INDEX | GO
| STUDY | ISBN -
[My
book reviews on David Carlton's page] - Go teaching - Suppliers
Go (Weiqi, Baduk) ISBN Rating List
Introduction
Titles and ISBN
Ratings
General Topics
Major Teaching Methods
Read When EGF
Studying with Books
Tables
Introduction
This pages gives ISBN and subjective ratings of go books. It also denotes
their general topics and major teaching methods and suggests when to read
them. The author is a German 5 dan, is becoming a go book author, and has
read almost all of the books. He read hundreds further (mainly Japanese)
books but does not have access to them any more or has not had time to
include their information yet. He does not know any Asian language. Thus
"reading" an Asian book means interpreting diagrams, numbers, signs, text
structures, and text references. Still almost all Asian books restrict
comments to a "This move is good for black, that variation 2-A-B-5-C is
favourable for white." style. Therefore and because of the author's
good analytical skills he can interpret the books easily. If there is a
problem at all, then it is about overinterpreting a book's contents rather
than getting too little information from it.
Titles and ISBN
For English books the original titles are given. Asian books have a best
guess of what their titles might be; translations have sometimes been taken
from other sources. The ISBN (international standard book numbers) are
correct to the author's best knowledge. However, no guarantee is granted.
Still missing ISBN of English books will be added later. ISBN starting
with 89 indicate Korean books.
Ratings
The ratings are subjective but apolitical. They are independent of author
or publisher. These are the meanings of the signs:
| ++ |
very good |
| + |
in between average and very good |
| o |
average |
| - |
in between very bad and average |
| -- |
very bad |
Rank Improvement is after reading once. Most books qualify as - or --
because they are considerably away from ++ books. If the author has read
a book meant for weaker players, then he compares it with similar books
for a similar audience and assumes the rank improvement to have taken place
earlier. Each ++ book for single digit kyu players has or would have increased
the author's strength by considerably more than one rank. Improvement becomes
the harder the stronger a player is; so any book's effect on a high dan
player could only be expressed in fractions of a rank.
Topical Coverage refers to covering all professional 9 dan knowledge.
Thus most books qualify as --. This is harsh but considered appropriate
because a player has only finite amounts of time and money he can spend
on books. The listed general topics are referred to. A book could only
ever be ++ in case of a restricted general topic like rules. So what is
a + book, which currently hardly exists? Its rating indicates that just
a few books on the same general topic would be enough to acquire a professional
9 dan knowledge of it.
Aims' Achievement generously assumes the author to have intended the
teaching result. So many books should have + or ++. The rating also acknowledges
the major teaching methods and the intended audience.
General Topics
The contents' general topics are stated. Currently the following occur:
-
Standard Go Concepts
-
Games: collection of played games
-
Opening: concepts of managing the early
part of a game
-
Joseki: acknowledged move-sequences that
are equal for both players in a standard positional context
-
Middle Game: general middle game knowledge
-
Endgame: good order of moves due to precise,
numerical calculation of values
-
Handicap: about games with compensation
stones at the start of a game
-
Problems: problems of all kinds
-
Tactics
-
Tesuji: moves that are particularly good
in a context of restricted (local) reading
-
Tsumego: the art of problems for training
tactical reading
-
Life+Death: related to the possibility
of removing stones
-
Shape: visual standard patterns
-
Semeai: capturing races
-
Miscellaneous Tactics
-
Cross-cut: two black and two white stones separating each other
-
Strategy
-
Judgement: evaluation of whole board positions
-
Strategic Concepts: general, theoretical
methods for dealing with strategy; e.g. thickness, aji, exchange
-
Strategic Choices: choosing among continuations while reading on
a strategic level
-
Fight: application of aggressive strategic
concepts during the middle game
-
Technique: good development of intermediate
scale methodically in between tactics and strategy
-
Thinking
-
Reading: the art of knowing how to read ahead
-
Perception: the art of knowing which visible aspects to think about
-
Specialized Strategic Concepts
-
Thickness: strong shape free of aji and its application
-
Ko: fights about moves temporarily restricted by the rules
-
Hamete: strategic cheating attempts using minor overplays
-
Kikashi: forcing moves
-
Stone Development: strategic development or movement of a stone
during the game and its relation to other stones
-
Strategic Direction: determination of the positional region to be
played in
-
Miscellaneous Concepts Beyond Teaching
Go Skill
-
Entertainment: providing entertainment
-
Encyclopedia: collecting broad cultural facts
-
Handbook: collecting specialized cultural facts
-
Mathematics: study of go theory with mathematical precision
-
Rules: go rules
-
Names: names and biographies of people in the world of go
Major Teaching Methods
The major teaching methods are those identified as being consistently used
in a book by the author of this webpage. An empty space indicates his lack
of time for identification. Currently the following teaching methods occur:
-
General Methods
-
Examples: Knowledge is represented by go diagrams.
-
Principles: Knowledge is treated by general, theoretical concepts
that are carefully explained by prose.
-
Classification: Concepts are classified so that similar ones are
treated together.
-
Sorting: Similar objects are presented together without creating
a methodically advanced classification
-
Number of Included Objects
-
Handbook: A small number of objects is listed so that each of them
can be found quickly.
-
Dictionary: A considerable number of objects is listed so that each
of them can be found quickly.
-
Encyclopedia: A very great number of objects is listed so that each
of them can be found quickly.
-
Selection: A small or intermediate number of objects is included
at all to concentrate study on them.
-
Special Methods
-
Tactical Selection: At a particular moment there is a selection
of tactical continuations.
-
Mathematics: Mathematical methods are applied.
-
Increasing Difficulty: The learning difficulty increases throughout
a book.
-
Entertainment: Parts of prose is very entertaining.
Read When EGF
This is a suggestion of the most suitable range of EGF (European Go Federation)
ranks for reading a book. k means kyu and d means amateur dan. The author's
German rank is a tiny bit stronger than the same EGF rank. Motivated players
weaker or stronger than a range's bounds should not necessarily feel restricted.
Studying with Books
Principally books can be an excellent tool for improving one's strength.
The author's strength is mainly the product of applying autodidactic skills
to go books. Whether this works for you depends on your ability to learn
from books. It also greatly depends on the quality of books. Unfortunately,
it has been very low so far. When these lines are being written in 2001
there has not ever been any book close to a ++/+/++ rating. Thus even more
so than hopefully a few years later it really requires a reader's motivation
to learn. There are four important ways to learn from books:
-
Theory: Relying on books that generalize tactics, strategy, or thinking
is by far the most efficient way of improving. Every serious player should
read at least all books that have a + or ++ rating in at least one of the
columns Rank Improvement or Topical Coverage.
-
Reading: Practising reading ahead is unefficient but necessary for
improving. Any book on tactics with the teaching method examples can be
used for training one's practical reading ability. Solve many easy problems
of all kinds.
-
Technical Knowledge: In Asia learning patterns, standard sequences,
standard strategy by heart is used by children with professional teachers.
If you can remember many dozens of thousands of examples, then you might
reach professional level even without studying much generalized theory.
However, without strong personal teacher you need to study inefficiently
by reading countless example books.
-
Games: Seriously playing through one's own and professional games
is inefficient but provides a broad practical knowledge.
Sometimes a specialized book might be necessary as long as there is no
better one. Reading many books does not hurt, however, the rare best books
can improve one's strength more than a hundred times as fast as the worst
books.
Tables
Games
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Appreciating Famous Games |
|
-- |
games |
-- |
entertainment, examples |
15k-3d |
++ |
| The World of Chinese Go |
|
-- |
games |
-- |
entertainment, examples |
10k-3d |
++ |
| Invincible |
|
- |
games |
o |
examples |
8k-6d |
++ |
| Tournament Go 1992 |
|
- |
games |
o |
examples |
5k-6d |
++ |
| Kido Yearbook 1992 |
|
- |
games |
o |
examples |
5k-7d |
++ |
| Go Seigen's Games |
|
- |
games |
o |
examples |
2k-7d |
++ |
Opening
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Fuseki Dictionary (Takagawa Kaku) |
none |
+ |
opening, strategic choices, strategic direction, stone development |
o |
examples |
4k-6d |
++ |
| Fuseki Dictionary (Rin Kaiho) |
|
+ |
opening |
o |
dictionary, examples |
2k-6d |
++ |
| Fuseki Encyclopedia (Nihon Kiin) |
|
o |
opening |
o |
dictionary, examples |
2k-6d |
++ |
| Opening Dictionary |
89-7990-037-6 |
- |
opening |
-- |
selection, examples |
13k-5d |
++ |
| Modern Opening (Kweon Kyeong-un) |
none |
+ |
opening |
o |
selection, examples |
2k-6d |
++ |
| Between Fuseki and Middle Game |
89-8385-068-X |
- |
opening |
-- |
examples |
5k-5d |
++ |
| A Way of Play for the 21st Century |
|
-- |
opening |
-- |
examples |
5k-5d |
+ |
| The Power of the Star Point |
|
-- |
opening |
-- |
examples |
10k-1k |
o |
| The Chinese Opening |
|
-- |
opening |
-- |
examples |
10k-1k |
o |
| The 3-3 Point |
|
-- |
opening |
-- |
|
5k-1k |
o |
| Opening Dictionary |
89-7990-037-6 |
- |
opening |
-- |
examples |
8k-3d |
++ |
Joseki
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Joseki Volume 1: Fundamentals |
|
++ |
joseki |
+ |
principles, classification, examples |
18k-3d |
++ |
| Joseki Encyclopedia (Nihon Kiin) |
|
-- |
joseki |
o |
dictionary, examples |
2k-6d |
++ |
| Dictionary of Basic Joseki |
|
- |
joseki |
o |
dictionary, examples |
5k-5d |
++ |
| Jungsuk in Our Time |
|
- |
joseki |
-- |
dictionary, examples |
5k-5d |
++ |
| Star Point Joseki |
|
- |
joseki |
-- |
selected examples, dictionary |
8k-3d |
++ |
| Essential Joseki |
|
-- |
joseki |
-- |
selected examples |
5k-3d |
+ |
| Essential Formulas |
89-7849-182-0 |
- |
joseki |
-- |
examples, tactical selection |
5k-3d |
++ |
| Choice of Jungseok |
89-7990-094-5 |
o |
joseki |
-- |
examples |
2k-6d |
++ |
| Get Strong at Joseki |
|
-- |
joseki |
-- |
examples |
10k-1k |
+ |
| The Great Joseki Debate |
|
-- |
joseki |
-- |
examples |
8k-1d |
+ |
| Modern Joseki and Fuseki |
|
-- |
joseki |
-- |
examples |
5k-1k |
- |
| Lee Changho's Novel Plays and Shapes |
|
-- |
joseki |
-- |
examples |
2k-6d |
++ |
| 38 Basic Joseki |
|
-- |
joseki |
-- |
|
12k-5k |
++ |
| Whole Board Thinking in Joseki |
|
- |
strategic joseki choices |
-- |
examples |
5k-5d |
++ |
| Dictionary of Fighting on the Sides |
89-7990-033-3 |
- |
middle game joseki |
-- |
sorted examples |
8k-1d |
++ |
Middle Game
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Invasion and Reduction |
Vol. 1: 89-7990-043-0
Vol. 2: 89-7990-070-8
Set: 89-7990-042-2 |
o |
middle game |
- |
examples |
2k-6d |
++ |
| Techniques of Attack |
89-7990-075-9 |
o |
middle game |
-- |
examples |
1k-6d |
++ |
| The Middle Game of Go |
|
-- |
middle game |
-- |
examples |
5k-1k |
- |
| The 1971 Honinbo Tournament |
|
-- |
middle game |
-- |
examples |
5k-3d |
++ |
| Reducing Territorial Frameworks |
|
o |
middle game |
- |
|
5k-1d |
++ |
| Nie Weiping on Go |
|
-- |
middle game |
-- |
|
5k-5d |
+ |
| Golden Opportunities |
|
-- |
middle game |
-- |
|
5k-5d |
+ |
| Beauty and the Beast |
|
-- |
middle game |
-- |
|
5k-6d |
++ |
| Direction of Play |
none |
- |
middle game problems |
-- |
sorted examples |
4k-4d |
++ |
Endgame
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| The Endgame |
|
- |
endgame |
-- |
principles, examples |
10k-3k |
+ |
| Get Strong at the Endgame |
|
-- |
endgame |
-- |
examples |
10k-1k |
+ |
Handicap
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Pro-Pro Handicap Go |
|
-- |
handicap |
-- |
examples |
5k-3d |
++ |
| Handicap Go |
|
- |
handicap |
-- |
|
15k-5k |
+ |
| Galactic Go |
Volume 1: 1-889554-47-2
Volumes 2-4: not available yet
Set: 1-889554-65-0 |
o |
handicap, joseki, technique |
- |
examples |
4k-4d |
++ |
Problems
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Dramatic Moments on the Go Board |
|
-- |
problems |
-- |
entertainment, examples |
5k-1k |
o |
| Test Your Go Strength |
|
-- |
problems |
-- |
examples |
10k-1k |
o |
| 100 Challenging Go Problems |
|
- |
problems |
-- |
examples |
5k-5d |
++ |
Tesuji
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Tesuji Encyclopedia (Nihon Kiin) |
|
+ |
tesuji |
o |
shape classification, examples |
5k-6d |
++ |
| Tesuji (Davies) |
|
++ |
tesuji |
-- |
shape classification, examples |
12k-5k |
++ |
| Get Strong at Tesuji |
|
-- |
tesuji |
-- |
examples |
10k-1k |
+ |
Tsumego
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Kansufu |
|
+ |
tsumego |
o |
examples |
5k-6d |
++ |
| Gengen Gokyo |
|
+ |
tsumego |
o |
examples |
2k-7d |
++ |
| Hatsuyoron |
|
+ |
tsumego |
o |
examples |
3d-7d |
++ |
| Igo Hatsuyo-ron |
|
o |
tsumego |
-- |
examples |
2k-6d |
++ |
| Modified Tesuji Dictionary |
89-7186-580-6 |
- |
tsumego |
-- |
examples |
5k-5d |
++ |
| Graded Go Problems for Beginners |
|
- |
tsumego |
-- |
examples |
20k-1d |
++ |
Life+Death
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| All About Life and Death |
|
+ |
life+death |
-- |
shape dictionary, examples |
5k-3d |
++ |
| Life and Death (Davies) |
|
-- |
life+death |
-- |
shape classification, examples |
15k-5k |
+ |
| Yang Yilun's Ingenious Life and Death Puzzles |
|
o |
life+death |
-- |
examples |
1d-6d |
++ |
| Get Strong at Life and Death |
|
-- |
life+death |
-- |
examples |
15k-5k |
+ |
Shape
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Dictionary of Basic Shapes |
89-7067-162-5 |
o |
shape |
- |
dictionary, examples |
12k-3d |
++ |
| Soksu Clinic |
89-7990-046-5 |
o |
shape |
-- |
examples |
5k-6d |
++ |
| Soksu Dictionary |
89-7990-034-1 |
-- |
shape |
-- |
examples |
10k-1k |
+ |
| Creative Shape Development |
89-7849-150-2 |
- |
shape |
-- |
examples |
5k-6d |
++ |
| Tesuji and Anti-Suji of Go |
|
-- |
shape |
-- |
examples |
5k-1k |
+ |
Semeai
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Counting Liberties and Winning Capturing Races |
1-932001-04-2 |
+ |
semeai |
o |
examples, principles, classification |
12k-6d |
+ |
Miscellaneous Tactics
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Cross-Cut Workshop |
0-9706193-6-7 |
o |
cross-cut |
- |
examples, shape classification |
10k-3d |
++ |
Judgement
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Positional Judgement |
|
- |
judgement |
-- |
|
5k-3d |
++ |
Strategic Concepts
| Lessons in the Fundamentals of Go |
|
++ |
strategic concepts |
-- |
principles, entertainment, examples |
12k-1d |
++ |
| Strategic Concepts of Go |
|
++ |
strategic concepts |
-- |
principles, examples |
5k-3d |
++ |
| Strategic Fundamentals in Go |
|
- |
strategic concepts |
-- |
|
5k-5d |
+ |
Fight
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Attack and Defense |
|
++ |
fight |
-- |
principles, examples |
10k-3k |
++ |
| The 36 Strategems Applied to Go |
|
- |
fight |
-- |
principles, examples |
5k-6d |
++ |
| Get Strong at Attacking |
|
-- |
fight |
-- |
examples |
10k-3d |
+ |
| Get Strong at Invading |
|
-- |
fight |
-- |
examples |
10k-1k |
+ |
| Attack and Solution |
89-7849-151-0 |
-- |
fight |
-- |
examples |
5k-5d |
++ |
| Aggressive Ideas [?] |
89-7849-123-5 |
o |
fight |
-- |
examples |
5k-5d |
++ |
| The Breakthrough to Shodan |
|
- |
fight |
-- |
|
5k-1d |
++ |
| Killer of Go |
|
-- |
fight |
-- |
|
5k-3d |
+ |
| Kato's Attack and Kill |
|
-- |
fight |
-- |
|
8k-1k |
+ |
Technique
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| [?] |
89-7849-148-0 |
-- |
technique |
-- |
examples |
5k-3d |
o |
Thinking
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| Report of Choong-am Research |
Vol. 1: 89-7990-069-4
Vol. 2: 89-7990-072-4
Vol. 3: 89-7990-073-2
Set: 89-7990-068-6 |
o |
reading |
- |
examples |
2k-7d |
++ |
| The Happening Theater of Baduk [?] |
89-86555-73-5 |
- |
perception |
-- |
examples |
5k-6d |
++ |
Specialized Strategic Concepts
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| All About Thickness |
|
- |
thickness |
-- |
examples |
8k-1d |
++ |
| Fighting Ko |
|
-- |
ko |
-- |
|
15k-1k |
- |
| A Compendium of Trick Plays |
|
-- |
hamete |
-- |
|
8k-1k |
++ |
| Beyond Forcing Moves |
|
- |
kikashi |
-- |
examples |
5k-3d |
++ |
| Master of Haengma |
89-7990-014-7 |
+ |
stone development |
- |
examples, increasing difficulty |
7k-6d |
++ |
| Haengma Dictionary |
89-7990-036-8 |
+ |
stone development |
- |
examples |
5k-5d |
++ |
| The Direction of Play |
|
- |
strategic direction |
-- |
|
5k-3d |
++ |
Miscellaneous
| TITLE |
ISBN |
RANK IMPROVEMENT |
GENERAL TOPICS |
TOPICAL COVERAGE |
MAJOR TEACHING METHODS |
READ WHEN EGF |
AIMS' ACHIEVEMENT |
| The Treasure Chest Enigma |
|
-- |
entertainment |
-- |
entertainment, examples |
30k-6d |
++ |
| First Kyu |
|
-- |
entertainment |
-- |
entertainment |
30k-6d |
++ |
| The Master of Go |
|
-- |
entertainment |
-- |
entertainment |
30k-6d |
++ |
| Die Mitte des Himmels |
|
-- |
entertainment |
-- |
entertainment |
30k-15k |
++ |
| The Go Player's Almanac |
|
-- |
encyclopedia |
-- |
encyclopedia |
30k-6d |
++ |
| Hankuk Kiwon Guide Book |
|
-- |
handbook |
-- |
handbook |
30k-6d |
++ |
| Go: International Handbook and Dictionary |
|
-- |
handbook |
-- |
handbook |
30k-10k |
- |
| Mathematical Go Endgames |
|
-- |
mathematics |
- |
mathematics, examples |
15k-6d |
++ |
| On the Rules of Go |
|
-- |
rules |
- |
mathematics, examples |
15k-6d |
++ |
| Dictionary of Go Names |
|
-- |
names |
+ |
dictionary |
30k-6d |
++ |
The Vital
Points of Go |
|
-- |
|
-- |
|
8k-3d |
+ |