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Looking for
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Learn how to
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including
the gyubera
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Go


The game of go is another fascinating way to get a feel for the inner workings of Japanese society. Good starting points would be Learn to Play Go Vol 1 by Janice Kim, Go: A Complete Introduction to the Game by Chikun Cho and perhaps Graded Go Problems for Beginners, 30 Kyu to 25 Kyu by Kano Yoshinori. Note: Go books seem to slide in and out of print at an alarming rate, so you might want to consider grabbing an interesting title when you can. Also, Amazon sometimes "finds" out-of-stock titles if you put in a request. No discount in that case, but it might be the easiest way to obtain a rare book.


The Thirty-Six Strategems Applied to Go by Ma Xiao Chun, Roy Schmidt (Translator) Paperback
200 pages.

38 Basic Joseki by Kiuoshi Kosugi, James Davies Mass Paperback
246 pages.

Basic Techniques of Go by Haruyama Isamu Paperback
172 pages

Beauty and the Beast: Exquisite Play and Go Theory by Shen Guosun, Roy Schmidt
172 pages.

Beginning Go by Peter Shotwell Paperback
160 pages

The Book of Go by William Cobb Spiral-bound
128 pages
Package includes a basic book, perforated game board and pieces.

Cho Hun-Hyeon's Lectures on Go Techniques by Yutopian Enterprises Paperback
Basic shapes are analyzed covering Surrounding, Escaping, Connecting, Cutting, Attachments, Diagonals, Tigers (Hangs), Empty Triangles, and Hanes at the Head of Opponent's Stones.Forty five problems giving basic techniques for Attachments, Extensions, Establishing A Base, Running Towards Center, Capping, Ataris, Cuts, Tigers (Hangs), and Weaknesses.

Essential Joseki by Yutopian Enterprises Paperback
228 pages

Fighting Ko by Sidney Yuan, Jin Jiang (Translator)
146 pages.

First Kyu by Sung-Hwa Hong Paperback
194 pages
A novel about a fictional go game in Korea.

Galactic Go by Sangit Chatterjee Paperback
261 pages
How to play a 3-stone handicap game when White places the first move on the 3-4 point and Black replies with a knight's approach move. Each joseki is analyzed in the context of a game with more than 400 full board analyses.

Get Strong at Joseki 1 by Richard Bozulich Paperback
173 pages.

Get Strong at Joseki 3 by Richard Bozulich Paperback
208 pages.

Get Strong at the Endgame by Richard Bozulich Paperback
200 pages.

Get Strong at Tesuji by Richard Bozulich Paperback
182 pages.

Go: A Complete Introduction to the Game by Chikun Cho Mass Market Paperback
138 pages.

Go: More Than a Game by Peter Shotwell Paperback
192 pages

Go Basics: Concepts And Strategies for New Players by Peter Shotwell Paperback
157 pages

Go for Beginners by Kaoru Iwamoto Paperback
148 pages

Go for Kids Paperback
250 pages
OK, it's written for children age 12 (sixth grade) and up, but it might function pretty well as a beginning Go book for anybody. 427 panels of question-and-answer cartoon strip dialogues between instructor and students which augment its 340 coventional diagrams and their accompanying explanatory text.

Golden Opportunities by Rin Kaiho, John Fairbairn Paperback
309 pages.

Graded Go Problems for Beginners, 30 Kyu to 25 Kyu by Kano Yoshinori, Richard Bozulich (Translator) Mass Market Paperback
216 pages.

Graded Go Problems for Beginners, 20 Kyu to 15 Kyu by Kano Yoshinori Paperback
199 pages.

Igo Hatsuyo-ron, Classical Life and Death Problems by Inoue Dosetsu Inseki, Craig Hutchinson, Sidney Yuan (Editor) Paperback
196 pages.

In The Beginning by Ikuro Ishigure Mass Market Paperback
152 pages.

Intermediate Level Power Builder, Vol. 1 by Yutopian Enterprises Paperback
153 pages
Based on a television program hosted by Wang RuNan 8 dan, that was broadcasted on the Central TV Station, in China. Thirteen lessons, ranging from opening to invasion.

Learn to Play Go Vol 1 by Janice Kim Paperback
By Janice Kim 1 dan and Jeong Soo-hyun 9 dan. Includes a complete Go set with 9x9, 13x13, and 19x19 playing grids.

Learn to Play Go Vol 2: The Way of the Moving Horse by Janice Kim, Jeong Soo-Hyun Paperback
How to choose the right moves according to the Korean school's strength vs. speed model. Includes a Go on the Internet section.

Learn to Play Go Vol 3: The Dragon Style by Jance Kim, Jeong Soo-Lyn Paperback

Learn to Play Go Series Vol IV: Battle Strategies by Janice Kim Paperback
164 pages

Learn to Play Go Series Vol IV: The Palace of Memory by Janice Kim Paperback
210 pages

Lessons in the Fundamentals of Go by Toshiro Kageyama Paperback
268 pages.

Life and Death by James Davies Paperback
159 pages.

Magic of Go: A Complete Introduction to the Game of Go by Chikun Cho, Richard Bozulich

Many Faces of Go 11 by Yellow Mountain Imports Software Program
Windows.

Master Go in Ten Days by Jin Jiang Zheng Xu Xiang, Craig Hutchinson, Sidney Yuan (Editor) Paperback
172 pages.

Mathematical Go: Chilling Gets the Last Point by Elwyn Berlekamp, David Wolfe Hardcover
Wow, according to the publisher this is a "book at the cutting edge of mathematical game theory. In this unique book, the authors, both only amateur Go players themselves, develop the mathematical techniques for solving late-stage endgame problems that can stump top-ranking professionals ... Any Go player with an interest in mathematics or a mathematician interested in Go will not want to miss this book because it describes substantial connections between the two subjects which have been, until now, largely unrecognized." A little heavy for us here at O-Hayo Sensei ...

The Middle Game of Go by Sakata Eio Paperback
154 pages

Modern Joseki and Fuseki: Volume One Parallel Joseki by Sakata Eio Paperback
175 pages

Modern Joseki and Fuseki: Volume Two by Sakata Eio Paperback
175 pages

New Go Proverbs Illustrated by Milton N. Bradley Paperback
140 pages

Positional Judgement: High-Speed Game Analysis by Cho Chikun Paperback
184 pages

Pro-Pro Handicap Go, 100 Battles, 100 Wins by Ishida Yoshio Paperback
224 pages.

Rescue and Capture by Yutopian Enterprises Paperback
163 pages
Yang Yilun, 7 dan, explores rescuing and capturing stones through eighty exercises.

The Second Book of Go by Richard Bozulich Mass Market Paperback
156 pages.
"The Second Book Of Go takes the reader who has learned the rules and rudiments of strategy and introduces him or her to the fundamental ideas required to get to the 12 kyu level."

Stepping Stones to Go by Shigemi Kishikaw Paperback

Tesuji by James Davies Paperback

Tournament Go, 1992, A Yearbook of Japanese Professional Go by The Nihon Ki-in, John Power Mass Market Paperback
266 pages.

Traveling Portable Go Game Rollup Set by Yellow Mountain Imports Magnetic board 19x19 and 14-3/16'' x 13-7/16''W. Carrying tube 14-1/2''L x 3-3/8''W.

Traveling Portable Go Game Set by Yellow Mountain Imports
Carrying case 11-7/8''L x 6-3/8''W x 1-3/8''H. Board 11'' x 10-3/4''.

Utilizing Outward Influence by Jin Jiang, Craig Hutchinson, Sidney Yuan (Editor) Paperback
140 pages.

Winning a Won Game, Volume 2: Go Seigen's Lectures by Yutopian Enterprises Paperback
Three Golden Rules with examples of their application in actual games and seven Go Seigen games highlighting Seven Examples of Success. In addition Three Examples of Failure are provided in three other Go Seigen games.Yesterday, a won game was lost; today, a clear lead was wasted. Is there any secret receipe to keep the lead to the end of the game?

Yang Yilun's Ingenious Life and Death Puzzles 1 by Yang Yilun, James Dee Paperback
224 pages.

Yang Yilun's Ingenious Life and Death Puzzles 2 by Yang Yilun, James Dee Paperback
214 pages.

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