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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 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
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]](../../diagrams/4/c96a06f61c02ffab091f56c10cccad1f.png) | Nobi |
Nobi.
![[Diagram]](../../diagrams/42/68beba2103ff68bea3bfaed8d298de5d.png) | Ikken Tobi |
Ikken Tobi.
![[Diagram]](../../diagrams/43/8eb2f4cf5f010dcd8e680de41f88549e.png) | Niken Tobi |
Niken Tobi.
[332] Diagonal
![[Diagram]](../../diagrams/37/7cda8a87c74655477b3e4dc7a28f0638.png) | Kosumi |
Kosumi.
![[Diagram]](../../diagrams/24/70e4ac4a51804ba2e3540802b5c27e6e.png) | Kosumi |
Hazama Tobi.
[333] Knight's moves
![[Diagram]](../../diagrams/51/10af2641addb6dd4114b01d8d39270db.png) | Keima, Kogeima |
Keima, Knight's Move; Kogeima, Small Knight's Move?.
![[Diagram]](../../diagrams/24/9683ff1fb2f8b4f2b7fb1e7467e41a42.png) | Ogeima |
Ogeima, Large Knight's Move.
[334] Enclosures
![[Diagram]](../../diagrams/49/b3f13cb65d2d40965df262337aff9c09.png) | Shimari example |
A Shimari is a (Corner) Enclosure.
[335] Non-basic connections
![[Diagram]](../../diagrams/8/cb65a5a84985d71c4a87e21b77cecdf8.png) | Bamboo Joint |
Bamboo joint.
![[Diagram]](../../diagrams/4/0fff817d86fa8f63a716f78b20903127.png) | Tiger's Mouth |
Tiger's Mouth, Cat's Face.
![[Diagram]](../../diagrams/38/d84538a4c19fca29743abf8ec4aa4cb0.png) | Table |
Table.
![[Diagram]](../../diagrams/33/7d63128687a30d0070d04f31ce971659.png) | Trapezium |
Trapezium.
![[Diagram]](../../diagrams/10/c2d57da88cd4eecdb56f2f3c65aa6627.png) | Empty triangle |
Empty Triangle - this is (almost always) bad shape !
![[Diagram]](../../diagrams/48/ecaca26565ebdcfec559e73248e88d74.png) | Parabola |
Parabola.
![[Diagram]](../../diagrams/23/fa289bd9f21e7128e2e82ec15e9a4f08.png) | Almost Bamboo Joint |
Almost bamboo joint?.
![[Diagram]](../../diagrams/16/ea0605d5185218c9d3807bdbf4434c4c.png) | Sake Bottle |
Sake bottle, Dog's Head.
![[Diagram]](../../diagrams/14/2ab812c806c1dd1ba1d2639e3f936a7f.png) | Horse Head |
Horse Head.
![[Diagram]](../../diagrams/48/05f3c3e3bad1a902d8f8202795c472e9.png) | Loch Ness Monster |
Nessie's Face, Giraffe's Face.
[34] Tactics
[341] Moves against stones of the opponent
![[Diagram]](../../diagrams/28/0bbee3269a41594cd15a92cc4d09f16f.png) | Boshi |
Boshi: A capping move. Usually played at a one space interval above an enemy stone.
![[Diagram]](../../diagrams/9/2a25e675f2fc99ac9b8be0982a0592c5.png) | Hane |
Hane: A move that 'bends round' an enemy stone, leaving a cutting point behind.
![[Diagram]](../../diagrams/40/4c448c490980de7964dc6b7504e16910.png) | Hane tsugi |
Hane tsugi: A hane ( ) followed by a connection ( ).
![[Diagram]](../../diagrams/13/3ce34d3dec7d5873a2f4e67999067927.png) | Pincer example |
Hasami, Pincer: A move ( ) which attacks an invading stone ( ) from both sides.
![[Diagram]](../../diagrams/24/444054a48e143d2e47123906d4e9699e.png) | Kakari example |
Kakari: Approach move ( ) against a single stone ( ) in the corner. The diagram shows a keima kakari.
![[Diagram]](../../diagrams/0/7d5c4a5b3e5b60a2443f6100a872295f.png) | Magari |
Magari, Bend. Move that bends around an enemy stone, leaving no cutting points.
![[Diagram]](../../diagrams/14/b53c7afd147f6dc388a6bf77452a0d9c.png) | Peep ! |
Peep: See diagram. Both and are peeps.
![[Diagram]](../../diagrams/34/32d198480c1d71acc810cb8f384ab6e1.png) | 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]](../../diagrams/16/be9302dfab5afe730f134754e84208d8.png) | Contact play |
Tsuke, Contact play.
![[Diagram]](../../diagrams/41/f03e3648f866aef387d6bcd12fad0b71.png) | Crosscut |
Crosscut.
![[Diagram]](../../diagrams/1/efe3b29f0462c0a1e9834375ab8f0307.png) | Shoulder hit |
is a Shoulder Hit.
[342] Life & Death, Capturing
![[Diagram]](../../diagrams/23/7eff24cfc93a9a2a3052e65189477ce7.png) | Ko example |
Ko. Example: captures a black stone at "a". Black is not allowed to retake at "a", because that would repeat the previous position.
![[Diagram]](../../diagrams/9/62cba3281649b9925a9b8921c83d7e98.png) | 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]](../../diagrams/27/d59e4c7ec138d899dcf7219378424780.png) | 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]](../../diagrams/22/93c33298faf189bfe79fd4a7474294fd.png) | Ladder example |
Shicho: A ladder. In the example, assuming an otherwise empty board, white can't escape.
![[Diagram]](../../diagrams/21/34b99db76d9202e850c29dcc22470b4c.png) | Net example |
Geta: A net. In the example, creates a net, from where the marked white stones can't escape.
![[Diagram]](../../diagrams/33/d57b7f7a772b5744b2fda37729836bf3.png) | 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]](../../diagrams/9/da6b0010d44e054a975240559c34892a.png) | 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.
2004 the Authors, published under the OpenContent License V1.0.
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