Well here is a link to the rules...
THE RULES OF GO
Basic rules
If white plays at A, the black unit loses its last liberty, and is captured and removed from the board.
If white plays at A, the black unit loses its last liberty, and is captured and removed from the board.
* Two players, Black and White, take turns placing a stone (game piece) on a vacant point (intersection) of a 19 by 19 board (grid). Black moves first. Other board sizes such as 13x13 and 9x9 may be used for teaching or quick games, but 19x19 is the standard size. Once played, a stone may not be moved to a different point.
* A vacant point adjacent to a stone is a liberty for that stone.
* Adjacent stones of the same color form a unit that shares its liberties in common, cannot subsequently be subdivided, and in effect becomes a single larger stone.
* Units may be expanded by playing additional stones of the same color on their liberties, or amalgamated by playing a stone on a mutual liberty of two or more units of the same color.
* A unit must have at least one liberty to remain on the board. When a unit is surrounded by opposing stones so that it has no liberties, it is captured and removed from the board.
* If a stone is played where it has no liberties, but it occupies the last liberty of one or more opposing units, then such units are captured first, leaving the newly played stone at least one liberty.
* "Ko rule": A stone cannot be played on a particular point if doing so would recreate the board position that existed after the same player's previous turn.
* A player may pass instead of placing a stone, indicating that he sees no way to increase his territory or reduce his opponent's territory. When both players pass consecutively, the game ends and is then scored.
A player's score is the number of empty points enclosed only by his stones plus the number of points occupied by his stones. The player with the higher score wins. (Note that there are other rulesets that count the score differently, yet almost always produce the same result.) For a more detailed treatment, see Rules of Go.
This is the essence of the game of Go. The risk of capture means that stones must work together to control territory, which makes the gameplay very complex and interesting. (Also see strategy.)
Go allows one to play not only even games (games between players of roughly equal strength) but also handicap games (games between players of unequal strength); see optional rules. Without a handicap, even a slight difference in strength will generally be decisive.