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.