Go Books


                        
Welcome to our online selection of Go books! Working in conjunction with Amazon.com, we are able to present you with a great selection of high quality Go books at very reasonable prices. Just click on any book title to go to Amazon.com's site containing summaries, easy online ordering, reader reviews, and other detailed information.

Thank you very much for coming, and enjoy!



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


The award-winning first book in the Learn to Play Go series by Janice Kim 1 dan and Jeong Soo-hyun 9 dan, two masters of the 4,000-year-old Asian game of strategy. Takes the complete beginner step-by-step all the way to playing real Go in one afternoon. Suitable for kids, demystifying for adults. Includes a complete Go set with 9x9, 13x13, and 19x19 playing grids.

"I have other books on the game of Go, but this book is by far the absolute best I have ever read. It has even rekindled my interest to learn and play. It contains very basic examples, and very simple explanations of how and why. It shows what to do and how. My highest recommendation to all who want to learn the game." -Reader

"Far and away the best beginner Go book I've ever seen." -Reader

The Book of Go
by William S. Cobb


"Just one game," they said, and started to play. That was yesterday. -- traditional Chinese verse

No batteries required, and strategy rules! Go is the Far Eastern gaming sensation that is sweeping the world. And, this deluxe package--with a two-sided, perforated board made of card stock and playing pieces (85 of each color), packed in styrofoam--includes a guidebook and multilevel game. Use the 13 x 13 side for a more complex game, while the 9 x 9 board keeps things simpler. Begin by positioning your pieces on the grid in such a way as to "capture" your opponent's. That's not hard, right? But, as an internationally renowned instructor takes you deeper into the tactics, you'll see clearly why it's enjoyed by millions of people--more than even chess. The challenge of attacking and defending your spaces, anticipating your opponent's moves, and planning your own moves several turns in advance is absolutely captivating. You GO! 301 b/w illus.

"First off, it comes with it's own 9x9 and 13x13 boards, and pieces to play. Then is teaches you a simple way of playing first-capture go. It then proceeds to educate you in the game of go, with lots of problems and suggestions to help you learn, and become a good player. I highly reccomend it to beginners (like myself) and people who know how to play, but want to improve and learn some of the tricks of the trade." -Reader

The Go Pack: Everything You Need to Learn to Master the Most Challenging Game in the World
by Matthew MacFadyen


"The box came with a nice portable board that folds in half, and has a smaller board on its flipside. The pieces are decent for the price tag. More importantly though, it also comes with an excellent pocket-sized book that teaches you all the rules you need to know, and enough tactics and strategy to get you started. Its explanations are clear and it has helpful exercises and accompanying solutions which clarify the rules." -Reader

Mathematical Go: Chilling Gets the Last Point
by David Wolfe and Elwyn R. Berlekamp


"Here's where all of you who are bored with Computer Chess and conventional mathematics should be spending your time. This is a deep book that hints at many interesting subjects. If you're a combinatorial games theorist, you already know about this book. If you aren't, read this book and become one." -Reader

"Presents mathematical techniques for solving late-stage endgame problems. Uses combinational game theory, which Berlekamp (mathematics, UC Berkeley) helped develop, to solve Go-related problems. The theory presented assigns each active area on the board an abstract value and shows how to compare them to select the optimum move or add them up to determine the ideal outcome. Values can be familiar numbers and fractions, or other abstractions. Includes an overview of the mathematics of games, Go rules and history, and a glossary. Annotation copyright Book News, Inc. Portland, Or." -Book News, Inc.

Winning a Won Game, Volume 2: Go Seigen's Lectures
by Wu Piao, translated by Sidney W. Yuan


Go Seigen's Lectures - Volume 2 provides Three Golden Rules with examples of their application in actural games and seven Go Seigen games highlighting Seven Examples of Success. In addition Three Examples of Failure are provided in three other Go Seigen games.Yesterday, a won game was lost; today, a clear lead was wasted. Is there any secret receipe to keep the lead to the end of the game? Actually, maintaining a lead is easy, if one can keep a cool head and make every play according to positional judgment. On the other hand, trying to claim a quick victory is not easy, even for professionals.

"Go Seigen is easily the best Go player of the 20th Century. Born Wu Qingyuan in Fujian province (1914). Go's father taught him the game when he was eight and he took of like a rocket. At the age of 11 he was winning against most of China's top players. Finally Go, the national champion of China in 1927, was offered the chance to play and study in Japan. His career in Japan was every bit as spectacular. In 1932 he reached 5-dan ranking. This was a period of some turmoil in Go. Many players, Go included, where trying new openings and breaking with tradition. In Japan, where the traditions around the game are intense this caused a great deal of argument. By the war, Go Seigen was and 8-dan, and already the most formidable player in Japan.

Go remained in seclusion during the war, but returned in force in 1947. Two years later, at the age of 36, Go Seigen was made 9-dan. The highest rank possible. His games throughout are marked by a crystal clear ability to grasp the workings of a game and turn them to his advantage. As a reader of his games one is constantly struck by how much of the game Go is able to see. It is if every move, no matter how tactical always has a strategic reason behind it. 'Winning a Won Game' is the second in a series of lectures between the master and an anonymous player focused on how to create and keep an advantage at the Go board.

The style is to show the game at it's crisis point, then go back and play through the game (with heavy commentary), and the carry it through to the moment of decision. Go Seigen's pride is well earned, but he is not ashamed to reveal his mistakes as well as his moments of brilliance. Even though I am far from a 9-dan I found much to absorb, and intend to return to this volume many times. There are ten games, seven that were one and 3 that were lost. All are wonderful, and I am determined to track down the first volume in this series. There are great examples of 3-3 and 4-4 openings. Well worth the price." -Reader

Go for Kids
by Milton N. Bradley, illustrated by Seho Kim


Go for Kids is written for children age 12 (sixth grade) and up, because the nature and inherent complexity of Go concepts require at least that level of reading skill, vocabulary and reasoning ability. But it can also be used quite satisfactorily by even much younger children with some assistance from older siblings and parents.

The attractiveness and clarity of presentation of Go for Kids derives from its unique use of 427 panels of question-and-answer cartoon strip dialogues between instructor and students which augment its 340 coventional diagrams and their accompanying explanatory text. These "comic strip" dialogue panels provide a much needed context for the material being presented (almost entirely missing in other Go primers), so that deep rather than superficial comprehension and learning can take place. They also provide a familiar and pleasurable child-friendly format, as well as "built in" breaks from the more formal tutorial material, and this makes Go for Kids far easier and more pleasureable for children to read than the conventional text-and-diagram-only approach used by all prior Go books.

Go for Beginners
by Kaoru Iwamoto


Go, an ancient, subtly beautiful game of territory, is the oldest game in the world still played in its original form. This book contains its rules, techniques, a glossary of terms, and a list of international and American Go organizations.

"Not much to say other than this hands down the best beginner's book I've read to date." -Reader

Game of Go
by Arthur Smith


"First published in 1908, Arthur Smith's classic text on the game of Go has recently been republished. This book is essential reading for any serious Go player, as well as for the interested newbie. Although some of the comments made by the author have dated since it's original publication the game itself is essentially unchanged. Consequently it remains an unsurpassed and comprehensive introduction and provides a detailed analysis of all aspects of Go, including numerous diagrams, sample games, problems and even a history of Japan's national game. There are a great number of books on this subject around, and some people may find the text a little dry or terse, but nothing provides such a strong all-round no-nonsense explanation of this game. If you only buy one Go book, I recommend that you make it this one." -Reader


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