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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
- Sales Rank: #506918 in Books
- Brand: Tuttle Publishing
- Published on: 2010-09-10
- Released on: 2010-09-10
- Original language: English
- Number of items: 1
- Dimensions: 9.00" h x .70" w x 6.00" l, 1.03 pounds
- Binding: Paperback
- 256 pages
About the Author
Peter Shotwell is an internationally known expert on the relationship of Go to Eastern and Western philosophy, literature, and history. He has been writing about Go for over twenty years and has lived in China, Tibet, and Japan while researching the origins and background of the game. His also the author of Go! More than a Game and Go Basics.
Richard Bozulich is one of the worldAEs most prolific authorAEs of Go books. He is the publisher of Go World magazine and writes a Go column for the Daily Yomiuri. He is the author of over 100 Go titles, including All about Ko, Get Strong at Tesuji, and Handicap Go.
Most helpful customer reviews
24 of 25 people found the following review helpful.
Reader Review: Winning Go
By J. Schaefer
How do we improve in Go? Many strong players tell us that improving our reading ability by regularly solving Go problems is the most essential form of study to supplement regular game play.
"Winning Go" by Richard Bozulich and Peter Shotwell, is a problem book that is unique in its systematic coverage of each major phase in the game. Each chapter introduces a new main topic by first briefly reviewing major concepts and then providing a set of problems so the reader can see those concepts in action. When warranted, the solutions go into great depth to ensure a proper understanding of each of the concepts at play in a particular problem is grasped. Finally, many chapters end with a list of suggestions for further reading. The book covers as much ground as is typically seen in a series of five or more volumes.
I am playing at 7 kyu, and for those unfamiliar with the ranking system, I would describe this as an experienced novice. I find that the problems are near the right difficulty for me. The easier problems tend to take 30 seconds to two minutes to solve, while some more challenging problems I am not able to solve on my first attempt. Something I've found interesting about the book is that it clearly points out those areas I need more practice at (for me, endgame).
I recommend this book - but I particularly recommend it to those looking for a gift for the Go player on their shopping list - or to the Go player looking to stretch their dollar as far as it will go.
16 of 16 people found the following review helpful.
Winning Go from a SDK perspective
By BYoung
So, you are an aspiring go player rising through the ranks. You've got a good grasp on the basics but find yourself starting to stall in the single-digit kyu range. If this describes you, Winning Go is a good solid all-in-one volume to kick-start your upward climb and get you thinking about the finer aspects of the game. Through hundreds of problems the authors present the reader with challenges and practical applications of technique that range across the facets of an entire game.
The book has 7 chapters focusing on the opening, mid-game, tesuji, joseki, shape, life and death, and the endgame. Most of them open with a few guiding principles and then leap right into 30-odd problems demonstrating them in action. Many of the solutions also offer explanations of why incorrect moves don't work (a welcome addition). At my level (6k AGA), I found most of them difficult, but saw them as challenging instead of frustrating and my relative success from chapter to chapter helped point out where my current weak points are. I also found the "complete the joseki" section to be very interesting since I hadn't tried many problems like that before.
Overall, I'd say this would be a very useful book for a SDK player trying to either get ideas on how to move up to the next level of play or trying to refine their skills as well as players a little higher than this working on rounding out their game. The across-the-board nature of the book does limit the depth any given section can get into, but this breadth makes it very useful for a single purchase. Recommendations are given for other books that focus more on individual topics. Occasional editing errors and changes in the problem goals (like suddenly changing from "black to play" to "white to play" without notice) do distract some but don't stand in the way of informative lessons.
Winning Go should be a welcome addition to your go library if you are looking for a wide-ranging text that moves past the basics well into the intermediate level without inundating you with minutae on an individual topic or breaking your budget by buying 6 different books.
14 of 14 people found the following review helpful.
Poorly edited
By Peter Drake
This book provides cursory explanations and plentiful problems across all stages of the game.
The back cover describes it as "the ideal choice for a first problem book". As a player in the 5-6 kyu range, I found the problems challenging; I was able to answer some immediately, but for others I found even the solutions difficult to follow. This book doesn't seem to know at what level it is aimed; it begins by talking about making good shape (a fairly advanced concept), THEN explains atari (a concept so basic some consider it part of the rules).
Worse, there are numerous errors in the diagrams. Every Go book has a few of these -- wrong color to play indicated, marks missing, answer associated with the wrong problem -- but this book has more than its fair share. By the later chapters, the errors are so frequent that the frustrated reader is left wondering, "Why should I think about this problem when the answer is likely to be to a different question?"
For beginners, I would recommend Janice Kim's "Learn to Play Go" series. For more advanced players, the Elementary Go Series (especially Life and Death) and the Get Strong At Go series, the latter by one of the authors here (Bozulich).
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