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Learn to Play Go: Volume II: The Way of the Moving Horse (ISBN 0-9644796-2-1) Learn to Play Go: Volume III: The Dragon Style (ISBN 0-9644796-3-X) Learn to Play Go: Volume IV: Battle Strategies (ISBN 0-9644796-4-8) Learn to Play Go: Volume V: The Palace of Memory (ISBN 0-9644796-5-6) Vital Endgame: The Shape of Things to Come (ISBN 979-8871821121)
A reverse sente play is a gote play that prevents the opponent from making a sente move. When a player ignores an opponent's sente move and plays elsewhere, they are said to play tenuki . Playing tenuki is as a kind of gambit where the player accepts a potential loss on the local level in order seize the initiative by playing elsewhere.
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Rule 8. A play is illegal if it would have the effect (after all steps of the play have been completed) of creating a position that has occurred previously in the game. Though a pass is a kind of "move", it is not a "play". Therefore, Rule 8 never bars a player from passing. One consequence of Rule 8 is the so-called ko rule: Consequence (ko rule).
Real-time Go servers allow players to play against other in real time when both are online at the same time. Generally, this involves a set-up where both players use a client program to connect to the server, which then relays the moves from player to player.
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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]
Small boards are often used for novice players (double-digit kyu players) just learning to play Go, or for quick games. As the fewer moves made when playing on smaller boards gives White fewer chances to overcome the advantage conferred by the handicap, smaller handicaps are used on smaller Go boards (most commonly 13×13 and 9×9).