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The Game of Go: The National Game of Japan

Chapter 35: XX
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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]

XX

Handicap

White Black
1. D 14. 2. C 14. Not so good as F 16.
3. C 15. This is not White’s best move; it is done to confuse Black, and will win if Black does not know how to reply. 4. D 15.
5. C 13. 6. B 14.
7. B 15. 8. B 13. D 13 would be bad.[140]
9. C 17. 10. D 17.
11. C 18. 12. C 12.
13. D 13. 14. D 18.
15. D 19. 16. C 16.
17. B 16. 18. A 15.
19. A 17. A 16 would not do. 20. E 19.
21. C 19. 22. F 18. “Kake tsugu.” Black must protect his connection; this situation arises frequently.
23. B 18. White plays on the only point to save the corner. 24. F 15.
25. D 12. 26. C 11.
27. D 11. 28. C 10.

Black has the better game.