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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.
-
- BAMBOO JOINT A formation of four stones occupying the corners of a 2 x 3
- rectangle. : :
-
- BREATHING SPACE A liberty.
-
- 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.
-
- 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.
-
- 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.).
-
- 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.
-
- 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.
-
- 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.
-
- 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.
-
- 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.
-
- KOSUMI A play on a point diagonally one space from another stone. A one-step
- diagonal extension.
-
- 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.
-
- 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.
-
- 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.
-
- 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.
-
- 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.
-
- 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.
-
- SHI-CHO (SHICHO) The ladder pattern.
-
- 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.
-
- 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.
-
- 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.
-
- TSUGU A connecting play.
-
- 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.
-
- 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.
-
- 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.
-
-
-