Go Basics: Concepts & Strategies for New Players by Peter Shotwell

By Peter Shotwell

It's now not astonishing that pass is likely one of the oldest video games nonetheless being performed at the present time; it's additionally the most demanding, stimulating, and interesting video games round. cross fundamentals offers an easy yet thorough advent that's ideal for novices. With its effortless to stick to directions and over six hundred diagrams displaying examples of the way to play, you'll be able to take pleasure in this vintage online game correct away.

It begins through targeting smaller nine x nine video games, making it more straightforward to appreciate uncomplicated move strategies and methods, and introduces basic techniques comparable to invading, sacrificing, utilizing ko, and considering territorially. It additionally explains Go's designated handicapping approach, making each video game even these among rookies and specialists intriguing. pass fundamentals additionally features a CD-ROM constructed via the yank pass organization to help you construct your abilities ahead of trying out them opposed to different gamers.

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Extra resources for Go Basics: Concepts & Strategies for New Players

Example text

The best way to learn about ladders and their relatives is to simply put some stones out on the board and try to capture them. You will be amazed at how ladders can sometimes bounce off the sides and how seemingly irrelevant stones can become the heroes or villains of your games. 1 JC 12/9/05 11:49 AM Page 45 CHAPTER FIVE Clever Moves Clever moves that are not obvious are called tesuji in Japanese. We saw one at the end of the last chapter. Of course, there are many levels of what is obvious. Nevertheless, tesujis have a certain beauty that places them apart from ordinary moves, as you will also see after a quick review of how the game stands so far.

W16 both defends the White group and attacks the two Black stones at the top. It looks like Black is trying to defend the upper stones with B17. If Black gets to play B1, it would be a double atari. The single stone marked with a triangle or the group of three stones marked with squares could be taken. Either result would be devastating for White and probably end the game. So White protects. Black next takes advantage of an opportunity and ataris White’s stone at the bottom. White ataris back. But you might think that White is in trouble if you remember the exercises on pages 29–31.

A White stone will make it alive. This four-space shape will need two moves to make it alive, but one move can kill it—if W1 is played, Black cannot make two eyes. Five-space groups like these are vulnerable, too, at the marked spots. Again, where the opponent wants to play is often where you want to play. Note that if Black could somehow get the two marked moves into the group in the middle diagram, there would be two eyes and it would be alive. W1 would of course be a wasted move. However, the method for killing the group in the corner with W2–W4 is simple, direct, and swift.

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