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RiverMtnGo-30k-20k

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River Mountain Go: Volume 1
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  River Mountain GoVolume 1: 30 kyu to 20 kyu By Oliver Richmanversion 0.6.2 (September 1st, 2006)  2  Contents 0.1 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . 60.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70.2.1  Rule sets and Technical Terms  . . . . . . . . . . . . . . . 8 1 The World of Go 9 1.1 The History of Go . . . . . . . . . . . . . . . . . . . . . . . . . . 91.2 Modern Go: Computer Go . . . . . . . . . . . . . . . . . . . . . 101.3 The Rules of Go . . . . . . . . . . . . . . . . . . . . . . . . . . . 111.4 Ranks, Ratings and Handicap Go . . . . . . . . . . . . . . . . . . 16 2 Go for beginners: 9x9 19 2.1 The Goban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192.2 The Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202.3 Atari-Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212.4 Making Territory by Surrounding . . . . . . . . . . . . . . . . . . 212.4.1 Surrounding the center . . . . . . . . . . . . . . . . . . . 222.4.2 Surrounding the corners . . . . . . . . . . . . . . . . . . 232.4.3 Surrounding on the sides . . . . . . . . . . . . . . . . . . 232.5 Making territory by Capturing . . . . . . . . . . . . . . . . . . . 24 3 Life and Death 27 3.1 Cutting and Connecting . . . . . . . . . . . . . . . . . . . . . . . 283  4  CONTENTS 4 Your First Shapes 31 4.1 Ikken Tobi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344.2 Nikken Tobi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344.2.1 Shicho (ladder) . . . . . . . . . . . . . . . . . . . . . . . 354.3 Kosumi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 364.4 Keima . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 5 Go Proverbs for Beginners 39 5.1 Moving in the corner first. . . . . . . . . . . . . . . . . . . . . . 395.2 Make yourself strong before attacking . . . . . . . . . . . . . . . 415.3 Only Connect . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 6 Example Game 45 6.1 How to count the score at the end of the game . . . . . . . . . . . 51 7 Tsumego 53 7.1 Tsumego . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 537.2 Seki . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 567.3 Tesuji . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 8 The Opening 619 Introduction to Reading 6510 Common Endgame Patterns 6911 The 20 kyu barrier 73 11.1 Game Two: Winning a Lost Game . . . . . . . . . . . . . . . . . 7511.1.1 The Opening (  fuseki ) . . . . . . . . . . . . . . . . . . . . 7511.1.2 The Middle Game ( chuban ) . . . . . . . . . . . . . . . . 7711.1.3 The Endgame (  yose ) . . . . . . . . . . . . . . . . . . . . 82

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