Author: Cao Xunxuan
Publisher:
Publish Date: 2001-10-01
Features: For beginners in Go, the most frustrating thing is not knowing how to play when faced with a question on the board. Although everyone understands that playing Go should involve thinking and calculation, in actual play, when encountering a specific situation, it can be difficult to distinguish whether the moves made are good or bad. When facing familiar shapes or patterns, they may appear very confident; but when facing unfamiliar shapes, they may seem lost. Maintaining this situation, of course, makes it hard to win games, and even if they win a couple of games occasionally, it is likely due to the opponent's mistakes. Continuously identifying mistakes in one's own games and striving to avoid making the same mistakes in future play is very important for improving one's Go skills. The main aspect of this is learning how to distinguish between good and bad moves. Naturally, this leads to the question: What are the criteria for distinguishing between good and bad moves? To alleviate the confusion that many beginners in Go often face when learning the game, the Go Academy has launched this series of quick-learning Go books, hoping to provide a standard for distinguishing between good and bad moves. To enhance learning effectiveness, the books adopt a question-and-answer format, with questions raised before explanations are provided. We hope this effort will be well-received.
Go Seokhyun's Rapid Go. Volume 1
📌 Related Posts
Literature
GRE Vocabulary Essentials
2026-09-15
Literature
Antique Auction Catalogue · Porcelain with Soft Painting
2026-09-26
Literature
Analysis of the Government-Led Role in the East Asian Model
2026-09-22
Literature
Advanced Mathematics (Second Edition) Lower
2026-09-15
Literature
Olympic gymnastics
2026-09-30
Literature
Archery
2026-09-30
Literature
Bronze ware and gold and silver wares
2026-09-30
Literature
Learn to dance International Standard Ballroom
2026-09-30