On the one
hand, the English literature has had first introductions to the game
for newbies - on the other hand, there have been the following 'life
and
death' books for kyus: Life
and Death Problems 1 - Basics has theory for all kyus but
a too small percentage of the problems are for double digit
kyus. Get
Strong at Life and Death and Life and Death (Davies) have
some contents for double digit kyus, other contents suitable only for
single digit kyus but lack some essential contents for double digit
kyus. In other words, a 'life and death' book specifically written for
double digit kyus (EGF) and describing every essential aspect of theory
has been missing. First
Life and Death
fills this gap in the literature by explaining everything a beginner
needs to know about 'life and death' but omitting advanced topics
relevant only for strong players.
Theory
First Life and Death consists
of two major parts: the theory part (96 pages) and the problems part
(128 pages). Besides there is an index.
The
17 chapters of the theory part explain life and death from scratch
proceeding to increasingly demanding topics. Every chapter starts with
theory explained by clear and general principles, examples,
and
(where necessary) terms, and concludes with a few easy problems and
their answers so that the reader can check his understanding of the
theory.
The
first few chapters about establishing independent
life, removal of dead stones, recognizing nakade, seki and
sacrifice allow beginners of 'life and death' study
to follow
the later
chapters well. Everybody with at least some prior on-topic knowledge
can skip the initial pages. Although there is nothing difficult about
the topics in the next chapters about removing dead groups with kos,
unsettled groups, and how to approach and count liberties of eyes,
there are even dans with related knowledge gaps. Why? Everybody should
know the basics!
Shape, approach and boundary defects, the major
types of liberty shortages and simple fractions of an eye belong to the
topics often distinguishing double from single digit kyus. A double
digit kyu must acquire such knowledge to reach a single digit kyu's
level of 'life and death' skill. Knowing how to invade, what basic
strategic mistakes to avoid and how to perform tactical reading are
topics for players to 5 kyu but double digit kyus face the same
problems and so benefit from learning these topics earlier.
The
long chapter about capturing races plays a special role.
Although its reading can be postponed, there is more to learn
about the topic than in every other English book that does not
specialise in capturing races; nevertheless, the theory is restricted
to those basics applicable by double digit kyus. The same can be said
about tactical reading. Although its chapter has an ordinary length,
the answers in the problems part of the book explain the necessary
decision-making of tactical reading for the most difficult problems.
Problems
The
second part of the book consists of seven chapters and 213 problems.
Altogether the book has 274 problems, of which most are newly
invented.
Every
chapter has its problems roughly sorted by increasing difficulty from
'very easy' for 20 to 10 kyus to 'single digit kyu level'. If all
problems were for double digit kyus, they would have no guarantee to
increase their current skill of solving life and death problems. The
problems of intermediate level provide the reference of where the
reader hits his current wall. Every chapter starts with presenting the
techniques and concludes by exemplifying them once more. Hence the
reader gets three chances to learn them. Furthermore, whenever
necessary, the problems apply the theory of the first part of
the
book.
The first six problem chapters discuss the most
fundamental topics 'cut and connection', 'capture' and 'atari' as well
as the second fundamental level about 'construction of an eye',
'partition of an eye' and 'size of the eyespace'. These are the topics
double digit kyus must become familiar with. Beginners dismissing the
basics as "too easy" get stuck at their current level of solving life
and death. First they must acquire a firm understanding of the
fundamentals. The grouping of the problems by topic eases learning.
Needless to say, the chapters explain the techniques with
details,
such as threats, preventing the opponent from
applying a
technique, defense versus attack, expansion versus reduction and
throw-in.
Whilst the first six chapters only occasionally study
groups of a few related problems with similar shapes, the
seventh chapter has 11 groups of altogether 57 problems. A
typical
group of problems first studies relatively easier problems before
proceeding to a more difficult problem requiring tactical reading that
is one move deeper. Thereby the reader improves his iterative reading.
Furthermore, the Mixed Problems chapter presumes knowledge of the
previous chapters' techniques and combines their application. After
cracking the nuts, this final chapter rewards the reader with a clear
summary
of the major types of problems from the point of view of
tactical
reading.
Throughout the book, explanations are the more detailed
the more demanding an aspect or the variations of a problem
are.
Almost all diagrams only show a few moves so that the reader can easily
follow the
sequences.
Drawbacks?
Does the book make solving
life and death problems effortless? Sorry, but there is no such thing.
Life and death is the hardest topic of all. Each player must also
invest the effort of correct tactical reading. Is solving life and
death problems fun? It can be
if we think of them as crime novels and ask: "Who dies first?" Would I
do something differently if I had to write this book again? I would not
again under-estimate the task. 'Life and death' is always richer
than expected...
Conclusion
First Life and Death raises
a player's skill of solving life and death problems from beginner to
intermediate level.
* = These are the endconsumer prices in EUR according to UStG
§19 (small business exempted from VAT).