Go Seong-hyeon's Rapid Go. Volume 3

Author: Cao Xunxuan
Publisher:
Publish Date: 2001-10-01
Features: For beginners in Go who feel frustrated, nothing is more distressing than encountering a problem on the board and not knowing how to play. Although everyone understands that playing Go should involve thinking and calculation, when faced with a specific situation, it can be difficult to distinguish whether the moves made are good or bad. When dealing with familiar shapes or patterns, they may appear very confident; but when faced with unfamiliar shapes, they become confused. Maintaining this situation naturally makes it hard to win games, and even if they win a couple of games occasionally, it is likely due to their opponent's mistakes. Continuously identifying mistakes in one's own games and striving to avoid repeating them in future games is crucial for improving one's Go skills. The main focus is on learning how to distinguish between good and bad moves. This naturally leads to a question: What are the criteria for distinguishing good and bad moves? To alleviate the confusion often experienced by beginners in Go while learning the game, the Go Academy has launched this series of accelerated Go learning books, hoping to provide readers with criteria for distinguishing good and bad moves. To enhance learning effectiveness, the series is written in a question-and-answer format, starting with posing questions followed by explanations. The hope is that this effort will be well-received. The author believes that if readers truly understand and master the material through study, their Go skills will improve rapidly.

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