Go for Kids
250 pages, paperback, Yutopian, 2001
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 or 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 conventional 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 pleasurable for children to read than the conventional text-and-diagram-only approach used by all prior Go books.
I am aware that no presentation can possibly completely satisfy the perceived needs of all potential users, but it is my honest belief that GO FOR KIDS goes far further in this regard than anything extant, and most of those who have seen it pre-publication agree. But ultimately the only judgment that counts is yours, and the only way that you can make that judgment correctly is to read GO FOR KIDS yourself. So please get a copy from Yutopian or your local bookseller ASAP. And after you've read it, I'm confident that you will want each of your students, friends and relatives to get a copy of their own as well!
Finally, it's important to note that although GO FOR KIDS was created specifically for the juvenile reader it's a complete, coherent presentation of the essential rudiments of Go which will not insult the intelligence of an adult! So if you or a friend, spouse or other adult has heretofore been unable to develop interest in the world's premiere strategic board game or has had difficulty mastering it, GO FOR KIDS might just provide the breakthrough you have long sought!
Go is believed to be the oldest and best board game in the world. Invented in China about 4000 years ago and still most widely played there and in Korea and Japan, it is now becoming popular in America and the rest of the world.
Go appeals to many different kinds of people -especially those who love science and mathematics, but also artists and musicians! So Go is a game that can be enjoyed by anyone who likes using his/her mind to its fullest.
One of Go's best features is a marvelous handicap system that allows almost any two players to have a fair and challenging game even if one is much stronger than the other.
As you read through this book you will see that Go is easy to learn because it has very few rules to master. But Go is also very complicated and tricky, so playing it is always challenging and fun and never routine or boring.
And now, with the internet, it is always easy to find a suitable opponent! You can meet, make friends and play games with Go players all over the world, 24 hours/day, every day of the year - all FREE!
iii About This Book
Part 1 - Essentials
001 Chapter 1 - Basic Ideas
018 Chapter 2 - Units & Liberties
030 Chapter 3 - Capture
045 Chapter 4 - Eyes
066 Chapter 5 - Seki
074 Chapter 6 - The "No Repetition" Rule
085 Chapter 7 - Territory
099 Chapter 8 - Thickness
106 Chapter 9 - Ending/ Scoring
Part 2 - Good To Know
118 Chapter 10 - Extensions, Connections & Cuts, Pt.1.
133 Chapter 11 - Extensions, Connections & Cuts, Pt.2.
160 Chapter 12 - Basic Opening Strategy
177 Chapter 13 - The Endgame
192 Chapter 14 - Planning
203 Chapter 15 - Fighting
225 Chapter 16 - Playing Tips
230 Appendix 1 - Glossary of Japanese Go Terms
236 Appendix 2 - Ratings & Handicaps
241 Appendix 3 - Computer Go Programs
242 Appendix 4 - Internet Go