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Handicap Go (Elementary Go, Vol 7) (v. 7)

Título:      Handicap Go (Elementary Go, Vol 7) (v. 7)
Categorías:      Go
LibroID:      15
Autores:      Richard Bozulich , Nagahara Yoshiaki
ISBN-10(13):      4871870162
Editorial:      Ishi Press
Fecha de publicación:      1982-10
Edición:      2013
Number of pages:      199
Idioma:      Inglés
Precio:      100.00 USD
Valoración:      0 
Imagen:      cover           Button Buy now [Buy now]
Descripción:      Product Description
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.


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