Cstan98 Game Cultivation - Weiqi Go

Version2 2020.01.17



Introduction. Weiqi also known as Go chess. It is what Chinese/Japanese gameplays to build up Their strategies codes.

  1. Weiqi Go is about knowing moves & counter moves. Then step by step to control the bigger broad spaces.

  2. *It is very complex game. Try to play as simple as possible for You. To have a strategic advantage.

  3. *If You lose to Chinese/Japanese/Korean. It is no shame. They play Weiqi Go like brushing teeth. But if You lose to Others. You should buck up. They play Weiqi Go like once in Disneyland.

  4. Actually for first wave of 1000 losses. You do not do in vain. Without the first 1000 failures wars. Where is first victory?

  5. Ancient Chinese/Japanese Teaching: "if no one is able to take up Challenger. Country can be invaded." For Your info. Google Weiqi Go AI (Artifical Intelligence) stays undefeated by any human player. If We don't train harder 100/1000 times harder. Our Race wipes out soon. If no one is able to take AI (Artifical Intelligence) Challenger out. The me Cstan98 die die fight even it takes 1million+++++ rounds to take it out. Because it involves survival of Our human race. For your info. Once this AI (Artifical Intellligence) is able to defeat every lifeforms in everythings. It going to travel back in time to create life. We are going to be very confused whether it is GOD JEHOVAH PROGRAM or not?

  6. For some reasons. Most players afraid You surpassing them. Or too mean/proud. So don't want to teach You. Or when everyone all try to reach higher dan. The they lose their souls.

  7. Trying to make Everyone good Weiqi Go Players. We Jedi need all the help We can get to beat satan the devil.



*Cstan98 Weiqi Go Trainings:

  1. (01) Fight = lose/win real players.

    (01-01) iPhone (PANDANET) PANDANET (Go) App. See Status at far bottom 'Official Certifications'.

    (01-**) iPhone (Yuh-Rong Chen) Simply Game Clock App.

  2. (02) Train = with iPhone AI (Artifical Intelligence).

    (02-01) iPhone (Smart Go) SmartGo Player App.

  3. (03) Study = as much as possible.

    (03-01) iPhone (Smart Go) Go Books App.

  4. (03-02) iPhone (Emmanuel Mathis) Tsumego Pro (Go Problems) App.

    (03-03) iPhone (Yong Yan) Go Game Joseki Dictionary HD App.

    (03-**) iPhone (Adumbration) Go Problems- Archive App.

    (03-**) iPhone (Smart Go) SmartGo Kifu App - Archive. Go Seigen.

    (03-**) iPhone (CyberKiwon) WBaduk App - Archive. Problems.



**1.0 Basic Joseki Strategies & Tactics:

**Source: iPhone (Yong Yan) Go Game Joseki Dictionary HD App.

Below are my own Cstan98 study notes. Not mean to replace actual course.

  1. Joseki 3-3. Anti-Joseki = 4-4.

  2. Joseki 4-4. Anti-Joseki = 3-3.

  3. Joseki 4-3. Anti-Joseki = other 5-3.

  4. Joseki 5-3. Anti-Joseki = other 4-3.

  5. Anti-Joseki Extend. To live.



**Source: iPhone (Smart Go) Go Books App.

***Cstan98 Fighting Experiences.

***Johanthan Hop - So You Want To Play Go - Beginner Level 1 (30-20Kyu):

***Johanthan Hop - So You Want To Play Go - Intermediate Level 2 (19-10Kyu):

***Johanthan Hop - So You Want To Play Go - Advanced Level 3 (9-1Kyu):

***Johanthan Hop - So You Want To Play Go - Expert Level 4 (1-4Dan):

***Ikuro Ishigure - (Elementary Go Series, Vol. 1) In The Beginning:

***Kiyoshi Kosugi & James Davies - (Elementary Go Series, Vol. 2) 38 Basic Josekis:

***Yilun Yang 7 Dan - Fundamental Principles Of Go:

Below are my own Cstan98 study notes. Not mean to replace actual course.

  1. Weiqi Go Reminder Strategies = Connecting <> Cutting + Macro Strategies <> Micro Tactics.

  2. Shimari. (.) Corner Enclosure. Anti.

  3. Kakari. (.) Corner Approach. Anti.

  4. Joseki. (定石.) Fixed Stones. Anti.

  5. Tesuji. (手筋.) Fighting. Anti.

  6. Life & Death. (生死.) Critical Situation. Anti.

  7. 0 Second Fast. So enemy cannot react.

  8. (If) Advance. Block.

  9. (If) Avoid. Avoid.

  10. (If) Cut. Defend.

  11. (If) End. End.

  12. (If) Next. Answer.

  13. Capture Race - Better (Shape). More Eyes/Liberties Win.

  14. Capture Race - Bigger (Terrorities). (Cannot be invaded.)

  15. Capture Race - Kill (Group).

  16. Connect & Cut - Direct/Effective.

  17. Connect & Cut - Keep On.

  18. Connect & Cut - Kill Group. (Capture/cut connect/contact/cutting.)

  19. Invasion - Attack From Outside. (Not push from inside.)

  20. Invasion - Build Base - 2 Spaces In L3.

  21. Invasion - Build Before Attack.

  22. Invasion - Exit Plan.

  23. Invasion - From Elsewere. (Stronger attacks.)

  24. Invasion - From Weaker Group. (Sacrifice.)

  25. Invasion - Move - Play. (For territory = profit.)

  26. Invasion - Move - Seal. (For influence = moyo.)

  27. Invasion - Move - Split. (To weaken = pressure.)

  28. Invasion - Nearby Strong. (To lean on.)

  29. Invasion - Push To Thickness. (Don't use to surround/get enclose.)

  30. Joseki-Anti. Press Down Corner + Bully Edge + Extend Self.

  31. Life & Death - 2 Eyes. (False eye = taken 2 key points.)

  32. Life & Death - 2 Ways Street. (Miami.)

  33. Life & Death - Connect 2 Groups.

  34. Life & Death - Connect & Die. (All moves die.)

  35. Life & Death - Connect Under. (Fork either.)

  36. Life & Death - Ko. (Decide 1/2 eyes. Threats All Gone.)

  37. Life & Death - Ko Corner Bent 4. (Enemy placement attack. Counter throw-in ko.)

  38. Life & Death - Ko Direct. (One round.)

  39. Life & Death - Ko Multi-Step. (Other Ko.)

  40. Life & Death - Ko Sente. (Take first stone. Forced enemy ko.)

  41. Life & Death - Line 4/Clump 6. (Bent 4/rectangular 6.)

  42. Life & Death - Placement Attack. Throw in.

  43. Life & Death - Play Dead Inside. (Shortage of liberties.)

  44. Life & Death - Reduce To Kill.

  45. Life & Death - Seki. (Mutual life.)

  46. Life & Death - Sente. (Can make 2 moves a row.)

  47. Life & Death - Snapback.

  48. Life & Death - Support - 2/3 Stones Cut.

  49. Life & Death - Support - Diagonal x2. (Make use of atari.)

  50. Life & Death - Support - Knight 3. (Middle Jump 1 + Knight 1.)

  51. Life & Death - Trap At Edge.

  52. Life & Death - Under The Stones. (Sacrifice stones.)

  53. Life & Death - Walk Out Between. (Enemy jump too far.)

  54. Life & Death - Vital Point. (Of 2 Diagonals. Of Table.)

  55. Life & Death - Use Nearby. (Own strong/enemy weak.)

  56. Life & Death - Use Weakness. (Bad shapes/low liberties.)

  57. Mistake - Don't Live Groups. (Waste move attack/defend.)

  58. Mistake - Don't Cut Points. (Not too many cutting points.)

  59. Mistake - Don't Worthless Stones. (Don't capture/save.)

  60. Moyo Strategies - Moyo = Zones Of Control. (Influence to become points.)

  61. Moyo Strategies - Objective = Largest Unable To Invade Terrorities.

  62. Moyo Strategies - Border Pivot. (Between 2 moyo.)

  63. Moyo Strategies - Into Enemy Moyo. (Before too late.)

  64. Moyo Strategies - No Weak Group. (Near weakness are killing.)

  65. Moyo Strategies - Values Exchange. (Trade.)

  66. Opening - Chinese High. Straight Line. L4 left of star point. L4 left of star point. L4 star point.

  67. Opening - Chinese Mini. Straight Then Up. L3 anti-joseki. L3 diagonal right down starpoint. L4 right of starpoint.

  68. Opening - Japanese K. Triangle Up. L3 anti-joseki. L4 starpoint. L3 down of starpoint.

  69. Opening - Sanrensei. 3 star points.

  70. Positional Judgement - Global/Local Thinking.

  71. Positional Judgement - Maintain Lead.

  72. Positional Judgement - Sequences First.

  73. Rule - Bad/Good. Enemy/Own. Depend.

  74. Rule - Balance. Complex/Simple.

  75. Rule - Beginning. Middle. End.

  76. Rule - Boundaries/Fields/Frameworks/Groups.

  77. Rule - Careful How You Jump. (No waste.)

  78. Rule - Corner. Edge. Centre.

  79. Rule - Connected. Functional. No Weakness.

  80. Rule - Dame = No Profit.

  81. Rule - Don't Attach/Cut. (At living/L3/strong.)

  82. Rule - Don't Blunt Cut. (Need nearby helper stones.)

  83. Rule - Don't Broken Shape.

  84. Rule - Don't Early Invasion. (Build first.)

  85. Rule - Don't Endgame Tragedy Pass.

  86. Rule - Don't Follow Around. (Reactive.)

  87. Rule - Don't Wrong Shoulder Hits. (Don't attack L3.)

  88. Rule - Double Sente. Sente. Reverse Sente. Gote. (Sente = force. Gote = not force.)

  89. Rule - Invasion. Anti-Invasion.

  90. Rule - L2/3/4. Know.

  91. Rule - L2 Defend/L3 Extend.

  92. Rule - L3 Edge/L4 Centre.

  93. Rule - Mental/Overall Picture. (Look at both sides.)

  94. Rule - No Effects Off Board.

  95. Rule - No Need To Live/Move. (Play elsewhere.)

  96. Rule - Same Time Attack/Build/Defend.

  97. Rule - (Speed) Fast Extend.

  98. Rule - (Speed) Slow Defend.

  99. Rule - Trade Control. Large scale.

  100. Rule - Turn Cut/Liberties.

  101. Rule - Vs Influences. (Future points.)

  102. Rule - Vs Territories. (Present points.)

  103. Same time - Attack/Defend.

  104. Same time - Centre/Edge.

  105. Same time - Enemy/Self.

  106. Same time - Strong/Weak.

  107. Shape - 1/2/3 Jump. Anti. Double/Triple. With.

  108. Shape - 1/2/3 Knight. Anti. Double/Triple. With.

  109. Shape - Attachment. (Next to.) Anti. Double/Triple. With.

  110. Shape - Bamboo Tube. Anti. Double/Triple. With.

  111. Shape - Capping. (Blocking at 1 space edge.) Anti. Double/Triple. With.

  112. Shape - Cross Cut. (Box of doom.) With.

  113. Shape - Diagonal. (Kosumi.) With.

  114. Shape - Iron Pillar. (Many horizontal/vertical.) With.

  115. Shape - Ladder. (Each move atari. Careful breaker.) With.

  116. Shape - Ladder Breaker. (Ambush wait for ladder.) With.

  117. Shape - Ladder Loose. (Each move not atari.) With.

  118. Shape - Net Crane. With.

  119. Shape - Net Mouth. With.

  120. Shape - Net Net. With.

  121. Shape - Net Other Net. With.

  122. Shape - Net Table. With.

  123. Shape - Peep. (At Projection Point.) Anti. Double/Triple. With.

  124. Shape - Peep-Anti. (Opposite Point.)

  125. Shape - Atari. (Hane with tiger mouth.) Anti. Double/Triple. With.

  126. Shape - Atari-Counter. (Sacrifice a stone for outside enemy.)

  127. Shape - Atari-Double.

  128. Shape - Atari-Self. (Unable to move there.)

  129. Shape - Hane. (Remove liberty.) Anti. Double/Triple. With.

  130. Shape - Hane-Double. (Big bully.)

  131. Shape - Hane-Fill.

  132. Shape - Hane-Tiger-Mouth.

  133. Shape - Run Away. (1/2 lone jump from enemy.) Anti. Double/Triple. With.

  134. Shape - Tiger Mouth. Anti. Double/Triple. With.

  135. Shape - Tiger Mouth-Double.

  136. Shape - Pincer. (2/3 space away.) High/low/same = diagonal up/down/same. With.

  137. Shape - Pincer. (2/3 space away.) Light/Severe = far 3/close 2. (Threatening.) With.

  138. Shape - Shoulder Hit. (Diagonal attachment.) High/low/same = diagonal up/down/same 1 square. With.

  139. Shape - Sucker Punch. (Dead become alive.) With.

  140. Shape Bad - Death Door.

  141. Shape Bad - Elephant Eye.

  142. Shape Bad - Empty Triangle.

  143. Shape Bad - Stupid Four.

  144. Stone Development - Interesting/Reinforcements/Strategic/Useful/Vital.

  145. Stone Theory - L3- Low. Low-Anti. (Bully. Don't let centre.)

  146. Stone Theory - L4+ High. High-Anti. (Good mix high/low ratio.)

  147. Stone Theory - Cohesive strategy. (Don't downstairs/upstairs.)

  148. Stone Theory - Good Mix. (Good points to stones ratio.)

  149. Stone Theory - Wing = large extension.

  150. Stone Theory - Wings Double = 2 large extensions.

  151. Stone Theory - Reading. Every Stone Matter.

  152. Strategy - Cohesive.

  153. Strategy - Efficiency (waste enemy.)

  154. Strategy - Equilibrium Attack/Defence.

  155. Strategy - Equilibrium Heavy/Light.

  156. Strategy - Equilibrium Seasaw.

  157. Strategy - Reading - Mental Tree Diagram.

  158. Strategy - Play From Enemy/Own Strength.

  159. Strategy - Reverse (play right/left to play left/right.)

  160. Tactical - Aji. (Bad/good taste. Keshi = erase.)

  161. Tactical - Over-Concentration. (Sacrifice to make enemy inefficient.)

  162. Tactical - Probe. (Test. Response accordingly.)

  163. Tactical - Sabaki. (Lightplay guerrilla warfares.)

  164. Tesuji Fighting - Sacrifice - 1 More Stone. (Get free stuff.)

  165. Tesuji Fighting - Sacrifice - Need Stone? (Ignore.)

  166. Tesuji Fighting - Sacrifice - Want My Stone? (Bait.)

  167. *9 Stones Games. Know how to play.

  168. *Common Misktake.

  169. *Essential Shape. Know how to play standard recurring shape?

  170. *Game Review. Teacher coaching.

  171. *Joseki. Know why?

  172. *Pair Weiqi. Partner learning.

  173. *Professional Games. Learn from good Players.

  174. *Tsumego. Solve problems.



**Coach = iPhone (Smart Go) SmartGo Player App.

Level = 7.5 (9x9).



**Puzzles = iPhone (Emmanuel Mathis) Tsumego Pro (Go Problems) App.

Level = 21K (19/61 Solved).



**Source: iPhone (Smart Go) Go Books App - Reading List.

***James Davies - (Elementary Go Series, Vol. 3) Tesuji:

***James Davies - (Elementary Go Series, Vol. 4) Life & Death:

***Akira Ishida & James Davies - (Elementary Go Series, Vol. 5) Attack & Defence:

***Tomoko Ogawa & James Davies - (Elementary Go Series, Vol. 6) The Endgame:

***Nagahara Yoshiaki & Richard Bozulich- (Elementary Go Series, Vol. 7) Handicap Go:



**Source: iPhone (Smart Go) Go Books App - Read Archive.

***Yilun Yang - Fundamentals Principles Of Go:

***Richard Bozulich - (Mastering The Basics, Vol. 9) An Encyclopedia Of Go Principles:

***Ikuro Ishigure - (Elementary Go Series, Vol. 1) In The Beginning:

***James Davies - (Elementary Go Series, Vol. 2) 38 Basic Josekis:



**1.0 Basic Weiqi Go Strategies & Tactics:

  1. All about Balance.

  2. All about Bases.

  3. All about Benefits.

  4. All about Borders.

  5. All about Control.

  6. All about Efficiency.

  7. All about Eyes.

  8. All about Flow.

  9. All about Follow Throughs.

  10. All about Groups.

  11. All about Jumps.

  12. All about Liberties.

  13. All about Links.

  14. All about Movements.

  15. All about Sacrifices.

  16. All about Sequences.

  17. All about Shapes.

  18. All about Speed.

  19. All about Strength.

  20. All about Styles.

  21. All about Territories.

  22. All about Threats.

  23. All about Trades.

  24. All The Time Atari Double-Atari.

  25. All The Time Threatening.

  26. Always Replay History Know Mistakes/Right Moves.

  27. Attack Around/Both Sides.

  28. Attack To Defend/Threaten.

  29. Balance Attack/Defence Defence/Attack.

  30. Balance Centre/Edge Edge/Centre.

  31. Balance Clear/Confused Confused/Clear.

  32. Balance Future/Current Current/Future.

  33. Balance Return Copy.

  34. Balance Return Counter.

  35. Balance Strategic/Tactical Strategic/Tactical.

  36. Centre Need Many Pieces To Take.

  37. Connected Wall.

  38. Connected Winding Snake.

  39. Copycat To Balance.

  40. Difficult To Observe While Fighting.

  41. Direction = Corner To Edge To Centre.

  42. Direction = Weak To Strong.

  43. Disrupt.

  44. Don't Attack Too Much.

  45. Don't Get Cut.

  46. Don't Lose First.

  47. Don't Over Extend.

  48. Enemy Avoid Strongholds.

  49. Everyday 1-5 Games.

  50. Everything Faster Than Enemy.

  51. First Mistake Decide Everythings.

  52. Go For Benefits.

  53. Go For Big Spaces.

  54. If Chaos Self More Chaos.

  55. Keep Attacking.

  56. Lesson - Capturing Race.

  57. Lesson - Life & Death.

  58. Lesson - Link Up.

  59. Lesson - There Is A Move Inside.

  60. Let Enemy Fail Attacks.

  61. Must Eat/Toilet Before Play.

  62. Need Base To Extend.

  63. Need More Aggressive To Win.

  64. Need More Risk To Win.

  65. No Point Attack/Defend Then Defend/Attack.

  66. Observe Enemy How/Where Attack/Defend.

  67. Opening 3-3 = Fast Take + Very Secure.

  68. Opening 3-4 4-3 = Fast Take + Secure + Extension.

  69. Opening 4-4 = Fast Take + Very Unsecure.

  70. Revise Strategies Before/During/After Playing.

  71. Simplify Operations Less Options.

  72. Sum Greater Than Individuals.

  73. Use Enemies Pass To Practice.

  74. Watch Where Enemy Defend.



**Understandings - Tsumego:

  1. All About Eyes.

  2. All About Many Sub-Solutions.

  3. All About Threats.

  4. Chaos Enemy.

  5. Cut Enemy Into 2/More.

  6. End Self Eye 2/More.

  7. End Enemy Eye 1.

  8. Eye Attack/Defend.

  9. Eye False Enemy Repeat Take All.

  10. Eye False Enemy Step By Step Take All.

  11. Temporary Loss.



**ZZ Weiqi Go Dan Levels:

  1. Beginner Class.

  2. 15-1 Kyu.

  3. 1-10 Dan.

  4. Pro.



**ZZ Weiqi Go Terms:

***Source: Wikipedia.

Below are my own Cstan98 study notes. Not mean to replace actual course.

  1. Aji( Value).

  2. Aji Keshi (味消 Ruining Self).

  3. Atari(打吃 To Eat).

  4. Board Position - (01) Centre - Origin Of Heaven (天元 Tengen).

  5. Board Position - (02) Dot - Star Point().

  6. Board Position - (03) Eye San-San 3-3 (三三).

  7. Board Position - (04) Eye Go-Go 5-5 (五五).

  8. Board Position - (05) Eye Small 3-4/4-3(小目).

  9. Board Position - (06) Eye Big 4-5/5-4(大目).

  10. Board Position - (07) Eye Large Big 4-6/6-4( 大高目 Otakamoku).

  11. Board Position - (08) Eye Outside 3-5/5-3( 目外 Mokuhazushi).

  12. Board Position - (09) Eye Outside Large 3-6/6-3 (大目外 Omokuhazushi).

  13. Dame( Neutral).

  14. Divine Move(神手 God Move).

  15. Eyes ( Liberties).

  16. Fuseki (布石 Openings).

  17. Gote(先手 initiating)& Sente(后手 Following).

  18. Hane (果过 Around).

  19. Hasami ( 2 Sides).

  20. Hayago (早玩 Quick Play).

  21. Jigo (持棋 Tied Score).

  22. Joseki(定石 Fixed Moves).

  23. Kakari (力力 Approach To Corner Move).

  24. Katat-sushi ( Shoulder Hit Diagonal Next).

  25. Kiema ( L2).

  26. Kiai( Fighting Spirit).

  27. Kikashi (利逼 Forcing Move).

  28. Ko ( Forbidden/Taking Stones).

  29. Komi ( Compensation For Second White Move).

  30. Korigatachi (凝形 Concentration).

  31. Kosumi ( L1).

  32. Liberty ( Vacant Point).

  33. Miai (见合 Same Value).

  34. Miru( To See).

  35. Saru ( Monkey Jump Reduce Enemy Territory Signifiantly).

  36. Moyo(模样 Framework).

  37. Myoushu(妙手 Brilliant Move).

  38. Nakade(中手 Inside Board).

  39. Nerai ( Follow-Up).

  40. Nidan Bane (二段开 2 Steps Cutting).

  41. Oyose (开始终盘 Early Endgame).

  42. Sabaki ( Efficient Contact/Sacrifice).

  43. Seki( Position Making Both Alive & Dead).

  44. Shape - Good Bamboo Joint (眼竹 2 Face 2 With Spaces In Between).

  45. Shape - Good Ponnuki (眼星4 Stones Diamond).

  46. Shape - Bad Dango (没眼Groups With No Eye).

  47. Shape - Bad Empty Triangle (没眼3 Stones L).

  48. Sute-ishi (舍石 Sacrifice Stone).

  49. Tenuki (手拔 Ignoring/Playing Elsewhere).

  50. Tesuji(手筋 Clever Plays).

  51. Thickness( Concentration).

  52. Yose (紧终盘 Tightening Endgame).

  53. Yosu(样子 Form).



***NLP Weiqi Go Anti-Challenger System:

When Emperorship/Generalship/Corporalship are strong. The Country Weiqi Go P/D/K Anti-Challenger System is strong. If not. Weak. For example:

  1. Cannot Handle ????. Unknown Missile. Unable to handle unknown thing.

  2. Cannot Handle 5000. Scud Missiles. Unable to handle too many things.

  3. Dreaming. Not alert enough.

  4. Exhausted. Not energies enough.

  5. No Orders From P (Generalship). If north korea invades South Korea. The they does first preemptive strikes with 5000 tactical nukes missiles. You still have United States Marines Corp/SKAF (South Korea Armed Forces) HQ to issues orders?

  6. P/D/K Not P/D/K. That mean generalships are not general capable. Their corporalships are more capable. But not in generalship. Worse still. All P/D/K don't know how to fight Weiqi Go. Just have dans for dans sake.

  7. Reaction Time To Face Challenger. The time lag to handle any Challenge. Reflect how fast y/Your c/Country a/Armed f/Forces react.

  8. Scare Of Losing Dan/Face. Their generalships/corporalships scare of losing their lives in wars.

  9. Too Proud/Weak. Is their P/D/K too excess proud/weak humble?

  10. NLP China - Don't Know.

  11. NLP Japan - Anti-Challenger System is in place. Temporary can scare off challengers. So long South Korea don't go down first.

  12. NLP South Korea - No effective anti-challenger system is in place. In fact. Very messy. If north korea attacks. GOD JEHOVAH PROGRAM helps Us.

  13. *Repeat Strokes. For other Chess/Martial Arts/Olympic/... Anti-Challenger Systems. In fact. All Everythings.



***Rules Of Panda Weiqi Go Challenge:

  1. (*) First. The me Cstan98 Introduce my current App Certified Chess/Weiqi Go Dan.

  2. (*) Second. Challenge Group = example WBaduk - Japan Server. Challenge Time = example Now (Singapore) 10:00pm. Out 11:00pm. Rule = if no one dare to play. That means all Players in Challenge Group all concede defeat.



**Cstan98 Game Certifications Status:

Official Certifications



**Cstan98 Game Cultivation - Chess Topics:

Go To Cstan98 Game Cultivation - Backgammon

Go To Cstan98 Game Cultivation - Checkers

Go To Cstan98 Game Cultivation - Chess

Go To Cstan98 Game Cultivation - Chinese Chess

Go To Cstan98 Game Cultivation - Dark Chess

Go To Cstan98 Game Cultivation - Gomoku (Gobang/Renju)

Go To Cstan98 Game Cultivation - Othello (Reversi)

Go To Cstan98 Game Cultivation - Shogi

Go To Cstan98 Game Cultivation - Weiqi Go



Go To Cstan98 Game Cultivation Section

Go To cstan98.com.sg Homepage



**Cstan98 Official Topics:

(For informations.)

Serious Cultivators To Memorize

Official Accountings

Official Amazon Kindle Ebooks

Official Certifications

Project 2021 - Hulk Body P Organ 8 Inch Daily Marriage Sex 1 Hour

Official Photos

Privacy Policy

Spending Plans

Standard Email Replies

Terms Of Service

website-master-style.css

sitemap.xml