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NameSizeDate Added

Corner based

1289
Corner based problems. See also "Side based", "Floating", "Whole Board Positions" and "Giant".
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Side based

925
Side based problems. See also "Corner based", "Floating", "Whole Board Positions" and "Giant".
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Amateur Game

752
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

284
Problems made by the goproblems users themselves, with no book or other players inspiration.
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Middle based

271
Middle based problems. See also "Side based", "Corner based", "Whole Board Positions" and "Giant".
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Whole Board Positions

215
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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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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Game based

121
Problems based on game positions
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Giant

116
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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Pro Game

104
A position from a professional game. The classical way to learn.
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Multiple Choice

104
The possible moves are listed for the problem solver as choices.
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9*9 games

104
Here you can find a problem: find the sequence leading you to victory on 9*9 board.
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4x4 problems

67
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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7x7 Endgames

66
Endgames on a 7 by 7 board.
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Xuan Xuan Qijing

58
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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GuanZiPu

52
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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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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Carpenter's Square

20
Many variations stem from this seminal formation.
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Tripod

20
Creating and handling the tripod group
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Classic Life and Death

20
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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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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Large L-Group

17
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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Famous Problems

15
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

12
Situations that come from the popular Japanese manga/anime series Hikaru No Go.
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Igo Hatsuyo-Ron

11
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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J-Group

8
Problems dealing with the basic 'J' shape in the corner (or derivatives of).
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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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Zalesak Tsumego

7
This is a collection of Tsumego compiled by A. Zalesak.
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Reverse sente basics

7
Endgame problems where preventing opponent's sente play is the key consideration.
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Help Thy Opponent

6
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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mamegoma3

6
まめゴマが作った問題を入れる
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IGS Art Gallery

3
Solutions to problems found in the IGS art galleries.
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9×9 endgame

3
良く分からない問題を入れる
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