Proverbs is a lucid and penetrating guide through the richness of this
wonderful game. The proverbs themselves have been organized and expanded
to emphasize the fundamentals of the
game-- fundamentals that even dan players are seen to flout!
This book collects and explains over a hundred fifty proverbs that
have arisen over the centuries to help players remember various aspects
of the game. For example, there is sayings pertaining to the life
and death of groups and to a variety of fighting techniques. Some proverbs
help remind players how to play certain josekis, and others provide advice
about oneÕs general approach to the game, philosophy, and fighting
spirit.
Proverbs provides a wealth of basic Go
knowledge in its eleven chapters: Basic
Moves and Concepts; Good Shape and
Bad; Playing Ko; The Opening; Joseki;
Territorial Frameworks; Life and Death; Running, Connecting,
and Capturing; Clever Moves, Forcing Moves,
and Sacrifices; A Guide to Fighting; and a Potpourri of Proverbs. Hundreds
of informative diagrams illustrate the concepts.
A Study of this book will prove rewarding to all players. A beginner,
confused by the many possible moves at every turn, will find what have
become standard responses to common moves and much guidance in general
situations. Stronger players will appreciate specific instruction in middle-game
fighting and strategy.
164 pages.
Table of Contents
Chapter 1 Basic Moves and Concepts
Capture a ladder as soon as you can.
Each move in a failed ladder cost 7 points.
There are no ladder in a 9 stones games.
A ladder is six space wide.
The one-point jump is never bad.
The two-point jump is quick but can be cut........
Chapter 2 Good Shape and Bad
Don't make the soldier's helmet.
Exquisite moves can hide in bad shape.
Ponnuki is worth 30 points.
The tortoise shell is worth 60 points.
Don't peep at a bamboo point.
Attach and crosscut to make shape......
Chapter 3 Playing Ko
There is no ko at the beginning of the game.
Start with the smallest ko threat that works.
Use your dead groups for ko threat.
Adjacent ko threats can win the fight.
Don't play harmful ko threat.
Court your threats before starting a ko fight......
Chapter 4 The Opening
The traditional order to play in the opening.
Be first to play in front of a shimari.
Respond with a three-space extension.
If high on one side, play low on the other.
Try to make the stork's wing formation.
The butterfly formation is bad.......
Chapter 5 Joseki
Study joseki to become stronger.
The taisha joseki has a hundred variations.
Threaten a double atari.
Extend after a crosscut.
Crosscut, atari, then extend.
The plum-bowl shape is strong.......
Chapter 6 Territorial Framework
Don't try to surround the center directly
Reduce a moyo gently with a shoulder hit or capping play.
Erase big frameworks shallowly.
Approaching a loose invasion.......
Chapter 7 Life & Death
There is life and death in the hane.
Play at the center of symmetry.
The comb formation is alive.
The rabbity six is death.
In the corner, four die and six live.......
Chapter 8 Running, Connecting and Capturing
Escape lighly with the large knight's move.
Chase with the knight's move, but escape with the one-point jump.
Jump down to the first line to connect.
The kosumi connection is not always good.
Cut to gain a liberty.
Fill outside liberty first........
Chapter 9, Chapter 10, and Chapter 11.................
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