In the Beginning


Ikuro Ishigure - 1973
    To professional players, it is the hardest part in practice, as well; in championship games that last two days, for instance, the first day is usually spent playing and thinking about the first 50 moves, and the second day is spent finishing all the rest. Such is the consistency of professional play in the middle game and endgame that if a player comes out of the opening with a bad position, it is almost impossible for him to catch up. Amateurs sometimes rush through their initial moves, saving their powers for the fighting later, but this is more an indication that they do not understand the opening than a sign of talent. The number of possibilities in any opening position is so vast that a player must rely on his feeling for the game rather than on rigorous analysis for guidance. Here he has the greatest chance to use his imagination, play creatively, and develop a personal style. This is the one phase of go that has shown any significant evolution during the past few centuries, and it still defies absolute comprehension. No book can develop a person's imagination or personal style, and this one does not make the attempt. In a sense, therefore, it is very incomplete: the reader will not find a prescription for every situation and in actual play he will have to make his own choices most of the time. What we have tried to give him is a basis to start from: some sound moves, some useful ideas, some good examples. If we have succeeded, the following pages will help him to increase both his skill at and enjoyment of the game.

Go: A Complete Introduction to the Game


Cho Chikun - 1997
    Today, go is becoming increasingly popular in the western world as more and more people discover its beauty, elegance, and strategic depth.This book is the best and most authorative introduction to this ancient and fascinating game. Written specifically for the western reader by one of the strongest players in the world, it presents the rules, tactics, and strategy of this unique game in a step-by-step, easy to understand way.Besides showing you how to play, it contains essays about the world of go which will broaden your knowledge and understanding as well as pique your interest. From history to modern tournament play, from traditional playing sets to computer go, you'll find it in these pages.

Go for Beginners


Kaoru Iwamoto - 1972
    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.

Learn to Play Go: A Master's Guide to the Ultimate Game


Janice Kim - 1994
    In Volume 1 of this award-winning series, professional Go player Janice Kim 3 dan helps you brush up on the fundamentals, or learn the game from scratch. Suitable for children, de-mystifying for adults, with plenty of historical and cultural notes and resource lists to learn more about the game and get you started right away. Includes a complete Go set with punch-out stones.

Bobby Fischer Teaches Chess


Bobby Fischer - 1966
    The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.

The Second Book of Go: What You Need to Know After You've Learned the Rules


Richard Bozulich - 1987
    We have assumed that the reader understands the terms 'sente' and 'gote', that he knows what a ko is, is able to determine neutral points, and can count the score. Its aim is to give the novice an introduction to each phase of the game and to dispel a number of strategic and tactical misconceptions that often plague beginners and inhibit their progress. Beginners usually overemphasize defense, not realizing that the best way to defend is to attack. By attacking your opponent's stones, you can often defend your weak positions in the process. Understanding this concept from the very beginning of one's go career will clear the way for quick progress up through the kyu ranks. In this context, Chapters Two and Four are the most important and should be of value, especially to players who have been struggling for years to reach expert or dan level.

Graded Go Problems for Beginners Volume One Introductory Problems 30 Kyu to 25 Kyu


Kano Yoshinori - 1985
    

Lessons in the Fundamentals of Go (Beginner and Elementary Go Books)


Toshiro Kageyama - 1978
    Kageyama's subjects are connectivity, good and bad shape, the way stones should 'move', the difference between territory and spheres of influence, how to use thickness and walls, how to train yourself to read, where to start looking in a life-and-death problem - matters so fundamental that other writers miss them completely. He also points out the right way to study - how to study joseki, for example. 'What changed me from an amateur into a professional was getting a really firm grip on the fundamentals,' writes Kageyama. The essence of seven years of amateur and twenty-two years of professional playing experience are distilled into these pages, and they are filled with advice that everyone will find practical.

Logical Chess Move By Move: Every Move Explained New Algebraic Edition


Irving Chernev - 1957
    . . as it reinforces strategic lessons gleaned from chess titans. Illustrates effective middle-game plans.”— Library Journal Having learned the basic moves, how exactly should a player improve? In this popular classic, the author explains 33 complete games, in detail, move by move, including the reason for each one. Playing through these games and explanations gives real insight into the power of the pieces and how to post them most effectively.

Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the Bomb


William Poundstone - 1992
    Though the answers may seem simple, their profound implications make the prisoner's dilemma one of the great unifying concepts of science. Watching players bluff in a poker game inspired John von Neumann--father of the modern computer and one of the sharpest minds of the century--to construct game theory, a mathematical study of conflict and deception. Game theory was readily embraced at the RAND Corporation, the archetypical think tank charged with formulating military strategy for the atomic age, and in 1950 two RAND scientists made a momentous discovery.Called the prisoner's dilemma, it is a disturbing and mind-bending game where two or more people may betray the common good for individual gain. Introduced shortly after the Soviet Union acquired the atomic bomb, the prisoner's dilemma quickly became a popular allegory of the nuclear arms race. Intellectuals such as von Neumann and Bertrand Russell joined military and political leaders in rallying to the preventive war movement, which advocated a nuclear first strike against the Soviet Union. Though the Truman administration rejected preventive war the United States entered into an arms race with the Soviets and game theory developed into a controversial tool of public policy--alternately accused of justifying arms races and touted as the only hope of preventing them.A masterful work of science writing, Prisoner's Dilemma weaves together a biography of the brilliant and tragic von Neumann, a history of pivotal phases of the cold war, and an investigation of game theory's far-reaching influence on public policy today. Most important, Prisoner's Dilemma is the incisive story of a revolutionary idea that has been hailed as a landmark of twentieth-century thought.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Dice Games Properly Explained


Reiner Knizia - 2000
    The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.

EarthBound (Legends of Localization #2)


Clyde Mandelin - 2016
    Get ready for hundreds of pages filled with surprising revelations, inside information, obscure trivia, and universal cosmic destruction. This legend of localization doesn’t stink!

Brainiac: Adventures in the Curious, Competitive, Compulsive World of Trivia Buffs


Ken Jennings - 2006
    Brainiac traces his rise from anonymous computer programmer to nerd folk icon. But along the way, it also explores his newly conquered kingdom: the world of trivia itself.Jennings had always been minutiae-mad, poring over almanacs and TV Guide listings at an age when most kids are still watching Elmo and putting beans up their nose. But trivia, he has found, is centuries older than his childhood obsession with it. Whisking us from the coffeehouses of seventeenth-century London to the Internet age, Jennings chronicles the ups and downs of the trivia fad: the quiz book explosion of the Jazz Age; the rise, fall, and rise again of TV quiz shows; the nostalgic campus trivia of the 1960s; and the 1980s, when Trivial Pursuit® again made it fashionable to be a know-it-all.Jennings also investigates the shadowy demimonde of today’s trivia subculture, guiding us on a tour of trivia hotspots across America. He goes head-to-head with the blowhards and diehards of the college quiz-bowl circuit, the slightly soused faithful of the Boston pub trivia scene, and the raucous participants in the annual Q&A marathon in Stevens Point, Wisconsin, “The World’s Largest Trivia Contest.” And, of course, he takes us behind the scenes of his improbable 75-game run on Jeopardy!But above all, Brainiac is a love letter to the useless fact. What marsupial has fingerprints that are indistinguishable from human ones?* What planet has a crater on it named after Laura Ingalls Wilder?** What comedian had the misfortune to be born with the name “Albert Einstein”?*** Jennings also ponders questions that are a little more philosophical: What separates trivia from meaningless facts? Is being good at trivia a mark of intelligence? And is trivia just a waste of time, or does it serve some not-so-trivial purpose after all?Uproarious, silly, engaging, and erudite, this book is an irresistible celebration of nostalgia, curiosity, and nerdy obsession–in a word, trivia.* The koala** Venus*** Albert BrooksFrom the Hardcover edition.

Fooling Houdini: Magicians, Mentalists, Math Geeks, and the Hidden Powers of the Mind


Alex Stone - 2011
    By investing some of the lesser-known corners of psychology, neuroscience, physics, history, and even crime, all through the lens of trickery and illusion, Fooling Houdini arrives at a host of startling revelations about how the mind works--and why, sometimes, it doesn’t.