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The Game of Go: The National Game of Japan

Chapter 31: XVI
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About This Book

The work provides a practical, English-language introduction to the Japanese board game go, combining a concise history of the game's origins, clear explanations of rules and terminology, and systematic instruction in openings and joseki, including handicap play. It includes annotated example games and problems drawn from Japanese masters, pronunciation guides for technical terms, and commentary aimed at helping beginners progress to intermediate skill. Illustrations and selected translations of Japanese analyses support practical study.

[Contents]

XVI

Handicap

Plate 21 (A)

White Black
1. M 17. “Daidaigeima”; not so much used as the other attacks. 2. O 17. Black defends the corner from that side.
3. R 14. “Kogeima.” White attacks from the other side. 4. S 16. Black again prevents the advance into the corner.
5. P 16. White threatens the connection between the handicap stone and No. 2, otherwise Black would play at R 12, with the advantage. 6. P 15. P 17 looks like the obvious defense, but this would shut Black in the corner and give White the better game.
7. P 17. 8. Q 17.
9. O 16. 10. P 18.
11. O 18. 12. O 15.[136]
13. N 16. Much better than immediately taking the single black stone. 14. Q 13. This attacks the white stone at R 14; it also defends the connection at Q 15.
15. R 12. Much better than R 13; in that case White would lose both stones. 16. R 13.
17. S 13. 18. Q 14.

Black has the better of it.