Author: Zhang Xiaoping
Publisher:
Publish Date: 2003-07-01
Features: Go is a treasure of Chinese culture, reflecting the wisdom and profound cultural heritage of the Chinese nation. Go is deeply loved by people for its elegant, extensive, mysterious, and profound connotations. Go is simple. Black and white pieces are played on any position of the board without regional or movement restrictions. A piece is alive with only "life points" (qi) and "eyes" (me), and the winner is determined by the amount of territory occupied. As a game, it is enjoyed by people of all ages and levels, providing great pleasure. Go is "profound and extensive." The thinking in Go reflects the comprehensive, ambiguous, and intuitive aspects of Eastern culture; the gains and losses, local and global, big and small, first and foremost in Go all embody the dialectical law of unity and opposition; the highest realm of Go, "balance" and "harmony," is also the highest realm of life. The philosophy of Go is closely linked to the philosophies of education, military strategy, culture, and self-cultivation. This book is a beginner-friendly introductory guide, emphasizing knowledge, practicality, and readability. It provides a comprehensive and systematic, step-by-step introduction to the basic knowledge, methods, and techniques of Go, as well as the latest games and dynamics, accompanied by diagrams and explanations. This book draws from various sources and is easy to understand, making it a valuable reference for young children and beginners learning Go. It can also serve as a teaching material for Go classes. The book is divided into ten chapters. Chapter 1 introduces the history, connotations, role, and current status of Go; Chapter 2 introduces the basic knowledge and latest rules of Go; Chapter 3 introduces methods and techniques for capturing pieces; Chapter 4 introduces dead-and-alive shapes and dead-and-alive techniques; Chapter 5 introduces practical joseki (patterns); Chapter 6 introduces how to layout and various layout methods; Chapter 7 introduces mid-game tactics such as cutting, entering, invading, and shuffling, as well as key points and good shapes; Chapter 8 introduces basic knowledge of endgame; Chapter 9 provides simple explanations of classic and latest games; Chapter 10 introduces exercises and solutions for dead-and-alive problems. The appendix introduces famous Chinese and foreign Go players, major Go tournaments, and prize money for competitions.
Go beginner
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