Omoyo

Go Glossary

Clear, practical explanations of the Go terms you meet while playing and studying.

Rules & basics

Amateur

A Go player who competes outside the professional system and uses amateur ranking standards.

Auction komi

A bidding procedure that sets komi and may also determine which player takes Black or White.

Byo-yomi

The overtime phase of a Go game after a player’s main time has expired.

Chain

A connected unit of same-color stones that shares liberties and acts together on the board.

Chosei

A rare repeating Go position in which captures cycle indefinitely.

Connected

A connection links stones or groups into one unit and prevents the opponent from separating them.

Dan

An advanced Go rank above kyu, used to describe strong amateur and professional players.

Dead stones

A stone or group with no viable way to live and avoid eventual capture.

Double ko

A position in which two ko fights are active at the same time.

Eye

An eye is an empty point or connected empty region enclosed by one player’s stones and central to making a group alive.

False eye

An apparent eye that cannot reliably keep a group alive because the opponent can eventually play inside it.

False seki

A deceptive seki-like position in which one group can ultimately be captured.

Sealed move

A concealed move recorded when an adjourned Go game is suspended and played when it resumes.

Go board

The gridded playing surface where Go stones are placed and the game unfolds.

Godokoro

The historical office that represented the shogunate’s highest official authority over Go.

Go stones

The black and white pieces placed on the intersections of a Go board.

Go bowls

The paired containers used to hold and manage Go stones during a game.

Reverse komi

A komi adjustment that awards points to Black rather than White.

half-point game

A Go game decided by exactly half a point.

Rapid Go

A Go game played with substantially less thinking time than a standard game.

Josen

The standard one-stone handicap game in which Black moves first without komi.

Jubango

A formal ten-game Go match between the same two players.

Kadoban

A critical game that must be won to avoid losing a series or facing a larger handicap.

Kansai Ki-in

A Japanese professional Go organization serving western Japan from its Kansai headquarters.

Go

The complete two-player strategy game of surrounding territory and capturing stones.

Kibitz

Commentary from a non-playing observer during an ongoing Go game.

kibitzer

A spectator who comments on or advises players during a Go game.

game record

A game record preserves the moves and outcome of a played Go game for replay and study.

Kisei

One of Japan’s seven major professional Go titles, decided through an annual championship competition.

ko

A repetition rule that makes a direct recapture temporarily illegal.

komi

The scoring compensation given to White for moving second.

Black

The side that plays the black stones in a Go game, normally moving first.

kyu

An amateur Go rank below dan level that indicates playing strength.

liberty

The empty adjacent point that determines whether a stone or group can remain on the board.

life

The status of a group that survives and cannot be captured under the relevant conditions.

locale

Metadata that selects the language, regional variant, and presentation conventions for a localized Go glossary.

Manbang

The Korean convention for a full nine-stone handicap game.

point

The basic scoring unit in Go: usually one point of territory or one captured stone.

n-alive

A formal parameterized term for describing a group’s degree of life potential.

n-connection

A structural measure of how many independent routes protect two stones or groups from being cut apart.

n-territory

A territory containing exactly n points.

Dame

An empty Go point that belongs to neither player and normally has no territory value.

nigiri

The traditional pre-game procedure for deciding who plays Black and who plays White.

no result

A Go game annulled without a winner or a valid final score.

Capture

The completed removal of an opponent’s stone or connected group after its last liberty is filled.

handicap Go

A Go game that uses preset black stones to balance a difference in playing strength.

Pass

A pass gives the opponent the next turn without placing a stone.

point

A point is a board intersection where stones are played and where territory or score may be counted.

Prisoners

Captured stones kept off the board and counted in some scoring systems.

Professional

A Go player who holds recognized professional status through an official qualification system.

rank

A standardized grade used to describe a Go player’s playing strength.

Rengo

A team form of Go in which two players on each side alternate moves for their team.

Reversion

A return to a board position that occurred earlier in the game.

Seiza

The traditional Japanese kneeling posture sometimes associated with formal Go etiquette.

seki

A local position where opposing groups remain alive because neither can capture the other safely.

Sen-ai-sen

A traditional Go match handicap in which the weaker player takes Black in two of every three games.

White

The white stones or the player assigned White in a game of Go.

shodan

The first dan rank in amateur Go, traditionally viewed as an entry-level black-belt level.

Shudan

A poetic alternative name for the game of Go, understood as a conversation carried out through moves.

Superko

A repetition rule that prevents any previously occurring position from being recreated.

Even game

A standard Go game with no handicap stones and a fair assignment of Black and White.

Territory

The secured empty points controlled by one player and counted in determining the result.

Triple ko

A three-ko cycle in which linked captures can keep the position repeating.

Two eyes

A group with two separate true eyes is alive against direct capture.

unconditional life

A rules-oriented status in which a group survives every legal attack.

Go

A two-player strategic board game of surrounding territory and capturing stones.

draw

A draw is a Go game that ends with identical final scores for both players.

Tactics

overextended shape

A shape made inefficient or vulnerable by pushing an attack or extension too far.

Angle play

A corner tesuji that uses the board edges to create a tactical effect.

approach ko

An asymmetric ko that requires an approach move before one player can recapture.

approach move

A capturing-race move that occupies an approach liberty and creates an extra step before a group’s liberties can be directly reduced.

Atari

An immediate threat to capture a stone or connected group.

Atekomi

A diagonal wedge that presses between opposing stones to separate them or threaten a cut.

Attachment

A direct contact move against an opponent’s stone that creates immediate tactical pressure and shape complications.

Bamboo joint

A strong, compact connection shape that is difficult to cut apart.

belly attachment

An attachment made against the side, or “belly,” of an opposing stone.

big eye

A multi-point eye whose internal space matters in a capturing race.

bar connection

A straight-line connection that joins stones into a firm, bar-like chain.

capping move

A move above an opposing stone or group that limits its outward development and creates attacking potential.

Bulge

A sideways thickening that makes a line or chain of stones stronger and more resistant to cutting.

Bump

A direct contact move that presses against an opponent’s stone.

Capturing race

A tactical fight in which two opposing groups race to capture each other.

Clamp

A tactical attachment that restricts an opponent’s stone and creates forcing opportunities.

compromised diagonal

A diagonal connection that looks sound but can be vulnerable to a cut.

Counter-atari

A tactical atari played in response to an atari, forcing the opponent to answer a new capture threat.

counter-pincer

A counter-pincer answers an opponent’s pincer with a pincer of your own, turning a one-sided attack into a mutual-pincer fight.

crawl

A low, edge-oriented move that values safety, territory, and connection over speed or outside influence.

Cross-cut

A reciprocal cutting shape that turns contact into an immediate tactical fight.

Cut

A tactical play that separates connected or connectable opposing stones.

cutting point

A vulnerable point where an opponent may separate stones or groups.

cutting stones

Stones or groups whose connection can be severed by an effective cut.

Damezumari

A cramped liberty situation that can leave a stone or group vulnerable to capture.

De

A Go tactic for breaking through a gap in an opposing formation and emerging toward the outside.

Degiri

A tactical push that cuts through and separates connected opposing stones.

direct connection

A direct connection joins friendly stones through actual orthogonal adjacency.

Divine move

An exceptionally brilliant Go move whose tactical or strategic insight seems almost superhuman.

Double hane

A two-step hane sequence used to seize initiative in a local contact fight.

Down

A move toward the lower edge of the displayed Go board.

Empty triangle

A compact three-stone formation that usually represents inefficient shape.

Extension

A move that develops a stone or group outward while generally preserving contact with friendly stones.

Footsweep

A side-defense move in the shape of a knight’s jump.

Forcing move

A move that makes a particular reply necessary or highly attractive before a player continues with a larger plan.

Geta

A surrounding tactic that traps an opposing stone or group and makes escape impossible or unlikely.

Guzumi

A seemingly inefficient move that works because the position gives it a concrete tactical value.

Hanami ko

A one-sided ko in which only one player has enough effective ko threats to continue the fight.

Hane

A diagonal turn beside an opposing stone that applies pressure and helps restrict its movement.

counter-hane

A hane answered by another hane to challenge shape and tactical possibilities.

Hane-tsugi

A hane followed by a connection, combining pressure with reinforcement.

Hanedashi

A forcing hane played from inside an opponent’s formation to break out, separate stones, or start a tactical sequence.

Hanekomi

A hane played into the cutting point between two opposing stones.

Diagonal jump

A flexible two-point diagonal move that develops efficiently while leaving room between friendly stones.

Pullback

A retreating move that draws a stone or group away from contact or danger.

bullying

A sustained attacking method that exploits weak stones or groups.

Indirect connection

A tactical link that keeps stones connected without directly joining them.

Ipponmichi

A narrow tactical sequence in which the replies are effectively forced.

Ishi no shita

A tesuji played beneath stones just captured, turning the opponent’s shape into a tactical opportunity.

Jaw

A strong connection shape in which three friendly stones surround one protected empty point.

Clutch

A capturing move that encloses an enemy stone between two friendly stones.

kake

A diagonal attacking move that threatens to cut an opposing stone or group.

hanging connection

A Go connection made through a tiger’s-mouth shape.

Selfish reading

A one-sided reading error that assumes the opponent will choose the reply you want.

keima

A flexible small knight’s-move shape that extends farther than a direct connection.

Kikasare

Being forced to answer in a way that gives the opponent a useful result.

kosumi

A flexible diagonal move that connects or strengthens stones while preserving options.

Kosumi-tsuke

A diagonal attachment against an opposing stone, often used as a kick to apply pressure.

ko threat

A move elsewhere that demands a reply and gives its player a chance to continue a ko fight.

ladder

A forcing diagonal-ataris sequence that chases stones along a zigzag path.

losing move

An irretrievable mistake that loses the game or a decisive amount of value.

Turn

A right-angle change of direction in a connected line of stones.

Mathematical force

An objectively compulsory forcing move whose necessity follows from the rules and the position.

One-eye versus no-eye capturing race

A semeai where a group with one genuine eye races a group with no eye.

Mochikomi

Stones handed over to the opponent as an unfavorable or uncompensated loss.

Monkey jump

A low second-line jump used to slide along the edge and reduce territory or a corner enclosure.

false ko threat

A supposed ko threat that can safely be ignored because it does not create a serious enough consequence.

brilliant move

An exceptionally ingenious move that finds a hidden resource or turns a difficult position around.

Nakade

A life-and-death move played inside an opponent’s eye space.

Nerai

The strategic or tactical objective a player intends to pursue with a move.

two-space jump

A flexible extension that leaves one empty intersection between two friendly stones.

Nose tesuji

A forcing tesuji played at the exposed front of an opposing chain or group.

Notchers

A family of recurring life-and-death shapes marked by a distinctive notch.

large knight's move

A wide (3,2) jump used to extend or connect stones across a broad distance.

connect-and-die

A tesuji that captures stones by making their forced connection fatal.

Oki

A vital placement move that probes or disrupts an opponent’s formation and eye space.

one-space jump

A flexible non-contact extension that leaves exactly one empty point between friendly stones.

Large monkey jump

A wide, side-oriented monkey jump that uses the board edge to gain distance and flexibility.

Block

A move against an opponent’s stones that prevents or restricts extension in a chosen direction.

Oshitsubushi

A forcing push that compresses opposing stones into a tactically vulnerable shape.

Ponnuki

A powerful five-stone shape created by capturing one opposing stone.

Push

A move that presses against an opposing line while advancing your stones.

Reading

Calculating concrete variations and their consequences before choosing a move.

Double atari

A single move that threatens to capture two separate opposing stones or groups at once.

sabaki

A flexible tactical way to handle weak stones through light shape, exchanges, and efficient escape.

sagari

A move that extends from a stone or group toward the nearest board edge.

Forced capture

A tactical sequence in which a capture is forced to remove stones or secure a favorable result.

ladder breaker

A stone or move that disrupts an opponent’s ladder before it can capture.

life and death

Determining whether a connected group of stones can survive permanently or will eventually be captured.

shobute

A high-stakes move played to decide the game or a major fight.

Shoulder hit

A flexible contact-oriented move that pressures an opposing stone from the side.

Snap-back

A tesuji that sacrifices a stone or chain to force a capture, then immediately recaptures the capturing stones.

Squeeze

A forcing tactic that compresses an opponent’s stones into an inefficient shape.

Staircase

A forcing ladder sequence that drives stones diagonally across the board in a zigzag.

Stretch

A directly adjacent extension that strengthens a stone or group.

String connection

How stones join into one chain and remain connected on the board.

slide

A low, side-oriented move toward the edge that builds a base or secures territory while retaining a route along the side.

Suji

The sound line of play or characteristic technique suited to a local position.

Susoaki

A shape defect in which the lower edge of a group is left open, creating a possible back-door weakness.

sacrifice stone

A stone or group deliberately given up to gain a greater strategic or tactical benefit elsewhere.

tachi

A straight adjacent move that develops a stone or group toward the center.

key point

The decisive point in a local fight where playing first can determine the result.

teire

A defensive repair that protects a weakness, often in the endgame.

order of play

The order in which Go moves are played, including the timing of moves in a local sequence or larger plan.

Ten-thousand-year ko

A ko that can remain unresolved for an exceptionally long time because neither player wants to settle it immediately.

Tent

A three-stone Go shape whose arrangement resembles a tent.

Tesuji

A precise tactical move that makes the most of a position’s local possibilities.

Thank-you move

A seemingly purposeful move that gives the opponent a useful reply.

Thick cut protection

Using a thick group’s strength to defend a cutting point and make an opposing cut ineffective.

three-stage ko

A linked ko cycle that moves through three successive stages.

Throw-in

A deliberate sacrifice that changes liberties, eye space, or the tactical direction of a position.

Jump

A jump develops a stone or chain across an intervening gap, balancing speed with a relatively loose connection.

trumpet connection

A named Go connection shape with a characteristic flaring, trumpet-like form.

Connection

Joining your own stones or groups so they work as one connected unit.

Tsumego

A Go problem, usually about life and death, solved by reading tactical variations.

Crane's nest

A capturing tesuji that corrals a chain into a crane’s-nest shape through successive ataris.

two-stage ko

A ko sequence in which resolving one fight leads directly to a second ko fight.

up

A relative directional term for a move from the edge toward the center of the board.

vital point

A strategically critical intersection whose occupation can decisively change a local position.

Wedge

A move inserted into the gap of an opponent’s one-space jump.

Wariuchi

A move that divides opposing stones or groups and turns their connection into an attacking opportunity.

watari

An edge connection that links separated stones by passing beneath or around opposing stones.

wedge

A tactical move into the gap between opposing stones that can threaten to split their connection.

loose ladder

A ladder-like tactic with wider spacing between the chasing stones.

vulgar move

A playable but technically crude move that lacks the efficiency and refinement of proper suji.

Tiger shape

A resilient Go formation that surrounds or controls a single point.

Peep

A tactical move that threatens to split an opponent’s connected stones.

Strategy

aji

The latent potential left in a Go position by existing stones.

Almost sente

A move whose follow-up is forcing in value, even though the first move may be ignored.

amashi

A territorial strategy that accepts the opponent’s outside influence in return for reliable points.

Aya

The latent complexity and future potential hidden in a Go position.

bad aji

A latent positional weakness that leaves unfavorable possibilities for the opponent.

base

The space and strategic support that help a group make eyes and live.

bad shape

An inefficient or vulnerable formation of stones that limits their effectiveness.

middlegame

The phase where opening possibilities become strategic fights and large-scale decisions.

Current territory

The secure points that can be counted as territory in the present position.

dango

A compact, dumpling-like cluster of stones that usually represents heavy, inefficient shape.

deshi

A pupil or disciple who studies Go under a teacher or master.

Double sente

A point that is sente for either player, making it an urgent priority.

dragon

A large, strategically important group of connected stones treated as one unit.

Farmer's hat

A named stone shape whose outline resembles a farmer’s hat.

flow of the stones

How successive stones coordinate and develop a coherent direction across the board.

Furikawari

A whole-board strategic exchange in which a concession in one area is balanced by compensation elsewhere.

Go theory

The organized body of knowledge used to understand positions, choose moves, and study Go.

Go widow

A humorous, mildly critical term for a partner who is often left alone because of a player’s intensive commitment to Go.

Go club

A venue or organized community where people play, study, teach, and discuss Go.

even game

A Go game or position in which neither side has a clear advantage.

gote

A move or sequence that gives up the initiative and lets the opponent play next with sente.

Reverse sente

A move valued for taking away the opponent’s sente opportunity.

Haengma

The coordinated and efficient flow of stones in a position.

extension

A move that gives a friendly stone or group room to develop.

Honinbo

A historic Japanese Go house and one of the game’s most prestigious professional titles.

honte

A sound, orthodox move that meets the position’s essential need without unnecessary overplay.

Carpenter’s square

A compact four-stone square formation that is solid but often inefficient.

influence

Outward strategic potential that shapes play in open space.

insei

A student in an organized Go training program for aspiring professionals.

Invasion

A deep move into an opponent’s moyo to reduce its potential or establish a living group.

Investment

A present commitment made for a stronger future result.

Jitsuri

Concrete territory and reliable points secured by stones on the Go board.

Judan

Judan is one of Japan’s seven major professional Go titles.

surround

A surrounding formation used to secure territory, build influence, or restrict an opposing group.

Karai

A severe, uncompromising move that secures territory while damaging the opponent’s prospects.

light

A flexible, efficient quality of stones or play that avoids the burdens of heavy shape.

shape

The pattern and relationships formed by stones, judged for strength, efficiency, flexibility, and weakness.

Reduction

A move that curbs an opponent’s moyo or potential territory without committing to a deep invasion.

Kiai

Assertive, fighting-spirited play that seeks the strongest continuation.

The Way of Go

The philosophical and cultural ideal of Go as a disciplined path of study and self-cultivation.

overconcentrated shape

An inefficient formation whose stones are packed too closely to produce enough additional value.

urgent point

A board point whose timely occupation matters because delay can give the opponent the initiative or cause substantial damage.

Maeda Method

A practical way to estimate who is ahead in an unfinished Go position.

Meijin

A major Japanese professional Go title and the name of its holder.

miai

A pair of strategically equivalent alternatives in a particular Go position.

Mirror Go

A rotational-symmetry strategy that mirrors the opponent’s moves around the board’s center.

Mobility

A strategic measure of how freely and effectively a stone or group can develop options across the board.

mobility count

A measure of how many legal moves a player has in a particular position.

mobility difference

A relative measure of how freely one group or side can develop compared with another.

Motare

An attacking plan that uses one opposing group as support while pursuing another target.

Movement

The strategic movement and coordination of stones and groups across the Go board.

moyo

A framework of potential territory created by stones and their surrounding influence.

Nihon Ki-in

Japan’s central organization for professional Go, rankings, tournaments, and the promotion of the game.

Non-cutting stones

Stones that the opponent cannot effectively separate, even when they are not directly connected.

nurui

A judgment that a move or style of play is too slow, slack, or insufficiently forceful for the position.

interesting

A positive Go commentary term for a lively position or move that may be somewhat better for one side.

big point

A strategically important move whose value reaches across a large part of the board.

Big moyo

A broad, unfinished territorial framework that projects influence across a large part of the board.

Order of play

The sequence in which moves are made, often determining who keeps the initiative and what replies remain available.

Orthodox

A conventional Go move or style grounded in established principles and familiar patterns.

Overplay

A move whose ambition or risk goes beyond what the position can support.

Oza

A major Japanese professional Go title decided through the annual Oza competition.

Pillbox

A stone formation that surrounds an area of potential territory.

Positive

A positive move actively pursues an advantage while improving the player's position and maintaining initiative.

Probe

A light move that tests the opponent’s intentions and reveals how the position may develop.

Quiescence

A temporary state in which a Go position has no unresolved urgent moves demanding immediate attention.

Quiet move

A non-forcing move that improves a Go position without creating an immediate tactical demand.

sector line

A flexible strategic boundary between opposing areas of influence on the Go board.

sensei

A respectful title for a Go teacher or instructor.

sente

The initiative that lets a player make the next important move.

Shape

The quality and structure of a local stone formation in Go.

Teaching game

A Go game played primarily to teach, explain, and improve rather than to compete.

Shinogi

The practical art of preserving and handling a weak or endangered group.

Shinte

A newly discovered move that introduces an unrecognized idea and can reshape the understanding of a position.

small move

A relatively limited move whose immediate value or scope is modest.

fair result

A balanced local outcome that represents the normal value of a sequence or exchange.

Strategic group

A set of stones evaluated together because they share a strategic purpose.

Suso

The lower edge and supporting space beneath a Go group or moyo.

Tedomari

The last significant move in a local position before further play there loses its value.

tenuki

Choosing to play elsewhere instead of answering the opponent’s latest local move.

Tewari

An analytical method for evaluating a played sequence by rearranging its moves.

thick shape

A strong, connected local formation that resists attack and projects influence.

Thickness

A strong, stable position whose influence reaches outward and makes effective attacks difficult.

Transposition

An alternative move order that reaches the same or an effectively equivalent Go position.

Wall

A strong outward-facing formation that projects influence across the open board.

endgame

The phase of Go when remaining moves chiefly settle territory and other relatively stable positions.

Opening

Butterfly

A two-stone corner enclosure shaped like a butterfly.

Fuseki

The opening phase of Go, focused on strategic stone placement across the whole board.

Hamete

A deceptive trick play that exploits an inaccurate response, often in a joseki.

star point

A marked Go-board intersection, usually the 4-4 point, used as a major opening location.

Joseki

A studied sequence of Go moves that produces a locally balanced result.

Kakari

An approach move that challenges an opponent’s corner stone and shapes the next phase of play.

Knight's move approach

A flexible corner approach played at a knight’s-move distance from a corner stone.

Keima shimari

A compact corner enclosure built with a knight’s-move placement.

komoku

A flexible corner opening played on the 3-4 intersection.

Mokuhazushi

An uncommon corner opening point that favors both territory and outside development.

Avalanche joseki

A complex corner joseki built from cascading exchanges and highly tactical variations.

Nirensei fuseki

An opening formation built from two star-point stones on one side of the board.

two-space enclosure

A corner enclosure that places the second stone two spaces from the first.

Nirensei

A Go opening formation built from two aligned star-point stones.

Oogeima-gakari

A large-knight approach to an opponent’s corner stone.

Oogeima-jimari

A wide corner enclosure that secures the corner while developing influence along the side.

Parallel fuseki

An opening classification based on parallel arrangements of Black’s and White’s early corner stones.

Pincer

A side attack that pressures an approaching stone and limits its room to develop.

Double approach

A single move that approaches two opposing corner stones at once.

Sanrensei fuseki

A three-star-point opening formation designed to build influence and a broad framework.

three-space pincer

A corner pincer set three spaces from an opponent’s approach stone.

Sanrensei

A three-stone fuseki formation on consecutive star points along one side of the board.

3-3 point

A corner point three lines from each of the two adjacent board edges, focused on securing territory.

shimari

A two-stone-or-more formation that secures a corner and makes invasion less effective.

Shin Fuseki

A historical 1933 movement that expanded Go opening strategy beyond orthodox corner-focused play.

corner

One of the four board regions where two Go board edges meet.

Taisha Joseki

A famously complex corner joseki centered on the large-slant pattern and tactical fighting.

High point

The 4–5 corner opening point, known for its outward influence and rapid development.

Tasuki fuseki

A diagonal opening pattern formed by early stones in opposing corners.

tengen

The exact center point of the Go board and a move played there.

Three crows

A named fuseki formation of three coordinated stones arranged in a broad, characteristic pattern.

Yon-ren-sei fuseki

A four-star opening formation that builds influence along one side of the board.