Go Review

Go might look simple, but trust me, this game will outthink you, outwit you, and possibly make you question your own intelligence. If you love strategy and hate luck, you’ll love Go.

  • Rules and Learning Curve
  • Depth and Replayability
  • Fairness and Balance
  • Component Quality
4.3/5Overall Score

Go is a classic, skill-heavy board game with simple rules, endless strategy, and beautiful components. Fair, deep, and never boring.

Specs
  • Number of Players: 2
  • Playing Time: 30-120 minutes (or as long as your snacks last)
  • Recommended Player Age: 8 and up (but prodigy kids will shame you)
  • Complexity: Easy to learn, impossibly hard to master
  • Setup Time: About 1 minute (if you don't spill the stones)
  • Themes: Abstract strategy, territory control, existential dread
  • Luck Factor: Zero. Every bad move is 100% your fault
Pros
  • Endless replayability
  • Pure skill-based gameplay
  • Beautiful components
  • Timeless classic appeal
Cons
  • Steep learning curve
  • Not beginner friendly
  • No luck factor
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Alright, gather ’round folks—it’s time for my review of a game older than your granddad’s slippers and way less smelly. Yep, I’m talking about Go. If you like simple rules, tricky decisions, and spending a whole afternoon in quiet, brain-melting concentration, you’re in the right place. I’ve called in my friends (including the one who thinks he’s a genius) and put this classic to the test. So, is Go still worth your time—or should you just use the board as a fancy cheese platter? Let’s find out.

How It Plays

Setting Up

Set the board on a table and give each player their stones (black and white). For a real challenge, use the full 19×19 board. But if you hate headaches, start smaller—your brain will thank you.

Gameplay

Players take turns putting one stone on a spot where lines cross. The goal? Surround more territory than your buddy. You can capture your opponent’s stones if you surround them on all sides. It’s much less violent than it sounds—no actual stones or friendships are harmed.

Winning the Game

When both of you get bored (or agree there are no more good moves), the game ends. Count up the spaces you control plus any enemy stones you captured. Whoever has the most points wins. Loser buys snacks for the next round!

Want to know more? Read our extensive strategy guide for Go.

How to Actually Learn Go Without Having a Brain Meltdown

Okay, so here’s the deal with Go: the rules are about as simple as instant ramen. You’ve got a board, some black and white stones, and your only real mission is to surround more territory than your opponent. Easy, right? Well, wait until you try explaining “ko” to your friends after one too many snacks. “No, you can’t put your stone there, because you just captured it, and then they’d just… No! Just trust me!”

I learned Go the hard way. My friend decided to teach me while we were waiting for pizza. Fifteen minutes in, I still didn’t know what I was doing, but I was pretty sure I was losing very, very badly. Honestly, watching online tutorials helped, but it’s still a lot to take in if you’re used to games where it takes longer to set the board than play the first round.

The learning curve feels like this: you understand basic moves in five minutes, and then spend the next five years figuring out why you keep getting clobbered. Don’t get me started on the handicap stones or “life and death” problems—those sound way scarier than they are, but they’re just as tricky as they sound.

If you want a game you can teach in under ten minutes, Go fits the bill, but the real fun is up ahead as you realize that’s just the tip of the iceberg. Next up: let’s talk about how Go has more layers than my grandmother’s lasagna—yep, Depth and replayability!

Endless Depth and Why Go Owns Replayability

Let me tell you a secret: I thought chess was deep until I played Go. Go makes other board games look like shallow puddles while it’s over here being the Mariana Trench. The board starts empty and every move you make changes EVERYTHING. No two games are the same, unless you have a weird friend who plays the same opening every single time (looking at you, Greg).

Go’s depth comes from its freedom. You can drop your stone anywhere. There are no fixed moves, and no prescribed openings—just infinite choices. This means the more you play, the more you see new patterns, sneaky traps, and dramatic comebacks. I’ve played hundreds of times and I still find myself saying, “Wait, THAT works?” Then I usually lose anyway. But hey, learning feels good too, right?

Even after years of playing, Go keeps surprising. You’ll never master it, but you WILL get better. There’s a reason Go has obsessed folks for over 2,500 years. There’s always something new to discover, making it almost impossible to get bored. And if you ever do get bored, maybe you’re secretly a robot. (If you are a robot, please teach me your winning moves.)

Fans of replay value, strategic surprises, and the occasional existential crisis—Go’s for you. Is it fun? Yes. But is it ever finished? Nope. Next, I’ll talk about fairness and player balance—so buckle up, because things are about to get spicy like wasabi on your sushi!

Go: The Fairest Fight in Board Gaming

Let’s talk about fairness and balance. Honestly, Go is the gold standard here. The game starts with an empty board—no one gets a bonus or a wacky random power. If you lose, it’s because someone outplayed you, not because a card trolled you or the dice gods were feeling cheeky.

That said, the game does have this quirky thing called “komi.” Komi is a few bonus points given to the player who goes second (white). Why? Because in Go, the first move is a little edge. Komi helps even things out, so both players have a (pretty much) equal shot. Some folks debate what the “perfect” komi should be, but unless you’re playing lightning-fast games in some mountain temple, you probably won’t notice much difference. For us mere mortals, it works fine.

Go also stays away from the classic traps of other games. There’s no king-making, no runaway leaders who become unstoppable, and, most importantly, zero luck. I once tried blaming my blunders on my horoscope, but even my friends didn’t buy that excuse. If you want a fair showdown, Go is as raw and honest as it gets. Skill matters, not whether you wore your lucky socks.

But let’s face it: while Go is fair, it can be a bit rough for total newbies against the experienced. The learning curve is steep, so be nice to your friends before you crush their souls. Next up, I’ll chat about Go’s component quality and board aesthetics—because if you’re going to lose, you might as well lose on a pretty board!

Go - 13x13. Endgame situation. - Credit: rudolfoaligieri123

Go Sets: Stones, Boards, and Looks That Make You Want to Play

Look, I have seen some ugly board games in my time (sorry, Monopoly, your money looks like recycled napkins). Go, though, takes a whole different path. The first time I opened a real Go set, my eyes nearly popped out. The classic black-and-white stones just ooze that “touch me” energy. And believe me, I did. So did my friends. And my dog, but that’s another story.

The feel of actual stones, especially if you spring for glass or real slate and shell, makes you feel a bit fancy. There’s something special about the tink sound when you place a stone on the wood. Even the budget sets, with plastic bits and a cardboard board, still give you the classic vibe. But, if you ever want to flex on your friends (and who doesn’t?), get that wooden board. The grid looks sharp, and that golden brown color just glows under good lighting. I actually left my Go board on the table for weeks because it looked so good. My dining table never felt classier.

As for portability, those travel sets with magnetic stones were a life-saver on one holiday trip. We played Go at a windy picnic table and not a single stone flew off. Go can suit the mood, whether you want a showpiece for your house or a handy game in your backpack.

My verdict? If you care even a bit about how your games look or feel, Go passes with flying colors. I recommend it! Just maybe keep the dog away from the stones.

Go - Cover of the rulebook from the 1982 Hansen version - Credit: MartinStever

Conclusion

Alright, so that’s a wrap on my exciting Go journey! If you want a classic, fair, and endlessly deep game, Go brings the goods. The rules are so simple a distracted goldfish could learn them, but the strategy will have you up at 2am muttering, “Why did I play there?” over cold tea. The component quality can be as basic or as fancy as your wallet allows, but even cheap sets get the job done. Go is a thumbs up from me if you like pure skill and epic replayability—just don’t expect to win your first ten games against experienced players. If luck-heavy or unfair games make you rage quit, Go is the opposite. Enjoy outsmarting your friends and pretending you’re a 5th century emperor. Thanks for sticking around for the review—let me know if you end up with more stones on the board than in your sock drawer!

4.3/5Overall Score
Jamie in his proper element: With all of his board games
Jamie Hopkins

With years of dice-rolling, card-flipping, and strategic planning under my belt, I've transformed my passion into expertise. I thrive on dissecting the mechanics and social dynamics of board games, sharing insights from countless game nights with friends. I dive deep into gameplay mechanics, while emphasizing the social joys of gaming. While I appreciate themes and visuals, it's the strategy and camaraderie that truly capture my heart.