How to Play Go: A Beginners to Expert Guide to Learn The Game of Go

How to Play Go: A Beginners to Expert Guide to Learn The Game of Go

Author: Tim Ander

Publisher: CRB Publishing

Published: 2017-12-18

Total Pages: 23

ISBN-13: 8827537023

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Discover the Fascinating Eastern Game That’s Lasted for Millennia! What is Go? Go is a deceptively simple two-player game, played on square boards of various sizes. According to legend, the Chinese Emperor Yau invented this game to teach his son concentration, balance, and discipline. Over time, this game spread to Japan – and across the globe. For over four millennia, war leaders and sages have consulted this game to learn strategy, wisdom, and mental mastery. Inside How to Play Go, you’ll discover everything you need to know to play this ancient game. You’ll learn all the basics of capturing territory and pieces (including self-capture), handling dead stones, and mastering the endgame. This book explains the scoring system of Go – and how to grow from a beginner player to true mastery. How to Play Go explains advanced Go concepts like the Ko Rule, Eyes, and Dead/Live Groups. You’ll discover Atari, Handicaps, Komi, Cutting, and much more! Immerse yourself in a vast array of Go strategies: Territory Capturing The Ladder and the Net Good/Bad Shapes Ponnuki The Mouth Connections, Stretching, and Diagonals One-Point and Two-Point Jumps The Knight Move and the Large Knight Move With this information, you can master this mystical game and increase your mental power!


Go Basics

Go Basics

Author: Peter Shotwell

Publisher: Tuttle Publishing

Published: 2014-07-01

Total Pages: 164

ISBN-13: 1462902642

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Learn the fascinating game of Go with this expert guide. Go is a two-player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast—even when compared to chess. It's not surprising that Go is one of the oldest games still being played today—it's also one of the most challenging, stimulating, and fascinating games around. With its easy-to-follow instructions and over 600 diagrams showing examples of how to play, you'll be ready to enjoy this classic game right away. It starts by focusing on smaller 9 x 9 games, making it easier to understand and learn Go tactics and techniques, and introduces fundamental game-winning strategies and tips. It also explains Go's unique handicapping system, making every game even those between beginners and experts exciting. Useful go strategies include: Invading Sacrificing Using ko Thinking territorially And many more! Go Basics also includes downloadable material developed by the American Go Association that will help you build your skills before testing them against other players.


Go for Beginners

Go for Beginners

Author: Kaoru Iwamoto

Publisher: Pantheon

Published: 1977-03-12

Total Pages: 0

ISBN-13: 0394733312

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Go is an ancient, subtly beautiful game of territory. But with its nearly endless possibilities and challenges, it is more than just another game; it is a way of life for tens of millions of players throughout the world. Embodying four thousand years of Oriental thought and culture, go is the oldest game in the world still played in its original form. Go is the kind of game that one can learn in a day—and spend a lifetime perfecting. It is more art than science: in order to surround and capture the opponent's territory, one needs intuition, flexibility, and acute perception combined with a sharp analytical mind. Each player is a partner in an exercise of coexistence; each player needs the other for self-enlightenment and for enjoyment. But then, too, go is a game whose strategy has been compared to the tactics of guerilla warfare. Go can be all things to all people; it is simple, elegant, and unexpectedly beautiful. This book contains an introduction; a brief example game; a clear, leisurely explanation of the rules; and illustrations of the simplest techniques of good play and of some easy and some more difficult problems the player will encounter. The appendixes include a concise list of rules, a glossary of technical terms, and a list of international and American go organizations. Among go players, Go for Beginners is known as the best beginner's book available.


Go! More Than a Game

Go! More Than a Game

Author: Peter Shotwell

Publisher: Tuttle Publishing

Published: 2011-04-11

Total Pages: 206

ISBN-13: 1462900062

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Master the fascinating game of Go with this expert guidebook. Go is a two-player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast--even when compared to chess. Go has enthralled hundreds of millions of people in Asia, where it is an integral part of the culture. In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives. Go! More Than a Game is the guidebook that uses the most modern methods of teaching to learn Go, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size. Go! More Than a Game has been completely revised by the author based on new data about the history of early Go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combinatorics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.


Go

Go

Author: Ch'i-hun Cho

Publisher: Kiseido Publishing Company

Published: 2018-11-13

Total Pages: 138

ISBN-13: 9784906574506

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Go is a strategy game played throughout eastern Asian for thousands of years. This introduction to the game presents rules, tactics, and strategies.


Beginning Go

Beginning Go

Author: Peter Shotwell

Publisher: Tuttle Publishing

Published: 2012-09-04

Total Pages: 168

ISBN-13: 1462907563

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The must-have resource guidebook for those looking to learn the ancient Asian game of Go Beginning Go is a clear, concise and thorough introduction to the intricacies of Go that is perfect for first time players. The straightforward, easy-to-follow instructions and detailed examples make it simple to understand how to play. Players will learn the rules, how to keep score, as well as effective winning strategies and tactics to make the game more competitive and fun. By the time players finish the instructional sections, they'll have all the confidence, skill and techniques they'll need to enjoy playing this fascinating game. What's more, Go's unique handicapping system, which the book explains, allows even absolute beginners to play competitive games with experienced players.


Learn to Play Go

Learn to Play Go

Author: Janice Kim

Publisher:

Published: 2011-04-01

Total Pages: 236

ISBN-13: 9780964479654

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The Palace of Memory is the fifth volume of the award-winning Learn to Play Go series. Covers some principles of the opening and the endgame and of something called "shape." Good shape is an intersection between tactics and strategy. Shows some of the templates of basic shape and thier use in fighting. Contains guides to the opening. Shows how to calculate the size of endgame moves. Includes self-test section.


Beginner's Guide to American Mah Jongg

Beginner's Guide to American Mah Jongg

Author: Elaine Sandberg

Publisher: Tuttle Publishing

Published: 2012-01-17

Total Pages: 140

ISBN-13: 1462904904

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Learn the fascinating game of American Mahjong with this expert guide. This affordable best-selling book is one of the only available game strategy guides that is specifically geared toward American Mahjong (Mah Jongg) and follows the official National Mah Jongg League rules. Offering first-time players an easy-to-follow guide to this complex game, A Beginner's Guide to American Mah Jongg includes simple, easy-to-follow instructions and clear diagrams to walk the reader through each step of the game, including how to select a hand, how to play and how to develop winning strategies. A key feature is the color text which clearly shows various hands and tiles. This Mahjong guide includes: Step-by-step instructions for gameplay. Hands-on "Do It" exercises Tips and quizzes for easy learning Mahjong background and history An explanation of tile symbolism Glossary of Mahjong terms A Beginner's Guide to American Mah Jongg is the perfect guide for all skill levels to learn Mahjong--from Mahjong beginners to pros.


The First 20 Hours

The First 20 Hours

Author: Josh Kaufman

Publisher: Penguin

Published: 2013-06-13

Total Pages: 290

ISBN-13: 1101623047

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Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of prac­ticing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct com­plex skills, maximize productive practice, and remove common learning barriers. By complet­ing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the meth­ods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard key­board, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the sim­ple techniques he teaches: Define your target performance level: Fig­ure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcompo­nents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accu­rate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chain­saws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.