Everything you need to know to play and win asia’as most popular game of martial strategy.
Go was invented over four thousand years ago in China, and is the oldest game in the world. Played with black and white stones, it is easy enough to baffle and expert. Like chess, it is a game of skill, not chance; whereas chess is a battle, go is a full-scale war, so wide and far-ranging are its possible tatics and strategy.
Despite its great antiquity, go is very much a living game; evidence of this is the growing number of devotees it is attracting in the West. In Japan, the countrywhich adopted the game and produces the most skillful players go has an enthusiastic following.
Shigemi Kishikawa’s easy-to-follow book explains the fundamental principles of the game for the Westerner. From the basic rules of play, the author leads the reader in easy stages to the more advanced of go. Over a hundred diagrams, with twenty problems and answers, make this a complete introduction to one of the most fascinating and rewarding games in the world.
Shiguemi Kishikawa graduated from the International Foreign Linguage College, Tokyo, and worked for years as a legal assistant at Fuchu Air Station. During this time he was one of Japan’s leading amateur players of go and taught the game to both Japonese and foreign residents. He is currently retired and lives in Tokyo.
John Fairbairn lives in London, where he has worked as a political journalist and as a translator specializing i nAsian languages. Hehas been a go player for over 40 years and has written about the game constantly, especially on go history. He has also presented papers at three Internacional Conferences on Baduk in Korea. He has translet or written over a dozen go books for western publishers. His curret writtings also appear on the Go Games on Disk (GoGoD) Database and Encyclopaedia CD (www.gogod.demon.co.uk).
. WRITTEN FOR A WESTERN READERSHIP .
. TEACHES THE GAME IN EASY STAGES .
. OVER 100 DIAGRAMS .
. 22 PROBLEMS AND ANSWERS .
- Chapter 1: Equipment
- Chapter 2: The Game
- Chapter 3: Territory
- Chapter 4: Connection and Disconnection
- Chapter 5: Capture
- Chapter 6: Life and Death
- Chapter 7: Illegal Plays
- Chapter 8: Seki Situation
- Chapter 9: Ko Situation
- Chapter 10: Basic Tactics
- Chapter 11: Playing the Game
- The End of the Game