Japanese Go Terms
This is an extensive glossary with Romanisations, literal translations, brief meanings and kanji/kana on 700+ entries. Also serves as an index page, with hyperlinks on nearly all entries.
Note: Using katakana for Go technical terms is a long standing Japanese custom.
Some Japanese Go terms often used in English are listed on another page, Go Terms.
Table of contents |
For pronunciation, see the Swiss Go Association website.
List
A (あ)
- Agehama, Ageishi (Prisoners) アゲハマ, アゲ石
- Ago (Jaw) アゴ
- Agohimo (Jaw strap) アゴヒモ
- Aigakari (Low approaches by both sides in Opposing 3-4 Points. at a in the second diagram) 相ガカリ
- Aigosumi (a 3-4 joseki with opposing kosumi) 相ゴスミ
- Aji (literally 'taste'; unfinished business, future possibilities) 味
- Akisankaku (Empty triangle) 空き三角, アキ三角
- Akisumi (Empty corner) 空き隅, アキ隅
- Akushu (mistake) 悪手
- Amai (literally 'sweet'; soft, weak; in particular, giving too much territory. Opposite of Karai) 甘い
- Amarigatachi (unfavorable situation after one's failed attack) アマリ形
- Amashi 余し, アマシ
- Anpu (memorizing a whole game) 暗譜
- Aori ('sending wind'; driving opponent's group with Keima) アオリ
- Arashi (successful invasion of opponent's Moyo or near-territory, denying it to become a large territory) 荒らし
- Arashi-ai or Arashi-arashi (Mutual damage) 荒らし合い, 荒らし荒らし
- Ashida (net to more than one stone) アシダ Note: Geta and Ashida are both Japanese footwears, with Ashida being a little larger.
- Atama (1. head of a straight string of stones 2. higher side of a stone) 頭
- Atama-hane (hane at the higher side) 頭ハネ
- Atama-tsuke (attach at the higher side) 頭ツケ See Pushing battles in joseki 9
- Atari ('being hit'; atari) 当たり, アタリ
- Ate ('hit'; a move that put opponent's stone(s) in atari) アテ
- Ate-kaeshi (counter-atari) アテ返し
- Ate-oshi (atari and push, two moves) アテオシ
- Ate-tsugi (atari and connect, two moves) アテツギ See also Inducing Move
- Atekomi ('hit inside'; a contact play that threatens to cut a diagonal, with adjacent supporting stones) アテコミ
- Atetsuke ('hitting attach'; a contact play to a diagonal, without adjacent supporting stones) アテツケ
- Atogiri (Cut under the stones) 跡切り, アトギリ
- Atsui (1. Thick 2. sometimes, small advantage in the endgame) 厚い
- Atsugaru (emphasising thickness too much, often too slow play) 厚がる
- Atsumi (Thickness) 厚み
- Aya ('complication';1. same as aji 2. same as Magire (practical chances)) 綾,アヤ
- Ayamaru ('apologize'; defend involuntarily) あやまる, 謝る
B (ば行)
- Baai no te (Play that depends upon the circumstances) 場合の手
- Bakahachi ('stupid eight'; joking name for Rectangular Eight in the Corner) バカ八
- Bakayon ('stupid four'; joking name for Squared Four) バカ四
- Bakeru {verb} ('transform'; sacrifice a stone or group and make a life nearby) 化ける
- -ban (1.counter suffix for games of Go) 番 Example: sanban shoubu 三番勝負 (best-of-three match)
- Bango (1.multi-game match, like title matches or jubango 2. Money-betting game where the amount is decided by number of games won/lost; see Mego) 番碁
- -ban (2. used to indicate the game is one in multi-game handicap match) 番 Example: 'senban' 先番 means 'Black game in multi-game handicap', while 'sen' 先 means josen, that is 'always Black handicap'.
- Ban (the board) 盤
- Banjuu/Banjū (short form of 'banmen jūmoku', that is '10 points on the board'. In a game with komi, it means Black has small advantage in the endgame) 盤十
- Bangai (off the board) 盤外
- Bangai senjutsu ('off-the-board tactics'; gamesmanship) 盤外戦術
- Bantan (Edge of the board) 盤端
- Banmen (surface of the board; also score count on the board before deducting komi) 盤面
- -bane (vocalized form of Hane in compounds) バネ
- -basami (vocalized form of Hasami (pincer) in compounds) バサミ (low pincers) ikken-, niken-, sangen- (high pincers) ikkentaka-, nikentaka-, sangentaka-. Note that Keima and Ogeima are not used for pincers.
- Batabata (an onomatopoeia; colloquial name for Oiotoshi) バタバタ
- Betsuan (alternative solution) 別案
- Binbou watari/Binbō watari (literally 'Poorman's watari'; first line connection which yields no or few points) 貧乏ワタリ
- -biraki (vocalized form of Hiraki (extension) in compounds) ビラキ From 1 space to 6 space: ikken-, niken-, sangen-, yonken-, goken-, rokken-.
- Bokasu ('blur'; indirectly defend a weakness from afar) ぼかす
- Bouishi/Bōishi (a straight group with little eye potential) 棒石
- Boumon (short for Honinbo monka, pupils of Honinbo) 坊門
- Boushi/Bōshi (Cap) ボウシ
- Boutsugi/Bōtsugi (Staff connection) 棒ツギ
- Buchinuku (emphasized form of nuku (capture); resolve the ko by capturing another stone) ぶち抜く
- Bukkake (emphasized form of kake (press); press in the shape of two space jump) ぶっかけ, ブッカケ Example: see Drooping Lotus
- Burasagari (another name for Iron Pillar) ブラサガリ
- Butsukari (Bump) ブツカリ
- Buttsuke ('hitting hard'; attachment without supporting stones nearby) ぶっつけ, ブッツケ
- Byouyomi/Byōyomi 秒読み Note: In Japanese, this refers to second-counting phase only. In English, it can mean a time-control system as a whole, like Canadian Byoyomi (which is an example of Japlish).
- Byouyomi-gakari (timekeeper, see Japanese Timing / NHK Cup) 秒読み係
C (ち)
- -chaku (counter suffix for stones played on the board) 着 From 1 to 3: icchaku (一着 very often used), nichaku, sanchaku
- Chigai-komoku (Rotating komoku, e.g. 17-4 and 16-17) 違い小目
- Chihou-kishi (obsolete teaching title for non-inseis) 地方棋士 See jun-kishi.
- Chikara (strength; very often a player's reading ability) 力
- Chikara go (player who rely on reading ability only) 力碁, チカラ碁
- Chikara wo dasu ('use the strength'; start a local fight) 力を出す
- Chikiritobi (rare name for Hazamatobi) チキリトビ
- Chinrou/Chinrō (specially composed whole-board problem) 珍瓏 For examples, see Ladder problems and exercises
- Chinshintou (a kind of dual ladder breaker) 鎮神頭 See The first recorded dual ladder breaker
- Chokushi (straight four shape) 直四
- Chouchin gyouretsu (lantern procession) 提灯行列
- Choufukukei ('overlapping shape'; over-concentrated) 重複形
- Chousei/Chōsei 長生
- Choushi/Chōshi (momentum) 調子
- Chūto hanpa (something left unfinished) 中途半端
- Chuuban/Chūban (Middle game) 中盤
- Chuugokuryuu/Chūgokuryū (Chinese Fuseki) 中国流
- Chuumon/Chūmon (ideal or wishful plan by a player) 注文
- Chuuoshi/Chūoshi (win/loss by resignation) 中押し
- Chuuou/Chūō (Center) 中央
D (だ行)
- Daidaigeima 大大ゲイマ
- Dai-ikkan ('the first feeling'; the move a player think of instantly) 第一感
- Dairekuto sansan (33 Point invasion without other stones nearby, often played by AIs) ダイレクト三三
- Daisankan (three big titles, namely Kisei, Meijin and Honinbo) 大三冠
- Damatte ('quietly'; without playing forcing moves) だまって Note: May be shortened in compounds, like damatsugi ダマツギ (connect quietly)
- Dame (A liberty or neutral point between two groups of stones, without territory value) 駄目, ダメ
- Dameaki (with liberties) ダメ空き
- Dameaki shichou (Loose Ladder) ダメ空きシチョウ
- Dameba (an area which yields no or very few points) ダメ場
- Damekiri (meaningless cut) ダメ切り
- Damezumari (shortage of liberties) ダメ詰まり , ダメヅマリ
- Damezume (1. approach move 2. process of playing neutral points before the end of the game) ダメ詰め
- Dameaki (with liberties) ダメ空き
- Dan (Grade, expert rank) 段
- Dankyuu-i (dan and kyu ranks) 段級位
- Dango (dumpling) 団子, ダンゴ
- Danryoku (resiliency using ko possibilities) 弾力
- Danten (cutting point) 断点
- De (push through) 出, デ
- Degiri (push through and cut, two moves) 出切り, デギリ
- Deiri ('outs and ins'; numerical evaluation of a play in points) 出入り
- Deiri keisan (Deiri Counting) 出入り計算
- Deishi (stones accidentally got out of bowl) 出石
E (え), F (ふ)
- Eda-ishi ('branch stones'; in capturing race, string of stones not directly touching the opponent's group) 枝石
- Eguri ('drilling inside'; invading opponent's formation from beneath) エグリ
- Fugou (coordinates) - 符号
- Fujisan (Mt.Fuji, a 3 stone side formation) 富士山
- Fukugo (replaying a finished game on the board) 復碁
- Fukumi (future possibility) 含み, フクミ
- Fukurami, Fukure (bulge) フクラミ, フクレ
- Furikawari (exchange of potential territories) 振り替わり, フリカワリ
- Furueru ('shiver'; play too safely after recognizing clear advantage) ふるえる
- Fuseki (Opening) 布石
- Fushi ('bamboo joint' from its outside shape; shape with a pair of cutting points in an otherwise straight wall) 節, フシ See Bulge (third diagram) and 4-4 point 3-3 invasion, jumping away (second diagram).
- Futokoro (Eyespace) 懐, フトコロ
- Fuujite/Fūjite (sealed move) 封じ手
- Fuusa/Fūsa (Shut in) 封鎖
- Fuusha/Fūsha ('Windmill', shape of four stretches after a crosscut) 風車
G (が行)
- Gachan (an onomatopoeia; colloquial name for Atekomi or Sashikomi) ガチャン
- Gairai (literally 'from outside'; participants of pro qualification tournament other than insei) - 外来
- Gaisei (outside influence) 外勢
- -gakari (vocalized form of Kakari in compounds) ガカリ
- -gake (vocalized form of Kake in compounds) ガケ
- -gatachi (vocalized form of Katachi in compounds) 形
- -gan (number of eyes) 眼 (0) mugan, (½) hangan, (1) ichigan, (2) nigan
- Gankei (Eye shape, Eye potential) 眼形
- -geima (vocalized form of Keima in compounds) ゲイマ
- Geta (Net) 下駄, ゲタ
- Gen-nama ('cash money'; metaphorically, secured territory) 現ナマ
- Gimonshu (dubious move) 疑問手
- Go (Go) 碁
- Goban (Board) 碁盤
- Godokoro 碁所
- Gogataki (literally 'Go enemy'; Go friend/opponent for an amateur player) 碁敵, 碁仇
- Goishi (Go stones) 碁石
- Gokai (Go party/meet) 碁会.
- Go-kaisho (Go Club with a permanent premise) 碁会所
- Goke? (bowls for storing stones) 碁笥
- Gokei ("Go shape"; whole board position in the opening or early middlegame) 碁形
- Go-keishi (Game Record Form) 碁罫紙
- Go ni naru, Go ni suru (idiom meaning 'White nearly catches up' in a handicap game) 碁になる, 碁にする
- Gosei (Go sage; name of a big title) 碁聖
- Goseki (old name for Go-kaisho above) 碁席
- Go'uchi (Go player, in particular professionals) 碁打ち
- Gobu, Gobugobu (even or 50/50 result) 五分, 五分五分
- Gokaku (even or equal result) 互角
- Goken-biraki (Five space extension) 五間ビラキ
- Gonogo (5-5point) 五の五
- Gote (Losing the initiative, playing last) 後手
- Gote no sente (Apparent gote that's really sente) 後手の先手
- Gukei (bad shape) 愚形
- Guruguru mawashi (combined squeeze and ladder) グルグルマワシ
- Guzumi グズミ
- gyaku- (reverse) 逆
- Gyakuban (game with the harder handicap in old multi-game handicap) 逆番 Another reading "sakaban" is also acceptable.
- Gyaku komi (reverse komi) 逆コミ
- Gyaku sente, Gyaku yose (Reverse sente) 逆先手, 逆ヨセ
H (はひへほ)
- Haba (width, of Hiraki or Moyo) 幅
- Hadashi de hairenai (literally 'can't enter barefoot'; can't approach for shortage of liberties) ハダシで入れない
- Hagashi (Taking back a move before opponent's reply) ハガシ
- Hai (crawl on the third line or lower, contacting opponent's stone from under) 這い, ハイ
- Haikomi (crawl into opponent's territory) ハイコミ
- Haichaku (losing move) 敗着
- Haijouseki (discarded joseki) 廃定石
- Haiseki (spent stone(s), stones which became useless after some functioning) 廃石
- Haiseki ('distributed stones'; overall position) 配石
- Hajiku {verb} (counter-atari to start a ko) はじく, 弾く
- Hama (prisoner stone(s); same as Agehama) ハマ
- Hamari (fell into trap) ハマリ
- Hamete (Joseki trap) ハメ手
- Hanago (Crossed five shape) 花五
- Hanaroku (Flower six shape) 花六
- Hanami kou/Hanami kō ('flower viewing ko', picnic ko) 花見コウ
- Hanazuke (Nose tesuji) (nose attachment) 鼻ヅケ, ハナヅケ
- Hane 跳ね, ハネ
- Haneage (hane upwards from the third line or lower) ハネアゲ
- Hanedashi (Hane Through) ハネダシ
- Hane-giri (hane and cut, two moves) ハネギリ
- Hanegoroshi (killing sequence starting with a hane) ハネ殺し
- Hane-heko (colloquial name for hane and hekomi, two moves) ハネヘコ
- Hanekaeshi (Counter Hane) ハネ返し
- Hane-kaketsugi (hane and hanging connection, two moves) ハネカケツギ
- Hanekomi (Hane Wedge) ハネコミ
- Hane-nobi (Hane and extend, two moves) ハネノビ
- Hane-sagari (Hane-descend, two moves) ハネサガリ
- Hane-tsugi (hane and connect, two moves) ハネツギ
- Hanezeki (a special type of seki with a hane stone on the first line) ハネゼキ
- Han- (half) 半
- Hangan (half-eye, an eye one can make in gote) 半眼
- Hankiki (a kiki threatening a ko) 半利き, 半キキ
- Hankou/Hankō (half-point ko) 半コウ
- Hanko kuro/shiro kachi tsugu (Black/White won the last half point ko and connected) 半コウ黒/白勝ちツグ Note: Japanese go game records use to omit moves for the last half point ko fight and just record the result using this phrase.
- Hanmoku shoubu ('half a point game', very close game in the endgame. Used for games with fractional value komi) 半目勝負 See Jigoichi
- Han tsubure ('half-collapse'; nearly disastrous result locally) 半ツブレ
- Hanpatsu (resistance or counterplay) 反発 Note: Often seen against kikashi or chumon
- Hara-zuke (belly attachment) 腹ヅケ
- Hasami (pincer) 挟み, ハサミ
- Hasami kaeshi (counter-pincer) ハサミ返し
- Hasami tsuke (clamp) ハサミツケ
- Hasukainozoki, Hasunozoki (diagonal peep) ハス(カイ)ノゾキ
- Hashiru {verb} ('dash'; 1. take a lead in territories early in the game 2. slide) 走る
- Hataraku (work) 働く
- Hata wo motsu ('hold the flag'; develop towards the center to stabilize a group) 旗を持つ
- Hayago (quickplay game) 早碁
- Hayaiki, Hayaosamari (Immediate Life, quickly securing life of a group) 早活き, 早治まり
- Hazama (empty point between diagonal jump stones) ハザマ
- hazama tobi (diagonal jump) ハザマトビ
- Hazusu (dropping back,miss, fail in) 外す
- Hebo (bungling, unskillful) ヘボ
- Hebokosumi (weak player's diagonal) ヘボコスミ
- Heikougata/Heikōgata (Parallel Fuseki) 平行型
- Hekomi (dent shape) ヘコミ
- Hen (side area of the board) 辺 (upper) jouhen (lower) kahen (right) uhen (left) sahen
- Henka (variations) 変化
- Hidari-uwasumi (upper left corner) 左上隅 Note: -uesumi is also acceptable
- Hidari-shitasumi (lower left corner) 左下隅
- Hiki (Pulling back) 引き, ヒキ
- Hikkurikaesu ('turn inside out') ひっくり返す See White moves in Counter-Atari.
- Hikoku ('defendant in litigation'; metaphorically, being attacked) 被告
- Hiraki (Extension) 開き, ヒラキ
- Hirakidzume ヒラキヅメ
- Hisen (avoiding local fights) 避戦
- Hissouten/Hissōten (vital point both sides should fight for) 必争点
- Hoken ('insurance'; prepared way to secure safety of a group) 保険
- -hon (counter suffix for stones in a straight line) 本 From 1-6 ippon, nihon, sanbon, yonhon, gohon, roppon Example: nihon hau 二本ハウ (crawl twice)
- Honinbou/Honinbo (Edo-period house of Hon'inbo; Also name of a modern big title) 本因坊
- Honkou/Honkō (Direct ko) 本コウ
- Honme (true eye, as opposed to false eye) 本眼
- Honpu (the actual game record as opposed to side variations) - 本譜
- Honsen (Final stage of tournament) 本戦 (or 本選, in the professional selection tournament)
- Honsuji (common proper line of play) 本筋
- Hontai ('main body'; in capturing race, string of stones directly touching the opponent's group) 本体 See Eda-ishi
- Honte (Proper move, often nullifying more than one aji) 本手
- Hoshi (Star point) 星
- Hoshishita (point under a side star point) 星下
- Hoshiwaki (point diagonally under a side star point) 星脇
- Hourikomi/Hōrikomi (throw-in) 放り込み, ホウリコミ
- Houkou/Hōkō (Direction) 方向
I (い)
- Ichigoumasu/Ichigōmasu (Carpenter's square) 一合マス
- Ichiji-seki (Temporary Seki) 一時セキ
- Ichinoichi (1-1 point) 一の一
- Iemoto (Head of house in Iemoto system) 家元
- Igo 囲碁
- Igo jukketsu (ten classical rules of Go) 囲碁十訣
- Igo Kiyaku (Official rules of Go) (日本)囲碁規約
- Igo kubon or Igo kyuuhin (nine levels of achievement described in a Chinese classic, Qijing Shisanpian) 囲碁九品
- Igo Shitetsu (Four Sages of Go) 囲碁四哲
- Ijime ('bullying'; severely attacking a group to gain some benefit) いじめ Note: recently falling into disuse
- Iki (alive, life) 生き, 活き
- Ikiiki (A fight finishes with both groups securing life) 生き生き Note: Don't confuse with normal meaning of ikiiki (lively).
- Iki-kou (a ko threat to live unconditionally) 生きコウ, 活きコウ
- Ikken (one point space between two stones) 一間
- Ikken basami (one space low pincer) 一間バサミ
- Ikken biraki (one space extension) 一間ビラキ
- Ikken takagakari (one space corner approach) 一間高ガカリ
- Ikken jimari (one space enclosure) 一間ジマリ
- Ikken takabasami (one space high pincer) 一間高バサミ
- Ikken tobi (One point jump) 一間トビ
- Imosuji ('potato suji'; colloquial name for vulgar line of play) 芋筋, イモ筋
- Inazuma gata (literally 'lightning shape'; Twisted four shape) 稲妻形
- Insei (young student in Nihon Ki-in or Kansai Ki-in) 院生
- Insutorakutaa (instructor; Go teacher without professional diploma. Often an ex-insei) インストラクター
- Inu no Kao (dogface shape; another name for sake bottle shape) 犬の顔
- Ippatsu-kou ('one shot ko'; colloquial name for game-deciding ko) 一発コウ Note: Don't confuse with itte-kou 一手コウ (direct ko).
- Ipponmichi ('straight path'; mutually forced sequence of moves) 一本道
- Ippouji/Ippōji (one-sided territory) 一方地
- Ishi (Stone or group) 石
- Ishidate (old name for Fuseki) 石立て
- Ishi hakobi (natural development of stones)- 石運び
- Ishi ga haru ('stones are stretched tight'; idiom meaning stones work efficiently) 石が張る
- Ishi no nagare (Flow of the stones) 石の流れ
- Ishi no shita (Underneath the stones) 石の下
- Isuji (literally 'different suji'; a move which looks to be a good tesuji but in fact is wrong) 異筋
- Ita ('panel'; 1. rectangular shape 2. straight wall) 板
- Itaroku (rectangular six) 板六
- Itahachi (rectangular eight) 板八
- Itte kou ('one move ko'; direct ko) 一手コウ
J (じ)
- Jakuseki (Weak group, weak stone) 弱石
- Ji (Territory) 地
- Jigenbakudan ('time-fused bomb'; a threat to start an important ko fight left on the board) 時限爆弾
- Jigo (drawn game with same number of points) ジゴ, 持碁
- Jigoichi ('draw or one point', very close game in the endgame. Used with no komi or integer komi game) ジゴ一
- Jikakou/Jikakō (colloquial name for direct ko) ジカコウ
- Jikantsunagi (sente move to earn thinking time) 時間つなぎ
- Jiken ('incident' or 'accident'; unexpected big gain/loss caused by a player's mistake) 事件
- Jikkuri (playing deliberately, carefully, thoroughly, unrushedly) じっくり
- -jimari (vocalized form of Shimari in compounds) ジマリ
- Jingasa (Farmer's Hat) 陣笠
- Jisatsu (Suicide) 自殺 Note: Not allowed under Japanese rules. So some authors use the word for self-atari.
- Jisenki (game report by one of the players) 自戦記
- Jitsuri (literally 'real profit'; secured territories) 実利
- Jitsuyou/Jitsuyō (Practical use, utility; a grade for shell stones) 実用
- Jiyuu-okigo/Jiyū-okigo (Free handicap) 自由置碁
- Joban (Opening) 序盤
- Joryuu/Joryū (female players) 女流
- Jouchaku (slow or redundant move) 冗着
- Jouhen/Jōhen (upper side) 上辺
- Joukei/Jōkei (common shape) 常形
- Jouseki/Jōseki (Standard local play, typically in the corner) 定石
- Jousen/Jōsen 定先
- Jouzu (old rank equivalent to 7 dan)- 上手 Note: Don't confuse with another reading, uwate (the stronger player in a handicap game)
- Juubango/Jūbango (ten game match) 十番碁
- Juudan/Jūdan (name of a big title, NOT permanent 10-dan) 十段
- Junkankou/Junkankō (round-robin ko)- 循環コウ
- Jun-kishi (professionals by some special qualification, usually receiving reduced pay; or obsolete teaching title awarded to ex-insei; ) 準棋士
- Jun-meijin (old rank equivalent to 8 dan)- 準名人
K (か行)
- Kabe (wall) 壁 Note: In recent years, the word often means eyeless wall, as compared to Atsumi with rich eye potential (after Cho Chikun's tremendous success by attacking walls).
- Kabezeme (attack on an eyeless wall) 壁攻め
- Kabuseru (play a cap) かぶせる
- Kachinuki, Kachitsugi (Win and Continue) 勝ち抜き, 勝ち継ぎ
- Kado (angle play) 角, カド
- Kadoban 角番, カド番
- Kagigata (L-group) カギ形 Note:kagi here means 'a hook', not 'a door key'.
- Kahen (lower side) 下辺
- Kaishou (resolve the ko) 解消
- Kakae {noun}, Kakaeru {verb} (Capture without picking up prisoners) カカエ, 抱える
- Kakaetsugi (defending cutting point by capturing a stone. See "Special Case" diagram in Hane Tsugi / Advanced). カカエツギ
- Kakari (Corner approach) 掛かり, カカリ
- Kakarippanashi? (approach without following up) カカリっぱなし
- Kake (1.Press 2.Net) 掛け, カケ
- Kakego (Gambling Go) 賭碁
- Kakeme (false eye) 欠け眼, カケ眼
- Kakeme iki (Two-headed dragon) 欠け眼生き
- Kaketsugi (Hanging connection) 掛け継ぎ, カケツギ
- Kakoi {noun}, Kakou {verb} (enclose; complete a territory) 囲い, 囲う
- Kakushi (squared four shape) 角四
- Kakuteiji (Secured territory) 確定地
- Kakuyoku ('Crane's wings'; double wing formation) 鶴翼
- Kamae {noun}, Kamaeru {verb} (defensive formation) 構え, 構える
- Kamenokou/Kamenokō (Tortoise shell) 亀の甲
- Kamitori (bite off) 噛み取り, カミトリ
- -kan ('crown'; counter suffix for titles) 冠
- Kaname-ishi (Pivotal stones,key stones) 要石
- Kanetsugi (double-connect; an endgame tesuji) 兼ね継ぎ, カネツギ
- Kaninome (Crab eyes) カニの目
- Kannon-biraki (Butterfly shape) 観音ビラキ
- Kansai Ki-in 関西棋院
- Kansenki (game report by a third person) 観戦記
- Kanshu, Kanchaku (Non-urgent play) 緩手, 緩着
- Kansousen/Kansōsen (post-game analysis between players) 感想戦
- Kanzensaku (sound tsumego problem) 完全作
- Karai (literally 'salty' or 'spicy'; Territory oriented. Opposite of Amai) 辛い, カライ Note: 辛い has another reading Tsurai.
- Karami (Splitting attack) 絡み, カラミ
- Kara-uchi (hitting the stone on the board without playing a move) 空打ち
- Karui (Light) 軽い
- Kasu ishi (junk stones) カス石
- Kata (shoulder) 肩, カタ Note: pronounced with high-low intonation
- Katatsuki (Shoulder hit) 肩突き, カタツキ
- Kata (pattern, shape, model) 型 Note: pronounced with flat intonation
- Katabane (hane on one side) 片バネ See Door group; it can make a life with katabane.
- Katachi (Shape; often defensive nature) 形
- Katasente (one-sided Sente) 片先手
- Katatsugi (solid connection) 固継ぎ, カタツギ
- Katsuro ('live route'; 1. a route for life or escape 2. old name for liberties) 活路
- Katsu wo ireru ('infuse life'; mistakenly give a life to opponent's group) 活を入れる
- Katteyomi (Optimistic reading) 勝手読み
- Keikogo (old name for Shidougo, Teaching game) 稽古碁
- Keima (Knight's move) ケイマ
- Keimagakari (keima corner approach) ケイマガカリ
- Keimagake (keima press) ケイマガケ
- Keimajimari (keima corner enclosure) ケイマジマリ
- Keima suberi (keima slide) ケイマスベリ
- Keimatsugi (Keima protecting the cutting point) -ケイマツギ
- Keimawatari (Keima side connection) ケイマワタリ
- Keisei handan (Positional Judgement) 形勢判断 See Appendix: common expressions for evaluation
- Keishu (light move) 軽手
- -ken (counter suffix for space between stones) 間 From 1 to 6: ikken, niken, sangen, yonken, goken, rokken
- Kenka komoku (Opposing 34 Points) ケンカ小目
- Kenka Go (fighting style Go) ケンカ碁
- Kenri (right, privilege) 権利
- Keshi (Erasure, Reduction) 消し
- Kiai (Fighting spirit) 気合い
- Kichaku (moves already played on the board) 既着
- Kidou/Kidō (The Way of Go; Also dan-level magazine once published by the Nihon Ki-in) 棋道
- Kifu (Game Record) 棋譜
- Kigu (Go equipment) 棋具
- Kifuu/Kifū (playing style) 棋風
- Kika (old name for professional player) 棋家
- Kikaku (old name for amateur player) 棋客
- Kikashi (Forcing move with some additional benefit) 利かし,効かし,キカシ
- Kimekomi (Atekomi in a straight shape) 決め込み, キメコミ
- Kinjo-kou (local ko threat) 近所コウ
- Kiremake (sudden death; absolute timing) 切れ負け
- Kiri (logic or theory of Go) 棋理 Note: pronounced with high-low intonation
- Kiri (Cut) 切り, キリ Note: pronounced with flat intonation
- Kirichigai (Cross-cut) 切り違い, キリチガイ
- Kirichin (group tax under old Chinese rules) 切り賃
- Kiri-ippon (cut to gain a liberty) キリ一本
- Kirikaeshi (Cut back) キリ返し
- Kirikomi (Cut inside) キリコミ
- Kirinobi (Cut and extend, two moves) キリノビ
- Kirisagari (Cut and decend, two moves) キリサガリ Example: see Gokyo Shumyo, Section 1, Problem 54 / Solution
- Kiritori (Cut and Capture) キリトリ
- Kirin no kao (giraffe face, rare) キリンの顔
- Kiroku-gakari (game recorder) 記録係
- Kiryoku (playing strength) 棋力
- Kisei (Go sage; name of a modern title) 棋聖
- Kisen (Go tournament) 棋戦
- Kishi (Go player, in particular professional) 棋士
- Kisho (Go books) 棋書
- Kishu (remarkable move, more surprising than myoshu 妙手. Not always objectively good) 鬼手
- Kizu (defect, weakness; often a cutting point) 傷, キズ
- Kobayashi Ryuu/Ryū (Kobayashi Fuseki) 小林流
- Kobin ('temple'; old term, same as Kata 1a ) コビン
- Kobore ('spills'; points naturally gained in the endgame) こぼれ, コボレ
- Kogeima (small kight's move) 小ゲイマ
- Kogeima gakari (kogeima corner approach) 小ゲイマガカリ
- Kogeima jimari (kogeima enclosure) 小ゲイマジマリ
- Kogomi (Small komi. 4.5 point komi around 1970, when both 4.5 and 5.5 point komi were used) 小ゴミ
- Kokyuuten/Kokyūten (Liberty) 呼吸点
- Komakai (close; close game in the endgame) 細かい
- Komi (Compensation usually given to White in no-handicap games; literally 'included') コミ, 込み
- Komidashi (Giving komi) コミ出し
- Komi ga deru/denai (Black can/cannot pay the komi) コミが出る/出ない
- Komigakari? {noun}, Komi ni kakaru/kakeru {verb} (White win by virtue of komi. In other words, Black's lead on the board is less than komi) コミがかり, コミにかかる/かける
- Komigo (Go with komi) コミ碁
- Komimorai (Receiving komi) コミもらい
- Komoku (3-4 Point) 小目
- Konadare (Small Avalanche joseki) 小ナダレ
- Konkyo (Base of a group) 根拠
- Kono itte (Only move) この一手
- Korigatachi (Overconcentrated shape) 凝り形, コリ形
- Korosu {verb}, Koroshi {noun} (kill) 殺す, 殺し
- Kosumi (Diagonal move) 尖み, コスミ
- Kosumi-dashi コスミダシ
- Kosumi-giri (kosumitsuke and cut in the same direction, two moves) コスミギリ See Cutting the keima
- Kosumi-kake (diagonal press) コスミカケ
- Kosumi komi (Diagonal play into opponent's territory) コスミコミ
- Kosumi tsuke (Diagonal attachment) コスミツケ
- Kotonbo (44-63-36 double enclosure) 小トンボ
- Kou/Kō (literally 'infinitely long period of time'; Repetitive capture) 劫, コウ Note: In Japanese, this word can mean ko threat as well, like in Soba-ko (local ko threat).
- Kou-arasoi (Ko fight) コウ争い
- Kou-ate (ate in the shape of ko) コウアテ
- Kou-bukumi (with ko possibilities) コウ含み
- Koudate (ko threat) コウ立て, コウダテ
- Kougawari (gain as a result of ko threat, in compensation for losing a ko fight) コウ替り
- Kouiki ('ko life'; virtually living state by ko, e.g. when resolving the ko is sente or many local ko threats are available) コウ生き
- Koujiman (good situation for ko fight, with many ko threats) コウ自慢
- Koutsuki-chousei (eternal ko) コウ付き長生
- Kou-utsushi (Ko transfer; new ko fight occurs as a result of ko threat) コウ移し
- Kou-watari (connecting underneath with a ko on the first line) コウワタリ
- Kou wo tateru (play a ko threat) コウを立てる
- Kou wo yuzuru (yield the ko) コウを譲る
- Kouzai (ko threat) コウ材
- Koubou/Kōbō (Attack and defence) 攻防
- Koudan (High-dan; For professionals, 5 dan or higher; for amateurs, usually 4 dan or higher) 高段
- Koukeishu/Kōkeishu, Koukeishudan (follow-up) 後継手, 後継手段
- Koushu/Kōshu, Kouchaku (good move, particularly skillful move) 好手, 好着
- Koushu (clever move) 巧手
- Kouten/Kōten (Point, point of intersection) 交点
- Kouten/Kōten (good point to play) 好点
- Koyose (Small Endgame Play) 小ヨセ
- Kozaru (Small Monkey Jump) 小ザル
- Kuuchuusen/Kūchūsen ('battle in the air'; fight in the center in early stages) 空中戦
- Kufuu/Kufū (some creative idea) 工夫
- Kurai 位
- Kuro, Kuroi (Black) 黒 (noun), 黒い (adjective)
- Kuromochi, Kuronori (short forms of Kuro wo mochitai = like to have Black and Kuro ni noritai = like to bet on Black. Express subjective judgment of the position) 黒持ち, 黒乗り Note: For other expressions for evaluation, see appendix below.
- Kuro no Go (a good Black player, usually an attacking player who can maximize the first move advantage) 黒の碁
- Kuroppoi ('blackish'; Black has more influence on the area) 黒っぽい
- Kuruma no ato-oshi (Pushing from behind) 車の後押し
- Kusaraseru (Blighting; making opponent's stone(s) useless) 腐らせる
- Kushigata or Kushiroku (comb formation) クシ型 or クシ六
- Kuuten/Kūten (empty point) 空点
- Kuwaseru {verb} ('feed'; play a throw-in) 食わせる
- -kyoku (counter suffix for games of Go) 局
- Kyokumen (the position on the whole board) 局面
- Kyokusei (overall judgment of the position) 局勢
- Kyoudai genka/Kyōdai genka ('fight between brothers'; strengthening a group results in weakening another group. see Family Feud) 兄弟ゲンカ
- Kyokusan (bent three shape) 曲三
- Kyokushi (bent four shape) 曲四
- Kyoushu/Kyōshu (strong move based on deep reading) 強手
- Kyoutsuu-dame (shared dame, same as inside liberties) 共通ダメ
- Kyuu/Kyū (Class, Below expert rank) 級
- Kyuuba/Kyūba (urgent point) 急場
- Kyuusho/Kyūsho (key point, Vital point) 急所
M (ま行)
- Magari, Mage, (turn) マガリ or 曲がり, マゲ
- Magetsuke (turn contacting opponent's stone) マゲツケ
- Magari yonmoku (bent four shape) マガリ四目
- Magire (practical chances in complex position) 紛れ, マギレ
- Magusaba (literally 'fodder place'; an area neither side can expect good territories) マグサ場
- Makuri マクリ
- Maniawase (makeshift) 間に合わせ
- Mannen-kō (Ten thousand year ko) 万年劫,万年コウ
- Mamori {noun}, Mamoru {verb} (Prophylactic defence) 守り, 守る
- Matta (Taking back a move after opponent's reply) 待った
- Me (eye) 眼
- Me ari me nashi (With an eye, without an eye) 眼アリ眼ナシ
- Mekaki, Me wo kaku (steal an eye) 眼欠き, 目を欠く
- Memochi (making an eye) 眼持ち
- Mego (money-betting game where the amount is decided by number of points won/lost; see Bango 2.) 目碁
- Meijin (The Master of Go; name of a big title) 名人
- Meirerishu (forcing move) 命令手
- Meishu (1. Excellent move 2. Excellent player) 名手
- Mekakushi-go (blindfold Go) めかくし碁 Note: mekura-go (blindman-Go) was used in the past, but fell into disuse for political incorrectness
- Menjou/Menjō (Rank diploma) 免状
- Miai (two roughly equal alternative plays) 見合い
- Miai keisan (Miai Counting) 見合い計算
- Midame (libeties of own group) 身ダメ
- Migi-uwasumi (upper right corner) 右上隅 Note: -uesumi is also acceptable
- Migi-shitasumi (lower right corner) 右下隅
- Mimi (ear point) 耳
- Mimisouji (ear cleaning tesuji, rare) 耳そうじ
- Mini Chuugokuryuu (Small Chinese Fuseki) ミニ中国流
- Misejimai ('closing the shop'; metaphorically, playing safe after securing clear advantage) 店仕舞い, 店じまい
- Misonji (oversight in reading moves) 見損じ
- Mi wo kuu ('eat the meat'; invade inside opponent's formation and nullify his territory) 身を食う Note: Imagine eating meat of clams or lobsters; only empty shells remain.
- Mizeme ('self-attack'; reducing own liberties in capturing race) 身攻め
- Mochikomi (stones lost without compensation) 持ち込み, モチコミ
- -moku (counter suffix for stones) 子
- -moku (counter suffix for points of territory) 目 Note: Different kanjis are used.
- Mokusuu/Mokusū (number of points of territory or yose move) 目数 See Miai values list.
- Mokuhazushi 3-5 point 目外し
- Mokusan (estimating the score during the game) 目算
- Motare (leaning attack) モタレ
- Motogiri (cut at a point near the main body, in particular against two step hane) 元ギリ, モトギリ
- Mototsugi (1. connect at a point near the main body 2. connect to make an approach move possible) 元ツギ, モトツギ Example of 2.: in LeatherScrollProblem80/Solution
- Moyou/Moyō (Framework) 模様
- Mugan (no eyes) 無眼
- Mujouken/Mujōken iki (Unconditional life) 無条件生き
- Mukai Komoku (facing 3-4 points) 向かい小目
- Mukou/Mukō (false ko threat) 無劫,無コウ
- Mukou/Mukō ('opponent'; used to describe a handicap from the stronger player's viewpoint, like Mukō sen) 向
- Mushoubu/Mushōbu (No Result) 無勝負
- Musuji (bad plays far from tesuji) 無筋
- Musuji no suji (rare good play which looks to be bad at first glance) 無筋の筋
- Myoushu/Myōshu, Myouchaku/Myōchaku (Excellent move. Must be objectively good, as opposed to kishu? (鬼手) 妙手, 妙着
N (な行)
- Nadare (Avalanche joseki) ナダレ
- Nageru (resign) 投げる
- Nageba (an appropriate opportunity to resign) 投げ場
- Nakade (literally 'inside move') 中手, ナカデ From 3-6; Sanmoku-, Yonmoku-, Gomoku-, Rokumoku-.
- Nakaji (territory in the center) 中地
- Naka no go (1. Center oriented player 2. A game where the center became important) 中の碁
- Namanozoki (raw peep, bad peep at a cutting point) 生ノゾキ
- Naraberu (replay a game on the board) 並べる
- Narabi (specific type of stretch) 並び, ナラビ
- Narabi-komoku (parallel komoku on adjacent corners, e.g 17-4 and 17-16) 並び小目
- Negiru (literally 'demand discounts'; reduce opponent's territory or Moyo) 値切る
- Neko no kao ('catface'; Tiger's mouth not touching opponent's stones) 猫の顔
- Nerai (Target, aim, intent) 狙い
- Neru (think for a long time, obsolete) 練る
- Nichou tsugi (alternative name for bamboo joint) 二丁ツギ
- Nichou nuki? (double capture; a life and death tesuji to capture two strings at once) 二丁ヌキ See GokyoShumyoSection1Problem55 for a good example.
- Nidan-bane (Two step hane) 二段バネ
- Nidan-ko (Two stage ko) 二段コウ
- Nidan-osae (Two step hane to shut in) 二段オサエ See Double hane example 1
- Nigan (two eyes) 二眼
- Nigekosu {verb} (pre-emptive escape to mitigate opponent's attacks) 逃げ越す
- Nige-kou (a ko threat to escape) 逃げコウ
- Nige-nige (weak groups of both sides escaping) 逃げ逃げ
- Nigiri (procedure to decide which player has Black) 握り
- Nihon Ki-in 日本棋院
- Niken (two point space between two stones) 二間
- Niken basami (two space low pincer) 二間バサミ
- Niken biraki (two space extension) 二間ビラキ
- Niken jimari (two-point enclosure. From komoku, 3-4 6-4 Enclosure) 二間ジマリ
- Niken takagakari (distant high approach) 二間高ガカリ
- Niken takabasami (two space high pincer) 二間高バサミ
- Niken tobi (two space jump) 二間トビ
- Nirensei (Two star points opening) 二連星
- Niritsu sanseki (a rule for Extension From a Wall) 二立三析
- Ninoichi (1-2 point) 二の一
- Ninoni (2-2 point) 二の二
- Nobi (stretch that adds two liberties) 伸び, ノビ
- Nokoru, Nokosu ('remain'; keep one's lead in territories till the end) 残る, 残す
- Nozoki (Peep) 覗き, ノゾキ
- Nozoki-kaeshi? (Counter peep) ノゾキ返し
- Nozomi (a restricting move from afar) 臨み, ノゾミ
- Nuki (capturing and picking up opponent's stone(s)) 抜き, ヌキ
- Nukiato (space after picking up stones) ヌキ跡
- Nuru, Nuritsukeru ('plaster' a wall; complete a wall by successive moves) 塗る, 塗りつける See Kaizen's Heavy Plastering
- Nurui (Lukewarm) 温い, ぬるい
- Nyuudan/Nyūdan (becoming a shodan, becoming a pro) 入段
O (お)
- Odoridashi ('jumping out'; keima move across opponent's two space jump) 躍り出し, オドリ出し
- Oiotoshi 追い落とし, オイオトシ
- Oki (Placement tesuji) 置き, オキ
- Okigo (Stone-handicap game) 置碁
- Okiishi (Handicap stones) 置石
- Omoi (Heavy) 重い
- Omoshiroi (literally 'interesting'; used to indicate that one side is better) 面白い
- Ooba/Ōba (Big point) 大場
- Ooban/Ōban (Large vertical teaching goban, demonstration board) 大盤
- Oogomi/Ōgomi (Large komi. 5.5 point komi around 1970, when both 4.5 and 5.5 point komi were used) 大ゴミ
- Oogeima/Ōgeima (Large knight's move) 大ゲイマ
- Oogeima-gakari (Oogeima corner approach) 大ゲイマガカリ
- Oogeima-gake (Oogeima press) 大ゲイマガケ
- Oogeima-jimari (Oogeima enclosure) 大ゲイマジマリ
- Oogeima-suberi (Oogeima slide) 大ゲイマスベリ
- Ooishi/Ōishi (large group of stones) 大石
- Oomokuhazushi/Ōmokuhazushi (6-3 point) 大目ハズシ
- Oomoyou (large framework) 大モヨウ
- Oonadare/Ōnadare (large avalanche joseki) 大ナダレ
- Oonaka-konaka (big nakade small nakade) 大中小中, 大ナカ小ナカ
- Oonakade/Ōnakade (Larger than usual dead shape combining nakade and false eyes) 大ナカデ For examples, see Largest capture that still can't live
- Oorustaa (All stars Opening) オールスター
- Ootakamoku/Ōtakamoku (6-4 point) 大高目
- Ooteai/Ōteai (old rank promotion games) 大手合
- Ootonbo ('big firefly'; butterfly shape) 大トンボ
- Ooyose/Ōyose (Large endgame play) 大ヨセ
- Oozaru/Ōzaru (Large Monkey Jump) 大ザル
- Orikiri? (descent to the first line) オリキリ
- Osae (Block) 抑え, オサエ
- Osaekomi (Block to shut in a group) 抑え込み, オサエコミ
- Osamaru (Settle, make a group safe) 治まる
- Oshi (Push) 押し, オシ
- Oshiage (Push upward) 押し上げ, オシアゲ
- Oshirogo (Castle games in Edo period) 御城碁
- Oshitsubushi (squashing push, an atari that stops the opponent destroying ones eye-space) 押し潰し, オシツブシ
- Osu te nashi (can't approach in capturing race because of shortage of liberties ) 押す(オス)手なし
- Otetsudai ('helping the opponent'; Thank you move) お手伝い
- Oushu (reply move) 応手
- Ouza/Ōza (literally 'the throne'; name of a big title) 王座
- Owari (the end) 終り
- Oyogu (old term meaning a first or second line crawl) - 泳ぐ, オヨグ
P (ぱ行), R (ら行)
- Pasu (Passing) パス
- Pea-go (Pair Go) ペア碁
- Pintsugi (colloquial name for solid connection or pole connection) ピンツギ Note: This pin is a Japanese onomatopoeia, not English.
- Pin to shita katachi (efficient and flawless shape) ピンとした形
- Poka (a careless blunder) ポカ
- Ponnuki (diamond or flower shape left after four stones capture a single stone) ポン抜き
- Rappatsugi (Trumpet connection) ラッパツギ
- Renda (play more than one move locally, usually as a result of ko threat, ladder breaker or mutual damage) 連打
- Rengo (a game of Go between two teams) 連碁
- Renraku (strategic connection) 連絡
- Riigu (League; all-play-all format) リーグ
- Rikisen ('Power fight'; local fights where reading abilities are important) 力戦 See Chikara
- -ro (counter suffix for lines on the board) 路 Examples: ichiro-ue 一路上 (one line higher) , kyuuroban 九路盤 (9x9 board).
- Rokushi hakkatsu or Rokushi hasshou (a life-and-death rule on the second line) 六死八活 or 六死八生
- Ryou/Ryō- (Double) 両
- Ryou-atari (Double atari) 両アタリ
- Ryobane (Double hane; NOT Nidanbane) 両バネ
- Ryou-gakari (double approach) 両ガカリ
- Ryou-gake (double pressing from 3-5 points) 両ガケ See Crab eyes
- Ryou-gote (double gote) 両後手
- Ryoujimari (one side has two 3-4 point based corner enclosures) 両締まり, 両ジマリ
- Ryoukou/Ryō-kō (Double ko) 両コウ
- Ryoukou-zeki (Double ko seki) 両コウゼキ
- Ryoumake (double forfeit) 両負け Note: For example, both players lose when they can't agree on original position of a displaced stone.
- Ryou-osu te nashi (Double shortage of liberties) 両オス手なし
- Ryousente (double sente) 両先手
- Ryoususoaki (double open skirt) 両スソアキ
- Ryoutsugi? (a hanging connection simultaneously defending two cutting points) 両ツギ
- Ryouzuke? (successive attaches to both sides of a single stone) 両ヅケ
- Ryou-uttegaeshi (double snapback) 両ウッテガエシ
- Ryokuseikai hōshiki (Points Rating System used in Japan) 緑星会方式
S (さ行)
- Sabaki 捌き, サバキ
- Saegiru (block, often to deny connection underneath) 遮る, さえぎる
- Sagari (descent towards the edge of the board) 下がり, サガリ
- Sagarikiri (descent to the first line) サガリキリ
- Sagarisagari (descent plays by both sides; in particular, virtual descents to estimate territories) 下がり下がり
- Sagaritsugi (descent to the first line to protect a cutting point on the second) サガリツギ
- Sahen (left side) 左辺
- Saigo (close game) 細碁
- Saikyoushu/Saikyōshu (the most aggresive move locally; not always the best globally) 最強手
- Sakare gatachi (split shape) 裂かれ形
- Sanba garasu (Three Crows) 三羽ガラス
- Sandan-bane (Triple hane) 三段バネ
- Sandan-ko (Three step ko) 三段コウ
- Sangen (three point space between two stones) 三間
- Sangen basami (Three space low pincer) 三間バサミ
- Sangen biraki (Three space extension) 三間ビラキ
- Sangen takabasami (Three space high pincer) 三間高バサミ
- Sankou/Sankō (triple ko) 三劫, 三コウ
- Sanpougarami (splitting attack to three weak groups) 三方ガラミ
- Sansan (the 3-3 point) 三々
- Sanrensei (three star points opening) 三連星
- Sarusuberi (Monkey Jump) サルスベリ
- Sashikomi (insertion) 差し込み, サシコミ
- Sayuudoukei (Symmetry) 左右同形
- Seichaku (right move) 正着
- Seichi (process of adjusting territory shapes for easy counting) 整地
- Seikei (right shape) 正形
- Seimoku (9 stone handicap) 井目, 星目
- Seimoku-fuurin (13 stone handicap) 星目風鈴
- Seimoku-te (very bad play, beginner's move) 井目手, 星目手
- Seiryoku (Influence) 勢力
- Seiryokuken (area of Influence) 勢力圏
- Seiyou shibori (Western squeeze, ineffective shibori) 西洋絞り, 西洋シボリ
- Seki (mutual life) セキ Note: pronounced with flat intonation. On the other hand, Japanese family name Seki (関) follows high-low intonation.
- Seki-kuzure (seki collapse) セキ崩れ
- Sekitei (manager of Go club) 席亭
- Sekitou shibori/Sekitō shibori (two stone edge squeeze) 石塔シボリ
- semaku suru (making the game narrow, restricting strategic options) 狭くする
- Seme (Attack) 攻め
- -sen (line, counting from the edge) 線 From 1 to 5: issen, nisen, sansen, yonsen, gosen
- Sen (1.handicap of Josen 2.having Black) 先
- Sen ai sen 先相先
- Senban (turn to play first; having Black) 先番
- Sen ni sen 先二先
- Sen zen sen 先先先 See sen ai sen
- Senchaku (play first on a point) 先着
- Senchaku no kou (first move advantage) 先着の効
- Senaka ('back of body'; outside influence of a group) 背中
- Senchaku (play a point first) 先着
- Senryo-magari ('million-dollar turn'; a turn play near the center, influencing the whole board) 千両マガリ
- Sente (Initiative, playing first) 先手
- Sente no gote (Apparent sente that's really gote) 先手の後手
- -shi (counter suffix for stones) 子
- Shi, Shini (death) 死, 死に
- Shibori (squeeze) 絞り, シボリ
- Shicchaku (mistake, bad move) 失着
- Shichou/Shichō (ladder) シチョウ
- Shichou-atari (ladder breaker) シチョウアタリ
- Shichou jouseki (joseki which needs good ladder) シチョウ定石
- Shichou kankei (conditions of ladder) シチョウ関係
- Shidoin - teacher, usually an amateur player in the context of Go 指導員
- Shidou-go/Shidō-go (teaching game) 指導碁
- Shikake (starting a local fight) 仕掛け Note: The usual meaning of the word is 'mechanism'
- Shikakusei ('Square stars'; Four star points box formation) 四角星
- Shikatsu (Life and death) 死活
- Shimari (Corner Enclosure) 締まり, シマリ
- Shimetsuke (sacrificing stones to get a wall outside) 締め付け, シメツケ
- Shin Fuseki (New Fuseki) 新布石
- Shinte (a new move) 新手
- Shinogi (technique of making life within your opponents sphere of influence) 凌ぎ, シノギ
- Shinogi shoubu/shōbu (situation where success/failure of Shinogi will decide the game) シノギ勝負
- Shin wo ireru ('insert the core'; reinforce a framework by playing inside) シン(芯)を入れる
- Shin wo tomeru ('stop the centerline'; play a cap to opponent's line of development to the center) シン(芯)を止める
- Shippo (Tail) 尻尾, シッポ
- Shiri ('bottom'; lower side of a stone or string) 尻
- Shiri-hane (hane at the lower side) 尻ハネ
- Shiri-tsuke (attach at the lower side) 尻ツケ
- Shirinuke ('broken bottom'; situation where a key stone near the edge is captured and nullify the attack) 尻抜け
- Shiro {noun}, shiroi {adjective} (White) 白, 白い
- Shiromochi, Shironori (short forms of Shiro wo mochitai = like to have White and Shiro ni noritai = like to bet on White. Express subjective judgment of the position) 白持ち, 白乗り Note: For other expressions for evaluation, see appendix below.
- Shiro no Go (good player as White, usually a solid and good endgame player who rely on komi to win) 白の碁
- Shiroppoi ('whitish'; White has more influence on the area) 白っぽい
- Shiro-utsushi (old game score recorded from White's point of view) 白写し
- Shita (Down; 1. nearer to the edge of the board 2. nearer to Black player) 下
- Shitahane (hane to lower side) 下ハネ
- Shitate (weaker player in a handicap game) 下手
- Shita-zuke (Hitting under tesuji) 下ヅケ
- Shitchaku (mistake) 失着
- Shitsudai (incorrect problem) 失題 Note: In composed problems, the main line of solution must be unique.
- Shodan (1-dan) 初段
- Shokou (Early ko, ko in the opening) 初コウ
- Shotai wo motsu ('have a household'; make a small life in opponent's area of influence) 所帯を持つ
- Shoubu/Shōbu (literally 'win-loss'; game, match) 勝負
- Shoubute (aggressive play to avoid sure loss, putting the game on the line) 勝負手
- Shoubugo (very serious game with no diplomatic or instructional intentions) 勝負碁
- Shouchaku (winning move) 勝着
- Shoudan (dan rank promotion) 昇段
- Shousa (margin of victory) 勝差
- Shudan (an effective play inside opponent's near complete territory) 手段
- Shudan (alternate name for the game of Go) 手談
- Shukou (interesting opening experiment, if not objectively good) - 趣向
- Shuuban/Shūban (Endgame) 終盤
- Shuukyoku/Shūkyoku (End of game) 終局
- Shuusaku-ryuu/Shūsaku-ryū (Shusaku Fuseki) 秀策流
- Shuushi/Shūshi (squared four shape) 集四
- Soba-kou/Soba-ko (Local ko threat) ソバコウ
- Soi, Soitsuke (same shape as Oshi, but with defensive intention) 添い, ソイ, ソイツケ
- Son-ko (loss making ko threats) 損コウ
- Soppo (in the wrong area or direction) ソッポ
- Soto (outside) 外
- Sotodame (Outside liberties) 外ダメ
- Sotogiri (Outside cut) 外ギリ
- Soto-osae (Outside block) 外オサエ
- Sotozuke (Outside attachment) 外ヅケ
- Souba/Sōba 相場
- Soudango/Sōdango (Consultation game) 相談碁
- Soufu/Sōfu (single diagram containing all game moves) 総譜
- Sougakari (old all-3-4 point corner approach opening) 総ガカリ
- Sougo/Sōgo (official challenge match) 争碁
- Soujimari (old all-3-4 point enclosure opening) 総ジマリ
- Suberi (slide) 滑り, スベリ
- Suji (a line of play, or a tesuji) 筋
- Sumi (corner) 隅, sometimes 角 (upper right) migi-uwasumi or -uesumi (upper left) hidari-uwasumi or -uesumi (lower right) migi-shitasumi (lower left) hidari-shitasumi
- Suso (lower outside of a stone on the third or fourth line) 裾, スソ
- Susoaki (Open skirt) スソアキ
- Susobarai (footsweep) スソ払い
- Susogakari (skirt approach) 裾がかり, スソガカリ
- Sutebane? (sacrificial hane on the second line to prevent opponent's sente descend or connection. See Hanetsugi/Advanced#5. Descent to get sente) 捨てバネ
- Sute-ishi (sacrifice stone) 捨て石
T (たつてと)
- Tachi (stand) 立ち, タチ
- Tachiai, Tachiainin (referee/witness of an important game) 立会, 立会人
- Tagaisen (alternating Black and White; in modern times, standard komi game) 互先
- Taikou-go (Mirror-go by Black) 太閤碁
- Taikyoku (a game of Go) 対局
- Taikyoku dokei (game clock) 対局時計
- Taikyokukan ('big game view'; intuitive judgment of a position without counting territories. Therefore mostly used in early stages of a game) 大局観
- Taiseki (large group of stones) 大石
- Taisha (large slant, same as Ogeima; name of a complex 3-5 joseki) 大斜
- Taisha gake (Ogeima press) 大斜ガケ
- -takabasami (high pincer) 高バサミ
- Taka-chuugokuryuu (High Chinese Opening) 高中国流
- Taka-gakari (high corner approach) 高ガカリ
- Takamoku (5-4 Point) 高目
- Takefu (Bamboo joint) タケフ
- Tamen-uchi (Simultaneous Go) 多面打ち
- Tan (just, simply; without playing forcing moves) 単 Note: Often used for making compounds, like tanbane (単バネ, hane) and tankei (単ケイ, keima)
- Taneishi (seed stone; pivotal stones, same as Kanameishi) 種石
- Tani ga fukai (has good depth, of a moyo) 谷が深い
- Tanuki no hara tsuzumi タヌキの腹つづみ
- Tasukigata (Cross, Tasuki Fuseki) タスキ型
- Tasukiboshi (Cross Hoshi) タスキ星
- Tasukikomoku (Cross Komoku, e.g. 17-4 and 3-16) タスキ小目 See Regulation Fuseki
- Tataki {noun}, Tataku {verb} (hane, in particular which is an atari) タタキ, 叩く
- Te (1. literally hand {noun}; 2. move; number of moves, 3. play, in particular an effective play inside opponent's near complete territory. Same as shudan 手段) 手
- Teai (1. Handicap 2. a game of Go) 手合, 手合い
- Teai chigai (inappropriate handicap; in different classes of strength) 手合い違い
- Teai naori (correcting handicap) 手合い直り
- Teaiwari (handicap system) 手合割
- Te ari (there is a play) 手有, 手あり
- Te atsui (very thick; used when one deliberately spends his turn to play (sente) to make it thicker) 手厚い
- Teban (turn to play) 手番
- Tebiroi (the position has many strategic possibilities; in handicap games, the stronger player's overall strength will likely prevail) 手広い See semakusuru
- Tebyoshi (Automatic play, Hasty move) 手拍子
- Tedokoro (important tactical fight) 手どころ
- Tedomari (Last play) 手止まり
- Tegachi (win in a capturing race) 手勝ち
- Teire (Reinforcing play) 手入れ
- Tejun (1. a series of moves; 2. order of play) 手順
- Tejun no myou (clever order of play) 手順の妙
- Tejun-zengo (mistaken order of play) 手順前後
- Temake (loss in a capturing race) 手負け
- Temodori (Going back to patch up) 手戻り
- Te naori (correcting handicap) 手直り
- Te nashi (there is no play) 手なし
- Tenaoshi ('move corrections'; game review by a stronger player) 手直し
- Te ni naru, Te ni suru (find a play inside opponent's territory) 手になる, 手にする
- Tenokori (some threat is remaining) 手残り
- Tenuki (No reply, playing elsewhere) 手抜き
- Tesuji (Skillful tactical play) 手筋
- Te-tsuki (the way a stone is physically played) 手つき
- Tewari (A technique for assessing plays) 手割り
- Teai (1. Handicap 2. a game of Go) 手合, 手合い
- Teidan (Low dan; For professionals, 4 dan or lower; for amateurs, usually 3 dan or lower) 低段
- Tei-i (Low position) 低位
- Ten (intersections on the board) 点
- Tengen (literally 'Origin of heaven'; the center point of the board. Also name of a big title) 天元
- Tenkai (Development to open areas) 展開
- Tenka-kikazu, Tenka-ko (Game deciding ko) 天下きかず, 天下コウ
- Tennozan/Tennōzan) (Strategically decisive point or game in series) 天王山
- Teppeki (Iron wall, flawless wall) 鉄壁
- Tetchuu (Iron pillar) 鉄柱
- Tobi (Jump) 跳び, 飛び, トビ
- Tobidashi (Jump out) トビダシ See Large jump to avoid being sealed in
- Tobikomi? (Jump into opponent's territory) トビコミ
- Tobikoshi (Jump getting nearer to the center than opponent's group) トビコシ
- Tobimagari (Jumping Turn) トビマガリ
- Tobiori, Tobisagari (Jump down) トビオリ, トビサガリ
- Tobitobi (parallel jumps by both sides) トビトビ
- Tobitsuke (Jump-attachment) トビツケ
- Tobitsuki (Jump Promotion? of ranks) 飛付
- Toochika/Tōchika (Pillbox) トーチカ
- Tokkuri (sake bottle shape) トックリ
- Tonbo ('dragonfly'; double enclosures from 4-4 point, 44-36-63 or 44-73-37) トンボ
- Tonton (an onomatopoeia; colloquial name for Oiotoshi) トントン
- Toru {verb}, Tori {noun} (capture) 取る, 取り
- Torazu Gomoku (Five points without capturing) 取らず五目
- Torazu Sanmoku (Three points without capturing) 取らず三目
- Toriban (turn to capture, in a ko fight) 取り番
- Torigo (amateuristic playing style only aiming at winning stones) 取り碁
- Torikaeshi (recapture) 取り返し
- Torikake (attack to kill, as opposed to Yoritsuki (attack to gain points)) 取りかけ
- Torikiru (capture completely, leaving no aji) 取り切る
- Touryou/Tōryō, resign) 投了
- Tsubure ('collapse'; locally disastrous result) 潰れ, ツブレ
- Tsugi (Connection) 継ぎ, ツギ
- Tsugiban (1. Go board made of multiple sections of wood 2. board to relay actually played moves to another room) 継盤
- Tsugi no itte ('next move'; practical whole-board problems asking the best move) 次の一手
- Tsukami (colloquial alternative name for Nigiri) ツカミ
- Tsuke (Attachment) 付け, ツケ
- Tsuke-bane (attach-staircase, two moves) ツケバネ
- Tsuke-fukure (attach-bulge, two moves, often to start a ko) ツケフクレ
- Tsuke-kaeshi (counter attach) ツケ返し See 3-4 point high approach outside contact sansan
- Tsuke-koshi (Waist cut) ツケコシ
- Tsuke-giri (attach-crosscut, two moves) ツケギリ
- Tsuke-hiki (attach-hiki, two moves; in particular, name of a 3-4 point joseki) ツケヒキ
- Tsuke-nobi (attach-extend, two moves; in particular, name of a 4-4 point joseki) ツケノビ
- Tsuke-osae (attach-block, two moves; in particular, name of a 4-4 point joseki) ツケオサエ
- Tsuke-sagari (attach-descend, two moves) ツケサガリ
- Tsuke-watari (connection by an underneath attachment on the second line) ツケワタリ
- Tsukiatari (Bump) 突き当たり, ツキアタリ
- Tsukidashi (poke through) 突き出し, ツキダシ
- Tsuki-jirushi (Moon Mark, a grade for shell stones) 月印
- Tsukinuki (penetrate through) 突き抜き, ツキヌキ
- Tsukuru (adjust territory shapes at the end) 作る
- Tsukurigo (a game ended by counting territories) 作り碁
- Tsume (Check) 詰め, ツメ
- Tsume-biraki (Checking extension) 詰め開き, ツメビラキ
- Tsumego (composed life and death problem) 詰碁
- Tsumeru {verb} (1. Play an approach move 2. Play a Tsume) 詰める, ツメる
- Tsunagi (same as Tsugi) 繋ぎ, ツナギ
- Tsuppari (Bump) 突っ張り, ツッパリ
- Tsurai (Painful) 辛い, つらい Note that 辛い has another reading Karai.
- Tsuru no Sugomori (Crane's Nest Tesuji) 鶴の巣ごもり
U (う), W (わ)
- Uchi (inside) 内
- Uchidame (Inside liberties) 内ダメ
- Uchideshi (pupil living in his teacher's house) 内弟子
- Uchigiri (Inside cut) 内ギリ
- Uchi-osae (Inside block) 内オサエ
- Uchizuke (Inside attachment) 内ヅケ
- Uchi- (conjunctive form of utsu, to play)
- Uchiageru {verb} (1. pick up prisoners 2. play a game to the finish) 打ち上げる
- Uchidoku ('gain by playing'; sente play with no negative effect) 打ち得
- Uchigo (actually played games of Go, as opposed to composed Tsumego) 打碁
- Uchikake (adjournment of a game) 打ち掛け
- Uchikaki (Throw in to make an eye false) 打ち欠き, ウチカキ
- Uchikawasu (exchange moves) 打ち交わす
- Uchikiru (1. finish a game 2. finish a local play) 打ち切る
- Uchikomi (1. Invasion) 打ち込み, ウチコミ (2. beating down the opponent in handicap match) 打ち込み
- Uchikosu (play large points faster than the opponent) 打ち越す
- Uchimawasu (play important points around the board with initiative) 打ち回す
- Uchinuki (capture with prisoners picked up) 打ち抜き, ウチヌキ
- Uchisageru (beating down the opponent in handicap match) 打ち下げる
- Uchisugi (overplay) 打ちすぎ
- Uchitsugi (resuming a game after adjournment) 打ち継ぎ
- Uchiwake (tie result in a series of games) 打ち分け
- Uchizome (playing the first game in the new year, often with some celebration or ceremony) 打ち初め
- Uchuuryuu/Uchūryū (Cosmic style) 宇宙流
- Ue (Up; 1. nearer to the center of the board 2. nearer to White player) 上
- Uetsuke or Uwatsuke (attach to upper side) 上ツケ
- Uehane or Uwahane (hane to upper side) 上ハネ
- Uhen (right side of the board) 右辺
- Uke {noun}, Ukeru {verb} (to answer or respond) 受け, 受ける
- Ukiishi (floating stones) 浮石, 浮き石
- Uma no Kao 馬の顔
- Umebachi (originally name of a flower-shaped heraldry; 5-stone cross shape after connecting a ko) 梅鉢 See resolve the ko.
- Uragakari (3-4 point approach from the wrong direction) 裏ガカリ
- Usote (wrong move, as opposed to Honte) 嘘手, ウソ手
- Usui (thin) 薄い
- Usumi (thinness) 薄み
- Utte-gaeshi or Utte-gae (Snapback) 打って返し, ウッテガエシ
- Utsu {verb} (to play a move or a game) 打つ
- Uwate (stronger player in handicap game) 上手
- Wakare (result of a local fight or Joseki) 分かれ, ワカレ
- Wanryoku ('arm power'; reading ability) 腕力 See Chikara
- Warikomi (Wedge) 割込み, ワリコミ
- Waritsugi (Wedge and connect, two moves) ワリツギ See the first diagram in Tiger's mouth applications
- Wariuchi (Splitting move) 割り打ち, ワリウチ
- Watari (connection near the edge of the board) 渡り, ワタリ
Y (や行), Z (ざずぜぞ)
- Yagura nozoki (Tower peep) 矢倉ノゾキ
- Yakimochi ('jealousy'; invading opponent' moyo too early) 焼きもち, ヤキモチ
- Yararegatachi ('damaged shape'; clearly inferior result of a local fight) やられ形
- Yokotsuke (side-attachment) 横ツケ
- Yomi (mental reading of moves) 読み, ヨミ
- Yomiai, Yomikurabe (comparing both players' reading abilities in a complex tactical fight) 読み合い, 読み比べ
- Yomikachi (outreading the opponent) 読み勝ち
- Yomikiri (reading to the finish) 読み切り
- Yomimake (being outread by the opponent) 読み負け
- Yominuke (oversight in reading moves) 読み抜け
- Yomisuji (line of play already read) 読み筋
- Yonken-biraki (Four-space extension) 四間ビラキ
- Yonshi-rokkatsu ('four die, six live' 1. on the third line 2. on the second line in the corner) 四死六活
- Yoritsuki (1. point-gaining attack 2. catching up in the endgame) 寄りつき, ヨリツキ
- Yose (Endgame) 寄せ, ヨセ, (obsolete) 侵分
- Yose kou/Yose kō (Approach ko) ヨセ劫, ヨセコウ
- Yosen (Preliminary tournament) 予選
- Yotsume goroshi ('four point kill'; the rule for capturing a stone) 四つ目殺し
- Youchaku/Yōchaku (important move) 要着
- Youseki//Yōseki (pivotal stones) 要石 (another reading is kaname-ishi)
- Yousumi/Yōsu-mi 様子見, ようす見
- Yousu wo miru {verb} ('see the attitude') ようすを見る Note: A similar expression Yousu wo kiku ようすを聞く ('hear' the attitude) is sometimes used for a more forceful move against which more than one reply is possible.
- Youten/Yōten (Key point) 要点
- Youtou/Yōtō (name of a complex joseki) 妖刀
- Yowai ishi (Weak group, weak stone) 弱い石
- Yubi-un ('finger luck'; matter of luck in playing in time-scramble) 指運, ユビ運
- Yuki-jirushi (Snow Mark, a grade for shell stones) 雪印
- Yurui {adjective}, Yurumi {noun}, Yurumu {verb} (Slack) ゆるい, ゆるみ, ゆるむ
- Yurumeru {verb} (1. nobi against a de, not blocking its path 2. play intentionally inferior moves in a teaching game) ゆるめる
- Yurumishichou/Yurumishichō (Loose ladder) ユルミシチョウ
- Zahyou (coordinates on the board) 座標
- Zarugo (duffer's Go) 笊碁, ザル碁
- Zekkyoku (the last game played by a deceased player) 絶局
- Zenkyoku (1. Whole-board position 2. All games) 全局
- Zenkyoku jouseki (global joseki) 全局定石
- Zetsumyoushu (extraordinary move) 絶妙手
- Zetsusumi ('extreme corner', 1-1 point) 絶隅
- Zettai kou (ko threat the opponent must reply) 絶対コウ
- Zokusuji (crude line of play) 俗筋
- Zokushu (crude move) 俗手
- -zuke (vocalized form of Tsuke in compounds) ヅケ
Appendices
Note on vocalization
Japanese word starting with h/k/s/t is often vocalized in compounds except on the first position. Examples: Hane > -bane, Hiraki > -biraki, Kake > -gake, Katachi > -gatachi, Keima > -geima, Kiri > -giri, Seki > -zeki, Seme > -zeme, Shimari > -jimari, Tsuke > -zuke.
Common expressions for evaluation
- Winning: shousei 勝勢, hisshou 必勝 (sure-win)
- Better: yuusei 優勢, yoshi よし, uchiyasui 打ちやすい, tariru 足りる, juubun 十分, atsui 厚い, omoshiroi 面白い, shiro/kuro mochi 白/黒持ち, shiro/kuro nori 白/黒乗り
- Equal: gokaku 互角, gobu 五分, iishoubu いい勝負 (good match), iikagen いい加減 (roughly equal)
- Close in the endgame: komakai 細かい, bisai 微細, gokubi 極微 (extremely close)
- Unclear: fumei 不明, konton 混沌, yamijiai 闇試合 (very confused fight)
- Worse: ressei 劣勢, hisei 非勢, warui 悪い, uchinikui 打ちにくい, tarinai 足りない, fujuubun 不十分, okureru 遅れる, nankyoku 難局
- Losing: haisei 敗勢, hippai 必敗 (sure-loss), owari 終わり (the end)
- End of a local fight: wakare 分かれ,ワカレ, ichidanraku 一段落
- (adverbs): hobo ほぼ (almost), yaya やや (somewhat), wazukani わずかに (slightly)
Basic adjectives for conversation
- good/bad: ii/warui いい/悪い
- big/small: ookii/chiisai 大きい/小さい
- wide/narrow: hiroi/semai 広い/狭い
- high/low: takai/hikui 高い/低い
- thick/thin: atsui/usui 厚い/薄い
- safe/in danger: anzen/abunai 安全/危ない
- strong/weak: tsuyoi/yowai 強い/弱い
- light/heavy: karui/omoi 軽い/重い
See also
Japanese help
- Basic Japanese for reading go books
- Intermediate Japanese for Reading Go Books
- Japanese For Interpreting Websites
- Japanese Big Question Mark for questions
- Entering Japanese text 日本語の入力方法
- /Overused and Underused
- Japanese Go Pronunciations
- Japanese Go term help page
- WWWJDIC
- Unihan Database
More Japanese Go lists
- IGS Japanese/English Go Terms
- Wiktionary list of Go jargons
- Japanese-Korean online dictionary (with links to English explanations) (2018-11-15: link dead, http://www.badukworld.co.kr/ is in Korean, English page http://www.badukworld.co.kr/en.html asks you to log on)