The book all go players eventualy want to have.
by Haruyama 9-dan & Nagahara 6-dan
A practical book for the novice player. All aspects of the game are covered with emphasis placed on 9-stone, 6-stone, and 4-stone handicap go. (Third edition: May 1992)
ISBN 4-87187-002-0
K10 Volume 1: In the Beginning (reprint)by Ishigure Ikuro 8-dan
Introduction to opening theory (fuseki). starts with the first moves of the game and shows how they are used to extend along the sides and to move out in the centre. In the second part nine basic strategic concepts are introduced which will help you to plan your opening strategy. The book ends with ten problems.
ISBN 4-87187-010-4, 6th printing
K11 Volume 2: 38 basic Joseki (reprint)
by Kosugi Kiyoshi 5-dan and James DaviesWorking steadily out from the 3-3 point to the 4-5 point, this book surveys the principal variations of the thirty-eight most common corner patterns, pointing out the key ideas in each and showing the reader how to choose and use joseki in relation to other stones on the board. A must for beginners and double-digit kyu-players.
ISBN 4-906564-11-4, 6th printing
K12 Volume 3: Tesuji
by James DaviesTesuji are the tactics of infighting, and here are over 300 examples and problems aimed at training the reader to spot the right play in any tactical situation.
ISBN 4-87187-12-4, 5th printing
K13 Volume 4: Life and deathFollowing the general pattern of its predecessor Tesuji, this book organizes over two hundred life-and-death problems and examples into thirty-six short chapters. Noteworthy features include:
K14 Volume 5: Attack and Defenseby Ishida Akira 9-dan and James Davies
The middle game of go often appears chaotic, but there is order in the chaos, as this book plainly reveals. The result of a joint effort by a tournament winning Japanese professional player and an experienced American go writer, it lays down a few clear principles, then goes to a wealth of applications: examples, problems and case studies from professional play. The reader emerges with a thorough grasp of how to choose strategy, how to execute dual-purpose attacks, how to defend with contact plays, how to force his opponent into submission or cooperation, how to invade and reduce territorial frameworks, and when to fight a ko.
ISBN 4-87287-14-9, Fourth printing
G15 Volume 6: The Endgameby Ogawa Tomoko 4-dan & James Davies
The basic skills and strategies of the endgame, using problems, examples, explanatory sections, and actual games. The subject is approached in a variety of ways in five chapters.
The endgame is the fase of the game where concepts of sente and goto and the value of the move can best be explained and understood. This book is therefore of wider use than just the endgame.
ISBN 4-87187-015-4
Kiseido reprint available in may 2000
by Kageyama Toshiro 7-dan
The theme of this book: handicap stones should not be used to grab territory; instead Black should build influence and play a fast fighting game. Kageyama gives detailed analyses of 2- to 5-stone handicap games played between professionals or between a professional and amateur.
ISBN 4-87187-017-0
This brilliant analytical survey has established itself as the standard reference on joseki throughout the world. Essential to every go player's library.
K21 Volume 1
The small knight approach to the 3-4 point, the large knight approach, and the two space high appoach.
The one-space high approach against the 3-4 point. The 5-3 point joseki. This volume contains the Nadare, Magic Sword, and Taisha josekis.
ISBN 4-87187-022-7
The 5-4 point, the 4-4 point, and the 3-3 point josekis.
ISBN 4-87187-023-5
K26 Reducing territorial frameworks
K28 Lessons in the fundamentals of go
The go book you want to read after a beginners book
Improved and expanded reprint by Kiseido
ISBN 4-87187-031-6
K33 The Chinese Opening: The Sure-Win Strategy
by Kato Masao 9-danISBN 4-87187-033-2
K50 Go: a complete introduction.by Cho Chikun Honinbo, edited by Richard Bozulich
An introduction to Go written for the western reader. It includes the rules and an introduction to the strategy and basic tactics of go, and, in addition, it has essays about the history of go, about go equipment, about go and computers, and about go in east Asia and in other countries. Improved and revised edition of 'Magic of go'
ISBN 4-87187-041-1
K51 Get strong at the opening.
K52 Get Strong at Joseki 1.by Richard Bozulich
Covers the basic josekis which start with the first move on the 3-4 point.
This three-volume series is the ideal set of joseki books for all players, from 20-kyu to dan level. Each chapter begins with one page showing the main lines of a particular joseki. Three kinds of problems then follow: problems on variants and trick moves; problems on joseki selection; and problems on playing after the joseki. Each volume contains more than 150 such problems. This problem format is the ideal way to study joseki. Instead of just memorizing variations, your attention is focused on the important moves and concepts of a joseki. Memorization then comes effortlessly. After diligently studying these three volumes, your feel for joseki will be that of a dan player.
ISBN 4-87187-052-9
K53 Get Strong at Joseki 2.by Richard Bozulich
Covers the basic josekis which start with the first move on the 3-5 point and the 5-4 point.
ISBN 4-87187-053-7
K54 Get Strong at Joseki 3.by Richard Bozulich
Covers the basic josekis which start on the 4-4 point and the 3-3 point.
ISBN 4-87187-054-5
K55 Get Strong at Invading.by Richard Bozulich
A survey in problem format of the basic invading positions. This book is divided into three parts: Part One deals with the standard invasions on the side, Part Two with invading corners and attacking corner enclosures, and Part Three with erasing territorial frameworks. If you are a weak kyu-player, this book will increase your invading ability by six stones. If you are already a dan-level player, it will fill in the gaps that may exist in your invasion technique.
ISBN 4-87187-055-3
K56 Get strong at tesujiThe easiest book of the series.
K57 Get strong at the endgameTough problems of various types. Among them Wholeboard problems and problems where you have to count the value of the move.
K58 Get strong at life and death
Interesting book. The situations are all very familiar to strong players giving handicap. All "white" players know "the wrong answer" black usually plays, but do not know the "solution".
4-4 point joseki, not in "Ishida", that are good in even games, but very good in handicap games.
By Guo Juan
Guo Juan is a chinese professional, now living in the Netherlands. Stories about her go life in china, her fellow professionals and commented games.
Whole board problems.
Easy problems, you have to be able to solve these in a split second.
Half of the book introduces you to the concept of shape, the other half contains problems.
by Miura Yasuyuki
Mr. Miura, president of Nikko Hotels International and Japan Air Lines Development Company (USA) from 1984 to 1992, and currently executive vice- president of JAL Card, Inc., and a member of its board of directors, explains in detail how to play go and how go's strategies can give you a fresh approach to the competitive world of business.
ISBN 4-87-87-099-5
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