Positional Judgement 1 / Territory

- Title: Positional Judgement 1 / Territory
- Author: Robert Jasiek
- Publisher: Robert Jasiek
- Edition: 2013
- Language: English
- Price: EUR 26.5 (book), EUR 13.25 (PDF)
^{*} - Contents: positional judgement
- ISBN: none
- Printing: good
- Layout: almost good
- Editing: good
- Pages: 272
- Size: 148mm x 210mm
- Diagrams per Page on Average: 3
- Method of Teaching: principles, examples
- Read when EGF: 8k - 4d
- Subjective Rank Improvement: +
- Subjective Topic Coverage: +
- Subjective Aims' Achievement: ++

For territorial positional judgement, the two core concepts are called Current Territory and Territory Count. A player's Current Territory is his surrounded territory remaining after the opponent's imagined sente reduction, which settles the territory regions' boundaries. In one sequence, White reduces to determine Black's Current Territory. In another sequence, Black reduces to determine White's Current Territory. Once both players' Current Territories are determined, the Territory Count is simply the difference of Black's Current Territory and White's Current Territory.

The difficult chapters explain the important topics of fighting positions (27 pages), moyos (40 pages) and middle game kos (38 pages). In these chapters, the theory is kept as simple as possible: just one extra procedure, definition or major principle suffices for each topic. Nevertheless, the difficulty of application of the simple theory to positions increases with the complexity of their fights, moyos or kos. Therefore, every chapter starts with easy examples and proceeds to the complicated examples. Each example is accompanied by as many diagrams as necessary to guarantee the reader's understanding; there are up to 28 diagrams per difficult example.

Instead of pretending that details would not exist, the other chapters reveal all of them: prisoners, nature of reduction sequences, aspects remaining after them, privileges, quiescence, fast counting, area counting and mutual reduction. In order to get a precise Territory Count, one must understand the nature of well constructed reduction sequences. Since a player reduces the defender's territory in sente, these aspects can remain and their evaluation is explained: remaining boundary defense moves (teire), basic gote endgames and endgame kos. Positions with fights or middle game kos require a preliminary quiescence sequence to create positions having stable groups and allowing straightforward judgement by means of peaceful reductions. While effort is needed to determine which are the territory intersections, afterwards their counting is fast and easy by updating only the changes and using techniques of convenient counting such as identifying rectangles and counting multiples of 10, 5 or 2. The chapter about area counting removes any fears about Chinese-style rules because it is shown how to use the Territory Count.

The final strategy chapter (28 pages) presents and applies four principles. The first principle presumes knowledge of the already determined Territory Count and works out the common sense for decisions when leading, when the game is close or when being behind. The second principle allows judgement for only the territory regions and suggests how many points a player must make in the still valuable regions of the board. The third principle offers an easy alternative method for evaluation of one big moyo adjacent to one valuable region. The fourth principle concludes moyo assessment by studying the value of reductions from the opponent's perspective.

For every analysed initial position, the complete reduction sequences are shown. Further diagrams mark all the territory intersections of the resulting positions, which are accompanied by the territory calculations. The difficult moves and decisions, and strategy are explained in the accompanying texts. The reader gets what he expects: everything is revealed very clearly.

The topic of every chapter is elaborated by a general introduction, theory, easy and increasingly difficult examples of the opening, early or late middle game. The eight most demanding chapters are concluded by problems. The reader should take time for their solution to profit the most from the often detailed answers.

The generally applicable theory is stated in bold font as principles or, in a few cases, as a procedure or definition of a term, and is explained in detail.

How difficult are the calculations? They are easy! The reader must add or subtract numbers, or divide by 2. Except for the terms 'sente' and 'gote', the book presumes only a little knowledge of go theory. Nevertheless, beginners might prefer to reach EGF 8 kyu level before they feel prepared to construct meaningful reduction sequences.

The book has an index of keywords.

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