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ePub Learn to Play Go, Vol. 4: Battle Strategies download

by Jeong Soo-Hyun,Janice Kim,Brian D'Amato

ePub Learn to Play Go, Vol. 4: Battle Strategies download
Jeong Soo-Hyun,Janice Kim,Brian D'Amato
Good Move Press; 1st edition (September 1997)
Puzzles & Games
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by Jeong Soo-Hyun (Author), Janice Kim (Author), Brian D'Amato (Illustrator) & 0 more. Book 4 of 5 in the Learn to play go Series.

by Jeong Soo-Hyun (Author), Janice Kim (Author), Brian D'Amato (Illustrator) & 0 more.

Start by marking Learn to Play Go, Vol. 4: Battle Strategies as Want to Read . Thanks for telling us about the problem. 4: Battle Strategies as Want to Read: Want to Read savin. ant to Read. Learn to Play Go, Vol. 4: Battle Strategies. by. Jeong Soo-Hyun, Janice Kim., Brian D'Amato (Illustrator). Learn to Play Go: Vol 4, Battle Strategies, by Kim, Janice and Jeong Soo-hyun.

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Learn to Play Go - Volume 4 - Battle Strategies - By Janice Kim and Jeong Soo-Hyun - Ebook download as PDF File . df) or read book online. Flag for inappropriate content. Documents Similar To Learn to Play Go - Volume 4 - Battle Strategies - By Janice Kim and Jeong Soo-Hyun. Learn to Play Go - Vol. 5 - The Palace of Memory - Jeong Soo-Hyun e Janice Kim.

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Volume IV, Battle strategies. Marie Hablitzel, Kim Stitzer - Draw Write Now, Book 5: The United States, from Sea to Sea, Moving Forward (Draw-Write-Now). Читать pdf. Joakim Sundnes, Glenn Terje Lines, Xing Cai, Bjørn Frederik Nielsen, Kent-Andre Mardal, Aslak Tveito - Computing the Electrical Activity in the Heart. Joakim Sundnes, Glenn Terje Lines, Xing Cai, Bjørn Frederik Nielsen, Kent-Andre Mardal, Aslak Tveito. Marie Hablitzel, Kim Stitzer. Marie Hablitzel, Kim Stitzer - Draw Write Now, Book 3: Native Americans, North America, Pilgrims (Draw-Write-Now).

Janice Kim 3 dan Jeong Soo-hyun 9 da. I am glad that Janice Kim has translated the book into English. Learn to play Go. It is simple, but it is not easy. It is worth the time you spend on it.

Janice Kim 3 dan Jeong Soo-hyun 9 dan. Drawings by a lee. Good Move Press. She, a famous American professional player, is eager to promulgate the mysterious game. I hope this translation will contribute to the promotion of Go in the West. More thanks go to Liz Shura, Valerie Blum, Brian D'Amato, Jonathan Englander, and Bruce Price. Janice Kim November 1997. CoNTENTS Preface and Acknowledgements.

Learn to Play Go Series Volume IV (Battle Strategies) By Jeong Soo-hyun,Janice.

Shipping to Russian Federation. Learn to Play Go Series Volume IV (Battle Strategies) By Jeong Soo-hyun,Janice. Pia Live Photo Magazine Kim Hyun Jun Kim Hyun Joong FROM JAPAN.

Janice Kim is a professional Go player, author, and business owner. She was born in Illinois in 1969, and grew up in New Mexico. As a teenager, she studied go in Korea under Jeong Soo-hyon (9-dan). She represented the US in the first World Youth Go Championship in 1984, placing third; in 1986 she played for the US again and won the event.

CHECK FOR THE 2ND EDITION PUBLISHED 12/12/2011 Volume IV of the award-winning Learn to Play Go series. Covers essential principles of fighting in the middle game, including invasion and reduction, attack and defense, life and death, capturing races, and ko fighting. Includes test yourself section and index.
  • This is currently the last of four books written by Janice Kim and Jeong Soo-hyun. The first two volumes are designed to take a newcomer to the game of Go and help them achieve a modest but significant level of competence. The third volume is best suited to the player who has achieved some comfort with hand-to-hand combat and is ready to approach the more complex tactical and strategic levels of the game. This volume focuses on the middle game, where territory is truly lost or gained. A player must walk a tightrope between strategy and tactics in this phase while balancing attack and defense.
    There is so much going on the board during the middle game that it is genuinely difficult to write a book that teaches more than a single facet of playing the middle game. This can make studying frustrating. What Kim and Soo-hyun have done is written an introduction to the middle game that, while it does not dig deep into the layers of complexity, provides a framework whereby the student can determine where best to focus. In doing so, they have achieved something unique.
    The first half of the book focuses on the middle game itself. It opens with a section on invasion and reduction, followed by further material on battle strategies, attack, and defense. The second half discusses life and death. This includes the making of living shapes, the art of killing groups of stones, and handling capturing races. There is also a very good discussion on Ko fighting which goes into surprising detail. As is true of the entire series, the discussion is easy to understand, and examples are plentiful.
    I should point out that the apparent organization of the book is a bit deceptive. The nature of the material is such that some serendipity is inevitable. Discussion of principles is mixed in with a lesson about a particular attack or tesuji. As such, this book needs to be read several times to get all of its contents fixed in one's mind. Some might consider this a fault, but I know of almost no other book that sets out to cover what this one does without falling victim to the same problem. For the player who understands that most improvement comes from hard work, this book is a real blessing. Highly recommended.

  • As a beginner, I am grateful for the wonderfully clear graphic design of this series, the warmth & wit of the author, and the clarity of her ideas. But a certain minimum amount of information is required to get a handle on any topic, and, most of the time, I'm not finding that forthcoming in this series. Instead of being shown a few examples of games where one player reduces or invades another's territory, for example, I'd have found it much more useful to get a basic overview of how to imagine territorial boundaries, which to pick as targets of attack, when to attack, where to play, how to respond, etc. I found the discussion of capturing races and the viability of eye space to be outstanding, but these were exceptions rather than the rule. By contrast, Bruce Wilcox has a two part computer tutorial ("Contact Fights" & "Sector Fights") that's amazingly practical and meaty; I can't recommend it highly enough; my advice to fellow beginners is to start with Janice Kim's volumes I & II, but then switch to Wilcox's "Sector Fights" followed by his "Contact Fights." In parallel, I'm finding it very helpful to work through books of problems; a great first book is Kano Yohinori's "Graded Go Problems for Beginners."

  • Janice Kim is the bomb. Easy read, nice examples, great series. Read 1-5 in two months, learned the game. Worth every penny.

  • Conceptually the game of Go has fascinated me for years. The rules and game play are simple - you can learn them in an hour or less. The strategy is so complex that it can obviously take a lifetime to master. Enter the "Learn to Play Go" series. It is a good idea to follow the Red Queen's advice, and "Begin at the beginning and continue on until you reach the end." Start with Volume One and continue from there. You will learn elementary strategies and techniques and continue to more advanced concepts. Excellent!
    I have to add a plug - on of the things that was waiting for was a competent Go program, since you can't find opponents on a park bench. "iGo Sensei" for the Mac does just that, and it has a lot of teaching elements. If you use Windows you've got a problem.

  • Great series for beginners. Be sure to start with books 1-3 first.

  • I will post this to the first four books of the series, which I bought all at once.
    I was hoping this series, as popular as it seems to be, would be the Go equivalent of Yasser Seirawan's "Play Winning Chess," but this series has nothing in comparison. I agree with other reviews that describe the books' lack of depth. There is actually so little information presented in the first four volumes, that they might as well be combined into one book for the same price as one of the books. There are also glaring typographical errors throughout every copy.
    Don't let the glossy covers fool you, in my opinion, this book series is nothing but a money grab. (This volume would be a great accomplishment, if it were 1000 pages longer...Most of the book lightly brushes upon the life and death of stones, but in doing it so lightly, it really does not convey any worthwhile information for playing the game)