Go is . . . ancient board game which takes simple elements: line and circle, black and white, stone and wood, combines them with simple rules and generates subtleties which have enthralled players for millennia. Go's appeal does not rest solely on its Asian, metaphysical elegance, but on practical and stimulating features in the design of the game.Go's few rules can be demonstrated quickly and grasped easily. The game is enjoyable played over a wide spectrum of skills. Each level of play has it charms, rewards and discoveries. A unique and reliable system of handicapping bring many more players "into range" for an equal contest. Draws are rare, and a typical game retains a fluidity and dynamism far longer than comparable games. An early mistake can be made up, used to advantage, or reversed as the game progresses. There is no simple procedure to turn a clear lead into a victory -- only continued good play. The game rewards patience and balance over aggression and greed; the balance of influence and territory may shift many times in the course of a game, and a strong player must be prepared to be flexible but resolute. 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.