[Welcome to Sensei's Library!]

StartingPoints
ReferenceSection
About


Paths
DGSWishlist

Referenced by
Ladder
Go
HowToRecordAGame
TimeSystems
CanadianOvertime
GoproblemsCom
CompareGoToChess
PieRule
IllegalMove
Equipment
FischerAndBronste...
KGSWishlistGameHa...
LearnToPlayGoSeries
DashnFAQ
KGSWishlistGeneralUI
KGSWishlistFische...
UsefulPhrasesInOt...
StopTheNotationMa...
InfluenceGo
SystematicJoseki

Homepages
Axd
Frs

 

Uxs
PageType: HomePage    

Contents

1 Personal Info
2 Mini progress log
3 Reference of Go terms and concepts
31 Technical
311 Game
312 Phases
313 Points - Areas
314 Ranks
315 Other basic terms
32 Points
33 Connections
331 Straight
332 Diagonal
333 Knight's moves
334 Enclosures
335 Non-basic connections
34 Tactics
341 Moves against stones of the opponent
342 Life & Death, Capturing
35 Strategy
351 Concepts
352 Conflicting objectives
353 Initiative
354 Openings

[1] Personal Info

My real name is Kris.

I'm from Belgium, and a member of the Go Club in Gent, the city I live in.

I'm supposed to be 17 kyu, give or take a few. DGS seems to confirm this.

Since I don't seem to find the time to play on KGS anymore, I recently joined the DragonGoServer. This should enable me to establish a more or less correct ranking, have fun, and waste time while I should be working. All those advantages, it's almost too much for a sane person to bear.

You can [ext] find me on DGS if you want to play.


[2] Mini progress log

My mini log to track my progress:

  • Started playing igowin at the start of 2001, while I was in Athens, officially to study other things than Go.
  • Joined KGS at 30 kyu in the beginning of 2002.
  • Stopped playing on KGS at about 23 kyu, in april 2002, after about 100 games, mostly rated 19x19, but also some others.
  • At about that time, I think I joined the Go club in Gent.
  • Joined DGS in december 2003 at 17 kyu. One and a half month later, I have 30 finished games and a rating of about 15 kyu.
  • Last weekend on saturday (Januari 31st, 2004), I went to my first tournament: the [ext] 2nd Toyota Denso Oza Tournament. I took part in the family event, and finished in 199th place. While not exactly a stellar achievement, it's a start, and I can only improve. Because I only won 1 out of 4 games, I didn't get any prizes for that, but I did win some Go bowls in the lottery afterwards.Since I allready had bowls for my stones, I promptly sold them, so I would've come out with some money left, if only I didn't buy a new book: Invincible - The games of Shusaku. All in all, it was a pleasant experience and I do plan to go to another tournament as soon as a convenient one takes place.

[3] Reference of Go terms and concepts

[31] Technical

[311] Game

Byo Yomi
Shortage of time.
Goban
The board on which Go is played.
Jigo
A drawn game.
Komi
A 'points' allowance give to White in a even game to compensate Black for having the first move.
Nigiri
A method of fairly choosing something using Go stones: One player picks up an unseen handful of white stones. The second player says odd or even. If he is correct, the second player gets to choose otherwise the first player chooses. When used to select colour in even games, if the second player is correct, he gets Black.

[312] Phases

Fuseki
The opening phase of the game.
Chuban
The middle game.
Yose
The endgame. Also: Shuban.

[313] Points - Areas

Moku
A point on the board. Also used in scoring.
Dame
A neutral point, of no value to either player.
Eye
A point or group of points, completely surrounded by stones of one player. Two eyes are needed for a group to be alive. (Ignoring seki situations.) For more info, see eyes.
Territory
Empty points, completely surrounded by a player's live stones at the end of the game, are considered territory of that player.

[314] Ranks

Shodan
One-dan level.
Dan
Master rank.
Kyu
Student rank.
Insei
Japanese student studying to be a professional.

[315] Other basic terms

Atari
The state of having only one liberty left.
Joseki
A standardised sequence of moves, usually in a corner.
Tenuki
To abandon the local position and play elsewhere.
Tesuji
A good move.

[32] Points

3-3
San-san.
3-4
Komoku.
3-5
Mokuhazushi.
3-6
Oomokuhazushi.
4-4
Hoshi (actually all star points, but 4-4 when talking about Joseki).
4-5
Takamoku (literally: "high point").
4-6
Ootakamoku.
5-5
Gonogo.
10-10
Tengen.

[33] Connections

[331] Straight

[Diagram]
Nobi

Nobi.


[Diagram]
Ikken Tobi

Ikken Tobi.


[Diagram]
Niken Tobi

Niken Tobi.


[332] Diagonal

[Diagram]
Kosumi

Kosumi.


[Diagram]
Kosumi

Hazama Tobi.


[333] Knight's moves

[Diagram]
Keima, Kogeima

Keima, Knight's Move; Kogeima, Small Knight's Move?.


[Diagram]
Ogeima

Ogeima, Large Knight's Move.


[334] Enclosures

[Diagram]
Shimari example

A Shimari is a (Corner) Enclosure.


[335] Non-basic connections

[Diagram]
Bamboo Joint

Bamboo joint.


[Diagram]
Tiger's Mouth

Tiger's Mouth, Cat's Face.


[Diagram]
Table

Table.


[Diagram]
Trapezium

Trapezium.


[Diagram]
Empty triangle

Empty Triangle - this is (almost always) bad shape !


[Diagram]
Parabola

Parabola.


[Diagram]
Almost Bamboo Joint

Almost bamboo joint?.


[Diagram]
Sake Bottle

Sake bottle, Dog's Head.


[Diagram]
Horse Head

Horse Head.


[Diagram]
Loch Ness Monster

Nessie's Face, Giraffe's Face.



[34] Tactics

[341] Moves against stones of the opponent

[Diagram]
Boshi

Boshi: A capping move. Usually played at a one space interval above an enemy stone.


[Diagram]
Hane

Hane: A move that 'bends round' an enemy stone, leaving a cutting point behind.


[Diagram]
Hane tsugi

Hane tsugi: A hane (W1) followed by a connection (W3).


[Diagram]
Pincer example

Hasami, Pincer: A move (W1) which attacks an invading stone (BC) from both sides.


[Diagram]
Kakari example

Kakari: Approach move (W1) against a single stone (BC) in the corner. The diagram shows a keima kakari.


[Diagram]
Magari

Magari, Bend. Move that bends around an enemy stone, leaving no cutting points.


[Diagram]
Peep !

Peep: See diagram. Both W1 and B2 are peeps.


[Diagram]
Ponnuki

Ponnuki: Diamond shape that results from the capture of a single stone. In the example, white's capture of a black stone at "a" creates a ponnuki.


[Diagram]
Contact play

Tsuke, Contact play.


[Diagram]
Crosscut

Crosscut.


[Diagram]
Shoulder hit

W1 is a Shoulder Hit.


[342] Life & Death, Capturing

[Diagram]
Ko example

Ko. Example: W1 captures a black stone at "a". Black is not allowed to retake at "a", because that would repeat the previous position.


[Diagram]
Seki example

Seki: A local stalemate between two or more groups dependent on the same liberties for survival. In the example, the marked groups are in seki.


[Diagram]
Semeai example

Semeai
A race to capture between two adjacent groups that cannot both live. In the example, whoever has sente will win the semeai.

[Diagram]
Ladder example

Shicho: A ladder. In the example, assuming an otherwise empty board, white can't escape.


[Diagram]
Net example

Geta: A net. In the example, B1 creates a net, from where the marked white stones can't escape.


[Diagram]
A snapback

Snapback. Putting your opponent in atari with a stone that is in atari itself, but if the opponent would capture your sacrificial stone, he would still be in atari.


[Diagram]
Tsumego example. Black to play and kill.

Tsumego are Go Problems. Most often they are about Life and Death.



[35] Strategic concepts

[351] Concepts

Aji
Latent possibilities left behind in a position.
Aji keshi
A move which destroys one's own aji (and is therefore bad).
Amarigatachi
A position where you were apparently attacking nicely and pushing the opponent around, but you either let the opponent live or got a trivial profit.
Damezumari
Shortage of liberties.
Furikawari
A trade of territory or groups.
Haengma
Fuzzy Korean concept of moves.
Hamete
A basically unsound move which complicates the situation. Often the obvious answer to a hamete is bad and it is difficult to see the right way to play. Also "trick play".
Honte
"The proper move". Used of a seemingly slow but solid move that leaves no bad aji.
Kikashi
A move which creates aji while forcing a submissive reply.
Miai
Two points related to each other such that if one player takes one of them, the opponent will take the other one.
Moyo
A potential territory.
Nakade
Play inside the opponent's group's eye space that kills it.
Oiotoshi
"Connect and die"
Oshitsubushi
A way of countering nakade.
Sabaki
"Skilful process successfully handling an awkward situation".
Shape
Shape.
Suji
Fuzzy Japanese concept of moves.

[352] Conflicting objectives

Good

You want to be Strong and Thick, but also Light.

Bad

You don't want to be Heavy or Overconcentrated, but also not Weak or Thin.

[353] Initiative

Gote
Losing the initiative.
Sente
Gaining the initiative; a move that requires a reply.

[354] Openings

See Overview Of Fuseki Patterns.



This is a copy of the living page "Uxs" at Sensei's Library.
(OC) 2004 the Authors, published under the OpenContent License V1.0.