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The Game of Go: The National Game of Japan

Chapter 50: X
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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]

X

No Handicap

Black White
1. P 17. 2. Q 15. “Takamoku kakari.”
3. P 15. 4. P 16. This is an invention of Murase Shuho.
5. O 16. Black cannot play at Q 16 without getting a very bad position. 6. Q 16.
7. Q 17. 8. R 17.
9. R 18. 10. S 16.
11. S 18. 12. O 17.
13. N 17. 14. O 18.
15. P 18. 16. N 18. This and the two preceding stones are sacrificed; Black naturally expects White to cut at O 15. The text move is a brilliant invention of Murase Shuho.
17. M 17. Black cannot neglect this move. 18. O 15.
19. N 16. 20. P 14. Takes.
21. K 17. Defensive; Black loses the “Sente.” 22. R 10.

White has much the better game.