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GLOSSARY.GO
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22OCT89
GLOSSARY OF JAPANESE GO TERMINOLOGY
According to writer and humanitarian, L. Ron Hubbard -
"One of the biggest barriers to learning a new subject is its
nomenclature, meaning the set of terms used to describe the things it
deals with. A subject must have accurate labels which have exact
meanings before it can be understood and communicated."
"THE ONLY REASON A PERSON GIVES UP A STUDY OR BECOMES CONFUSED
OR UNABLE TO LEARN IS BECAUSE HE OR SHE HAS GONE PAST A WORD THAT WAS
NOT UNDERSTOOD."
The following glossary is compiled from various books on the game, most
of which are available from the Ishi Press.
AJI Literally "taste". The weaknesses existing in a group or situation which
may subsequently be exploited. Aji may be "good aji" or "bad aji"
i.e. good taste or bad taste.
ATARI A warning that one or more stones are in danger of capture on the
next move. The corresponding English term is "check" and has
essentially the same meaning as in chess. Imminent threat of capture.
It is beginner's practice to announce atari although the situation
should be obvious to the second player. A move which occupies the last
liberty but one of an enemy stone, thus threatening to capture it.
ATE Same as atari.
BAMBOO JOINT A formation of four stones occupying the corners of a 2 x 3
rectangle. : :
BREATHING SPACE A liberty.
BOSHI A capping move.
CARPENTER'S SQUARE A formation of stones resembling this tool.
CRANE'S NEST A well-known symmetrical formation resembling a bird's nest.
CHUBAN The middle game. Also called OYOSE.
DAI-DAI-GEIMA A giants knight's move, e.g., C-3 to G-4.
DAME No man's land. A vacant point between two rival groups having no
territorial value. A vacant point.
DAMEZUMARI Shortage of liberties.
DE A move which pushes between two enemy stones.
DAN Master title. In the Japanese Go ranking system Dan levels are the
expert levels starting with 1-Dan and go up to 9-Dan similar to the
"black belt" rankings of Karate and other martial arts.
EYE A vacant point securely surrounded by the stones of one color. A cluster
of two or more points that will yield an eye.
FALSE EYE An apparent eye, part of whose structure is vulnerable to attack.
FUSEKI Opening strategy taking the entire board into consideration. The
opening plays in a game in which usually the corners and sides are
occupied.
FURIKAWARI Means "exchange". One player takes territory (real or potential)
that belongs to the other player and, in exchange, gives up some of his
own.
GO-BAN The board used for playing Go. Traditionally it is 2-1/2 to 3
inches thick and has 4 short removable legs. The playing field
is a grid of 19 by 19 lines (361 intersections).
GOTE A defensive or aggressive move which is not sufficiently potent
to demand a direct response. The opposite of sente (q.v.). To play
last in a local encounter.
GO TSUBO The conventional wood bowl for containing stones.
HAMATE A tactic, actually unsound but sufficiently misleading to be
difficult of analysis; a devious play.
HANE A diagonal extension in which both stones are adjacent to the same
enemy stone. A diagonal move played in contact with an enemy stone.
HASAME Squeeze play.
HONTE A theoretically correct move.
HOSHI Star; a handicap point.
ISHI Stones.
JI DORI GO A derogatory description covering conditions where both players
capture territory independently without combat as long as possible.
JOSEKI The standard opening tactics of corner play. A recognized sequence of
plays in a corner. A formalised series of moves usually restricted to
a corner.
KAGEME A pattern that appears to contain two protected eyes where one of
the eyes is actually subject to attack.
KAKARI A relationship between stones that are not connected.
KAKETSUGI An open connection.
KATATSUGI A solid connection.
KAKE TSUGU A defensive move that protects a connection between friendly
stones but is not adjacent to them.
KATACHI An efficient and economical arrangement of stones. Good shape.
KEIMA Spacing stones as in the standard knight's move in chess. The small
knight's shape.
KESHI A territory-reducing or erasing play.
KIKASHI A forcing play to which there is usually only one answer. A forcing
move played to produce an effect.
KIRU A move that severs a potential connection between enemy stones.
KO The potentially cyclic pattern of successive captures involving the
same points. Sometimes called a knot. Ko means "infinity". A situation
in which one side captures a single stone and the other side, though
theoretically able to retake the capturing stone, is forbidden to do
so until a play has been made elsewhere.
KO THREAT A forcing play intended to allow recapture in the ko.
KOMI Points or stones sometimes awarded as compensation for playing second.
KOGEIMA See Keima
KOMOKU A highly conventional opening move, specifically C-4, D-3 and so on.
KORIGATACHI Means "frozen shape". A configuration of stones which is over-
concentrated.
KOSUMI A play on a point diagonally one space from another stone. A one-step
diagonal extension. A diagonal move.
KYU A ranking system below the Dan (master) levels. The Kyu rankings range
from 1-kyu (highest) to 20-kyu (lowest).
KYOKUMEN The atmosphere of the game in the early stage.
LADDER A tactical manoeuvre in which a group is driven in a ladder formation.
see SHI-CHO.
LIBERTY A vacant intersection adjacent to a stone or group. A breathing space.
ME An Eye. Unoccupied point. Also a liberty.
MEIJIN The highest rank in the Japanese hierarchy of Go players.
MIAI Points of reciprocity. Two vacant points which if the first player
occupies one the second player will occupy the other. Miai means
"seeing together".
MOKU Eye
MOKU HAZUSHI C-5 or E-3, particulary as an opening move.
MONKEY JUMP A tactical manoeuvre, commonly seen in the yose, which is worth
about eight points. Also called the monkey-slide.
MOYO A loose formation of stones enclosing a large territory.
NIKKEN A 2-point interval.
NOBI Extending one stone along a line.
NOBIRU Placing a stone adjacent to a friendly stone on the board,
particulary in extending the continuity of a line of stones.
NOZOKI When the enemy has stones on three points around a vacant point,
this term implies a play on the fourth point, where the enemy is
about to play. A preparatory move in conection with tactics for
severing a possible connection between enemy stones. A peeping move
which threatens to cut.
OBA An extension play that is big in terms of territory or influence.
OGEIMA An extended knight's move, such as C-2 to D-5. The large knight's
shape.
OI OTOSHI A tactic involving sacrificing one or more stones in order to
capture a greater number.
OSAE (OSAERU) A blocking play directly at the end of a line of enemy stones.
A blocking move which prevents the enemy from extending along a line.
OSHI To push along a line on top of a line of enemy stones.
OYOSE The middle game. Also see CHUBAN.
OZARU A special move along the border of the field during the end game in
the form of an extended knight's move, e.g. from C-2 to F-1.
PONNUKI The diamond formation made by four stones about a single point.
SABAKI Means "developement". The developement of stones in a dangerous
situation in a kind of quick, light, and flexible way, either to
escape or to make eyes if necessary.
SAGARI To descend straight down toward the edge of the board.
SAN-SAN The corner points C-3, C-17, R-3, and R-17. Any of the 3-3 points.
SEIMOKU The nine marked handicap points.
SEKI Impasse. A pattern of interlaced black and white stones such that
whichever plays first will be captured. A local deadlock situation.
SEMEAI A close-coupled battle where only one of the two engaging groups
can survive. A situation in which there is insufficient room for
both of two rival contiguous groups to live.
SENTE The aggressive advantage. The side that has sente is effectively
forcing the direction of the game. The initiative. The player with
sente does not feel obliged to reply to his opponents last move. To
have the right to choose where to play next; opposite of gote.
SHIBORI Squeezing.
SHI-CHO (SHICHO) The ladder pattern. A capturing sequence resembling a stair-
case.
SHI-CHO BREAKER A stone in the path of a ladder which trips it.
SHIKKEN A 4-point interval.
SHIMARI The moves involved in securing a corner. An enclosure of the corner
by two stones. A two stone corner enclosure.
SHODAN First Dan or 1-Dan. The first (lowest) master title.
SHOGI Japanese chess.
SNAP-BACK A tactical manoeurve in which a stone is sacrificed to reduce to
one the liberties of a group which is then captured.
STAR POINT One of the nine handicap points.
SUTE ISHI Sacrificed stones.
TAIGAISEN A game with no handicap.
TAKAMOKU A relatively hazardous opening move such as, specifically, E-4. The
four-five or five-four point in any corner.
TAKASHIMARI Securing a corner with two stones on the same line, usually
across the handicap points such as C-4 and E-4.
TENGEN K-10, the center point.
TENUKI A move to a new or remote area, specifically a move that is remote
in the sense that it has no significant application to a situation
that has been developing. To leave a situation and play elsewhere,
ignoring the opponent's last move.
TESUJI The key move in a local situation.
TE OKURE A poor move, specifically a wasted move, or the choice of the
least desirable among several possible moves.
TEWARI A pair of moves between the opponents that result in a balanced game.
TOBI The extension of stones in a pattern with open points between them.
TSUGI, TSUGU A connecting play. A connection.
TSUKO An attaching move.
TSUKE TE A conventional opening reply; specifically, where black has a stone
on the handicap point D-4 and white attacks by playing on F-3, then
tsuke te is the response consisting black's play on F-4.
UCHI KOMI A move to invade enemy territory. An invasion.
WATARI A connecting move between two groups of stones usually applied to
a connection consisting of a stone placed on the border line. A play
on the board edge linking two stones on the second line.
WARIUCHI A wedging move which has room for expansion in either direction.
YOSE The end game. That part of the game in which all significant territories
have been apportioned and only a few local situations remain un-
resolved.
YOSE KO A cyclic ko situation in which one side is placed in check each time
the ko pattern reverses.
YOSU-MIRU A probing technique which forces one's opponent to fix the shape of
his stones.