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Learn to Play Go, Vol. 5: The Palace of Memory Paperback – November, 2003

4.4 out of 5 stars 15 customer reviews
Book 5 of 5 in the Learn to play go Series

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Product Details

  • Paperback: 224 pages
  • Publisher: Good Move Press (November 2003)
  • Language: English
  • ISBN-10: 0964479656
  • ISBN-13: 978-0964479654
  • Product Dimensions: 7.5 x 0.5 x 9.2 inches
  • Shipping Weight: 1.2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Best Sellers Rank: #341,474 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Paperback
This is an excellent book about Go.

In the preface of this book, Janice Kim says that she considered calling the book "My System." Of course, the reference was to Aron Nimzovitch's chess book with that title. That book stressed some elements of chess, such as the blockade and overprotection that had been underestimated or overlooked by many good players. Anyway, as I'm sure we all realize, that title simply would not do.

But it would have been the wrong title anyway. The proper title, had Kim wanted to make an analogy with chess, would have been similar to that of World Champion Wilhelm Steinitz's book from the 1880s (The Modern Chess Instructor). Needless to say, that sort of title would not have been appropriate here either, but it is the proper analogy.

Steinitz came up with about a dozen fundamental principles of positional play. And Kim has done roughly the same thing in this book. Of course, Steinitz was devising these principles himself, while Kim is simply repeating what has been well-known for centuries.

Or is she? The simple principles that she drums into us, all of which ought to be well-known to all low-kyu players, are not the whole story. The implications of these principles constitute the teaching she presents. For example, we all should know that the threat of a five-stone capture of a single stone (a pon-nuki with a friendly stone added touching two of the capturing stones) is inefficient. Kim shows an implication of this is that we ought not threaten to make such a capture, and an implication of not wanting to make such a threat is that we ought not form a "closed triangle" that will lead to us making such a threat.

She's turned a set of go proverbs into a coherent procedure for evaluating moves in most fights.
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Format: Paperback Verified Purchase
This volume continues the great work that the authors have done in volumes I-IV.
One of the unique things about this series - and one of the things I like about it - is that they are written "broadly" instead of "deeply". That is, each book is written to a phase in your development as a Go player, covering the things that you're going to be seeing on the board during that phase - openings, fighting, end-game and all.
This is in contrast to most Go books, which cover a particular aspect in great detail, trying to cover the advanced and not-so-advanced aspects at the same time.
When I look for a new Go book, I always wish for some kind of guide as to what level it's appropriate for. Though there's a lot of individual variation in this area, I'll take a shot at it for this book: I would say that it's teaching material for 20k to 10k players. It would also serve as good review material up to, say, 5k, providing a fresh perspective and filling in some details.
Players below those levels would definitely want to go back to previous volumes in the series and work their way up to this one. Players above those levels might not find much new here, unless they've gotten there mainly through a lot of play and not much study - in which case they might still benefit from this presentation.
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Format: Paperback
My first Go book was the first volume of Janice Kim's <i>Learn To Play Go</i> series. From there, I quickly jumped into the other three books in the series. When browsing for a new board on the website for Kim's company, Samarkand, I saw her announcement that the fifth book in the series was out. I picked it up immediately.
In studying the game, I'd gotten to the point where the opening and issues of shape were becoming important, and it's amazing how Kim's book just enlightened me on these sometimes difficult areas of the game. In one review for Volume IV of the series, a reviewer mentions how Kim interweaves advice on specific plays with general concepts. This effective technique is used here as well.
This is an excellent go book, but obviously it is not for everyone. If you've never played the game before, this is going to be way over your head, and I would suggest Volume I of the series. If you're familiar with the basics, Volumes II-IV are definitely worth reading. Once you've digested those (or equivalent material elsewhere), I totally recommend Volume 5. Not only does it continue the series' reputation for excellent go writing, it extends it.
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Format: Paperback
I have gone through all the previous volumes including this one, and found it to be an excellent tool to improve my playing. I have been playing for a few years and have used a lot of internet resourses, and have never seen some of the pearls presented in this series. The "templates of fighting" chapter and its use further in the book was eye opening. Complaints I have read by other reviewers, like "what does developing the centre mean?" show that this book is too advanced for their level of play, or have not read or paid attention to previous volumes.
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Format: Paperback
This book covers the basic formations found in most games, and the benefits of each.

It also provides useful opening principles, called fuseki, that will increase your confidence in the beginning stages of a game, especially if your opening play is unbalanced like mine was before reading the book.

Other sections include Jungsuk (tactics useful in a localized region of the board) and endgame play.

It is written for players at the intermediate kyu levels, and is a good complement to books on the middle game such as A&D.
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