Aji - Aji are plays which may or may not "work." In many cases their intrinsic efficay and value is the same whether played immediately or later, but it is their impact on the course of the game that is vastly different. Aji literally means "taste" but in Go it's really closer to "aftertaste", and in fact a proper definition is "residual threats in a position after it has nominally been decided".
Aji-Keshi - Erasing or destroying Aji
Aji Waru - Bad Aji
Aki Sankaku - empty triangle; shape of three stones; generally bad shape
Amashi - a strategy for white in games without Komi
Ana - Hole
Atari - Atari is an arrangement of stones where
there is only one more move until a capture. In the middle of the board, for
example, if your stone is surrounded on three of the four sides by opposing
stones, your stone is in atari.
Ate - Common Japanese abbreviation for atari
Atekomi - "Aim inside"; a half-cut of two enemy pieces connected diagonally
Boshi - A capping move
Byo-Yomi - Overtime
Chimari - See Shimari
Chuban - Middle game
Dame - Dame is a neutral point of territory, controlled by neither black nor white.
Damezumari - Shortage of liberties
Dan - Together with Kyu, the playing strength ranking scale, Master
De - "Go-between"; extending between 2 enemy pieces
Dead Stones - Dead stones are a surrounded group of stones without two eye shapes, so they have no chance of survival, even though they haven't been captured yet. They are removed from the board at the end of the game.
Eyes - Eyes denote an internal
liberty among a group of your own stones, so it would be suicide for your opponent
to move into the space. Having two eyes in a group is a way of securing territory.
Furikawari - Trade, swap
Fuseki - The opening moves of the game, in which you sketch out broad claims on territory.
Gote - Forced to answer. Opposite of sente.
Guzumi - Bad shape, but nonetheless a [very] good move
Hane - An attachment to an enemy stone which diagonally connects to your own piece, already attached to the same stone
Hasami - Pincer attack
Hiki - Draw-back
Hiraki - Extension along 3rd or 4th line along side of the board
Honinbo - A Japanese top title ("ancient go family"; 7-game title match)
Horikomi - "Throw in"; a sacrifice move
Hoshi - 4-4 point
Ikken Shimari - (One point enclosure); stones at 4-3 and 4-5
Ikken Takagakari - one point high attack
Ikken Tobi - one point of jump
Joseki - Joseki is a close-in battle, fighting over a specific piece of territory.
Kakari - Attack on a sole stone in a corner
Kake - Cover
Karui - Move basic to a Sabaki Katachi
Katachi - Correct shape [Takagawa]; especially good shape [Engels]
Katasuki - Shoulder hit (diagonal direct attack)
Keima - Knight move
Keshi - Erasure
Kikashi - Move requiring certain response
Ko - Ko is a situation involving
capture and immediate recapture. Ko is illegal without another move first, elsewhere
on the board, since a board position can't be repeated twice. In the example
to the right you see white has just taken blacks stone. Black can not return
the take and thus must move elsewhere.
Kogeima - A less usual word for Keima
Kogeima Kakari - small knight's attack at 3-5
Kogeima Shimari - (small knight's enclosure); stones at 4-3 and 3-5
Komi - the number of points subtracted at the end of the game to compensate for that player having the first move.
Komoku - (small point); the 3-4 point
Kosumi - direct diagonal extension
Kosumitsuke - diagonal extension which attaches to enemy
Kyu - together with Dan, the playing strength ranking scale, Ameture
Liberties - Liberties are unoccupied intersections next to a stone or group of stones. A single stone isolated in the middle of the board, then, would have four liberties: one up, one down, one to the right, and one to the left.
Me - ari Me-nashi - one eye against no eye
Miai - equivalent points
Mochikomi - abortive invasion
Mokuhadzushi - (point detached); the 5-3 point
Moyo - territorial framework; potential territory
Ni-dan Bane - "two-step Hane"
Niken Takagakari - two point high attack
Niken
Tobi - two points of jump
Nozoki - "peeping"; moving so as to threaten a cut on the next move
Ogeima Kakari - large knight's attack at 3-6
Ogeima Shimari - (large knight's enclosure); stones at 4-3 and 3-6
Oi-otoshi - a Tesuji using throw-ins to create Damezumari
Oki - a putting or a placement
Oki Go - handicap go
Omoi Katachi - heavy, clumsy shape
Osae - block
Sabaki Katachi - light flexible shape
Sabaki - quick development; settling a group by making a flexible and resilient shape
Sagari - descent (towards an edge)
Sanren-sei - An opening using two 4-4 points and the middle 10-4 point
San-san - 3-3 point
Seki - Seki is an impasse situation
in which groups live without having two eyes. The example to the left shows
a good example. If black plays, white will take all of black's stones inside
of the white structure and have an opertunity to make eyes. If white plays,
black will take all of white's stones.
Semeai - race to capture
Sensei - teacher
Sente - the advantage; no current threat with forced response
Shicho - ladder
Shimari - corner enclosure (2 stones)
Snapback - situation where capturing a stone leaves you in atari
Suicide - If you attempt to move into a place where you would automatically be captured, that is suicide. Suicide is illegal, and the Internet Gaming Zone version of Go simply won't let you harm yourself in this way.
Takagakari - high attack
Takamoku - 5-4 point
Tesuji - A particularly clever local move. Usually makes possible something no other move would accomplish.
Tobi - jump
Tokkuri - a particular triangular shape
Tsuke - direct attack (attaching) to an enemy stone
Uchikomi - invasion
Vose - end game
Warikomi - thrust into or squeeze into; playing a lone stone between 2 enemy pieces
Watari - connect or bridge underneath or along the edge of the board
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