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Why do you call the collection of principles fantastic? If it were fantastic, all its principles would be right and the best possible versions of such principles. Usually, they are not.
Principles are called principles for the sheer fact that they can be applied generally. I would be shocked if any person would argue that principles (i.e., proverbs) can be universally applied. Secondly, there is no such thing as the "best possible version of the principles." While there can always be improvements that can be made, information conveyed is at its best when it is learned and absorbed by the reader. And when it comes to learning, there are people of all different learning styles who acquire knowledge differently.
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While the range of material is wide, it also is not wide enough to cover every relevant topic for the opening and middle game. E.g., there is no principle for the topic of reading.
If you notice in my review, I clearly state that this book is not meant to be a comprehensive book on the topic. And while I would agree that reading is an important aspect of the middle game, I don't think it is fair to judge the book on the basis that it does not have principles that you or I would personally have put in. Once again, I'll emphasize that this book is not a comprehensive encyclopedia on the topic, so naturally, things will naturally be left out.
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No. It does not provide a survey of the topic, but a selection of very few principles for the topic. E.g., for some topics, the concept of sacrifice is missing.
To the first part of the statement, I refer you to my response above. To the second part of your statement, I would point out that even if the concept of sacrifice were not missing, I could then make the next criticism that the explanation of trying to determine what is strong and what is weak would be missing. And if we were to dive into that, then we would probably have to talk about how one evaluates the board and make strategic decisions appropriate to sacrifices. And let's face it, this topic is a concept that is grappled with well into the dan levels.
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I have studied frequencies of mistakes. Mistakes related to these two principles (i.e., verify by reading and pay attention to details) belong to the most frequent kinds. However, these principles and related topics are missing in the book.
Perhaps you are correct in that statistically speaking, mistakes made due to reading and paying attention to details is the root cause for many kyu players mistakes. However, being able to read is a skill that is acquired through solving problems and mistakes. Paying attention to detail is a subjective measure that players have the freedom to exercise as they enjoy the game. And while they are important aspects to getting stronger, I personally feel that they are lessons that are usually learned through playing and experience (i.e., their group dies as a result of a misread) and would have been wasted space in this book.
You try to correct my statement in that the book does not cover the most common mistakes that kyu players make, but that statement is my personal opinion from what I have seen players incur in the field. You are of course free to disagree, but that is not a reflection on the book itself. If the book were titled "Most Common Mistakes Made in the Opening and the Middle Game," perhaps then your statement would be more valid.
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There is a difference between keeping things as simple as possible and over-simplifying things so that they become wrong. The book simplifies so far that it over-simplifies.
Once again, I will refer to my first response and firmly disagree that principles could be classified as "wrong." It is clear that you believe that topics should be covered in the most comprehensive fashion, but that is not the correct approach for everyone. In fact, there would be numerous cases where that approach would be disastrous.
For example, in mathematics, we are taught early on that you cannot take the square root of a negative number. In fact, most people go through their whole lives believing this concept and do just fine. For those who eventually go on to take advanced mathematics, they learn of the concept of the "imaginary number." And while this is wonderful and opens the minds of brilliant mathematicians, it would be absolutely useless and boring to the average person.
So while some concepts may be "over-simplified," this is an important step for many players as they start out. Those players who are passionate and seek further understanding will naturally dive further and learn of the exceptions and advanced theories, but then it is only appropriate that they move on to other books more fitting of their level.
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Accessibility to players of all kinds, yes (because it is easy to access over-simplifying contents). Usefulness to players of all kinds, no. The book is less suitable for players wishing principles that are correct to a reasonable degree.
I never said that it would be useful to players of all kinds. And while I understand that you have done your research and analysis of the game, I maintain the stance that your perspective on how to get stronger is simply that: a perspective. To argue that there is a "reasonable degree" of correctness is to state that there is an equation for evaluating everything in the game. The evolution of the fuseki to utilize star-points is a simple example of why trying to quantify principles as "correct" or "wrong" is flawed.
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The book's shortcomings include:
- Missing very important basic principles.
- Too little correctness of quite a few of the principles.
- Too few alternative moves and variations.
As I've already addressed the first two points, I will omit responding to them again. However, the third criticism is a matter of taste and perspective. While it may be useful for a person of your learning style to have numerous variations and tons of alternate moves, I have found that this is generally more detrimental to weaker players who often suffer from decision paralysis. By keeping the alternative moves and variations to a minimum, there is a much greater chance that a player will actually try one of the moves during their games as opposed to just staring and having no idea where to start. I don't know how you played when you were a double digit kyu/lower single digit kyu, but I certainly did not consider five to ten variations for each move that I made.
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There are many ways for people to reach shodan. Some are exceptionally strong at the opening, some are stronger in the middle game, and some are strong at the endgame. And just like how players of the same rank can be considered the same strength while excelling at different areas, the way in which every player gets there is different as well. Some need to simply play the game while others require heavy reading and even a teacher to guide them along the way.
So yes, while this book is more aptly titled "Basic Principles of the Opening and Middle Game" and the series more aptly titled "A Road Map to Shodan," it does not mean that the book (and ultimately the series) has no place in go literature and is "wrong." It is simply their philosophy on what they believe is important to becoming shodan.
And to be clear, nowhere in my review do I try to even insinuate that this book is the only book that players will ever need regarding the opening and the middle game. As I stated in the conclusion of my review, the book is a "stepping stone." It is not the holy grail of books on the opening and the middle game. It is simply a good "stepping stone" for players "who approach the study of go with a more casual approach."
There are many ways for how people to climb the ladder and gain strength. And just like how different medication has different effects depending on the patient, the same principle holds true for the teaching methodologies that provide guidance to every player that studies of this game we all love.