The Go Dojo path
27 tiny lessons, four chapters
Each lesson takes under a minute. Place a stone on every screen — never just read.
Chapter 1
Fundamentals
Stones, liberties, atari, capture — and how a Go game ends.
- 1Capture the white stonePlace one black stone to capture the white stone.
- 2Begin with the end in mindBefore learning the moves, look at the goal. This is a finished 9×9 game. Reveal the territory to see how it was scored.
- 3Place a stoneClick any line crossing to place a black stone. Stones go on intersections, not in squares.
- 4Count the libertiesEach empty point next to a stone is a liberty. How many does this black stone have?
- 5Liberties on the edgeThe board edge is a wall — there is nothing beyond it.
- 6Liberties in the cornerCorners are the tightest place on the board.
- 7One liberty left: atariWhen a group has only one liberty, it is in atari — one move from death. Capture White now.
- 8Capture the groupThe white group has only one liberty. Capture it in one move.
- 9Atari firstReduce the white stones to one liberty (put them in atari). Where do you play?
- 10Connection makes you strongBoth black stones are in danger. Connect them so they share liberties.
- 11Diagonals don't connectThese two black stones touch only at the corner.
- 12Escape from atariYour black stone is in atari. Save it by extending into open space.
- 13Some captures are inevitableBlack is in atari. If Black tries to extend, can the stones survive?
- 14Whoever captures firstBoth groups are weak. It's Black's move — capture the white stones before they capture you.
- 15Count the territoryThe game is over. Reveal the territory by reading the empty points. An empty point fully surrounded by one color belongs to that color.
- 16The point that decidesThe walls are nearly built. There is one gap in Black's wall — White can leak through. Black to play: seal the wall and take the top as territory.
- 17First capture winsYou're ready for Capture Go: a simplified version of Go where the first player to capture a stone wins.
- 18Graduation: play Capture GoYour first real game. You play Black. The first player to capture a stone wins. Take your time — count before you move.
Chapter 2
Life & death
What an eye is, why two eyes mean a group lives forever, and how to spot dead shapes.
- 19An eye is a hole inside your groupAn 'eye' is an empty point fully surrounded by stones of one color — a tiny hole the opponent can never legally fill.
- 20Two eyes = unkillableA group with two separate eyes can never be captured. Why? White can't fill both eyes at once, and filling one is suicide.
- 21Make the second eyeBlack has one eye and is in danger. Find the move that creates a second eye and makes the group live.
Chapter 3
Ladders & nets
Two classic capture techniques every player must recognize on sight.
- 22The ladderWhen you put a stone in atari and the only escape leads it back into atari again — that's a ladder. Play the move that starts it.
- 23Beware the ladder breakerThere's a white stone waiting in the path of the ladder. Read it move by move — does the ladder still work for Black?
- 24The net (geta)Sometimes you can't ladder a stone, but you can throw a loose net around it. Play the diagonal move that takes away every escape — without putting White in atari.
Chapter 4
Opening basics
Where to play first: corners, then sides, then the center.
- 25Corners firstOn an open board, the corner is the easiest place to make territory — you only need stones on two sides; the board edge does the rest.
- 26Take an empty cornerThree corners are already taken. Black to play — claim the last empty corner before White does.
- 27Take a side, not the centerAll four corners are settled. Where should Black play next to keep building points?