Omoyo

Go Glossary

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

Rules & basics

Amateur

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

Auction komi

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

Byo-yomi

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

Chain

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

Chosei

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A rare repeating Go position in which captures cycle indefinitely.

Connected

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

Dan

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

Dead stones

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

Double ko

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

Eye

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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

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

False seki

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

Sealed move

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

Go board

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

Godokoro

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

Go stones

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

Go bowls

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

Reverse komi

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

half-point game

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A Go game decided by exactly half a point.

Rapid Go

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

Josen

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

Jubango

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

Kadoban

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

Kansai Ki-in

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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

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

kibitzer

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

game record

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

Kisei

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

ko

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A repetition rule that makes a direct recapture temporarily illegal.

komi

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The scoring compensation given to White for moving second.

Black

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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

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

life

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

locale

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

Manbang

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

point

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

n-alive

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

n-connection

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

n-territory

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A territory containing exactly n points.

Dame

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

nigiri

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

no result

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

Capture

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

handicap Go

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

Pass

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

point

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

Prisoners

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

Professional

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

rank

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

Rengo

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

Reversion

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

Seiza

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

seki

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

Sen-ai-sen

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

White

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

shodan

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

Shudan

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

Superko

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

Even game

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

Territory

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

Triple ko

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

Two eyes

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

unconditional life

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

Go

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

draw

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

Tactics

overextended shape

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

Angle play

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

approach ko

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

approach move

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

Atari

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An immediate threat to capture a stone or connected group.

Atekomi

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

Attachment

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

Bamboo joint

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

belly attachment

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

big eye

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

bar connection

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

capping move

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

Bulge

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

Bump

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

Capturing race

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

Clamp

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

compromised diagonal

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

Counter-atari

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

counter-pincer

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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

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

Cross-cut

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

Cut

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A tactical play that separates connected or connectable opposing stones.

cutting point

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

cutting stones

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

Damezumari

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

De

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

Degiri

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

direct connection

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A direct connection joins friendly stones through actual orthogonal adjacency.

Divine move

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

Double hane

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

Down

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

Empty triangle

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

Extension

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

Footsweep

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

Forcing move

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

Geta

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

Guzumi

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

Hanami ko

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

Hane

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

counter-hane

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

Hane-tsugi

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

Hanedashi

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

Hanekomi

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

Diagonal jump

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

Pullback

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

bullying

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A sustained attacking method that exploits weak stones or groups.

Indirect connection

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

Ipponmichi

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

Ishi no shita

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

Jaw

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

Clutch

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

kake

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

hanging connection

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

Selfish reading

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

keima

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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

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

Kosumi-tsuke

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

ko threat

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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

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

Mathematical force

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

One-eye versus no-eye capturing race

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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

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

false ko threat

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

brilliant move

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

Nakade

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

Nerai

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

two-space jump

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

Nose tesuji

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

Notchers

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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

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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

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

Large monkey jump

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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

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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

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Calculating concrete variations and their consequences before choosing a move.

Double atari

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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

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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

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

life and death

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

shobute

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

Shoulder hit

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

Snap-back

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

Squeeze

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

Staircase

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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

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

slide

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

Suji

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

Susoaki

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

sacrifice stone

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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

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

Ten-thousand-year ko

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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

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A linked ko cycle that moves through three successive stages.

Throw-in

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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

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

Connection

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

Tsumego

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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

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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

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

Wedge

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

Wariuchi

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

watari

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

wedge

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

loose ladder

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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

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

amashi

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

Aya

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

bad aji

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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

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

middlegame

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

Current territory

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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

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

Double sente

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

dragon

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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

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

Furikawari

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

Go theory

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

Go widow

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

Go club

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

even game

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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

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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

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

Investment

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A present commitment made for a stronger future result.

Jitsuri

→

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

Judan

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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

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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

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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.