The Palace of Memory
Keywords: Books & Publications
The first part of Palace of Memory is all about tactics--shape and "templates" for close-in fighting. Then it goes on to an overview of strategic concerns in the opening, such as what moves are big, a couple of common jungsuk, and a guide to the endgame that discusses determining the value of different plays and the different forms of sente.
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Table of Contents
- Preface
- Acknowledgements
- Introduction
- The Template of Fighting -- Guidelines of Shape
- 1. Attach, Hane
- 2. The Tiger's Mouth
- 3. The One-Point Jump
- 4. Jump-Cut the Knight's Move
- 5. Cut, Extent
- 6. Prevent the Bamboo Joint
- 7. The Empty Triangle
- 8. Sacrifice Two
- 9. Cap, Knight's Move
- 10. The Center of Symmetry
- 11. Peep, Connect
- 12. Hit the Head of Two (or Three)
- 13. The Squeeze
- 14. The Star Capture
- Opening Guidelines
- 1. Play in the Corners in One of Five Ways
- 2. Enclose or Approach "Unbalanced" Corners
- 3. After the Corners, Play on the Sides
- 4. Extensions Looking Towards Invasions
- 5. Enlarge and Protect (or Reduce and Invade)
- 6. Balance: Influence vs Profit
- 7. Find Your Good Side
- 8. Make a Base
- 9. Stay Away from Strength
- Opening: Test Yourself
- Jungsuk
- 1. The Star Point
- 2. The 3-4 Point
- 3. Other Common Jungsuk
- The Endgame
- 1. But First, What is Endgame?
- 2. Sente and Gote
- 3. How to Calculate the Size of Endgame Moves
- 4. Hunting the Big Endgame
- Endgame Guides
- 1. Locate Endgame First
- 2. Take and Keep Sente
- 3. Base Related Moves are Urgent
- 4. Watch Your Liberties
- 5. Watch the Safety of Your Stones
- 6. Save the Endgame for the Endgame
- Endgame: Test Yourself
- About the Author
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