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GO SEIGEN ON FUSEKI 2VOL.

Author: YOSHIO
$35.00
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GO! MORE THAN A GAME

GO! MORE THAN A GAME

Author: SHOTWELL, PETER
$16.95
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Master the fascinating game of Go with this expert guidebook.

Go is a two-player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast--even when compared to chess.

Go has enthralled hundreds of millions of people in Asia, where it is an integral part of the culture. In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives.

Go! More Than a Game is the guidebook that uses the most modern methods of teaching to learn Go, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size.

Go! More Than a Game has been completely revised by the author based on new data about the history of early Go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combinatorics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.

GRADED GO PROBLEMS V2

GRADED GO PROBLEMS V2

Author: YOSHINOR
$21.00
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Graded Go Problems for Beginners are ideal books for players who have just learned the rules of go, bridging the gap between a beginner's book and some of the more 'advanced' elementary book.
The almost 1500 problems these four volumes contain thoroughly drill the reader in the fundamentals of the game. After finishing the study of these four books, The novice go player will have mastered the basics of the game.

Volume Two is a continuation of the first volume of Graded Go Problems for Beginners and is aimed at the 20-kyu to 25-kyu level player. The problems presented here will require a bit of thought, but none of them is so difficult that a player who understands the rules and has studied the first volume won't be able to solve in less than a minute. The aim of this series is to present as many examples of go technique as possible. The reader should attempt to refute the correct answers until he knows beyond a doubt that the correct answer works. By pondering each problem in this way, the reader will develop an instinct for finding the winning move in his games.

GRADED GO PROBLEMS V4

GRADED GO PROBLEMS V4

Author: YOSHINOR
$21.00
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This is the fourth and final volume of the series Graded Go Problems for Beginners and is aimed at players 10-kyu or stronger. The problems here are more difficult than the ones in Volume Three and, if your are able to solve problems of the same difficulty during your own games, your strength would be close to 1-kyu.

The answers to many of these problems are a bit terse, but we are assuming that many of the elementary tactics covered in the first three volumes have been mastered by the reader. One reason for the brevity of the answers is to encourage the readers to think out all of the other possible variations and to assure themselves that the solutions presented do lead to the desired result. The reader should attempt to 'refute' the correct answer until he knows beyond a doubt that the correct answer does in fact work. By pondering each problem in this way, the reader will develop an instinct for finding the winning move in his games.

GREAT TESUJI IN PRO GAMES 3VOL

Author: YOSHIO
$39.00
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HANDICAP DICTIONARY

Author: YOSHIO
$35.00
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HANDICAP GO

HANDICAP GO

Author: YOSHIAKI, BOZULICH
$18.00
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In the opening stages of the game, territory and influence are equally important. However, if you concentrate only on making territory and ignore influence, the chances are you will find yourself at a disadvantage later on in the game. In handicap games, the handicap stones are high on the star points and are not efficient in securing territory. It is therefore natural and strategically correct for Black to emphasize influence. However, kyu-level players lack the ability and the confidence to play an influence-oriented game; instead of taking chances on positions in which the territorial boundaries are not clearly defined and are often wide open, they prefer to build iron-clad territories in the corners and on the sides. This is strategically unsound. Kyu-level players also tend to play defensively and are not inclined to attack the stronger player. The result is that their opponent steadily starts gaining an advantage in both territory and influence after the first few moves of the game. The correct strategy for Black in handicap games is to place priority on building influence and to use this influence to relentlessly attack. This way of playing might seem to be unreasonable against a strong opponent, but it will actually make your handicap games less complicated and your strategic goals more clear. It also leaves your opponent with fewer options in his responses. It is the aim of this book to teach the principles and techniques that you must know to play this kind of game.

HANDICAP GO DICTIONARY 2 VOL

Author: OTAKE
$60.00
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HARRY HOUDINI'S PAPER MAGIC: THE WHOLE ART OF PAPER TRICKS, INCLUDING FOLDING, TEARING AND PUZZLES

HARRY HOUDINI'S PAPER MAGIC: THE WHOLE ART OF PAPER TRICKS, INCLUDING FOLDING, TEARING AND PUZZLES

Author: HOUDINI, HARRY
$12.95
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Aspiring illusionists can learn from one of the world's greatest magicians with this facsimile of a 1922 book by Harry Houdini. The master sleight-of-hand artist explains how to use the simplest of props ― sheets of paper ― to completely captivate audiences. Houdini's easy-to-follow directions, many of them accompanied by illustrations, are accessible to readers of all ages and skill levels.
The manual consists of four parts: paper tricks, paper folding, paper tearing, and paper puzzles. The first section reveals the secrets behind such magic tricks as "The Dancing Sailor" and "The Spirit Communication." Subsequent sections offer guides to folding a bird, a bullfrog, a hat, and other traditional origami models and to carefully tearing paper to produce a ladder, a five-pointed star, a string of dancing skeletons, and other intricate figures. The final part presents several challenging paper puzzles based on geometric forms.
HOW TO BE A WINNER AT CHESS

HOW TO BE A WINNER AT CHESS

Author: REINFELD, FRED
$12.95
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The Essence of Good Chess The incomparable Fred Reinfeld is back in print! This new 21st-century edition is presented in modern algebraic notation in a double-column format, with more diagrams and a refresher course for beginners. How to be a Winner at Chess is among the very best introductory chess books ever produced, bar none. In it Reinfeld manages to capture the essence of good chess in a most readable, enjoyable, easy-to-grasp format. How to be a Winner at Chess is designed for the average player who knows the moves and rules but not much more. Warning! -- you have to be able to read! Let Fred Reinfeld, the master wordsmith and instructor take you to the next level -- in short turn you into a winner.