
Teach Yourself Go
Charles Matthews(Author)
Teach Yourself Books (Publisher)
Published on 31. October 2003
Book
Paperback/Softback
240 pages
978-0-340-87126-3 (ISBN)
Description
Go is the Chinese board game which is comparable to chess. Now that computers can play chess as well as the best players, the appeal of Go is higher - its players can retain the vanity that chess players have lost!
Teach Yourself Go explains the rules of Go and, through step-by-step illustrations, shows how to play the game. The book also covers the origins of the game and its history and culture.
Teach Yourself Go explains the rules of Go and, through step-by-step illustrations, shows how to play the game. The book also covers the origins of the game and its history and culture.
More details
Series
Edition
Revised edition
Language
English
Place of publication
United Kingdom
Publishing group
John Murray Press
Edition type
Revised edition
Product notice
Paperback (UK-B)
Illustrations
diagrams, glossary, index
Dimensions
Height: 198 mm
Width: 129 mm
ISBN-13
978-0-340-87126-3 (9780340871263)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Previous edition

Person
Charles Matthews read Mathematics at Cambridge, where he completed a Ph.D. in Number Theory in 1978 and reached a 3 dan level in Go. He was a lecturer at Harvard in 1981-2, and at Cambridge University as a Fellow of Queens' College 1982-8. He was a finalist in the British Go Championship
best-of-five match in 1997, and UK representative in the World Amateur Go Championship in Sendai in 2000. He is active as Secretary of the Cambridge University Go Society, the UK's largest Go club, and as an author on Go.
best-of-five match in 1997, and UK representative in the World Amateur Go Championship in Sendai in 2000. He is active as Secretary of the Cambridge University Go Society, the UK's largest Go club, and as an author on Go.
Content
Five lessons for the beginner; five further lessons; capture; cutting and connecting; eyes; a complete game; Ko and Seki; the end of the game; corners and slides; full board openings; the middlegame; the Go finishing school; a classic match; more about Go.