-4: Kataoka Satoshi vs. Ishida Yoshio
· Cho Chikun: Between Japan and Korea
· Correction to Sacrifice Tesuji Problem
· Basic Fighting Techniques
· Three Trick Moves
· Tesuji Magic
· Practical Tactics and Tesujis
· Voice Recorder 361
Go World 041
por John Power
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The Ishi Press

Number 41: Autumn 1985


· 23rd Judan Title Match
o Judan Play-off: Otake Hideo vs. Rin Kaiho
o Games 1-3: Kobayashi Koichi vs. Otake Hideo
· China vs. Korea in California
· A Champion for All Seasons: Takagawa Kaku
· Takagawa's Artistry with Thickness
· How Many Moves Ahead Is It Possible to Read?
· The Three Virtues of Go
· Some Poems of Po Lien-yi
· Three Trick Moves
· Basic Fighting Techniques
· Problem: How to Attack
· Tesuji Magic
· Voice Recorder 361
· The Great Joseki Debate
· Endgame Problem
Go World 045
por John Power
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The Ishi Press

Number 45: Autumn 1986


· 24th Judan Title Match
o Games 1-3: Kobayashi Koichi vs. Takemiya Masaki
o Judan Title-holders
· 41st Honinbo Title Match
o Games 1 & 2: Takemiya Masaki vs. Yamashiro Hiroshi
· 1985 Move of the Year
· Tesuji Problems
· Endgame Problem
· Good Style and Correct Shape
· The World's Top Ten
· Three Trick Moves
· Tesuji Magic
· Bad Moves: How Many Points Do They Lose?
· The Go Burglar
· The Great Joseki Debate
· When Is a Ko Not a Ko?
· Why Not Eliminate the Irrational in Go?
· Finesse or Brute Force?
Go World 050
por John Power
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The Ishi Press

Number 50: Winter 1987 - 88


· 2nd Japan-China Super Go
o Final: Otake Hideo vs. Nie Weiping
o Takemiya Masaki vs. Nie Weiping
· About This Issue
· Strange and Wonderful Shapes
· The Fascination of the Jubango
· Michael Redmond vs. Otake Hideo
· Ko Problems
· Tales of Men Crazy about Go
· The Classic of Go
· Capturing Race Problems
· The Professional Rating Tournament
· Suspicious Jigos and Early Resignations
· The Magnificent Obsession: Sakata Eio and Go (1)
· Count Pecorini's The Game of Wei-chi
Go World 051
por John Power
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The Ishi Press

Number 51: Spring 1988


· The 1st World Go Championship: The Fujitsu Cup
o Cho Chikun vs. Yu Bin
o Kobayashi Koichi vs. Cho Hun-hyeon
· The 3rd Japan-China Super Go
o Nie Weiping vs. Kato Masao
· The 21st Judan Title Match
o Judan Prize Money, Title Winners
o Games 1-4: Kato Masao vs. Kobayashi Koichi
· The 42nd Honinbo Title Match
o This is the Takemiya Yonren-sei
o Games 1-4: Takemiya Masaki vs. Yamashiro Hiroshi
· The 12th Meijin Title Match
o The Meijin Title in the Big Apple
o Game 1: Kato Masao vs. Rin Kaiho
· Go and the "Three Games"
· James Chen and the American Go Institute
· Alan Chen: The Shape of Things to Come
Go World 053
por John Power
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The Ishi Press

Number 53: Autumn 1988


· The 1st World Go Championship: The Fujitsu Cup
o Semifinal 1: Rin Kaiho vs. Nie Weiping
o Semifinal 2: Takemiya Masaki vs. Kobayashi Koichi
o Round 1: Kato Masao vs. Imamura Toshiya
o Round 1: Ma Xiaochun vs. Jang Doo-Jin
· 1st IBM Haya-go Tournament
o Quarterfinal 1: Ishida Yoshio vs. Suh
o Quarterfinal 2: O Rissei vs. Ogata Masaki
· Fighting for $400,000: The Ing Cup
o Highlights from the first round
o Round 2: Cho Chikun vs. Nie Weiping
o Round 2: Fujisawa Shuko vs. Kato Masao
· The 12th Kisei Title Match
o Games 2-5: Kobayashi Koichi vs. Kato Masao
· 36 Tesuji Patterns
· Barbara Calhoun: America's Ambassador of Go
· 36 Life and Death Patterns
· Further Poems of Po Lien-yi
· Ladder Problems
Go World 055
por John Power
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The Ishi Press

Number 55: Spring 1989


· The 2nd Fujitsu Cup
o Jimmy Cha: Giant Killer
o Jimmy Cha vs. Yamashiro Hiroshi
o Jimmy Cha vs. Ohira Shuzo
o Fernando Aguilar vs. Liang Weitang
o Ronald Schlemper vs. Qian Yuping
o Yi Ch'ang-ho vs. O Meien: Round-table Discussion
· The Temple of the Golden Pavilion
· Nie Weiping: One Win away from $400,000
o Ing Cup Semifinal Games 1 & 2: Nie Weiping vs. Fujisawa
Shuko
· The Myth Crumbles: China Loses the 4th Super Go Series
· Michael Redmond: Challenging the Top
o Redmond vs. Takemiya
o Redmond vs. Sakata
o Redmond vs. Hashimoto Shoji
o Redmond vs. Yoda
· 36 Tesuji Patterns
· 36 Life and Death Patterns
· Good Style and Correct Shape
Go World 063
por John Power
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The Ishi Press

Number 63: Spring 1991


· The 2nd International Amateur Pair Go Tournament:
NKB Cup
· The 3rd Fujitsu Cup
o Semifinal: Rin Kaiho vs. Kobayashi Koichi
o Semifinal: Nie Weiping vs. Cho Hun-hyeon
· Kobayashi Triumphs Again in Japan-China Meijin Play-
off
o Games 1 & 2: Kobayashi Koichi vs. Ma Xiaochun
· Tournament Go 1990
o 15th Gosei Title, Game 3
o 38th Oza Title, Game 5
o 16th Tengen Title, Game 4
o 9th Women's Honinbo Title, Game 3
· 1990: Prizes and Statistics
· The Gateway to a Professional Career
· Efficiency (1)
· All About the Two-Step Hane (3)
· Go Topics, Go Trivia
Go World 064
por John Power
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The Ishi Press

Number 64: Summer 1991


· The 4th Fujitsu Cup
o Round 1: Takemiya Masaki vs. Ma Xiaochun
o Round 1: O Rissei vs. Liu Xiaoguang
· The 15th Kisei Title Match
o Games 1-3: Kobayashi Koichi vs. Kato Masao
· Nie Wins the New Physical Education Cup
· Women in Go
· Conventional Wisdom: Right or Wrong?
· Strange and Wonderful Shapes
Go World 069
por John Power
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The Ishi Press

Number 69: Autumn 1993


· 2nd Ing Cup (1)
o Rui Naiwei vs. Komatsu Hideki
o Rui Naiwei vs. Yi Ch'ang-ho
· 2nd Ing Cup (2)
o Games 1-3: Rui Naiwei vs. Otake Hideo
· Michael Redmond's First Title Challenge
o Redmond vs. Yuki Satoshi
o Games 1 & 2: Redmond vs. Komatsu Hideki
· The 1st Jinro Cup
o Cho Hun-hyeon vs. Takemiya Masaki
· The 5th Fujitsu Cup Final
o Otake's First International Success
· Two Life-and-Death Problems
· Go in the Snow
· The Myriad Shapes of Go
· A Taste for Thickness (1-2)
· Spot the Tesuji
Go World 070
por John Power
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The Ishi Press

Number 70: Summer 1994


· 2nd Ing Cup Final
o Games 1-5: Otake Hideo vs. Seo Pong-su
· The 6th Fujitsu Cup Final
o Yoo Chang-hyeok vs. Cho Hun-hyeon
· The Definition of Territory
· What Players Should Know About the Ing Rules
· The Myriad Shapes of Go
· A Taste for Thickness (3-4)
· The Earth, the Dead and the Darkness
· Comebacks by Chen and Qian
The Games of Fujisawa Shuko (Extracto)
por John Power
Baduk · Fujisawa Shuko · Games · Go · Igo · Juegos de Tablero ·
Weiqi
EPUB

Kiseido Publishing Company

2020

Fujisawa Shuko was one of Japan’s top players from the 1960s.
Among his contemporaries, he ranks with Go Seigen and Sakata Eio
for his creativity and the depth of his understanding of Go. His two
greatest achievements were becoming the first tournament Meijin in
1962 and winning the first six terms of the Kisei title from 1977 to
1982. Shuko won this title against Hashimoto Utaro at 52, an age at
which most pros are washed up as title contenders. He went on to
defend this title against challenges from the young stars of the day
who were dominating all the other titles: Kato Masao, Ishida Yoshio,
Rin Kaiho, and Otake Hideo. This book presents all 40 games that
Fujisawa played in the Kisei title matches, including the seven in
which he was dethroned by Cho Chikun. Most of these games were
first published in Go World, but two against Hashimoto never
appeared there and one had only an extremely brief commentary.
John Power has provided new commentaries for these games to
make this volume complete. Studying and playing through these
games will give you an appreciation of the profundity of Go and the
genius of Fujisawa Shuko.
Deep Learning and the Game of Go
por Max Pumperla & Kevin Ferguson
Baduk · Computers · Go · Igo · Mathematical & Statistical Software ·
Neural Networks · Programming Languages · Python · Weiqi
PDF

Manning Publications

2019

*****

Summary

Deep Learning and the Game of Go teaches you how to apply the
power of deep learning to complex reasoning tasks by building a Go-
playing AI. After exposing you to the foundations of machine and
deep learning, you'll use Python to build a bot and then teach it the
rules of the game.

Foreword by Thore Graepel, DeepMind

About the Technology


The ancient strategy game of Go is an incredible case study for AI.
In 2016, a deep learning-based system shocked the Go world by
defeating a world champion. Shortly after that, the upgraded
AlphaGo Zero crushed the original bot by using deep reinforcement
learning to master the game. Now, you can learn those same deep
learning techniques by building your own Go bot!

About the Book

Deep Learning and the Game of Go introduces deep learning by


teaching you to build a Go-winning bot. As you progress, you'll apply
increasingly complex training techniques and strategies using the
Python deep learning library Keras. You'll enjoy watching your bot
master the game of Go, and along the way, you'll discover how to
apply your new deep learning skills to a wide range of other
scenarios!

What's inside

Build and teach a self-improving game AI


Enhance classical game AI systems with deep learning
Implement neural networks for deep learning

About the Reader

All you need are basic Python skills and high school-level math.
No deep learning experience required.

About the Author

Max Pumperla and Kevin Ferguson are experienced deep


learning specialists skilled in distributed systems and data science.
Together, Max and Kevin built the open source bot BetaGo.

Table of Contents

PART 1 - FOUNDATIONS
1. Toward deep learning: a machine-learning introduction
2. Go as a machine-learning problem
3. Implementing your first Go bot

PART 2 - MACHINE LEARNING AND GAME AI

1. Playing games with tree search


2. Getting started with neural networks
3. Designing a neural network for Go data
4. Learning from data: a deep-learning bot
5. Deploying bots in the wild
6. Learning by practice: reinforcement learning
7. Reinforcement learning with policy gradients
8. Reinforcement learning with value methods
9. Reinforcement learning with actor-critic methods

PART 3 - GREATER THAN THE SUM OF ITS PARTS

1. AlphaGo: Bringing it all together


2. AlphaGo Zero: Integrating tree search with reinforcement
learning

**
Igo Hatsuyōron 120: An Elephant in
Slices (Reseña)
por Thomas Redecker
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
EPUB

NEVER IN PRINT

2019

The most difficult of all Go problems, created by Inoue Dosetsu


Inseki (1646 - 1719), has still not been solved by professional Go
players. “How do you eat an elephant?” is the usual management
consultant’s reply when being asked how to manage a huge project.
This book presents this difficult problem in 120 slices. Each aspect of
Igo Hatsuyōron 120 is explained using relatively simple individual
problems, so you can understand the entire puzzle. Enjoy a journey
through time — look over the shoulder of Dosetsu and get a picture
of how he composed his masterpiece.
The most difficult problem ever: Igo
Hatsuyôron 120 (Extracto)
por Thomas Redecker
Baduk · Go · Igo · Juegos de Tablero · Weiqi
EPUB

http://ruijang.com/multigo/

2019

The most difficult of all Go problems, created by Inoue Dosetsu


Inseki (1646 - 1719), has still not been solved by professional Go
players. The long-standing collaboration of three amateurs from
Germany and the United Kingdom has now found the answer!

This book celebrates the problem-collection’s 300th anniversary


and is the most comprehensive collection of information about this
stunning problem. The book discusses what the authors believe to
be the solution to the problem, including an in-depth treatment of the
failed lines. All move sequences are explained in great detail. The
same is true for the additional work on theoretical issues that are
fundamental to the problem (e.g. hanezeki, approach-move liberties,
and ko).
Handicap Games from Argentina
por Go Review
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

The Argentine Go Association has section for training young


players under the guidance of Mr. Tadashi Kado, amateur 3-Dan. Mr.
Kado´s students range from high scool to university students, but
while the period they have been learning Go varies, the longest is
barely three years.
River Mountain Go 20k to 8k Study Book
2
por Oliver Richman
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The River Mountain Go series. River Mountain is the name of the Go


school which you are now attending, and this is your textbook.
Please consider the material presented here accordingly. The River
Mountain Go Series evolved from a series of children’s go classes I
taught in 2003 and 2004. Over the years I have expanded on the
materials presented there and made some modifications to help me
use the materials for teaching on KGS. The books are designed for
self-study at home or in a classroom setting.
River Mountain Go 30k to 20k Study
Book 1
por Oliver Richman
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

The River Mountain Go series. River Mountain is the name of the Go


school which you are now attending, and this is your textbook.
Please consider the material presented here accordingly. The River
Mountain Go Series evolved from a series of children’s go classes I
taught in 2003 and 2004. Over the years I have expanded on the
materials presented there and made some modifications to help me
use the materials for teaching on KGS. The books are designed for
self-study at home or in a classroom setting.
Go on Go. Analized Games of Go
Seigen
por Go Seigen
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

This book is a collection of stories and commented games


published by Jim Z. Yu on the rec.games.go newsgroup in late 1993.
Mr. Yu translated the games from Chinese from the book “Detailed
Analysis of Wu’s Famous Games.” (Wu is Go Seigen’s Chinese
name.) Because I enjoyed the information so much, I wanted to put
them in a format that would be easy to use along with a real board to
replay the games, and easy to give to friends. The original games
were distributed as MGT computer files, and the original stories as
text files.
The Game of Go: Speculations on its
Origins and Symbolism in Ancient China
por Peter Shotwell
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

The original article was ‘The Earth, the Dead and the Darkness’
which appeared in Go World No. 70; 1994. The next update and
revisions preceding the present article was ‘Speculations on the
Origin of Go’ in R. Bozulich (ed.); The Go Player’s Almanac 2001;
Kiseido; 2001. Since then, the main text has been adjusted and
slightly edited to refer to its five new Appendices. The first two were
written in 2003 and lightly edited in 2006, and the last three were
written in 2006-7. All are now in separate files in the Bob High e-
library.
Beginning Go: Making the Winning Move
por Peter Shotwell & Susan Long
Baduk · Go · Igo · Juegos de Tablero · Weiqi
EPUB

Tuttle Publishing

2007

Beginning Go is a clear, concise and thorough introduction to the


intricacies of Go that is perfect for first time players. The
straightforward, easy-to-follow instructions and detailed examples
make it simple to understand how to play. Players will learn the rules,
how to keep score, as well as effective winning strategies and tactics
to make the game more competitive and fun.

By the time players finish the instructional sections, they'll have all
the confidence, skill and techniques they'll need to enjoy playing this
fascinating game. What's more, Go's unique handicapping system,
which the book explains, allows even absolute beginners to play
competitive games with experienced players.
GO! More Than a Game
por Peter Shotwell & Huiren Yang & Sangit
Chatterjee
Baduk · Board Games · Chess · Games · Games & Activities ·
General · Go · Igo · Puzzles · Reference · Sports & Recreation ·
Weiqi
EPUB · PDF

Tuttle Publishing

2003

Master the fascinating game of Go with this expert guidebook.Go is


a two player board game that first originated in ancient China but is
also very popular in Japan and Korea. There is significant strategy
and philosophy involved in the game, and the number of possible
games is vast—even when compared to chess. Go has enthralled
hundreds of millions of people in Asia, where it is an integral part of
the culture. In the West, many have learned of its pleasures,
especially after the game appeared in a number of hit movies, TV
series, and books, and was included on major Internet game sites.
By eliciting the highest powers of rational thought, the game draws
players, not just for the thrills of competition, but because they feel it
enhances their mental, artistic, and even spiritual lives.Go! More
Than a Game is the guidebook that uses the most modern methods
of teaching to learn Go, so that, in a few minutes, anyone can
understand the two basic rules that generate the game. The object of
Go is surrounding territory, but the problem is that while you are
doing this, the opponent may be surrounding you! In a series of
exciting teaching games, you will watch as Go's beautiful
complexities begin to unfold in intertwining patterns of black and
white stones. These games progress from small 9x9 boards to
13x13 and then to the traditional 19x19 size.Go! More Than a Game
has been completely revised by the author based on new data about
the history of early Go and the Confucians who wrote about it. This
popular book includes updated information such as the impact of
computer versions on the game, the mysterious new developments
of Go combinatorics, advances in Combinatorial Game Theory and a
look at the current international professional playing scene.
The Power of the Star-Point the Sanren-
Sei Opening (Reseña)
por Takagawa Shukaku & John Power
Baduk · Go · Historia · Igo · Japón · Weiqi
PDF

Ishi Press Archives

2015

*****

The Sanren-Sei, which consists of three stones played in a row on


the star-points on one side, is the most powerful and dramatic of
modern fuseki patterns, yet it is the easiest to master. He has
enjoyed consistent popularity ever since it was invented because of
its emphasis on developing a bold, attacking style. In this lucid
explanation, Takagawa Shukaku helps you grasp its key concepts
and shows you how to use it to secure center influence and build
large moyos. He gives a comprehensive coverage of Sanren-Sei
basics, then shows it in action in top-level professional play. Sanren-
sai strategy is easy both to understand and to apply. The main
themes of this opening are clear and compelling, and there are
relatively few josekis to memorize, yet by the time you finish this
book you will understand why it has been the favorite fuseki of so
many great players. **
Dictionary of Basic Tesuji 1
por Fujisawa Shuko
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2009

Fujisawa Shuko's Dictionary of Basic Tesuji is neither a dictionary


nor limited to tesuji; it is rather, as Charles Matthews puts it, the
"current standard work" collecting and categorizing moves by
function, not form. It was originally published in 1978 in two volumes
by the Nihon Kiin; an English translation in four volumes by Steve
Bretherick? was published by Slate and Shell between 2004 and
2007. The book is divided into sections based upon the goal to be
achieved: tesuji for "separating", tesuji for "pressing down", etc. (see
the table of contents below.) At the start of each section are a few
paragraphs explaining the goal and its role in a game. The text is
followed by a list of methods (tesuji) that may be used to achieve
that goal. The "Separating" section, for instance, includes "one-
space jump descent," "solid descent," "sideways bump," and fifteen
others, each with its own theme diagram and single paragraph text
description. Following the list of methods in each section is a
selection of problems, some of which are taken from classic problem
collections: Katsugo Shinpyo, Gokyo Shumyo, Guanzi Pu, Gokei
Genmyou, and even Igo Hatsuyoron. The problems are interspersed
with examples from real games. The book is not presented as a
narrative continuity; the volumes of the series, and the sections
within the volumes, may be read independently of each other. There
is also no progression in level or difficulty as the series progresses.
This series could be considered to be dan-level, but many of the
techniques it presents can be useful to strong kyu players.
Dictionary of Basic Tesuji 2
por Fujisawa Shuko
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

2009

Fujisawa Shuko's Dictionary of Basic Tesuji is neither a dictionary


nor limited to tesuji; it is rather, as Charles Matthews puts it, the
"current standard work" collecting and categorizing moves by
function, not form. It was originally published in 1978 in two volumes
by the Nihon Kiin; an English translation in four volumes by Steve
Bretherick? was published by Slate and Shell between 2004 and
2007. The book is divided into sections based upon the goal to be
achieved: tesuji for "separating", tesuji for "pressing down", etc. (see
the table of contents below.) At the start of each section are a few
paragraphs explaining the goal and its role in a game. The text is
followed by a list of methods (tesuji) that may be used to achieve
that goal. The "Separating" section, for instance, includes "one-
space jump descent," "solid descent," "sideways bump," and fifteen
others, each with its own theme diagram and single paragraph text
description. Following the list of methods in each section is a
selection of problems, some of which are taken from classic problem
collections: Katsugo Shinpyo, Gokyo Shumyo, Guanzi Pu, Gokei
Genmyou, and even Igo Hatsuyoron. The problems are interspersed
with examples from real games. The book is not presented as a
narrative continuity; the volumes of the series, and the sections
within the volumes, may be read independently of each other. There
is also no progression in level or difficulty as the series progresses.
This series could be considered to be dan-level, but many of the
techniques it presents can be useful to strong kyu players.
Invincible. The Games of Shusaku
por Shusaku & John Power
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi · 围棋 · ⼤师
PDF

Kiseido Publishing Company

1996

THE SAINT OF GO: Shusaku was the leading player of the golden
age of go in the mid-19th century. He has become known to later
generations as the Saint of Go (Kisei or Gosei) and is recognized by
modern players as one of the greatest geniuses in the history of the
game. His victories over his contemporaries in a number of matches
contributed to his reputation, but its main foundation is his perfect
record, not even approached by any other player, of nineteen
successive wins in the annual castle games played in the presence
of the shogun.
SHUSAKU'S REPUTATION: Shusaku is considered the best
model for aspiring professional players to study, especially his
games with black. He was unexcelled in his complete mastery of the
strategic principles and the practical techniques of go. His games are
a treasure house of all the varied elements of the game, from the
fuseki to the endgame, but in particular they provide amateur players
with ideal material for studying the art of fighting in the middle game.
Here are some 20th century views of Shusaku: "Shusaku simplified
the complexity of go, concealing his great strength and profound
analysis beneath the smooth surface of his game... It is not an
exaggeration to say that all the principles and all the techniques of
go are embodied in concentrated form in Shusaku's go." - Segoe
Kensaku 9-dan "The speed and forcefulness of Shusaku's play with
black are like lightning striking the go board; his skill at finishing off
his opponent once he took the lead is unrivalled." - Hayashi Yutaka,
go historian

**
Lista de Libros de Go ofrecidos por
SmartGo
por SmartGo
Baduk · Board Games · Catálogo de Libros · Games · Games &
Activities · Go · Igo · Weiqi
PDF

SmartGo

No importa si eres un principiante o un jugador más avanzado,


SmartGo Books es para ti. Con 130 libros de todas las principales
editoriales de libros de Go en inglés, cuidadosamente convertidos
en formato digital, SmartGo Books te ayudará a mejorar tu nivel de
juego. Ésta es la manera en que se debe leer los libros de Go.
The Game of Go: The National Game of
Japan
por Arthur Smith
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

CreateSpace Independent
Publishing Platform

2014

“THE GAME OF GO” was one of the first books in English to


describe the national game of Japan: Go. As a practical guide,
anyone reading this book can learn to play the game of Go without
an instructor. It also contains an interesting history of the game, the
rules of play explained and illustrated, openings, games, ending and
problems.

Like chess, Go is a strategic board game and is considered by


many, to be superior.
The board is ruled like that for Go Bang, except that it has
nineteen instead of seventeen lines intersecting as many more at
right angles; it is said that if there were two more lines the possible
combinations of the game would transcend the powers of the human
mind.

The game consists in two players with black and white stones, or
counters, endeavoring to surround territory — and the opponent’s
men — by placing one man on the board at a time, which is not
moved unless captured. The stones are placed at the intersection of
lines and are surrounded (captured, killed) when each line from a
stone or group leads to a stone of the opposite color upon the next
“me;" hence it is often necessary to place some of one’s stones
within a hollow group in order to effect its capture.

Go is probably the oldest of all known games: some authorities


say that it was invented by a vassal of a Chinese emperor who
reigned from 1718 to 1767 B.C.: others to an emperor reigning from
2357 to 2256 B. C. A game easily recognized as Go is mentioned
casually in a Chinese work dated about a thousand years before
Christ. The game was introduced into Japan about the year 735
A.D., and for the two hundred years players have been classified
with titles.

The stones or “Ishi” correspond in number with the “Me” or points


of intersection—180 are white and 181 black; the weaker player
takes black and first move. In practice the entire number are never
used. The author has found that Casino chips are the best substitute
for the Japanese stones. The game comes to an end when the
frontiers of the opposing groups are in contact. There are but four
rules for the game.

A careful perusal of the book will incite a desire to add to one’s


pleasure, skill and resources this old game which is relatively new to
our world.

**
Go para principiantes (Extracto)
por Kim Sung-rae
Baduk · Go · Igo · Juegos de Mesa · Weiqi
PDF

Bolchiro

2016

A pesar de que sus reglas son simples, aprender el Go no es


sencillo. Quien inicie el estudio de este antiguo y fascinante juego
oriental encontrará en este libro una guía segura y didáctica que le
permitirá completar el estadio de principiante de forma rápida y
sólidamente fundada.Kim Sung-rae es un jugador profesional de Go
con gran experiencia y maestría en la enseñanza de este juego, lo
que acredita en este libro utlizando explicaciones breves pero
profusamente ilustradas con más de mil diagramas, multitud de
ejercicios y problemas sencillos que conducen suavemente al
estudiante para que alcance su objetivo de disfrutar jugando al Go.
Kim Sung-rae es un jugador profesional de Go con gran experiencia
y maestría en la enseñanza de este juego, lo que acredita en este
libro utlizando explicaciones breves pero profusamente ilustradas
con más de mil diagramas, multitud de ejercicios y problemas
sencillos que conducen suavemente al estudiante para que alcance
su objetivo de disfrutar jugando al Go.
Go: Fundamentos del Ataque y la
Defensa
por Shukaki Takagawa
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Hablando con propiedad, todas las jugadas en GO deberían ser


realizadas en puntos esenciales. Aún así, es evidente que entre
éstas y aquellas que deberían ser llamadas “puntos vitales”. Como
en el canto, por mas fielmente que el interprete sigue las notas del
pentagrama, no lograra crear una hermosa melodía si pierde el
tempo. Paralelamente en el GO, no importa cuan consecuentemente
puede ser un jugador con el joseki o el fuseki si él ignora éstos
puntos vitales nunca llegará a construir un juego sólido. Este libro ha
sido compilado del material aparecido periódicamente en los diarios
Ashi y Kido.
He seleccio0nado, ordenado y aumentado las partes apropiadas
de las materias principales, haciendo un esfuerzo especial por
recalcar la atención sobre los puntos vitales. Nada podría darme
mayor placer que el saber que eh triunfado en mi tarea,
posibilitándole al lector la aprehensión de los profundos mecanismos
encerrados en estos problemas.
Los Puntos Vitales del Go
por Shukaku Takagawa
Board Games · Games · Games & Activities · Go Baduk · Igo ·
Weiqi
PDF

Hablando con propiedad, todas las jugadas en GO deberían ser


realizadas en puntos esenciales. Aún así, es evidente que entre
éstas y aquellas que deberían ser llamadas “puntos vitales”. Como
en el canto, por mas fielmente que el interprete sigue las notas del
pentagrama, no lograra crear una hermosa melodía si pierde el
tempo. Paralelamente en el GO, no importa cuan consecuentemente
puede ser un jugador con el joseki o el fuseki si él ignora éstos
puntos vitales nunca llegará a construir un juego sólido. Este libro ha
sido compilado del material aparecido periódicamente en los diarios
Ashi y Kido.
He seleccio0nado, ordenado y aumentado las partes apropiadas
de las materias principales, haciendo un esfuerzo especial por
recalcar la atención sobre los puntos vitales. Nada podría darme
mayor placer que el saber que eh triunfado en mi tarea,
posibilitándole al lector la aprehensión de los profundos mecanismos
encerrados en estos problemas.
The Vital Points of Go
por Shukaku Takagawa
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Nihon Ki-in

1972

This book was, I believe, the first non-introductory go book


published in English. It has five chapters: The Vital Points of Fuseki,
The Essentials of Attack and Defense, How to Diminish Large
Enemy Territories, The Analysis of the Relative Values of Plays, and
The Development of Intuition. It doesn't have much in the way of
general theory: rather, it's largely analysis of positions. The analysis
doesn't go into huge amounts of depth, so you don't feel as
swamped as you do when reading, say, Sakata's The Middle Game
of Go; instead, it covers more positions at a more reasonable depth.
I think that it was probably a good choice for the first non-
introductory go book to be published in English; I expect that you
could get a lot out of it by studying it over and over again. I would
think that it would initially be pretty mystifying to read if you don't
know much theory; fortunately, the second non-introductory book
published in English, Segoe's Go Proverbs Illustrated, redresses that
lack to some extent. Still, I'm glad that by the time I learned how to
play go there were more books out there; in particular, the more I
see books like this the more glad I am that the Elementary Go Series
exists. Given the books that are available today, there's not much
point in seeking out this book, but we should all be glad that it
existed. For some comments about this book from somebody who
read it when it first came out, see my entry for Takagawa's How to
Play Go. This book was bound with a flexicoil backbone, so it can lie
flat but it's vulnerable to losing pages. It's out of print; however, it
was reprinted in 1982 by Sabaki together with Takagawa's How to
Play Go in a single volume under the title Go!.
Enclosure Josekis: Attacking and
Defending the Corner
por Masaki Takemiya & John Power
Asia · Baduk · Board Games · Games · Games & Activities · Go ·
History · Igo · Japan · Weiqi
PDF

Ishi Press

2015

Enclosure Josekis This book is a practical guide to the art of


invading a corner position where the opponent has already made an
enclosure. It covers, in a dictionay format, the basic patterns that
come up repeatedly in one's games. The patterns are: the small
knight enclosure, the large knight enclosure, the one-space
enclosure (from the 3-4 point), the star point enclosure. There is also
a supplementary chapter on three other common formations
'Enclosure Josekis' teaches the invader how to live inside the
opponent's position by making light and flexible shape. It also shows
the defender the proper way to deal with an invasion so that he gets
adequate compensation even if the defender lives. This book will
sharpen up your middle game and make you a master of the
endgame.

**
The World of WeiQi (Weiqi Tiandi)
por Weiqi Tiandi
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Weiqi Tiandi

2005

A semi-monthly Chinese go magazine established in October


1984 to cover the Japan-China Super Go matches. The basic level
of the content assumes greater knowledge of the game than is usual
in Western Go magazines. Weiqi Tiandi features in-depth courses
which last for a about 20 issues and focus on fuseki, joseki or other
aspects of the game. Beginning in 2005, each issues has grown to
about 100 pages twice a month. With the increase in size, the
binding has changed from folded and stapled (like Go World), to the
glued [ext] perfect binding used for paperback books.
Strategic Fundamentals in Go (Reseña)
por Guo Tisheng & Lu Wen
Baduk · Go · Igo · Juegos de Tablero · Weiqi

Yutopian Enterprises

2008

Strategic Fundamentals in Go is the first book of its kind of offer a


Chinese perception on the fundamentals of strategy in go. The
author, Guo Tisheng (1907-1989), was a renown Chinese player and
the teacher of many famous players, including Nie WeiPing.

In this book, Guo talks about ten important lessons in go, namely,
sente vs. gote, big vs. small points, attack vs. defense, life vs. death,
big vs. small territories, saving vs. sacrificing stones, light vs. heavy
shapes, slack moves vs. urgent points, standard moves vs. flexible
variations, and persistence vs. playing safe.

These ten lessons cover the many conflicting situations that are
frequently encountered when playing go. Sente allows a player to
maintain the initiative, but it gives his opponent an opportunity to
counterattack; gote on the other hand, forsakes the initiative, but it
builds a solid foundation for future attacks. Light moves are flexible,
yet they sometimes form loose shapes; heavy moves are inflexible,
but they are solid. Thickness leads to profit, but there is a danger of
forming overdeveloped shapes; thinness is weak, but more flexible.
Making life is safe, yet one loses sente; leaving a precarious group
unattended is dangerous, but one gets sente. Thus, the key issues
of initiative, profit, safety, and the life and death of groups must all be
harmonized within one global, strategic framework. When separated
from this global framework, these issues lose their meaning, and the
game loses direction.

With the aid of many illustrations, this book helps the reader to
master these issues and become a stronger player.

167 pages.

Table of Contents

Chapter 1: Sente versus Gote (Active or Passive)

Chapter 2: Big versus Small Points

Chapter 3: Attack versus Defense

Chapter 4: Life versus Death

Chapter 5: Big versus Small Territory

Chapter 6: Saving versus Sacrificing Stones

Chapter 7: Light versus Heavy Shapes

Chapter 8: Slack Moves versus Urgent Points

Chapter 9: Standard Moves versus Flexible Variations

Chapter 10: Persistence versus Playing Safe


Invisible. The games of AlphaGo
(Reseña)
por Antti Törmänen
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Hebsacker Verlag

2017

The first ever English language analysis on AlphaGo is now


available from Hebsacker Verlag: “Invisible. The Games of
AlphaGo”. Antti Törmänen 1p has compiled all 78 games played by
the strongest Go playing AI AlphaGo to date, with commentary by
various professionals on 73 of them. Ever since AlphaGo burst on
the scene in January 2016 when it was revealed that the go AI had
defeated European Go Champion and 2017.07.30_invisible-
coverChinese professional Fan Hui 2P 5-0 in a secret series, its
games have been studied closely by go players around the world. As
AlphaGo has established its dominance, defeating Lee Sedol 4-1
last year, amassing an astounding 60-0 record against top pros
online this past January and then beating Ke Jie 3-0 in May, a
2017.07.30_antti_t-cropnumber of commentaries have been
published, both online and in print. The latest is “Invisible. The
Games of AlphaGo,” (click here for a sample) a comprehensive
collection of all 78 officially played games by AlphaGo against
human opponents, 73 of them with professional commentary in
English by Finnish go professional Antti Törmänen 1P and other
professionals. The title of the new book pays tribute to the classic
“Invincible,” the collection of games by go master Shusaku, one of
the . AlphaGo “has not only dominated the games against human
opponents, but has also contributed a lot to the further development
of go theory by playing some new josekis and setting new accents in
the opening, and – last but not least – also breaking some previously
valid iron rules of go theory,” says Tobias Berben of Hebsacker
Verlag, which published the book. “You could say the AI has crushed
the humans to free their go!”
Igo yose no kanjō
por Itsurō Toyamori
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
PDF

Kasaka-shi: Maeda Bunshindō

1920

Invasiones de Yose

El libro muestra ejemplos de reducciones territoriales en la etapa


final del juego (Yose).
Proyecto juego de Go
por Arturo Urbano
Baduk · España · Go · Igo · Proyecto · Weiqi
PDF

Los objetivos que pretende conseguir este proyecto son:

1º Difundir al máximo el juego del Go en el ámbito del sistema


educativo español.

2º Aumentar el número de personas que conozcan y jueguen al


Go en España.

3º Crear materiales, actividades y espacios que faciliten el


contacto entre jugadores

4º Conseguir que el Go sea jugado asiduamente en los centros


educativos de España.
5º Conseguir que el Go sea conocido como juego, y como
herramienta educativa y terapéutica.

6º Investigar, documentar y potenciar el Go como juego, como


herramienta educativa y terapéutica.

7º Consolidar organizaciones que permitan la continuidad de la


enseñanza y la práctica del Go dentro del sistema educativo
español.
Gokyo Seimyo 1
por Hashimoto Utaro
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Gokyo Seimyo (碁經精妙 Gokyō Seimyō, Best of the Go Classics)


is a classic, 4-volume series written by Hayashi Genbi in 1835. He
intended it as a sequel to Gokyo Shumyo.

197 joseki diagrams


Gokyo Seimyo 2
por Hashimoto Utaro
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Gokyo Seimyo (碁經精妙 Gokyō Seimyō, Best of the Go Classics)


is a classic, 4-volume series written by Hayashi Genbi in 1835. He
intended it as a sequel to Gokyo Shumyo.

153 endgame problems


Gokyo Seimyo 3
por Hashimoto Utaro
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Gokyo Seimyo (碁經精妙 Gokyō Seimyō, Best of the Go Classics)


is a classic, 4-volume series written by Hayashi Genbi in 1835. He
intended it as a sequel to Gokyo Shumyo.

144 problems titled "moves to live inside territories"


Gokyo Seimyo 4
por Hashimoto Utaro
Baduk · Board Games · Games · Games & Activities · Go · Igo
PDF

Gokyo Seimyo (碁經精妙 Gokyō Seimyō, Best of the Go Classics)


is a classic, 4-volume series written by Hayashi Genbi in 1835. He
intended it as a sequel to Gokyo Shumyo.

22 Chinese games of famous Qing dynasty players


Life and death
por Hashimoto Utaro
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

2008

Hashimoto Utaro (橋本宇太郎, Honinbo Shou, Hashimoto Utarō,


February 27, 1907 - July 24, 1994) was a Japanese professional 9-
dan. He was the founder and first director of the Kansai Ki-in, one of
the strongest players in the early days of tournament go, the third
player in modern go to reach 9-dan status, a player in the famous
Atomic Bomb Game, and a prolific tsumego composer. His
professional go career lasted 72-years. Hashimoto's teacher was
Kubomatsu Katsukiyo and followed by Segoe Kensaku. Hashimoto
was known for his longevity, with a professional career lasting 72-
years. He played in the final of the 1st Kisei title in 1977 (at the age
of 69); set a record by entering the 3rd Gosei league in 1978 (at the
age of 71); won the 24th Kansai Ki-in First Place Championship in
1980 (at the age of 73); and played against Cho Chikun in the 7th
Sanyo Exhibition Matches? in 1981. At the time of his death he set
the record for the oldest active player at the age of 87 (previously
held by Hayashi Yutaro). One of Hashimoto's most famous matches
was his come-from-behind victory over Sakata Eio in the 6th
Honinbo title match in 1951. It was a clash between factions -- the
newly formed Kansai Ki-in (with Hashimoto leading the charge) and
the already established Nihon Kiin (with Sakata challenging to regain
control of the title). By game five Sakata was leading 3-1. But his airy
thoughts about a soon-to-be victory revealed a psychological
weakness to his more seasoned opponent. Hashimoto changed his
style completely from his usual rapid development to a solid style
and in games five and six he mounted his comeback. Staying
composed Hashimoto refused to be drawn into the wild fights that
Sakata tried to start. By game seven Sakata crumbled as Hashimoto
triumphed, claiming the Honinbo title for the Kansai Ki-in. Had
Hashimoto lost, it might have caused the Kansai Ki-in to fade away
like so many splinter groups before it. Biographies commonly refer to
him as the most prolific tsumego composer ever. As quoted in Go
World Iss. 71 p. 6: It was his practice to compose a problem a day
every day (including the morning of his death), and his compositions
were published daily in the Osaka Yomiuri for 40 years. That's an
impressive achievement, considering that his problems were noted
for being original, not rehashes of classical problems.
Computer Go Nro. 16
por Varios
Baduk · Computación · Desarrollo · Go · Igo · Informática · Juegos
de Tablero · Weiqi
PDF

Arca Editors

1991

An international bulletin devoted to the generation and exchange


of ideas about Computer Go
Mastering the game of Go with deep
neural networks and tree search
por Autores Varios
AlphaGo · Artículos · Baduk · Go · IA · Igo · Weiqi · inteligencia
Artificial
PDF

Nature Publishing Group

2016

The game of Go has long been viewed as the most challenging of


classic games for artificial intelligence owing to its enormous search
space and the difficulty of evaluating board positions and moves.
Here we introduce a new approach to computer Go that uses ‘value
networks’ to evaluate board positions and ‘policy networks’ to select
moves. These deep neural networks are trained by a novel
combination of supervised learning from human expert games, and
reinforcement learning from games of self-play. Without any
lookahead search, the neural networks play Go at the level of state-
of-the-art Monte Carlo tree search programs that simulate thousands
of random games of self-play. We also introduce a new search
algorithm that combines Monte Carlo simulation with value and
policy networks. Using this search algorithm, our program AlphaGo
achieved a 99.8% winning rate against other Go programs, and
defeated the human European Go champion by 5 games to 0. This
is the first time that a computer program has defeated a human
professional player in the full-sized game of Go, a feat previously
thought to be at least a decade away.

***

By David Silver & Aja Huang & Chris J. Maddison & Arthur Guez &
Laurent Sifre & George van den Driessche & Julian Schrittwieser &
Ioannis Antonoglou & Veda Panneershelvam & Marc Lanctot &
Sander Dieleman & Dominik Grewe & John Nham & Nal
Kalchbrenner & Ilya Sutskever & Timothy Lillicrap & Madeleine
Leach & Koray Kavukcuoglu & Thore Graepel & Demis Hassabis
The Best of Kido: The Ins and Outs of
Life and Death (Reseña)
por Autores Varios
Baduk · Fujisawa Shuko · Go · Hashimoto Yutaro · Igo · Kada
Katsuji · Kido Magazine Maeda Nobuaki · Kudo Norio · Mimura
Tomoyasu · Otake Hideo · Sato Sano · Shirae Haruhiko · Tei Meiko ·
WeQi
PDF

Hinoki Press

2011

Go experts regularly recommend the study of life and death


problems in order to foster true strength at the game. There are a
number of reasons for this. Training in reading is a primary reason.
Another is the value of learning to recognize vital points. How to
study shapes in Go is still one more lesson to be learned. All of
these things are important. But there is also an artistic element of life
and death problems that is to be appreciated. This book examines
life and death problems from a variety of perspectives, including the
artistic element. Among the 150 life and death problems contained in
this book, every theme of the subject is depicted. First, Maeda
Nobuaki, the 'God of Life and Death Problems' is featured, with 60
life and death problems presented. In addition, there is a
retrospective examination of his career and one of his teaching
essays. Next, Mimura Tomoyasu explains how to solve life and death
problems in a down-to-earth manner. Fifteen masterpieces of life and
death from the hand of the inimitable Fujisawa Shuko offer the
reader a true test of strength, and there are six of the late Hashimoto
Utaro's compositions; he is renowned as a master of life and death.
Then there are ten problems which professional players themselves
have selected as the best of all time. Tei Meiko takes the stage with
30 real game life and death problems, and Otake Hideo presents his
own evaluation of unique shapes. Finally, Shirae Haruhiko
challenges the reader to decide if a given position needs to have a
move added. This is book two of two in The Best of Kido series.

*****

About Kido Magazine (1924-1999)

Upon the founding of the Nihon Ki-in (Japanese Go Association) in


1924, Kido magazine was founded in October of that year as its
flagstaff publication. It was written by and for professional and strong
amateur go players, with the emphasis on complex analysis and
innovative play. It continued in existence for 75 years, until the
summer of 1999. The quality of the articles in Kido was always
outstanding. This is not surprising since one of its founders and
guiding lights was the president of a newspaper. In addition,
newspaper writers formed the core of the staff and contributions
were received from the top literary figures of the day. One need only
mention the Nobel Prize winner Kawabata Yasunari, whose roman-
a-clef, “Meijin” (published in English as “The Master of Go”),
chronicles the retirement game of the last master of the last
remaining hereditary House of Go, the Honinbo. With such a
foundation, the writing in Kido was always cultured, often a cut
above standard newspaper fare. (Which says much for it, since the
newspapers in Japan are written at a very high level to cater for a
population in which 98% are literate.) There were always poetic and
classical allusions in the articles of Kido, making them a source of
fascination for the writing as well as the games. All of the technical
articles here have been translated from Kido, with the date of the
issue identified. It is a shame if some of the proud history of the
magazine fades away. Readers are encouraged to seek out
whatever copies of the magazine may be found and savor them for
themselves.

https://gowizardry.com/?page_id=8
Weiqi Introductory Problem Collection
por Autores Varios
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

1999

Cho Chikun, Otake Hideo, Takemiya Masaki autores de Weiqi


Introductory Problem Collection, libro que contiene 1320 problemas
de. vida y muerte
Nie Weiping On Go
por Nie WeiPing
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Yutopian Enterprises

2003

This book starts out with a 30-page biographical introduction, then


has chapters on The Opening, Positional Judgment, Timeliness in
Initiating Battles, Finesse and Trade-off Decisions, Forcing Moves,
Utilizing Thickness, Defense of Weak Stones, and Applications
Shown in Fully Annotated Games. I quite enjoyed reading the
biographical introduction, but it is written in stilted language that
sounds a lot like propaganda most of the time. As to the rest of the
contents, it's fascinating to see the way that Nie analyzes positions,
and the kinds of things that he thinks about before deciding where to
play. On the other hand, there's so much high-level analysis behind
his judgments that is often only hinted at in the book that most of the
time I have to take his word for it that it's better to play in one area of
the board instead of another area of the board. Still, even though this
book may be lacking in concrete specifics, it really gives you a lot to
think about; I think that it's well worth reading, and I expect that as I
get better I'll get more out of it.
Shoujin de Miaoyong (Reseña)
por Kong Xiangming
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi

People's Sports Publishing


Company

2011

ShouJinDeMiaoYong (Wonderously Useful Tesujis, Life and Death


Section) (⼿筋的妙⽤ 死活篇, is a book by Kong Xiangming, Female
Chinese 8 Dan. This book illustrate presented the methods and
techniques of playing go game. ShouJinDeMiaoYong is published by
People's Sports Publishing Company (⼈⺠体育出版社) ISBN: 7-
5009-2747-9, 270 pages.

The books contains ten chapters entitled, each containing 11 or 12


cases (例) spanning 25 - 28 pages.
Unfortunately, the problem diagram often is placed on the same
page as the answer diagrams. This forces the student to use a piece
of paper or other material to cover all the following diagrams on the
same page. When the problem diagram occurs on the left hand page
(even numbered page), the facing page must be covered as well.

Kong Xiangming (孔祥明 , Kǒng Xiángmíng, b. 10 September


1955) is a Chinese female professional 8-dan. She won the 1978,
1979 and 1984 National Women Individual, is the mother of Kou
Reibun, former wife of Nie Weiping, and resided in Japan during the
1990s where she received a 4-dan professional status from the
Nihon Kiin. In 2012, she won the 1st China Female Guoshou.

Books: ShouJinDeMiaoYong (2005)

Table of Contents

Nakade

Cut

Clamp

Wedge

Attach

Diagonal

Hane

Belly

Throw-in

Connect

Kong Xiangming (孔祥明 , Kǒng Xiángmíng, b. 10 September


1955) is a Chinese female professional 8-dan. She won the 1978,
1979 and 1984 National Women Individual, is the mother of Kou
Reibun, former wife of Nie Weiping, and resided in Japan during the
1990s where she received a 4-dan professional status from the
Nihon Kiin. In 2012, she won the 1st China Female Guoshou.
The Thirty-Six Stratagems Applied to Go
por Ma Xiaochun
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Yutopian Enterprises

1996

The `Thirty-six Stratagems' in the title is a famous Chinese military


work; Ma takes the stratagems in it and applies them to go. It's a
nice book; the examples work pretty well, and what he says make
sense. The advice is about your thinking at a sufficiently high level
that this book isn't particularly suited to beginners; I'm a 2 kyu, it will
take me a few readings before it starts affecting my game at all.

The translation is nice. It's a bit heavy on the Japanese for my


taste, but since there's a good glossary at the back, I don't feel that
that really hurts it.
El Juego del Go
Visual Journalism [146]

por Xinhua
Baduk · Go · Igo · Juegos de Tablero · Weiqi
PDF

Xinhua

El go (chino simplificado: 围棋, chino tradicional: 圍棋, pinyin:


wéiqí; japonés: 囲碁 igo, coreano: 바둑 baduk) es un juego de
tablero de estrategia para dos personas. Se originó en China hace
más de 2500 años. Fue considerado una de las cuatro artes
esenciales de la antigüedad China. Los textos más antiguos que
hacen referencia al go son las analectas de Confucio.
AlphaGo: A Master Appears
por xorandor
Baduk · Computación · Go · Igo · Informática · Weiqi
PDF

AlphaGo es un programa informático de inteligencia artificial


desarrollado por Google DeepMind para jugar al Go. En octubre de
2015 se convirtió en la primera máquina de Go en ganarle a un
jugador profesional de Go sin emplear piedras de handicap en un
tablero de 19x19. Se enfrentó contra el jugador chino Fan Hui 2p en
una serie de 5 partidas oficiales, las cuales AlphaGo ganó, seguidas
por unas partidas informales que acabaron 3-2 a favor de la
inteligencia artificial. En marzo de 2016 se enfrentó a uno de los
mejores jugadores, el surcoreano Lee Sedol 9p, venciéndolo por un
score de 4-1.
The Celestial Arsenal (Reseña)
por Lu Xuanyu
Baduk · Go · Igo · Problwmas · Tumego · Weiqi
PDF

El Xiān Jī Wǔkù ( Arsenal de dispositivos inmortales , 仙 機 武庫


(Trad), 仙 机 武库 (Simp)) es un famoso manual de go chino
compilado alrededor de 1629 durante la dinastía Ming por Lu
Xuanyu . (陸⽞宇) y su hijo. Lù, un famoso coleccionista de
manuscritos de go, seleccionó y editó cuidadosamente material de
varios manuales de go famosos y registros de juegos en ocho rollos:
oro, roca, seda, bambú, calabaza, tierra, cuero y madera. Más tarde,
Guo Bailing , el famoso jugador de go de finales de la dinastía Ming
temprana de Ching, revisó una nueva versión del libro. Dado que el
libro es un trabajo seleccionado, se puede encontrar contenido
duplicado en varias fuentes anteriores. Por otro lado, gran parte del
material es único ya que muchas fuentes anteriores ya no existen.
Para los fanáticos de tsumego , los rollos más importantes son los
rollos de cuero y madera, que juntos contienen más de 400
problemas.
Principios Fundamentales del go
(Extracto)
por Yilun Yang
Baduk · Go · Igo · Juegos de Tablero · Weiqi
EPUB

Slate & Shell

2004

Yilun Yang es justamente famoso entre sus muchos estudiantes


devotos debido a sus notables directrices sobre cómo jugar al Go.
Estos principios básicos cubren virtualmente cualquier situación y le
permiten a un jugador encontrar la mejor jugada con un mínimo de
lectura. Ahora, por primera vez, él ha consentido en permitir la
publicación de un libro que contiene una amplia selección de estos
principios, enfocándose especialmente en la apertura y el inicio del
juego medio.
El Nuevo Fuseki
Memorials of Baduk [1]

por Moon Yong-gik


Baduk · Go · Igo · Weiqi
PDF

Dash Baduk

Una revolución copernicana en el arte del Go moderno

¿Cuál es el evento más importante en la historia del Baduk del Siglo XX? ¿La aparición
de un nuevo genio? ¿Un partido en especial?  ¿El reconocimiento social del Baduk?
Diferentes individuos darían diferentes respuestas a la pregunta, pero personalmente creo
que es la introducción del nuevo Posuk (Fuseki). El  nuevo Posuk tuvo un  período del
experimentación que comenzó a principios de 1930 y se extendió a lo largo del Siglo XX.
Strategic Concepts of Go
por Nagahara Yoshiaki & Richard Bozulich
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Ishi Press

1972

Book has some moderate rubbing, light wear to edges, otherwise


binding is strong, pages are clean and crisp throughout.

**
Graded Go problems for Beginners Vol.
1: Introductory Problems 30 to 25-Kyu
por Kano Yoshinori
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Graded Go Problems for Beginners are ideal books for players


who have just learned the rules of go, bridging the gap between a
beginner's book and some of the more 'advanced' elementary book.
The almost 1500 problems these four volumes contain thoroughly
drill the reader in the fundamentals of the game. After finishing the
study of these four books, The novice go player will have mastered
the basics of the game. Volume Two is a continuation of the first
volume of Graded Go Problems for Beginners and is aimed at the
20-kyu to 25-kyu level player. The problems presented here will
require a bit of thought, but none of them is so difficult that a player
who understands the rules and has studied the first volume won’t be
able to solve in less than a minute. The aim of this series is to
present as many examples of go technique as possible. The reader
should attempt to refute the correct answers until he knows beyond a
doubt that the correct answer works. By pondering each problem in
this way, the reader will develop an instinct for finding the winning
move in his games.
Graded Go Problems for Beginners Vol.
2: Elementary Problems 25 to 20-Kyu
por Kano Yoshinori
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Co

1997

Graded Go Problems for Beginners are ideal books for players


who have just learned the rules of go, bridging the gap between a
beginner's book and some of the more 'advanced' elementary book.
The almost 1500 problems these four volumes contain thoroughly
drill the reader in the fundamentals of the game. After finishing the
study of these four books, The novice go player will have mastered
the basics of the game. Volume Two is a continuation of the first
volume of Graded Go Problems for Beginners and is aimed at the
20-kyu to 25-kyu level player. The problems presented here will
require a bit of thought, but none of them is so difficult that a player
who understands the rules and has studied the first volume won’t be
able to solve in less than a minute. The aim of this series is to
present as many examples of go technique as possible. The reader
should attempt to refute the correct answers until he knows beyond a
doubt that the correct answer works. By pondering each problem in
this way, the reader will develop an instinct for finding the winning
move in his games.

**
Graded go problems for beginners Vol. 3:
Intermediate Problems 20 to 15-Kyu
por Kano Yoshinori
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Graded Go Problems for Beginners are ideal books for players


who have just learned the rules of go, bridging the gap between a
beginner's book and some of the more 'advanced' elementary book.
The almost 1500 problems these four volumes contain thoroughly
drill the reader in the fundamentals of the game. After finishing the
study of these four books, The novice go player will have mastered
the basics of the game. Volume Two is a continuation of the first
volume of Graded Go Problems for Beginners and is aimed at the
20-kyu to 25-kyu level player. The problems presented here will
require a bit of thought, but none of them is so difficult that a player
who understands the rules and has studied the first volume won’t be
able to solve in less than a minute. The aim of this series is to
present as many examples of go technique as possible. The reader
should attempt to refute the correct answers until he knows beyond a
doubt that the correct answer works. By pondering each problem in
this way, the reader will develop an instinct for finding the winning
move in his games.
Graded go problems for beginners Vol. 4:
Advanced Problems
por Kano Yoshinori
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Graded Go Problems for Beginners are ideal books for players


who have just learned the rules of go, bridging the gap between a
beginner's book and some of the more 'advanced' elementary book.
The almost 1500 problems these four volumes contain thoroughly
drill the reader in the fundamentals of the game. After finishing the
study of these four books, The novice go player will have mastered
the basics of the game. Volume Two is a continuation of the first
volume of Graded Go Problems for Beginners and is aimed at the
20-kyu to 25-kyu level player. The problems presented here will
require a bit of thought, but none of them is so difficult that a player
who understands the rules and has studied the first volume won’t be
able to solve in less than a minute. The aim of this series is to
present as many examples of go technique as possible. The reader
should attempt to refute the correct answers until he knows beyond a
doubt that the correct answer works. By pondering each problem in
this way, the reader will develop an instinct for finding the winning
move in his games.
Haengma.Train like a Pro (Extracto)
por Yoon Youngsun
Baduk · Go · Igo · Técnicas · Weiqi
EPUB

Brett und Stein Verlag

2020

Haengma is a Korean word that is difficult to translate. It


represents the way the stones move (literally it means moving horse)
and how they make use of the momentum. The term is not only used
to describe various basic combinations of stones and their
implications but also covers more intricate moves that are close to
tesuji. In this book Yoon Youngsun 8p uses 36 positions from pro
games and joseki to analyze haengma and discuss old and new
ways to play.
The Dang Hu Games
por Jim Z. Yu
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

Nikkai

The games were played in the year 1739, when my great great
great grandfather was openning a small tea shop somewhere in
Southern China. The two players, Fan and Shi, were among the
most famous ones in Chinese Go history. Their fighting strength are
said to be stronger than some pro 9 dans of today, and they were
called, fittingly, "great national hands" (ever heard of an artistic term
for "playing go" -- "hand talk"?). Both players were born at a same
county, which was exactly the same place where these game were
played. The county was called "Ping Hu", also known as "Dang Hu",
and these games were concequently called "Dang Hu Games" or
“Tanghu Games”. In this year, 1739, Fan was 31 years old, and Shi
30. Both were at their prime time. These games showed their
extraordinary skills and imagination; these games were not only the
Go Bible of those days, but even today, they are regarded as the
best classic work of Go in China.
Modern Master Games Vol 1 (Extracto)
por Rob van Zeijst & Richard Bozulich
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Company

The games presented in Modern Master Games, Volume One


were played in turbulent times. When the first Honinbo tournament
was established, the war had not yet seriously affected the Japanese
go world or the daily life of the average Japanese. But by the time of
the third Honinbo tournament, Japanese society was in chaos; the
atomic bomb was dropped just 10 kilometers from where the second
game of the title match was being played. After the war, life was
slowly returning to normal. By the 1950s, the go world was again
abuzz. Rivalries were flourishing, and newspapers were establishing
new tournaments with abundant prize money. As the post-war go
world was reorganizing itself, the matches played were of much
consequence — it became more than just winning a title. The results
were to determine the organizations that governed the game in
Japan until today. The pressures on the players were intense, and it
exposed their psychological strengths as well as fragilities.
Takagawa’s games in this book show how dangerous it is to
underestimate an opponent. It was almost unbelievable to some that
the mild-mannered Takagawa, whose quiet and laid-back style,
never attacking too strongly, and lacking the brilliance of a player like
Sakata, could hold the Honinbo title against all comers for nearly 10
years.
Making Good Shape
Mastering the Basics [3]

por Rob van Zeijst & Richard Bozulich


Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Kiseido Publishing Company

2017

Good shape is a subject that has received scant attention in


Japanese go literature. Although references to shape are made in
most books, there is no one book devoted exclusively to this subject.
However, understanding and recognizing good shape is important for
becoming a strong player and developing intuition that will instantly
guide you to find the strongest moves in the opening and the middle-
game fighting. Shapes are the building blocks of your groups. They
determine whether your stones are working together efficiently or are
sitting in each other’s way. Good shape is a source of strength to
build on, while bad shape often comes back to haunt you. There are
two aspects of shape. One is to make good shape for your own
stones; the other is to spoil the shape of your opponent’s stones.
However, good shape is more than a static form; it is dynamic in the
way it builds eye shape and stays ahead of the opponent in running
battles while building up more eye shape. This book provides an
extensive theoretical introduction to shape, beginning with the
efficient placement of stones. It illustrates various techniques for
making good shape and gives its readers practical experience by
presenting 245 problems so that they can hone their skills to find the
shape move in their games.

**
Consecutive Title Myth: a discussion
forum by Chinese Go fans
por Yonghe Zhang
Baduk · Board Games · Games · Go · Igo · Weiqi
PDF

From the forties of last century, Honinbo raised the curtain on the
modern Go. Whenever you win a champion, next time you don't
need to fight from the bottom, you only need to calmly wait for one
challenger. This makes consecutive domination possible. However,
there are still very few who can achieve 5 consecutive titles. Among
so many go players and tournaments, it is not exaggerating to say
that the players who can dominate one champion for a very long
time are myth. Who can create the myth of consecutive titles?
AlphaGo vs Ke Jie (Reseña)
por Yuan Zhou
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi

The match between AlphaGo and Ke Jie 9P was the last time a
human played the computer program. Yuan Zhou gives a thorough
and insightful analysis of the three games in the match and reflects
on the significance of AlphaGo for the go community.
Master Play: The Style of Go Seigen
por Yuan Zhou
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Slate & Shell

2008

This is the first in a series of books about the specific playing


styles of some of the most famous go professionals.

A guide for the Chinese game of go written by a tournament


winner and expert who frequently lectures about the game. Profusely
illustrated.
Master Play: The Style of Lee Changho
por Yuan Zhou
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Slate & Shell

2007

This is the first in a series of books about the specific playing styles of some of the most
famous go professionals.

A guide for the Chinese game of go written by a tournament winner and expert who
frequently lectures about the game. Profusely illustrated.
Master Play: The Style of Takemiya
por Yuan Zhou
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
PDF

Slate & Shell

2008

This is the first in a series of books about the specific playing


styles of some of the most famous go professionals.

A guide for the Chinese game of go written by a tournament


winner and expert who frequently lectures about the game. Profusely
illustrated.
The Young Chinese Go Masters
(Reseña)
por Yuan Zhou
Baduk · Board Games · Games · Games & Activities · Go · Igo ·
Weiqi
EPUB

CreateSpace Independent
Publishing Platform

2019

The professional go world is suddenly being overwhelmed by teenage and twenty


something Chinese players who are winning both international and Chinese national titles
—virtually all current world title holders are Chinese, and several of them were born in
the 1990s. Most of these players are not yet well known in the west, which is what
prompts Slate & Shell to bring out a collection of the games of some of these impressive
young go masters. This book has four fully commented games involving eight of them, and
we plan to publish more soon. Their style tends to be more territorial than you might
expect, but, as Yuan Zhou makes clear, they find amazing moves.
The art of black and white
por Chen Zu-yan
Baduk · China · Go · Historia · Igo · Weiqi · wei-ch'i in Chinese
poetry
PDF

The association of wei-ch’i with poetry is due not only to the


game’s sophistication and the elegant environment in which it is
often played. At a deeper level, both arts share a style based on
abstraction and spontaneity. For novices or enthusiasts of modest
attainments in either activity, mechanics are the primary concern.
Masters, however, are occupied with the art of self-expression...
Igojin (囲碁⼈) vol.34
por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
EPUB

Mynavi Corporation

2014

[Entrevista] ¡Escucha a jugadores profesionales! Okuda Aya 3


Dan 2do Participante

Go People Kizo Yamada 9no Dan 1ra Parte

[Serie] Kitani Dojo-Miracle Children- (Final)

[Ejercicio de práctica] Gu Go's easy go


Igojin (囲碁⼈) vol.01
Igojin [1]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
EPUB

Mynavi Corporation

Una revista electrónica gratuita para actualizar y hacerse más


fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go
para mejorar las habilidades de Go y ejercicios.

[Entrevista] ¡ Honne de un jugador de ajedrez! Kiida Yoda 9dan


<Parte 1>

[Mini entrevista] ¡El "jugador de ajedrez Ikemen" conoció a Daiki


Seto 7dan!
[Ejercicio de lectura / práctica] Toyo Go ofrece un curso intensivo,
etc.
Igojin (囲碁⼈) vol.03
Igojin [3]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
EPUB

Mynavi Corporation

Una revista electrónica gratuita para actualizar y hacerse más


fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go
para mejorar las habilidades de Go y ejercicios.

[Entrevista] Cho Chikun ¡Escucha a los jugadores profesionales!

[Serie] Inscripción En World Go Hit o Stand

[Ejercicio de lectura / práctica] Toyo Go ofrece un curso intensivo,


etc.
Igojin (囲碁⼈) vol.13
Igojin [13]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
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Mynavi Corporation

2012

Una revista electrónica gratuita para actualizar y hacerse más


fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go
para mejorar las habilidades de Go y ejercicios.

[Entrevista] Destacado Go-go 2do Manami Naho 2do <Parte 2>

[Serie] Kitani Dojo-Miracle Children-13th Maschi Takemiya's Uchi


Disciple Life
[Clases magistrales / Práctica] Cursos intensivos proporcionados
por Toyo Go
Igojin (囲碁⼈) vol.14
Igojin [14]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
EPUB

Mynavi Corporation

2012

[Entrevista] Jugadores destacados de Go 3er <Charla especial>


Masaki Takemiya 9dan x Kokushin Karate Director Akira Kei Matsui
Primera parte

[Serie] Kitani Dojo-Miracle Children-14th Environment donde


creció Masaki Takemiya

[Clases magistrales / Práctica] Cursos intensivos proporcionados


por Toyo Go
Igojin (囲碁⼈) vol.15
Igojin [15]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
EPUB

Mynavi Corporation

2012

Una revista electrónica gratuita para actualizar y hacerse más


fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go
para mejorar las habilidades de Go y ejercicios.

[Entrevista] ¡Escucha a los jugadores profesionales de ajedrez! La


decimotercera corona honorable de Koichi Kobayashi

[Serie] Kitani Dojo-Miracle Children-15th Brother Discípulos


Hermano Masaki Takemiya
[Clases magistrales / Práctica] Cursos intensivos proporcionados
por Toyo Go
Igojin (囲碁⼈) vol.16
Igojin [16]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
EPUB

Mynavi Corporation

2012

Una revista electrónica gratuita para actualizar y hacerse más


fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go
para mejorar las habilidades de Go y ejercicios.

[Serie] The Kitani Dojo-Children of Miracles-The 16th Biography of


Hideo Otake and Minoru Kitani

[Título de prueba de lectura popular] Forma intensiva de piedra


versión completa otros
[Clases magistrales / Práctica] Cursos intensivos proporcionados
por Toyo Go
Igojin (囲碁⼈) vol.19
Igojin [19]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
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Mynavi Corporation

2013

[Entrevista] Escuchando a los ajedrecistas profesionales 16 °


Hayashi Kaiho Honorable Tengen Parte 1

[Go x Girl] Go Instructor Shinada Gorge

[Práctica] entrenamiento básico de Naho Mannami


Igojin (囲碁⼈) vol.20
Igojin [20]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
EPUB

Mynavi Corporation

2013

Una revista electrónica gratuita para actualizar y hacerse más


fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go
para mejorar las habilidades de Go y ejercicios.

[Entrevista] Destacado Go Go 5th Rina Fujisawa First Dan Part 1

[Go x Girl] Material de enseñanza Planificación Togaki Yuka

[Preguntas de práctica] Entrenamiento básico de Naho Mannami


Igojin (囲碁⼈) vol.25
Igojin [25]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
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Mynavi Corporation

2013

Entrevista] ¡Escucha a los jugadores profesionales de ajedrez! El


22º Keigo Yamashita

[Serie] Kitani Dojo-Miracle Children-

[Ejercicios de práctica] El nuevo Go especial de Guo Guo Shin


Igojin (囲碁⼈) vol.35
Igojin [35]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
EPUB

Mynavi Corporation

2014

[Entrevista] ¡Escucha a jugadores profesionales! Hiroshi


Yamashiro Vicepresidente, Nihon Ki-In

[Ejercicio de práctica] Gu Go's easy go

[Serie irregular] ¿Realmente puedes mejorar con Go? 6º Ir a la


educación universitaria
Igojin (囲碁⼈) vol.37
Igojin [37]

por 囲碁⼈編集部
Baduk · Games · Go · Igo · Japón · Juegos de Tablero · Weiqi
EPUB

Mynavi Corporation

2014

Una revista electrónica gratuita para actualizar y hacerse más


fuerte. Entrevistas con jugadores de Go profesionales, cursos de Go
para mejorar las habilidades de Go y ejercicios.

[Entrevista] ¡Escucha a jugadores profesionales! Shiorisaka Miori


2da Parte 1 Participantes

Go People Kaoru Chinen 4nd Parte 2

[Práctica] Fácil Gu Go Guo

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