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NameSizeDate Added

Corner based

1367
Corner based problems. See also "Side based", "Floating", "Whole Board Positions" and "Giant".
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Side based

968
Side based problems. See also "Corner based", "Floating", "Whole Board Positions" and "Giant".
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Encyclopedia of Life and Death - Easy

895
Cho Chikun’s encyclopedia of life and death part first – elementary problems
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Amateur Game

794
Problems taken from real amateur games. These can often prove instructive as most of us are still amateurs, and the situations that arise in such games are relevant to our experience.
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Self made

316
Problems made by the goproblems users themselves, with no book or other players inspiration.
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Middle based

293
Middle based problems. See also "Side based", "Corner based", "Whole Board Positions" and "Giant".
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Whole Board Positions

223
Real game problems where the moves must be played according to the rest of the board. See also "Corner based", "Side based", "Floating" and "Giant".
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Game based

170
Problems based on game positions
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Go Seigen Tsumego

134
A collection of 142 problems created by Master Go Seigen 9p, and out of which problems No.1 to No.110 are solved and explained in detail by his student O Rissei 9p.
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Giant

123
Non-real game problems that encompasses an entire board, or at least the majority of it. Otherwise known as 'chinrou.'" See also "Side based", "Middle based", "Corner based" and "Whole Board Positions".
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Yi Ch'ang-ho's Selected Life and Death Go Problems Book 3

123
Volume 3: ISBN: 7-8105-1523-3
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Yi Ch'ang-ho's Selected Life and Death Go Problems Book 2

123
Volume 2: ISBN: 7-8105-1522-5
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Yi Ch'ang-ho's Selected Life and Death Go Problems Book 4

123
Volume 4: ISBN: 7-8105-1524-1
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Yi Ch'ang-ho's Selected Life and Death Go Problems Book 6

123
Volume 6: ISBN: 7-8105-1526-8
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Yi Ch'ang-ho's Selected Life and Death Go Problems Book 1

122
Lee Chang-ho's Selected Life and Death Go Problems (李昌镐精讲围棋死活,
Yi Chang-ho Jingjiang Weiqi Sihuo) is a set of six Chinese, go problem books. Each of these volumes includes 123 life and death problems.
In volumes 1-3, the first 60-problems are White/Black to live; the last 63-problems are White/Black to kill.
In volumes 4-6, the first 52-problems are White/Black to live; the last 71-problems are White/Black to kill.
Each page has one problem with the solution on the back w/ accompanying Chinese text. The problems become more difficult as one proceeds through the set of six books. The second half, to kill problems, of each book seems to be noticeably harder than the first half, to live problems.

Volume 1: ISBN: 7-8105-1521-7
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Yi Ch'ang-ho's Selected Life and Death Go Problems Book 5

122
Volume 5: ISBN: 7-8105-1525-X
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Encyclopedia of Life and Death - Medium

117
Cho Chikun’s encyclopedia of life and death part second – intermediate problems
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Pro Game

116
A position from a professional game. The classical way to learn.
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Multiple Choice

114
The possible moves are listed for the problem solver as choices.
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4x4 problems

113
You can't play on a 4x4 board, but there are some nice problems. Solving them, you always have to look after the "best result"; that means, a win by two points is better than a win by one, and even a loss by three is better than a loss by two (and therefore the solution). This is a bit unusual, of course, but since there is only a limited number of interesting positions, this is a natural way to increase this number. Please note also that all problems use japanes rules.
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9*9 games

106
Here you can find a problem: find the sequence leading you to victory on 9*9 board.
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Xuan Xuan Qijing

76
This classic Chinese text dates from the fourteenth century, originally published in 1347 by Yan Defu and Yan Tianzhang. The problems take fanciful and historical aspects, with themes relating to stories and events. For example, in the 'Mother of Seven Sons' problem, the seven sons refers to seven white stones at the core of the problem. Known in Japanese as 'Gen Gen Go Kyo.'
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7x7 Endgames

66
Endgames on a 7 by 7 board.
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GuanZiPu

53
This ancient chinese text contains 1454 challenging problems. It's know as KanZuFu in Japanese. The English translation is roughly 'Manual of Endgame Positions.' However, these aren't endgame problems in the typical sense: they're problems wherein if you could solve one in a game, the game would end, as you'd have just killed a large group or saved some crucial stones.

The original book was split into three parts, a start, a middle, and an end. In referencing these problems, I've indicated from which part originated the problem, along with the problem number.

More information at sensei's.

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Classic Life and Death

44
Where all the basic, elementary and classical life and death to be included. Generally those common life and death. by xinwen
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L-Group

43
Problems dealing with the basic 'L' shape in the corner (or derivatives of). L* denotes the L group without the corner stone.
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Hideo Otake — Opening Theory Made Easy

43
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Tripod

22
Creating and handling the tripod group
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Carpenter's Square

20
Many variations stem from this seminal formation.
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Large L-Group

18
Problems dealing with the basic large 'L' shape in the corner (or derivatives of). Large L* denotes the Large L-group without the corner stone.
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1035 tsumego part1 No.495

18
one problem but seperate to two problems in goproblems.com #14079 by kaf #14096 by tails #597 by adum
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Famous Problems

14
Special problems that stem from professional games or other specifically designed problems. For example: Shusaku's ear-reddening move and Dosaku's Nose hit.
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Hikaru No Go

14
Situations that come from the popular Japanese manga/anime series Hikaru No Go.
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The Top Ten Life-and-Death Problems

14
As selected by 40 professional go players
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Igo Hatsuyo-Ron

13
This ancient Japanese tsume-go book was orginally crafted by Meijin Dosetsu Inseki in 1713. The problems contained therein tend to be extraordinarily hard. 'Hatsuyo' can be translated as 'discover - yang,' where 'yang' relates to 'yin-yang.' More information at Sensei's Library.
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Maeda

11
Recent classic problems by Maeda Nobuaki.
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Korean problem academy

11
The collection of problems named Korean problem academy
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J-Group

8
Problems dealing with the basic 'J' shape in the corner (or derivatives of).
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Reverse sente basics

8
Endgame problems where preventing opponent's sente play is the key consideration.
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S and S Tesuji Dictionary

7
This two-volume tesuji dictionary was originally published by Kensaku Segoe and Go Seigen in 1971. For what I think were political reasons, it fell out of print, but has recently been reprinted. It's filled with challenging and fascinating tesujis that look like they've been lifted from games, all organized by general theme.
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Help Thy Opponent

7
Mostly problems in which you're allowed to make a move instead of your opponent. (Should auto-imply Instruction-Required, Strange and Fun)
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Zalesak Tsumego

7
This is a collection of Tsumego compiled by A. Zalesak.
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mamegoma3

6
܂߃S}
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IGS Art Gallery

3
Solutions to problems found in the IGS art galleries.
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Weiqi Life and Death 1.000 Problems

3
It is 385-pages in length with 1000-problems & solutions.
The problems are categorized into two main sections:
tsumego and tesuji;
then further broken into 10 and 15 thematic subsections respectively.
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9~9 endgame

3
ǂȂ
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