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    GO WINDSVolume 3 Number 1 Spring 1999 $3.00

    HandTalkChampion 1995-1997 FOST Cup Computer Go Tournament

    Champion 1996-1997 World Computer Go CongressStrongest Go Program Available

    Awarded a 3 kyu diploma by the Nihon Ki-inPrice $59 s/h $1.50

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    Play over 1000 professional games to reach1-dan, it is said. How about 6-dan? Games ofGo on Disk now offers over 6000 professionalgames on disk, games that span the gamut ofgo history - featuring players that helpeddefine the history.

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    The star of the collection may well be "GoSeigen" - the lifetime games (over 800) ofperhaps the century's greatest player, withmore than 10% commented. "Kitani" 1000makes an ideal matching set - most of thelifetime games of his legendary rival, KitaniMinoru.

    Stars of the past feature in a monstercollection covering Japanese go throughout

    the Edo period up to modern times - 1250games "Sansa to Shusai". 300 games (out of just over 400 known) of Honinbo Shusakuform the "Shusaku" set. All the games in

    Invincible are there, but this disk includescorrected or extended versions of many ofthose games, using the latest discoveries.

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    Recent sets have focused on "How the prosplay the ...". So far there are sets covering the"Chinese Fuseki" Volume I (a second volumeis in preparation), and "Nirensei", Volumes Iand II. A "Sanrensei" volume is also inpreparation. All these disks typically contain

    300 games.The latest addition to this series is a

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    The more serious student who wants to see"everything" is also catered for. Between 200

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    The above files are in GO or Ishi format.GoGoD also has special collections in a GMXformat. Volume1 offers the complete gamesof Huang Longshi, the "Chinese Dosaku", plus50 games (about 40 per cent of those known)of Honinbo Dosaku. Volume 2 offers thecomplete games of Honinbo Shuho. GMXgames come with a viewing programcontaining proverbs that you can call up - aunique and valuable study aid.

    Available on Disk in GO or Ishi Format for Windows, DOS or Mac

    Go Seigen - $ 45Lee Changho - $20Sansa to Shusai - $35Shuho - $20

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    Vol 3, Num 1 Go Winds Spring 1999 9 10 Go Winds Spring 1999 Vol 3, Num 1

    Diagram 8 9@ ))

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    Problem

    left? developing towards the center is the correct

    Diagram 8 - White cuts at 1 and blackcaptures at 2. White goes all out by reducingblacks liberties at 3. Black ataris at 4, andwhite forces a ko fight in the center, making useof the upper left corner as ko threats. A huge Diagram 1 - A pessimistic approach.exchange results after white 11. If this Although black 1 is a solid defensive diagonal,happened, the game is still not decided. its too pessimistic. The shortcoming of black

    However, there might be other variations (e.g., 1 is that its development towards the center isblack 8 at A) which can further complicate the weak. Moreover, a black invasion at A does notissue. work. The effect of playing black 1 at B is

    Black wins by 1 and 1/2 points, after 295 more or less the same. Diagram 5 - Correct Solution. The bestmoves. Diagram 2 - Helping the opponent. Blacks deployment is to jump to 1. Black 1

    By winning this game, Ma staged the attachment at 1 is a powerful tactic to strengthens his territory and develops towardunavoidable 7 game to decide the Nie-Ma strengthen oneself. The sequence from white 2 the center at the same time. Moreover, black th

    Seven Game Tournament to black 5 is easy to envision. After 5, black is can invade whites territory at A. Therefore

    CHO HUNHYUN'SRIGHT WAY TO GO

    Part 9Instead of trying to win every game, I think oneshould try his best to make good plays and thuscreate game records that one can be proud of.In our lives, we are constantly faced with theopportunity of going the right way. Likewise, inthe game of Go, the opportunity of making theright play appears at every turn. Life isbeautiful and so is Go.

    Cho Hunhyun

    Diagram 1 Diagram 2

    Diagram 3 Diagram 4

    Diagram 5 Diagram 6

    Problem - Black to play. The jump to white tactic. From the cut at A to white D, black1 defends the upper left corner and slowly fails. Although black 1 is a reinforcement, itexpands whites influence outward. Moreover, helps strengthening the opponent, and is notwith white 1, white can invade at A. How can good for black.black defend the invasion at A and expand his Diagram 4 - A cut in blacks shape.influence? Blacks jump to 1 can be considered. It helps

    strong, and he also protected the invading point whites jump to 2 is a key defense for white.at A. However, helping white to get thick After black descends and blocks at 3, blackoutweighs blacks profit and black cannot be completely occupies the lower left side.satisfied. Diagram 6 - White is unreasonable. When

    Diagram 3 - Similar Result. The hane atwhite 2 and the drawback to 3 are also tacticsthat one can easily envision. White 4 in

    black to develop towards the center andreinforce his weakness . However, whitestrengthens his corner with a jump to 2 andwaits for an opportunity to cut at A. Therefore,1 is not a good defensive deployment.

    black jumps to 1, an invasion at white 2 isextremely unreasonable. Black prevents whitefrom jumping out with a cap at 3. After 4,

    white has to make life. Even if white can makelife, his life will be small and give black largecenter influence. This is not good for white.

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    Vol 3, Num 1 Go Winds Spring 1999 11 12 Go Winds Spring 1999 Vol 3, Num 1

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    A Losing Play

    LEE CHANGHO'SNOVEL

    PLAYS and SHAPESPart 9

    A Losing Play - This game is taken from thefourth game of a five game tournament in the32 Highest Ranking Tournament. Lee hadnd

    white against Cho HunHyun. The HighestRanking Tournament means a lot to eitherplayer, because it was the first championshipwhere both players captured their first title.Entering this game, Lee was behind in thetournament 1 to 2, and was in a disadvantageousposition. White 1 is a novel play in this game,adopted by Lee in reply to Chos diagonal at .Because of this novel play, Lee lost the gameand also his Highest Ranking Tournament title.Now, let us analyze this novel play.

    Diagram 1

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    Vol 3, Num 1 Go Winds Spring 1999 15 16 Go Winds Spring 1999 Vol 3, Num 1

    After white 5 to 11, black invades at 12. The Diagram 3 - A black defense at black A wouldsequence through 16 favors black. As a result, be excellent. Therefore, it is important forblack won the game by resignation after 105 white to approach the lower right corner.plays. Generally, white can approach at A, B, C, and

    Diagram 1

    Diagram 2

    Diagram 3

    Diagram 4

    Diagram 5

    Kobayashi KoichisFuseki Charisma

    Part 1A Ladder Breaker

    Kobayashis plays a Fuseki probably just asgood as the Chinese Fuseki. Nowadays, theKobayashi Style seems to be more popularthan the Chinese Style. Every new fuseki tendsto become popular for a period of time. Letslook at the charisma of the Kobayashi Stylethrough detailed analyses.

    Diagram 1 - The deployment of 1, 3, 5 and 7is known as the Kobayashi Style. White 2 at Aand black 5 at B, followed by white 6 and black7 is also considered as Kobayashi Style.

    Diagram 2 - If white occupies the 3-4 pointand black approaches the corner at 1 and whiteattaches at 2, then the sequence through 7 formsanother example of the Kobayashi Style.

    D. Since D is not common, we will not discussit here.

    One Space High Approach

    Diagram 4 - How should black respond to theone-space approach of white 1? First, oneshould not be tempted by the potential territoryon the bottom and decide to attach at 2. Thesequence through 14 results in an overdevelopedshape for black (with too close to the centerof the framework) and the aji at A. It would be

    satisfactory with at B. Diagram 5 - APincer Attack SinceKobayashi Stylefacilitates attacks,black must pincer at 2.After white 3 and 5,black peeps at 6 beforedefending at 8. Blackcan also deploy 8 at A.I prefer 8 because Blackcan attack white with Bin the future.

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    Vol 3, Num 1 Go Winds Spring 1999 19 20 Go Winds Spring 1999 Vol 3, Num 1

    Diagram 21 Diagram 22

    Diagram 23

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    Diagram 21 - What if black counters with a was decided before his game was.one-space low pincer attack at 1? White And yet, there were those who thought Go wasattaches at 3-3 with 2. Black cuts at 3 and more important than money. They picked theextends to 5. When white wedges in at 6, the world of black and white over gold and silver.atari at black 7 is correct. Following the The father of Fan Xi Ping, the top Go player insequence from white A to black F, black forms early Qing Dynasty (1644 - 1911 A.D.) was anan excellent framework on the bottom. example. Fans father so indulged in Go that he

    Diagram 22 - Therefore white elects to overlooked the importance of making a living.diagonal at 1 instead. The exchange of black 2 As a result, the family was in poverty. This wasfor white 3 results in a pancake shape territory reflected in Fan Xi Pings biography as writtenwhich does not favor black. If black 2 attaches by poet Yuan May on Fans tombstone.at A instead, the end result is up in the air after Incidentally, the top player in the late Qingwhite B, black C, white D, and black E. Dynasty, Chen ZiXian had an almost identical

    Diagram 23 - A one- background. Both Fan and Chen were from Haispace high pincer is a Ning. Chens father was also crazy about Go andsevere response. After did a poor job in making a living. During laterblack 3, if white jumps part of his life, he was homeless and had to live

    to A, black peeps at B. in a rundown temple. Yet Chens father stillAfter white connects at indulged in Go, until the day he died.C, black extends on the Both Fan Xi Ping and Chen ZiXian broughtright side. This result is honor to their fathers, and became rich. Go wasquite similar to the very popular during the Qing Dynasty and goodtwo-space pincer attack players had many ways of making money.in Diagram 5. Celebrities, high ranking officials, or wealthy

    Go StoriesPart 1

    Dont Feel Sorry for himWho Gave Up his Life Over a Hobby

    Go is a game with the longest history. Onceaddicted, most people cannot shake the hobby.Its addicting power is not less than that ofalcohol and sex. Thus Go has a nick namewhich passed on for generations, known as theWooden Fox. There is a saying that, thegame of 19 lines subdued countless people.

    According to the legend, the second Emperorof Bei Song Dynasty, Guang Yi (976-997 A.D.)loved the game of Go, as mentioned in manyunofficial historical events. A monk called WenYing of the Song Dynasty wrote in Xiang ShanYe Lu, that Emperor Guang Yi had a GoServant called Jia Xuan who was known tosupply the Emperor with exquisite Go gamerecords to please him. Because of this, most ofthe high ranking officials were unhappy. Someeven suggested to impeach Jia Xuan for leadingthe Emperor astray by indulging the Emperor inGo. The officials urged the Emperor to give upGo and pay more attention to the

    administration. The Emperor knew that hecould not ignore these officials, and found anexcuse saying, I know exactly what you mean,I was simply using Go as an excuse to stay awayfrom my concubines of the six palaces. Thereis no need to discuss this further. Sex is worsethan Go; and indeed only Go can help to resistthe temptation of three thousand concubinesfrom the six palaces. After hearing this, theofficials weighed the pros and cons between sexand Go, and decided that Go was indeed betterthan sex and thus put the issue to rest.

    Actually, Emperor Guang Yi did not lieentirely. He was so busy with Go that he hardlyhad any time left for his concubines of the sixpalaces. Throughout history, there werecountless examples of people indulging in Go tothe extent that they neglected their daily affairs.For example, Zheng Xia of the Song Dynastyloved Go so much that he would force anyvisitor of his to play Go with him. In case thevisitor did not know how to play Go, he wouldstill insist that the visitor stay behind so that hecould put up a show of his left hand playing Goagainst his right hand. Of course, a lot of storiesabout the addiction of Go have beenexaggerated. The longer the history of thestory, the less credible the story became. Somestories even made their way into the literature.For example, Pu SongLing wrote in Liao ZhaiZhi Yi that there was a ghost who loved Go so

    much that he lost his life over it. One day, theghost couldnt find any body to play Go with inHell, so he decided to look for a Go partner

    among the living. As soon as he started thegame, he couldnt stop playing. When themorning came, this ghost was arrested by theHell guards and as a punishment, he was throwninto the 18 Hell, with no chance forth

    reincarnation. This ghost loved Go so muchthat he lost his life. Po wrote a poem in LiaoZhai Zhi Yi to record this incident, For himwho spent all day on one game of Go. For himwho neglected his daily job. Dont feel sorry forhim who gave up his life over a hobby. His fate

    merchants often paid hefty salaries for topplayers to stay at their houses to play Go. Fromthis we can see that Go itself does not causepoverty, but its the addition of Go that makespeople poor. Not all top players are addicted tothe game of Go, just as not all players canbecome top players. Fans father remained apoor player regardless playing Go his entire life,

    as recorded by Yuan May. The differencesbetween top players and amateur players are asfollows. Amateur players play Go for fun, andcan often get addicted to the game. Top playerssearch for exquisite plays and perfect shapes,and pay more attention to winning than havingfun.

    In summary, amateur players have fun inplaying Go, and top players get fame and profit.

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    Vol 3, Num 1 Go Winds Spring 1999 21 22 Go Winds Spring 1999 Vol 3, Num 1

    Diagram 2 Diagram 3

    Diagram 4 Diagram 5

    SANGITS COLUMNPart 1

    In this column, I intend to write on variousaspects of Go. I will cover various aspects ofthe game: from fuseki, tesuji, shape, fighting,life and death and other facets of the game.There will be some issues where I will talk aboutcultural aspects of Go and there will be issueswhere I might talk about some aspects of thecontemporary Go scene and book review toname a few.

    Much of the technical material that I willpresent here has most often arisen from mystudy with Mr. Yang Huiren, a professional Goplayer and from my games with my friend DonWiener, 6 dan. Mr. Yang resides in Boston andis the chief Go instructor at the MassachusettsGo club. Much of the material to appear herehas been excerpted from our forthcoming bookCosmic Go: A Guide to Four-stone handicap Go(by Chatterjee and Yang, Kiseido Press). I amgrateful to Sidney Yuan for letting me have theopportunity to share some of the Go secretswith the readers of Go Winds. Please write tome, with your comments about what you readhere. I will adjust the contents of this column

    accordingly and I may be able to use yourresponse as material for future issues of thiscolumn.

    Diagram 1

    Diagram - 1 This four-stone game begins withblacks three-space high pincer in response tothe knights move at 1. The high pincer ofblack 2 is a very positive way to start a four-stone handicap game. The down side of thisapproach is that you must know how to receivethe double attack by white as in white 3 in thisdiagram. Coming out diagonally may appear to

    be mild but it is actually a very violent play, andis a favorite of Rin Kai Ho, 9 dan who oftenemploys it in his games when he plays Sanrensei

    (three star points in a row) as black. White tactics. If white hanes at 2, black patientlydives into the corner with 5, black blocks at 6 answers at 3. Whites position is in tatters.and white connects with 7. The next move is White has two weak groups while blacks groupscrucial. The black press of 8 is a must and is are strong.consistent with the diagonal move of 4. Diagram 5 If black answers white directly

    Diagram 2 Instead of the press of theprevious diagram, the black jump of 1, thoughadvocated in joseki books is really quite mild andcannot be recommended. White makes territorywith 2 and is happy. Black is playing a passiverole in this opening.

    Diagram 3 If white plays 1 in response to theblack press at 8 in Diagram 1, black is happy tooblige and keep pushing at 2. With every crawlon the third line, white is falling further and

    further behind. Black is developing wonderfullyand laying the foundation of a winning strategy. Diagram 6 If white plays 15 in Diagram 1

    Diagram 1 (again) White has no choice but as 1 her e, then bl ack blocks at 2. After whiteto push a t 9 and after b lack blocks a t 10 to cut connects a t 3 , b lack jumps out a t 4 . Theat 11. Black 12 and 14 are tesuj i and is an extension of white 1 does not leave white theexcellent way to make shape. When white plays diversionary move of 19 of Diagram 1. Both15, black exchanges 16 for 17 and then plays Diagram 1 (moves up to 16) and Diagram 6the tight move of 18. This move makes black are joseki.thick. White now plays the at tachment of 19 . I hope that you incorporate this simpleHow should black respond? Beside thinking strategy in your four-stone or even games. Theabout the actual response, think about this move key is the 3-space high pincer and the lean offrom a strategic angle. black 8 in Diagram 1.

    Diagram 4 The simple jump of 1, keeping up

    an attack on the two white stones (11 and 15 ofDiagram 1) is best. Black should not getentangled and fall prey to whites diversionary

    Diagram 6

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    with 1, then white gets a good result. Astraightforward sequence up to white 8 ends withwhite capturing the four vital black stones. Thisis obviously not the only possible result but it isa representative one. The conclusion is thatblack cannot get a good result from this directengagement. If he does, he has fallen prey tothe diversionary tactics of white. The moral ofthe story is that the true power of the diagonalmove 4 in Diagram 1 cannot be realized unlessyou are also aware of this diversionary tactic ofwhite 19. I hope you employ this tactic in yournext four-stone or an even sanrensei game.

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    Vol 3, Num 1 Go Winds Spring 1999 23

    GO ANAPPLICATION OF THEPRINCIPLES OF WAR

    Part 9Excerpts from Go Notes By Craig R.

    Hutchinson

    THE SECURITY PRINCIPLE

    Security is essential to the preservation of

    combat power. Security does not allow youropponent to acquire an unexpected advantageand with proper application your opponent willbe prevented from interfering with your freedomof action.

    A player seeks to prevent surprise in potentialcombat power (e.g. aji) and preserve freedom ofaction through security by maneuvering withmultiple options and points of exchange. If youropponent occupies one point you can occupythe other (e.g. miai). The prevention of surpriseand the retention of freedom of action areaccomplished by calculated and continuousreading, use of essential combat power andmultiple options, and suitable tactical

    formations and dispositions. Security is acondition that results from the establishmentand maintenance of protective options andtactics that insure a state of inviolability fromhostile plays or influences. Adequate securityagainst surprise requires protection witheffective reconnaissance, accurate reading, andmultiple options against identifiable opponentcapabilities.

    The offense enhances security in that it keepsyour opponent occupied and limits his freedomof action. This is accomplished by bold seizureand retention of the offense (e.g. sente) whichreduces your opponents capability to interfere.

    Since the risk of inadequate reconnaissance andreading is inherent in Go, application of the

    security principle does not justify undue cautionand the avoidance of a calculated finesse (e.g.hamete). Under the pressure of enemy influencewhen your opponent has the power to destroy aforce of almost any size, forces must bedispersed lightly (e.g. sabaki) and theirvulnerability to attack reduced. However,lightness, potential, and multiple options mustbe balanced with mobility to avoid defeat. Boldplanning and execution founded on secure basesand walls provide the best formula for success inGo.

    (To be continued with the Unity of CommandPrinciple)

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    Master Go In Ten Days by Xu Xiang and

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    Nie Weiping On Go by Nie Weiping Usingpositions from his own games, one of the finestChinese players shows how a grasp of full boardprinciples is essential for effective play.Tactics in all phases of the game, as well as theoperation of thickness is covered. $14.95 s/h$1

    Pro-Pro Handicap Go by the Nihon KiinSubtitled Invincible Play with 3, 4 and 5

    Stones, this book is designed to teach you howto get the most out of handicap stones. Modelplay is highly illustrated with black getting fullhandicap value. All games are analyzed interms that weaker players can easilyunderstand, and tests are included to measurethe readers real strength. A thoroughlyenjoyable book to read! $16.95 s/h $1

    Tesuji and Anti-Suji of Go by Sakata EioThe follow-up book to Killer of Go. If youwant to emulate the exemplary play shown inKiller of Go, you have to understand how toexploit the potential for skilled play (tesuji), aswell as to recognize crude play (anti-suji). 224

    pages with glossary and index. $14.95 s/h $1

    The Thirty Six Stratagems Applied to Goby Ma Xiaochun Ranked as the best player inthe world in 1995, Ma Xiaochun has had aphenomenal career since turning professional

    just ten years ago. This book represents hisfirst major work of Go literature. It examinesthe application of ancient military maxims tothe game of Go. $14.95 s/h $1

    Utilizing Outward Influence by Jin Jiangand Zhao Zheng Provides a study of how toefficiently build and use outward influence.Numerous examples of how to constructthickness and avoid thinness are given.

    Includes numerous examples for constructingthickness or outward influence through pivotpoints, sacrifice, and ko tactics. $14.95 s/h $1

    Yang Yiluns Ingenious Life and DeathPuzzles Volume 1 and 2 A collection ofover 200 life-and-death problems in eachvolume designed by Sensei Yang known as "yly"and "rabcat" on the Internet Go Server (IGS).By studying these intriguing puzzles one cangreatly improve ones reading/fighting abilitiesand appreciate the beauty of Go. Each $15 s/h$1

    Rescue and Capture, Yang's Pocket Series

    by Yang Yilun Rescuing and capturing stonesare two vital tactics in the game of Go. In thisfirst volume, these two tactics are introduced indepth with eighty exercises. $9.95 s/h: $1

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    YUTOPIAN ENTERPRISES CONTINUED

    100 Challenging Go Problems for 100Days of Study by The Nihon Kiin Test yourskill and develop a disciplined study regimen atthe same time. This book is filled with such awide variety of refined tactics and insights intostrategy, reading and perception, that manymore than 100 days of enjoyment can beanticipated. $14.95 s/h $1

    A Compendium of Trick Plays by TheNihon Kiin Tricks, traps, pitfalls andpratfalls, ruses and subterfuge, hocus pocus,snares and ambushes. With almost 900diagrams in 220 pages, this is one of the greatbargains on the market! $14.95 s/h $1

    Intermediate Level Power Builder, Vol. 1By Wang RuNan 8D The book is based on aChinese television program about go hosted byWang RuNan 8 dan. The book emphasizes basicconcepts, theories, and techniques forintermediate level players. This volume coversopenings and invasions useful for Kyu-level aswell as low dan level players. $14.95 s/h $1

    Cho Hun-hyeons Lectures on GoTechniques Provides the basic fundamentalsof Go. Basic shapes are analyzed coveringSurrounding, Escaping, Connecting, Cutting,Attachments, Diagonals, Tigers (Hangs),Empty Triangles, and Hanes as well as basictechniques for Attachments, Extensions,Establishing A Base, Running Towards Center,Capping, Ataris, Cuts, Tigers (Hangs), and

    Weaknesses. $14.95 s/h $1

    Go Seigens Lectures Volume 2, Winninga Won Game Go Seigen provides ThreeGolden Rules with examples of theirapplication in actual games. One oftenencounters professional games lost afterbuilding up a commanding lead, or a game wonby turning the tables on the opponent. Thisbook highlights such cases. $14.95 s/h: $1

    Essential Joseki, from The Master of GoSeries by Naiwei Rui 9 dan. A handy josekireference. The author provides advice on whento choose each variation based on the whole-board situation. Potential ladders, ko fights,and seki are explained to understand theconditions when a particular joseki can orcannot be played. $14.95 s/h $1

    CLEARANCE SALE ON GO GAPGO GAMES AGAINST PROS (GO GAP)

    Everyone would like to get strong in ahurry. If you are among these people, heres

    the solution: Games Against Pros (GAP) letsyou play a professional game as if you were inthe game. Choose to take black or whiteagainst your favorite professional or play as ifyou were him. The program grades yourperformance and ranks you from beginner(>30 kyu) to professional (>7 dan) level. Youwill be graded separately in opening, middle,and end game. The program

    also recommends areas that you need toimprove. Challenge your friend to a match!

    Yes, this program can be played by two people(black and white), and graded separately! Atypical game takes about 15 minutes on aPentium PC.

    Warning! This game is addicting! Thereare 18 titles with 100 games per title for SalePrice of $6.95 each (

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