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Learn to Play Go: A Master's Guide to the Ultimate Game (Volume I)

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Learn to Play Go

A Master's Guide to the Ultimate Game (Volume I)

By Janice Kim, Soo-Hyun Jeong (With)

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Format: Paperback, 186 pages
Published In: United States, 22 June 2010
Go is a game that two people play with a Go board and Go stones. The players take turns putting black and white stones on the board to surround area, or territory. Whoever has more territory at the end of the game is the winner. No one can say really what Go is, how you should play it, what it ought to mean to you. That can only be a personal discovery, perhaps with the aid of a native guide pointing out the features of the terrain. Learn to play Go. It is simple, but it is not easy. It is worth the time you spend on it. This is to be expected of the best kind of game.

About the Author

Janice Kim was born in Illinois in 1969. She became the first female student at the Korean Go Academy in 1983 and entered the professional dan ranks in Korea in 1987, the first Westerner ever to do so. She won the Fuji Women's Championship in 1984, took second place in the World Youth Championship in 1985, and third place in the EBS Cup in 1994. She was promoted to 3 dan in 2003. After graduating from New York University, Ms. Kim authored the five books of the Learn to Play Go series and founded the online Go company Samarkand. In 2008, in an effort to explore similarities in strategy games, she played in the World Poker Tour's Women's Championship in Las Vegas and placed fourth. She currently resides in the San Francisco bay area with her husband and two children.

EAN: 9781453632895
ISBN: 1453632891
Publisher: Createspace Independent Publishing Platform
Dimensions: 23.5 x 19.05 x 1.02 centimetres (0.42 kg)
Age Range: 15+ years
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1 review(s)
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Zachary on
 
Learn to play go is the first book in a series on Go.
It is perhaps one of the most user friendly and best paced beginners books. It is suitable for somebody that doesn't even yet know the rules of the game but is curious about how to play.

The book is divided into two parts, the first is called "Fundementals" and includes chapters on capturing, cutting and connecting, where you can't play, life and death, ko, territory and ends with a review of a 13x13 game. Each chapter has several problems at the end to test your understanding of the concepts.

Part two is "Basic techniques", and covers capturing techinques (such as ladders, the net, double atari, "snapback" etc.), connecting techniques (tigers mouth, knights move, bamboo joint etc.), life and death, capturing races, ko fighting, and how to end the game and count the score. It ends with some sample openings. Again each of these chapters have problems at the end of them for the reader to solve.

Each of the topics are explained extremely clearly and in great detail; assuming that you know nothing other than what you have read so far in the book. The problems are just hard enough to test your understanding of the concepts, but easy enough that you can solve them fairly quickly, which makes you feel as though you have learnt and accomplished something.

Although this book does not cover as many topics/concepts as some other beginners books, what it does cover it covers extremely well. It would be highly recommended to a complete beginner to introduce them not only to the rules but some very basic strategy as well.

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