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A Master's Guide to the Ultimate Game. Learn to Play Go. Vol. 1 (2 ed.). Good Moves Press. ISBN 978-0-964479-61-6. Kim, Janice; Jeong, Soo-Hyun (1995). The Way of the Moving Horse. Learn to Play Go. Vol. 2. Good Moves Press. ISBN 978-0-964479-62-3. Kim, Janice; Jeong, Soo-Hyun (1998) [1996]. The Dragon Style. Learn to Play Go. Vol. 3 (2 ed.).
This is called reading ahead, or just reading, and it is a skill that grows with experience. Many players study books of life and death problems to increase their skill at reading more and more complicated positions. One of the most important skills required for strong tactical play is the ability to read ahead.
Go is played on a plane grid of 19 horizontal and 19 vertical lines, called a board. Definition: A point on the board where a horizontal line meets a vertical line is called an intersection . Two intersections are said to be adjacent if they are distinct and connected by a horizontal or vertical line with no other intersections between them.
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Lasker's book Go and Go-moku (1934) helped spread the game throughout the U.S., [97] and in 1935, the American Go Association was formed. Two years later, in 1937, the German Go Association was founded. World War II put a stop to most Go activity, since it was a popular game in Japan, but after the war, Go continued to spread. [98]
Tsumego (詰碁) is the Japanese term for a type of go problem based on life-and-death. The term likely comes from tsumeshogi (詰将棋, tsumeshōgi), as tsumeru (詰める) means checkmating in shogi but has different meanings in go. Tsumego problems are common in newspaper columns.
The Wizard's Spell Compendium is a series of four books of spells for 2nd Edition Advanced Dungeons & Dragons which contains every spell published in TSR products published from 1975 to 1995 including Spells and Magic. [1]
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