Go for beginners

Go for beginners

Einband:
Poche format B
EAN:
9780394733319
Untertitel:
Englisch
Genre:
Sport
Autor:
Kaoru Iwamoto
Herausgeber:
Random House
Auflage:
American
Anzahl Seiten:
148
Erscheinungsdatum:
12.03.1977
ISBN:
0394733312

Zusatztext Rated 4.4 out of 5 stars on Amazon's Customer Reviews! Informationen zum Autor KAORU IWAMOTO (1902-1999) was one of the world's foremost experts on go, a holder of the highest professional Japanese go rank of 9-dan, and twice winner of the historic Honinbo tournament. He spent many of his later years as an ambassador of go, promoting the game in many Western countries. He founded the Iwamoto Foundation in 1986, which helps fund go centers throughout the world. Klappentext Go is an ancient, subtly beautiful game of territory. But with its nearly endless possibilities and challenges, it is more than just another game; it is a way of life for tens of millions of players throughout the world. Embodying four thousand years of Oriental thought and culture, go is the oldest game in the world still played in its original form. Go is the kind of game that one can learn in a day-and spend a lifetime perfecting. It is more art than science: in order to surround and capture the opponent's territory, one needs intuition, flexibility, and acute perception combined with a sharp analytical mind. Each player is a partner in an exercise of coexistence; each player needs the other for self-enlightenment and for enjoyment. But then, too, go is a game whose strategy has been compared to the tactics of guerilla warfare. Go can be all things to all people; it is simple, elegant, and unexpectedly beautiful. This book contains an introduction; a brief example game; a clear, leisurely explanation of the rules; and illustrations of the simplest techniques of good play and of some easy and some more difficult problems the player will encounter. The appendixes include a concise list of rules, a glossary of technical terms, and a list of international and American go organizations. Among go players, Go for Beginners is known as the best beginner's book available. Zusammenfassung Go is an ancient! subtly beautiful game of territory. But with its nearly endless possibilities and challenges! it is more than just another game; it is a way of life for tens of millions of players throughout the world. Embodying four thousand years of Oriental thought and culture! go is the oldest game in the world still played in its original form. Go is the kind of game that one can learn in a dayand spend a lifetime perfecting. It is more art than science: in order to surround and capture the opponent's territory! one needs intuition! flexibility! and acute perception combined with a sharp analytical mind. Each player is a partner in an exercise of coexistence; each player needs the other for self-enlightenment and for enjoyment. But then! too! go is a game whose strategy has been compared to the tactics of guerilla warfare. Go can be all things to all people; it is simple! elegant! and unexpectedly beautiful. This book contains an introduction; a brief example game; a clear! leisurely explanation of the rules; and illustrations of the simplest techniques of good play and of some easy and some more difficult problems the player will encounter. The appendixes include a concise list of rules! a glossary of technical terms! and a list of international and American go organizations. Among go players! Go for Beginners is known as the best beginner's book available. Inhaltsverzeichnis Preface 7 Introduction by John C. Stephenson, President, American Go Association 8 Part I: The Rules of Go 1: Demonstration Game 15 2: Capture 22 Liberties 22 Solidly Connected Stones 23 Suicide is Illegal 27 Ko 28 Life and Death 35 False Eyes 38 Seki 44 Part II: Elementary Tactics and Strategy 3: At the Edge of the Board 51 4: Shicho 61 5: Geta and Loose Shicho 64 6: Semeai 64 7: Snap-back and Shortage of Liberties 73 8: Life and Deat...

Rated 4.4 out of 5 stars on Amazon's Customer Reviews!

Autorentext
KAORU IWAMOTO (1902-1999) was one of the world's foremost experts on go, a holder of the highest professional Japanese go rank of 9-dan, and twice winner of the historic Honinbo tournament. He spent many of his later years as an ambassador of go, promoting the game in many Western countries. He founded the Iwamoto Foundation in 1986, which helps fund go centers throughout the world.

Klappentext
Go is an ancient, subtly beautiful game of territory. But with its nearly endless possibilities and challenges, it is more than just another game; it is a way of life for tens of millions of players throughout the world. Embodying four thousand years of Oriental thought and culture, go is the oldest game in the world still played in its original form.

Go is the kind of game that one can learn in a day-and spend a lifetime perfecting. It is more art than science: in order to surround and capture the opponent's territory, one needs intuition, flexibility, and acute perception combined with a sharp analytical mind. Each player is a partner in an exercise of coexistence; each player needs the other for self-enlightenment and for enjoyment. But then, too, go is a game whose strategy has been compared to the tactics of guerilla warfare. Go can be all things to all people; it is simple, elegant, and unexpectedly beautiful.

This book contains an introduction; a brief example game; a clear, leisurely explanation of the rules; and illustrations of the simplest techniques of good play and of some easy and some more difficult problems the player will encounter. The appendixes include a concise list of rules, a glossary of technical terms, and a list of international and American go organizations. Among go players, Go for Beginners is known as the best beginner's book available.

Leseprobe
Introduction
 
You hold in your hand an excellent beginner’s go book. The author, Kaoru Iwamoto, 9 Dan, is well known in Japan for his go achievements and is famous in the Western world for his efforts to popularize this most fascinating and profound game. The superiority of this book is no small contribution in that direction. Mr. Iwamoto goes beyond a clear rendition of the rules; by adding a thorough introduction to fundamental go strategy, he guides the neophyte toward a more complete understanding of the game.
 
Go is a contest between two players who compete to secure territory. The territory consists of 361 points formed by the intersections of nineteen vertical and nineteen horizontal lines drawn on a wooden board. Players use lens-shaped discs, called stones, to mark off their territory. One opponent plays black stones, the other white, in alternating turns. The board, which is empty in the beginning, gradually fills as the players place their stones. Contrary to most Western games, motion in go takes the form of adding to what is already in place rather than moving the position of the pieces. Once put on the board, a go stone is stationary unless captured. The player controlling the largest total area at the end of the game is the victor.
 
The intellectual enjoyment of go is enhanced by good playing equipment. Ideal go stones are made of shell and slate, although for economic reasons glass and plastic stones are most commonly used. The highest quality stones are known as yuki grade shell, distinguished by their perfectly parallel grain lines and their completely opaque color. The quality of go stones is also determined by their thickness. Thick stones, often up to ten millimeters, are preferable. Go stones are customarily grasped between the index and middle fingers. They are placed on the board with a quick, decisive action that creates a snapping sound. This tone is so valued as part of the charm of go that enthusiasts prefer thick kaya-wood boards with a chamber cut out on the underside to increase resonance. The stones are generally stored in handsome wooden bowls, called go ke, made of chestnut, mulberry, teak, or rosewood. The covers of the go ke are used…


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