This small section (from a Wikipedia article) describing two Go terms shows why I love Go so much. You don't have to know much about Go to understand it. It shows the kind of tactical and strategic encounters one sees during a Go game that makes it so much fun and also so useful for teaching one skills in everyday-life decision making. The last two paragraphs are especially interesting to me.
(Note: the terms goté and senté are pronounced as "go-teh" and "sen-teh" respectively.)
A move that leaves the player an overwhelming follow-up move, and thus forces the opponent to respond, is said to have "sente" (先手), or "initiative"; the opponent has "gote" (後手). In most games, the player who keeps sente most of the time will win.
Gote means "succeeding move" (lit: "after hand"), the opposite of sente, meaning "preceding move" (lit: "before hand"). Sente is a term to describe which player has the initiative in the game, and which moves result in taking and holding the initiative. More precisely, as one player attacks, and the other defends in gote, it can be said that they respectively do and do not have the initiative.
The situation of having sente is favorable, permitting control of the flow of the game. Applying these concepts to a whole sequence is basic to higher strategy. If Black starts a sequence that properly ends in an even number of plays, Black retains sente in doing this. If Black starts a sequence that properly ends after an odd number of plays, Black loses sente and takes gote.
Accepting gote should only be in return for some profitable exchange. Correct play in the yose (endgame) can consist of playing available sentesequences, and then taking the largest gote sequence on the board. That description is a simplification, though. A reverse sente play is a special type of gote play, preventing the opponent from making some sente move. The relative value of reverse sente plays depends on the overall position, but one can count it as twice the value of what it would be if purely gote.
A player has sente if he does not currently need to respond to moves made by his opponent. This can be achieved by tenuki (ignoring the opponent), as a kind of gambit. A player can break out of gote, and can gain sente, by choosing to accept some future loss, on the local level, in order to take the initiative to play elsewhere.
In the case that neither of the players directly respond to each other's moves, the game can become difficult. Both players will have sente on their turn, and the moves they are making are gote. This will likely end in large exchanges, or one player will be shown to have a weaker position, and will have to start answering to avoid heavy damage.