kirkmc wrote:I bought this book more out of curiosity than anything else. Not knowing what haengma was, and having read a blurb, it seemed like it might be useful to learn about this. However, I am disappointed not only by the concept the book claims to present, but also by the way the book presents it.
To start with, it is said in the book that haengma cannot be translated. It is defined in several ways, as an "independent group" and a "moving group," but then it is said that it is "moving to the center." The author points out that in other books "the limits of haengma are not explained well and [...] the definition of haengma is confusing."
So the first thing I get is this: who came up with an idea that is supposed to be an aspect of the game of go, yet that cannot be easily defined? Why was a "name" given to this type of move, which I will call, from the examples in the book, "weak stones running into the center and making shape"? The whole thing reeks a bit of a fad diet or a new type of therapy...
In any case, haengma are presented through a number of examples. First come the basic terms: one-space jump, two-space jump, knight's move, etc. Then come vital points, cutting haengma, then, only after this, comes the "basic points of haengma." Next is strategy, then some examples from amateur then pro games.
Coming back to my definition, it seems that this is about nothing more than making good-shape moves while running into the center. While this is valuable information to know, it doesn't seem very different from other discussions of shape. Types of extensions and how to cut them (or protect against cuts) are also about shape.
I don't think I learned much from this book. None of the principles are really anything I haven't seen in other books. One thing I do note is that many of the situations shown are those that one shouldn't get into in the first place. When I toss a stone into a place where I can't live, I have to run. While this can be valuable with a 3rd or 4th line stone that can split your opponent, you don't ever want to do this if you can't get out and connect, or make shape in the center. The same for cutting stones; often, one will cut someplace, and find a weak group of stones and need to run. Rather than rely on "haengma," maybe one should reconsider the cut or the invasion.
Finally, a word about the book's approach. The reader is often asked what B or W should do in a given situation. This is not presented as a problem as such, but the goal is the same. The book then shows you three or four ways this is wrong, rather than first showing what is right. I find this to be the wrong way to provide answers. This way, the wrong solutions seem to be reinforced by their position in the presentation. I see several wrong solutions, and I am as likely to remember them, because they will serve as benchmarks when I finally see the right solution. If the correct answer were shown first - such as in life and death books - I could then contrast that with the wrong solutions that are shown, each time making a mental difference between the right solution and each of the wrong ones. I think this is a fundamental failure of this book, and that it doesn't help reinforce the ideas presented.
It's not an expensive book, but it's pretty light on content. While it's nearly 250 pages, each page has only two or three diagrams, fairly large, and the text is in a large font. But, perhaps there really isn't much to say about haengma.
(Please, if anyone knows more about the evolution of this concept, I would be interested in learning how it came to be something with a name.)
hangma is literally translated to moving horse.
in baduk we represent group using horse so you can use group instead of horse.
in go piece nothing moves so "moving group" is akward.
you can use development instead of moving.
"group development" does that sound better?
hangma is in my opinion the most important skills you need to learn.
it will help you during middle game. it will help you build strength.
specially at your level it is the most important skills you must learn.
life and death is pretty straight forward.
but if you know your hangma you dont even have to worry about L&D.
if you see my games against skds you will notice that i really dont get in the L&D situations against SDKs.
main reason is that i have better hangma skills than they do.
that is why i am able to attack their group even though they have handycap stones.
i think koreans stress hangma much more than other skills that is why we are agressive fighters.

i will say it again.
hangma is the most import skill you need to learn to become strong.