Play the classic game of Go on your iPhone or iPad. Features: You can play against another human (on the same device), or against the computer. Die Ziele für nachhaltige Entwicklung sind 17 vorrangige Ziele, die eine Zahl von wichtigen Themen auf der Welt umfassen; darunter die Bekämpfung extremer. Schau dir unsere Auswahl an go game an, um die tollsten einzigartigen oder spezialgefertigten handgemachten Stücke aus unseren Shops für brettspiele zu.
GO = Game Over?Finden Sie perfekte Stock-Fotos zum Thema Go Game sowie redaktionelle Newsbilder von Getty Images. Wählen Sie aus erstklassigen Inhalten zum. Ein Synonym für Gelassenheit und in China als hohe Kunst geschätzt, wird Go von Marcel Wanders studio für Baccarat neu gestaltet, in limitierter Auflage. Go ist ein strategisches Brettspiel für zwei Spieler. Das Spiel stammt ursprünglich aus dem antiken China und hat im Laufe der Geschichte eine besondere Prägung in Japan, Korea und Taiwan erhalten. Erst seit dem Jahrhundert fand Go auch.
Go Game What we do VideoHow the ancient game of Go is a guide to modern life - Silvia Lozeva - TEDxPerth Go ist ein strategisches Brettspiel für zwei Spieler. Das Spiel stammt ursprünglich aus dem antiken China und hat im Laufe der Geschichte eine besondere Prägung in Japan, Korea und Taiwan erhalten. Erst seit dem Jahrhundert fand Go auch. Go Game with Wood Board bei houckanderson.com | Günstiger Preis | Kostenloser Versand ab 29€ für ausgewählte Artikel. Suchergebnis auf houckanderson.com für: go game. Gobandroid is a Free Software goban (aka GO-Board) for Android to learn and play the beautiful ancient game of Go (weiqi / wei-chi in Chinese) Go originated. Go thinking seems more lateral than linear, less dependent on logical deduction, and more reliant on a "feel" for the stones, a "sense" of shape, a gestalt perception of the game. Beyond being merely a game, Go can take on other meanings to its devotees: an analogy for life, an intense meditation, a mirror of one's personality, and exercise in. We are goGame. We are a mobile game company witha strong presence in Asia and an evenstronger ambition to bring delight toplayers all around the world. Our Story We are goGame. We are a mobile game company with a strong presence in Asia and an even . The Go Game is a technology-first company, focused on building culture and making connections at work through live gameplay and virtual events.
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Black captures these stones with 1 in Diagram The results are shown in Diagram Any number of stones making up any kind of shape can be captured if all their liberties are occupied.
In Diagram 21, there are four different positions. Black 1 captures twelve stones in the upper left, four stones in the lower left, three stones in the upper right and three stones in the lower right.
When you capture stones in a game, you put them in your prisoner pile. Then, at the end of the game, these captured stones are placed inside your opponent's territory.
Let's look at a game to see how this actually works. After Black plays 3 in Figure 7, White makes an invasion inside Black's sphere of influence with 4.
White 10 ataris the black stone at 7. Therefore, black connects at 11 in Figure 8, but White ataris again at The marked stone cannot be rescued, so Black has to sacrifice it.
He plays his own atari with 13 in Figure 9. White then captures with 14 and Black ataris two white stones with With 16 in Figure 10, White maps out the territory on the left side, and Black expands his territory on the right side with 17 to The moves from White 22 to Black 24 are the same kind of endgame sequence we saw in Figure 4 of the first game.
White 26 forces Black to capture two white stones with Next, the moves at White 28 and 30 each reduce Black's territory by one point.
Black 31 ataris the two white stones at 26 and 30, so White must connect at 32 to save them. It's about KB.
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Children learn the game readily and can reach high levels of mastery. Because go lends itself to a uniquely reliable system of handicaps, players of widely disparate strengths can enjoy relatively even contests.
The game can be a casual pastime for the idle hour -- or a way of life. Michael Redmond, the only Western player to have won status as a top-grade professional player in Asia, when asked why he had devoted his life to go, replied, "Because I love the game.
Recognizing the possibility that stones can be captured using these techniques is an important step forward. A ladder. Black cannot escape unless the ladder connects to black stones further down the board that will intercept with the ladder.
The most basic technique is the ladder. Unless the pattern runs into friendly stones along the way, the stones in the ladder cannot avoid capture.
Experienced players recognize the futility of continuing the pattern and play elsewhere. The presence of a ladder on the board does give a player the option to play a stone in the path of the ladder, thereby threatening to rescue their stones, forcing a response.
Such a move is called a ladder breaker and may be a powerful strategic move. In the diagram, Black has the option of playing a ladder breaker.
Another technique to capture stones is the so-called net ,  also known by its Japanese name, geta. This refers to a move that loosely surrounds some stones, preventing their escape in all directions.
An example is given in the adjacent diagram. It is generally better to capture stones in a net than in a ladder, because a net does not depend on the condition that there are no opposing stones in the way, nor does it allow the opponent to play a strategic ladder breaker.
A snapback. Although Black can capture the white stone by playing at the circled point, the resulting shape for Black has only one liberty at 1 , thus White can then capture the three black stones by playing at 1 again snapback.
A third technique to capture stones is the snapback. An example can be seen on the right. As with the ladder, an experienced player does not play out such a sequence, recognizing the futility of capturing only to be captured back immediately.
One of the most important skills required for strong tactical play is the ability to read ahead. Some of the strongest players of the game can read up to 40 moves ahead even in complicated positions.
As explained in the scoring rules, some stone formations can never be captured and are said to be alive, while other stones may be in the position where they cannot avoid being captured and are said to be dead.
Much of the practice material available to players of the game comes in the form of life and death problems, also known as tsumego.
Tsumego are considered an excellent way to train a player's ability at reading ahead,  and are available for all skill levels, some posing a challenge even to top players.
In situations when the Ko rule applies, a ko fight may occur. If the opponent does respond to the ko threat, the situation on the board has changed, and the prohibition on capturing the ko no longer applies.
Thus the player who made the ko threat may now recapture the ko. Their opponent is then in the same situation and can either play a ko threat as well, or concede the ko by simply playing elsewhere.
If a player concedes the ko, either because they do not think it important or because there are no moves left that could function as a ko threat, they have lost the ko, and their opponent may connect the ko.
Instead of responding to a ko threat, a player may also choose to ignore the threat and connect the ko. The choice of when to respond to a threat and when to ignore it is a subtle one, which requires a player to consider many factors, including how much is gained by connecting, how much is lost by not responding, how many possible ko threats both players have remaining, what the optimal order of playing them is, and what the size —points lost or gained—of each of the remaining threats is.
Frequently, the winner of the ko fight does not connect the ko but instead captures one of the chains that constituted their opponent's side of the ko.
Strategy deals with global influence, interaction between distant stones, keeping the whole board in mind during local fights, and other issues that involve the overall game.
It is therefore possible to allow a tactical loss when it confers a strategic advantage. Novices often start by randomly placing stones on the board, as if it were a game of chance.
An understanding of how stones connect for greater power develops, and then a few basic common opening sequences may be understood.
Learning the ways of life and death helps in a fundamental way to develop one's strategic understanding of weak groups. The strategy involved can become very abstract and complex.
High-level players spend years improving their understanding of strategy, and a novice may play many hundreds of games against opponents before being able to win regularly.
In the opening of the game, players usually play and gain territory in the corners of the board first, as the presence of two edges makes it easier for them to surround territory and establish their stones.
Players tend to play on or near the star point during the opening. Playing nearer to the edge does not produce enough territory to be efficient, and playing further from the edge does not safely secure the territory.
In the opening, players often play established sequences called joseki , which are locally balanced exchanges;  however, the joseki chosen should also produce a satisfactory result on a global scale.
It is generally advisable to keep a balance between territory and influence. Which of these gets precedence is often a matter of individual taste.
The middle phase of the game is the most combative, and usually lasts for more than moves. During the middlegame, the players invade each other's territories, and attack formations that lack the necessary two eyes for viability.
Such groups may be saved or sacrificed for something more significant on the board. However, matters may be more complex yet, with major trade-offs, apparently dead groups reviving, and skillful play to attack in such a way as to construct territories rather than kill.
The end of the middlegame and transition to the endgame is marked by a few features. Near the end of a game, play becomes divided into localized fights that do not affect each other,  with the exception of ko fights, where before the central area of the board related to all parts of it.
No large weak groups are still in serious danger. Moves can reasonably be attributed some definite value, such as 20 points or fewer, rather than simply being necessary to compete.
Both players set limited objectives in their plans, in making or destroying territory, capturing or saving stones. These changing aspects of the game usually occur at much the same time, for strong players.
In brief, the middlegame switches into the endgame when the concepts of strategy and influence need reassessment in terms of concrete final results on the board.
In China, Go was considered one of the four cultivated arts of the Chinese scholar gentleman , along with calligraphy , painting and playing the musical instrument guqin  In ancient times the rules of go were passed on verbally, rather than being written down.
Go was introduced to Korea sometime between the 5th and 7th centuries CE, and was popular among the higher classes.
Sunjang baduk became the main variant played in Korea until the end of the 19th century, when the current version was reintroduced from Japan.
It became popular at the Japanese imperial court in the 8th century,  and among the general public by the 13th century.
In , Tokugawa Ieyasu re-established Japan's unified national government. Despite its widespread popularity in East Asia, Go has been slow to spread to the rest of the world.
Although there are some mentions of the game in western literature from the 16th century forward, Go did not start to become popular in the West until the end of the 19th century, when German scientist Oskar Korschelt wrote a treatise on the ancient Han Chinese game.
In , Edward Lasker learned the game while in Berlin. Two years later, in , the German Go Association was founded.
World War II put a stop to most Go activity, since it was a game coming from Japan, but after the war, Go continued to spread. Both astronauts were awarded honorary dan ranks by the Nihon Ki-in.
In Go, rank indicates a player's skill in the game. Traditionally, ranks are measured using kyu and dan grades,  a system also adopted by many martial arts.
More recently, mathematical rating systems similar to the Elo rating system have been introduced.
Dan grades abbreviated d are considered master grades, and increase from 1st dan to 7th dan. First dan equals a black belt in eastern martial arts using this system.
The difference among each amateur rank is one handicap stone. For example, if a 5k plays a game with a 1k, the 5k would need a handicap of four stones to even the odds.
Top-level amateur players sometimes defeat professionals in tournament play. These ranks are separate from amateur ranks. Tournament and match rules deal with factors that may influence the game but are not part of the actual rules of play.