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{ "item_title" : "Go", "item_author" : [" Elliot Brandt "], "item_description" : "You can count the score when the game is over. The trouble is the last hundred moves: are you really ahead, which small move is actually the biggest, and is that ko worth starting?This is the part of Go where a won game gets quietly thrown away - and the part where, once a position is settled enough to count, you can stop guessing. This book gives the endgame a real method, and shows its arithmetic instead of asking you to trust folk wisdom about how many points a move is worth.Inside: A counting procedure you can trust: settle every group's status first, then count territory, dame and neutral points - and a boundary test that tells you when a position is countable at all.What the value of a move actually means: the exact point difference between two fully read-out positions, before and after - not a remembered about N points.Real sente versus moves that only look forcing, gote moves ranked by true size, the rare double sente worth playing first, and the double gote trap.The order of play, reverse sente (valuing what a move denies), and the dame that are not always worthless.Reading a small endgame ko out exactly, valuing ko threats against the ko's real swing, and the two whole-board calls - answer this threat? start this ko at all? - that stay judgement even when everything else is exact.The six endgame blunders that cost the most between 20 and 10 kyu, plus a fully counted, annotated endgame sequence that puts every chapter's tool to work - including the one place it goes a point wrong.This book's honesty is part of the method. About seven in ten of its 97 diagrams are settled by direct computation on a fully specified position, not by an engine's opinion; roughly one in ten reuses the exact solver built for Book 2, and a genuine ko is reported as a ko rather than guessed. The rest is whole-board judgement hedged with a KataGo read at a stated visit count. Where the author's own working hypothesis about engine noise turned out not to hold, the book says so plainly.Assumes Books 1-3's vocabulary (sente, gote, base, weak group, aji, moyo) or equivalent playing experience. Not a substitute for reading your own position out yourself.Go Uncovered, Book 4. Reads on its own; the series concludes with The Study Nobody Teaches You.", "item_img_path" : "https://covers4.booksamillion.com/covers/bam/9/79/817/882/9798178820223_b.jpg", "price_data" : { "retail_price" : "9.99", "online_price" : "9.99", "our_price" : "9.99", "club_price" : "9.99", "savings_pct" : "0", "savings_amt" : "0.00", "club_savings_pct" : "0", "club_savings_amt" : "0.00", "discount_pct" : "10", "store_price" : "" } }
Go|Elliot Brandt

Go : The Endgame Nobody Teaches You: A Plain-English Guide to Counting, the Value of a Move, and Ko Fighting in the Game of Go, for Players Stuck Betwe

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Overview

You can count the score when the game is over. The trouble is the last hundred moves: are you really ahead, which small move is actually the biggest, and is that ko worth starting?

This is the part of Go where a won game gets quietly thrown away - and the part where, once a position is settled enough to count, you can stop guessing. This book gives the endgame a real method, and shows its arithmetic instead of asking you to trust folk wisdom about how many points a move is "worth."

Inside:

  • A counting procedure you can trust: settle every group's status first, then count territory, dame and neutral points - and a boundary test that tells you when a position is countable at all.
  • What "the value of a move" actually means: the exact point difference between two fully read-out positions, before and after - not a remembered "about N points."
  • Real sente versus moves that only look forcing, gote moves ranked by true size, the rare double sente worth playing first, and the double gote trap.
  • The order of play, reverse sente (valuing what a move denies), and the dame that are not always worthless.
  • Reading a small endgame ko out exactly, valuing ko threats against the ko's real swing, and the two whole-board calls - answer this threat? start this ko at all? - that stay judgement even when everything else is exact.
  • The six endgame blunders that cost the most between 20 and 10 kyu, plus a fully counted, annotated endgame sequence that puts every chapter's tool to work - including the one place it goes a point wrong.

This book's honesty is part of the method. About seven in ten of its 97 diagrams are settled by direct computation on a fully specified position, not by an engine's opinion; roughly one in ten reuses the exact solver built for Book 2, and a genuine ko is reported as a ko rather than guessed. The rest is whole-board judgement hedged with a KataGo read at a stated visit count. Where the author's own working hypothesis about engine noise turned out not to hold, the book says so plainly.

Assumes Books 1-3's vocabulary (sente, gote, base, weak group, aji, moyo) or equivalent playing experience. Not a substitute for reading your own position out yourself.

Go Uncovered, Book 4. Reads on its own; the series concludes with The Study Nobody Teaches You.

This item is Non-Returnable

Details

  • ISBN-13: 9798178820223
  • ISBN-10: 9798178820223
  • Publisher: Independently Published
  • Publish Date: October 2026
  • Dimensions: 9 x 6 x 0.38 inches
  • Shipping Weight: 0.54 pounds
  • Page Count: 178

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