Up a Level
Terms & Conds
The Anchor Puzzle Book & DVD
Jerry Slocum & Dieter Gebhardt's 2012 hardback book subtitled "The Amazing Stories of more than 50 New Puzzles Made of Stone" shows all of F. Ad. Richter's puzzles, from the earliest Chinese Tangram in 1890 right through 121 years of successful puzzle-making, due to the attractive look & feel of the stones, and by the beautiful graphics on the covers of the boxes and problem books. Included here are the stories of Richter's puzzles and their many variations over the years, and provides more than 650 problems for you to solve from 37 Anchor Stone Puzzles.
(152 pages; 906g; 21 x 25.5cm)
Alexander Dinerchtein 3P & An Younggil 8P expound 25 of their favourite new & unusual patterns & ideas in this 2010 book. Some of the moves analyzed in this book can be considered "trick" plays, however many of the moves are seen as acceptable new or unusual but viable ways of playing in common situations on the board.
(161 pages; 296g; 15x22.5cm)
The Meijin's Retirement Game: Honinbo Shusai vs Kitani Minoru
John Fairbairn's 2010 account of the game marking the retirement of the patriarchal Honinbo Shusai and the handover of his traditional titles of Honinbo and Meijin to start a new era of tournament go. It was also the game featured in a famous novel by Nobel prize-winner Kawabata Yasunari. A limited amount of scene-setting and background colour, but detailed game commentary, using research from many professional commentaries and other factual snippets.
(142 pages; 278g; 15x23cm)
Old Fuseki vs New Fuseki: Honinbo Shusai plays Go Seigen
John Fairbairn raids the archive to give a very detailed analysis of a famous game whilst also placing it in context. Writing in 1948, Segoe Kensaku wrote of the game described in this book, which featured champions of the old and new styles of play, "There has been no game in recent times that has caused so much surprise and so much fuss among fellow go lovers as this one." The focus of the book is on New Fuseki, showing it was an organic process and not merely a spontaneous invention of Go and huis friend Kitani. Published 2011.
(133 pages; 246g; 15.5x23cm)
Masterplay: The Playing Styles of Seven Top Pros
Yuan Zhou introduces Sakata Eio, Takagawa Kaku, Fujisawa Shuko, Rin Kaiho, Nie Weiping, Ma Xiaochun and Cho Hunhyun, outlining their careers and detailing two key games of each player. The sixth in the Master Play series. This volume published in 2010.
(269 pages; 498g;15x23cm)
Understanding Dan Level Play: A Korea Prime Minister's Cup Journal
Yuan Zhou's game descriptions from the Korean tournament of 2009, where representatives from 68 countries competed over seven rounds.
(113 pages; 226g;15x23cm)
Magic on the First Line
Nakayama Noriyuki sees miraculour things happening from the middle game through the endgame as stones appear, little by little on the first line at the edge of the board. He aims to study "quite elementary first line tactics that will eventually cause you a loss if you don't know them. We will be beginner wizards at the edge of the board, so to speak. Being familiar with things at this level or not can make a big difference. Your winning percentage should increase quite a bit, I think." Published in English 2010.
(119 pages; 195g;14x21.5cm)
John Fairbairn's follow-on from Kamakura, which described the ten-game match between Go Seign and Kitani Minoru from September 1939 to June 1941. This volume describes Go Seigen's last ten-game match, played against Takagawa Kaku, at a politically happier time than Kamakura, but also at a time when the profession itself was changing. Based on a raft of professional commentaries supplemented by other research, the book has biographies and background of the players. Published 2009.
(165 pages; 526g; 21.5x28cm)
The Go Consultants
John Fairbairn & T. Mark Hall's fascinating description of a five-day game in 1934/5 between 2 teams of players: Go Seigen & Kitani Minoru playing against Segoe Kensaku & Suzuki Tamejiro. Old/young, teacher/pupil, old style/new style of game - the constrasts were and are intriguing! Players consulted with each other between moves, and what they said and did was written down at the time, producing an amazingly detailed and insightful record of plans and ideas, choices and moves. Fairbairn & Hall's 2009 book refers to other works, such as autobiographies in addition to the book of the game produced in 1935.
(151 pages; 276g; 15x23cm)
How Not to Play Go
Published in 2009, Yuan Zhou's book lays out several common bad practices which if avoided, will produce stronger players who find the game much more interesting and enjoyable. It aims to help kyu level players improve their game. Chapters cover Common misunderstandings of How to play Go; An 8-kyu game; A 4-kyu game; A 1-kyu vs 2 kyu game.
(32 pages; 82g; 15.5x22.5cm)
Masterplay: The Territorial Styles of Kitano Minoru & Cho Chikun
Yuan Zhou, produced this book in 2009, the fifth in the series about the specific styles of some of the most famous go professionals. He presents two games with a very detailed analysis that focusses on clarifying what is distinctive about their styles of play. This is illuminating for readers not only to understand what it means to speak of a playing style, but also it leads to an enhanced appreciation and understanding of the game itself and provides a guide for developing their own style.
(106 pages; 200g; 15.5x22.5cm)
Graded Go Problems for Dan players vol 1: 300 Life-and-Death Problems 5-kyu to 3-dan
When asked to advise weak players how to become stronger, professionals without exception stress the importance of developing your reading ability by studying the basic life-and-death positions that come up in actual play. This book provides players with the essential grounding in the basic life-and-death techniques that they need to develop deeper and more accurate reading and the knowledge that they need to compete as dan players. The level of the problems starts at around 5-kyu and works up to 3-dan level, with the majority in the 1- to 3-dan bracket. Dan players will also gain invaluable practice from reviewing the problems assembled here.
(232 pages; 330g; 15x21cm)
Graded Go Problems for Dan players Vol 2: 300 Tesuji Problems 5-kyu to 3-dan
When you get into a fight, knowledge or ignorance of the right tesuji will make or break you. This book, which is a translation of two popular Nihon Ki-in collections for aspiring 1-dans and 3-dans, is a systematic compilation of the basic fighting tesujis that every dan player needs to know. Not only will careful study of these tesujis enable you to execute your fighting plans better, it will also broaden your tactical horizons by revealing to you new possibilities in the fighting and deepen your understanding of go.
(232 pages; 328g; 15x21cm)
Graded Go Problems for Dan Players Vol 3: 300 Joseki Problems 1-dan to 3-dan
This book contains 300 problems to test and expand your understanding of josekis and your ability to deploy them effectively as part of your opening strategy. It will help equip you with the joseki knowledge essential for a dan player. The problems in this book focus on the key points and tesujis involved in josekis, and reference is made to the moves that include tactical decisions. Working through and reviewing these problems will give your game added strength and breadth, and make you a formidable dan player.
(306 pages; 428g; 15x21cm)
Graded Go Problems for Dan players vol 4: 300 Life-and-Death Problems 4-dan to 7-dan
In a life-and-death problem, there are usually many candidate moves to choose from. For each of these moves you must consider all of your opponent's responses, and to each of these responses you have to find a counter, and so on, until you arrive at the solution. This involves a lot of mental dexterity that can be developed only by constant practice, and the most efficient way of developing this dexterity is to solve a large number of problems, starting with easy ones and gradually progressing to more difficult ones. This volume starts with 4-dan problems and, in the final part, the reader is challenging problems at the 7-dan level.
(242 pages; 350g; 15x21cm)
Graded Go Problems for Dan Players vol 7: 256 Opening & Middle Game Problems
In this book, which is a translation of two popular publications by the Japanese HGo Association for players who aspire to become high dan-level players, you will find 127 opening and 129 middle-game problems. They range in difficulty from 1-dan to 7-dan. The first 100 problems are relatively easy: you are given a choice of 3 moves, only one of which is correct. The next problems are much harder because candidate moves are rarely given. The problems for the most part rely on intuition. If you know the principle, you will solve it. If you can't solve it, you will learn the principle in the answer and, when confronted with a problem or a position in one of your games in which this principle is applied, you will, perhaps, find the strongest move.
(323 pages; 450g; 15x21cm)
Test Your Go Strength
Test Your Go Strength: 50 Whole Board Problems by Naoki Miyamoto, 9-dan, features 50 situations that might arise in typical games. In each, he poses the challenge to find the best of 5 points. Will your answer be the best play, or the worst? Regardless, you will find a clear explanation of the strengths and weaknesses of the move, according to the author. As you work your way through this book, you will discover the strengths and weaknesses of your own game, and you will gain an understanding of how to increase your playing strength.
(216 pages; 168g; 11x17.5cm)
Dictionary of Basic Fuseki Vol 4
Rin Kaiho's purpose in producing this book is to help a Go player to study and learn more about the historical development of basic Star Point Fuseki that equally divide a grid. The principal opening moves are classified, and representative games selected and analyzed. Five sections cover Shusaku Style; Corner Enclosures and Diagonal Models; Parallel Models; Facing 3-4 Points and other Combinations; 5-3,5-4 & 3-3 points. Published in English 2010.
(512 pages; 406g; 14.5x21.5cm)
Cho Hun-hyeon's Lectures on Go Techniques Vol 2
Basic shapes are analyzed covering Surround, Escaping, Connecting, Cutting, Attachments, Diagonals, Tigers (Hangs), Empty Triangles, and Hanes at the Head of Opponent's Stones. Volume 2 contains 54 problems designed to enable the low and mid-kyu player to begin playing consistently at the higher kyu level. Published 2009.
(221 pages; 320g; 15x21cm)
100 Tips for Amateur Players Vol 3
This volume by Youngsun Yoon deals with capturing races, endgame issues, and other mistakes often made by amateur players.
Chapter 1 covers measuring eye-space, followed by 10 strategy sections; Chapter 2 is composed of 10 shapes which appear often in the endgame of actual games; Chapter 3 is a compilation of typical amateur mistakes collected during her travels to tournaments. Published 2010 in English & Korean.
(239 pages; 372g; 15x22.5cm)
Go Shapes resolve
Craig Hutchinson's collection of shapes for study. He describes the game of Go as a language, and that by studying formulated series, openings, tactics, invasions and life/death, one is programming shapes and sequences into their memory, just as words and phrases in a language. There is no short cut, it requires constant repetition and practice. Giving names to the shapes can help visualize the current and future arrangement of stones and catalog and reference their current and future interaction.
(54 pages; 94g;13.5x21.5cm)
The 21st Dictionary of Basic Joseki Volume 1
This book by Takao Shinji 9 Dan, is a thorough updating and complete re-writing of the Yoshio Ishida dictionary published in the mid-1970s. It covers not only the long-established josekis familiar to players of all levels, but also the many new variations that have been developed in recent decades. It analyses the various components of josekis, such as tesujis and good style and good shape, and focusses in depth on such themes as securing momentum and building influence. Each joseki listed is backed up by diagrams exploring alternative moves and mistakes. Published in 2010.
(288 pages; 622g; 18x25.5)
Kim Sung-Rae, professional 4dan, aims this book at players of a decently strong level, strong enough to take 5 or 6 stones against a professional, but who want to improve and move on from this point. It focusses on the decisions one faces after joseki, but for all practical purposes this is a joseki book. It consists of 22 chapters divided into 3 parts, 4-4 point, 3-4 point, and other commonly used joseki. Published 2009.
(241 pages; 384g; 15x22.5cm)
Baduk for Beginners: an introduction to an ancient board game
Produced by Kim Sung-rae and Sung Ki-chang in 2009, Baduk for Beginners contains small problems and explanations designed to challenge, but not overwhelm a new player.
The chapters cover: Baduk; Close combat; Life & death; Opening; Territory & scoring; Close combat strategy; Endgame, Answers to problems.
(374 pages; 574g,15x22.5cm)
Imagination of a Go Master
Imagination of a Go Master Logic-Shattering Cosmic Style was produced by Takemiya Masaki 9 Dan in 2004. It features ten games over his career, played against leading players of the day. The book uses a question & answer format, with hints about the situations shown. Takemiya's intention: "As far as possible, I want everyone to do as I do - to follow one's dream and to win in the way most conducive to one's nature."
(222 pages; 336g;15x21.5cm)
The Master of Haengma
Author Sung-Ho Baek focusses on improving the ability to choose the right haengma by using a variety of examples from actual games. Published 2009.
Even if it is the same haengma, it can be a good move or a bad move depending on the situation. It is always distinguished by what haengma you play considering the situation and surrounding. Professional players usually don't play next move until they are sure about the worth of the stone and its maximum utilization. It is the reason for them to pay full attention even though there is a predictable joseki during the game. It is a difference between amateur players who play directly.
(288 pages; 444g;15x22.5cm)
21st Century New Openings, Volume 2
Kim Sung-rae, 4 Dan writes: There is a joseki proverb: "Josekis are not for memorizing, but for forgetting." The point is not to memorize the order of the moves, but to understand the meaning of each move in a joseki. This is what volume 2 of 21st Century New Openings does. In its 14 chapters, many of the modern josekis are analysed in detail with emphasis on the reasons the crucial moves are made.
This book is divided into 3 parts: the first part is joseki, the second on joseki and its relationship to the fuseki, and the third a summary of the new patterns that are currently played by professionals in the beginning of the game. Anyone who plays Baduk can understand this book, but it is especially recommended to those hoping to become professional players.
(400 pages; 556g;14.5x21.5cm)
The Best Game Records of 2009
This book is a collection of the best games played in 2009 by top professional players, with commentary by Jeong Dong-sik 6p. Aimed at people who want to be well-informed about the tournaments played by the top players, and people who want to have a deeper but more simple view of professional games. Oromedia is planning to publish this book yearly to help foreign players study these great games more easily and effectively.
(223 pages; 356g; 15x22.5cm)
© Pentangle 2009-2013
Chinese Wooden Go Bowls
25mm Xiang-Qi & Go double convex board
25mm Rosewood veneer Xiang-Qi & Go double convex board
Bone & Bamboo Mah Jong in wooden box
Bone & Bamboo Mah Jong in Wooden Case with 5 layers
Luzhanqi (or Jun Qi) set
Dou Shou Qi set
Pai Gow set
Play Go Today 2B (13x13 in a box; ply board)