Kaya.gs Gossary
This Gossary is accessible through Kaya.gs Chat command line.
It would be a great addition, not only to add more definitions, but to show terms in Japanese/Korean/Chinese.
For example:
Seki:
definition: def goes here japanese: セキ(seki) korean: 빅(bik) chinese: 共活(gòng huó)
You can get the korean and chinese terms here:
http://senseis.xmp.net/?KoreanGoTerms
http://senseis.xmp.net/?ChineseGoTerms
The list of words is updated manually after i check the text for some basic QA. It is done periodically, so changes are not reflected immediately in the server.
Note: no need to add a link, i add it automagically.
Gossary
aji:
definition: Possibilities left in a position. Aji refers to possibilities that cannot be used immediately, but might come to life if the situation changes. Often translated as potential, but translates directly as 'taste' in the sense that it lingers.
japanese: 味 (aji)
korean: 뒷맛 (twitmat)
chinese: 余味 (yúwèi); 味道 (wèidào)
aji-keshi:
definition: A move that unnecessarily removes one's own good aji in the opponent's position. This loss of potential is more important than any meager immediate local gains.
japanese: 味消し (aji keshi)
korean:
chinese:
amarigatashi:
definition:Amarigatachi means "overstretched (or overwrought) shape". It results from a misfired attack, one where one player fails to benefit from an attack and ends up with defects in his position.
japanese:
korean:
chinese:
amashi:
definition:Amashi is a type of weak group strategy. Any weak group strategy is a kind of Greedy Go: take more territory early on, and hope to defend well enough to win in the end. Territory is taken in exchange for (own lack of) thickness and thickness is what you need to attack. Amashi is indicated as a strategy principally of invading or reducing moyo or negating influence. Not really taking territory every chance you get, but taking away potential territory or making the opponent's stones inefficient by shinogi.
japanese:
korean:
chinese:
approach move:
definition: Approach move is a general term which includes any move which reduces the liberties of an opposing stone or chain of stones.
japanese:
korean:
chinese:
approach ko:
definition: A ko is called an approach ko if one player must make an approach move in order to convert the ko into a direct ko.
japanese: ヨセコウ (yose-kō)
korean:늘어진 패(nul-eu-jin pae)
chinese:缓气劫 (huǎn qì jié)
atari:
definition: The state of a stone or group of stones that has only one liberty.
japanese: 当たり (atari)
korean: 단수 (dansu)
chinese: 打吃 (da3 chi1);叫吃 (jiao4 chi1)
atekomi:
definition: Atekomi is a play that wedges into a diagonal play (kosumi). It creates a cutting point for the opponent's diagonal. (But that is not necessarily what it threatens.)
japanese:
korean:
chinese:
baduk:
definition: Baduk is the Korean name for the game of Go. Alternative spellings are Paduk and Badook. It is pronounced (approximately) "bah-dook".
japanese:
korean:바둑 (Baduk)
chinese:
bad aji:
definition: Unpleasant possibilities remaining for one player in a position, after a local sequence has been played out. Any out of shortage of liberties, cutting points, an invasion, or a ladder where the captured stone remains on the board, can constitute bad aji. In most cases the problem could be fixed with a further play, but that would be too slow at the given stage of the game. Having bad aji is likely to be a disadvantage in complex fighting, since the opponent will try to exploit it.
japanese:
korean:
chinese:
bamboo-joint:
definition: An extremely strong connection shape that normally cannot be cut through. The name, like the 'knuckle' on a stick of bamboo, comes from the strength of the connection. This shape doesn't normally occur without neighbouring enemy stones. The value of the bamboo joint depends largely on the context.
japanese: タケフ (takefu)
korean: 쌍립
chinese: 双 (shuang1)
base:
definition:A group's base is an area of the board occupied by the group, which provides eye potential for it, and hence a certain amount of stability. It almost always refers to groups on the side and in the corner. A base is typically created during the opening and early middle-game when it is not economical to spend many moves in one area to make alive groups immediately. A base strikes the balance between stability and development: it is strong, but not too slow.
japanese:根本 (kompon); 根拠 (konkyo)
korean:
chinese:根据地 (gen1 ju4 di4) (base); 根 (gen1) (root)
big eye:
definition: A big eye refers to an eye of at least four spaces in the context of capturing races. A big eye has more liberties inside the eye than the number of points. Also, a big eye has an advantage vs. a small eye in a capturing race.
japanese:
korean:
chinese:
belly attachment:
definition: Attachment move on the side of two enemy stones. The upper (visual) enemy stone is the head, and the lower is the belly. This move is used to help seal in an enemy group by taking enemy liberties while creating miai condition for other potential moves.
japanese: 腹ヅケ (hara-zuke)
korean: 배붙임
chinese:
byoyomi:
definition: Byoyomi is a Japanese Go term which literally translates to "counting seconds." A player is in byoyomi when his remaining time is being counted aloud for him. Byoyomi is also used more specificly to indicate Japanese Overtime or Japanese timing
japanese:秒読み (byō-yomi)
korean:
chinese:读秒 (dú miǎo)
cap:
definition: A move above the opponent's stone, usually at a distance of one space, and common for reducing a framework or for attacking a weak group.
japanese: 帽子 (boshi) or ボウシ(bōshi)
korean: 모자씌움/帽子씌움 (mo ja ss'eui um) or 모착/帽着 (mo ja shi um/mo chak)
chinese: 镇 (zhen4); 镇头 (zhen4 tou2)
chain:
definition: A chain is a group of stones that are all connected along the lines of the board. A single stone isolated from others of the same colour is a chain, in this sense.
japanese:
korean:
chinese:
chuban (middle game):
definition: The phase between the opening and the endgame. The middle game typically starts when one part of the board is heavily contested by both players and a fight occurs. The fight will mostly move out into the center.
clamp:
definition: When a friendly stone is already next to an enemy stone, a clamp is an attachment on the opposite side of that enemy stone.
japanese: ハサミツケ (hasami tsuke)
korean:
chinese: 夹 (jia1)
cut:
definition: A move preventing a connection, or an existing situation where stones are prevented of connection. The term usually applies to stones which are in direct contact.
japanese: 切 (kiri)
korean:
chinese: 断 (duan4); 切断 (qie4 duan4)
current territory:
definition: The opponent is assumed to make all the expected endgame reductions in sente, i.e., the player is assumed to answer everything defensively and the most peacefully. The intersections remaining after that imagined reduction are the current territory.
dame:
definition: Dame is an neutral liberty adjacent to a stone or connected group of stones. Such empty points will have to filled in to make a capture. If on the board at the end of the game, dame points are normally filled in but are not worth a point for either player.
japanese: 駄目 or ダメ (dah-meh)
korean: 공배 (kongbae)
chinese: 单官 (dan1 guan1)
damezumari:
definition: An acute lack of liberties, often known as shortage of liberties. For instance, a situation where stones in atari would still be in atari if the threatened player plays their remaining liberty.
japanese: ダメ詰まり (damezumari)
korean: 수부족 (subujok)
chinese: 气紧 (qi4 jin3)
dan:
definition: The basic unit of rank used to denote Go strength in the case of professionals and stronger amateurs.
japanese: 段 (dan)
korean: 단 (tan)
chinese: 段 (duàn)
dango:
definition: A solid mass of stones without eyes and with few liberties. Very inefficient, and often referred to as a 'dumpling'.
japanese: 団子 (dango)
korean: 응형
chinese: 愚形 (yú xíng)
ddk:
definition: A player whose rank is below 9kyu. A Double Digit Kyu. e.g. 17k, 13k, etc.
direct ko:
definition: A ko that can be resolved in one move after ignoring the enemy's ko threat, such as by immediately capturing all of the opponent's stones. The Japanese term hon ko literally means "real ko". Contrasts with other types of ko, such as a two-step ko.
japanese: 本コウ (hon-kou)
korean:
chinese: 紧劫 (jǐn jié),紧气劫 (jǐn qì jié)
double hane:
definition: A double hane, also called a two-step hane is - as the name suggests - two hanes played in succession.
japanese:
korean:
chinese:
double sente:
definition: A sente-sente (or double-sente) move is a move which is sente for either player. It is always important to grab these moves as soon as possible, because whoever plays them gets points for free - no move is lost by playing a double sente play, but it does give one points.
japanese:先手 先手 (sente sente)
korean:
chinese:双先 (shuang1 xian1)
dragon:
definition: A dragon is a long connected shape spanning large areas of the board. Usually dragons share the same liberties in one long connected shape but in general they are just long shapes that span a large part of the board. Dragons often refer to groups that are yet to make two clear eyes.
japanese:大石 (Ooishi)
korean:
chinese:大龙 (da4 long2); 龙 (long2)
empty-triangle:
definition: A shape that is normally bad, being inefficient and prone to shortage of liberties. Often one of the first shapes beginners learn, as it is rarely the correct move when several options are available. Also sometimes called the devil's shape (onigatachi), because it brings to mind the long nose of one kind of Japanese demon.
japanese: 空き三角 (akisankaku)
korean: 빈삼각 (bin sam gak)
chinese: 空三角 (kong1 san1 jiao3)
extension:
definition: A big fuseki point that extends an existing configuration of one or more stones along the side, leaving several spaces between the played stone and the existing stones. It outlines potential territory towards the edge and/or blocks the opponent's extension.
japanese: ヒラキ (hiraki)
korean:
chinese: 拆 (chai1); 开拆 (kai1 chai1)
eye-shape:
definition: The shape formed by the empty points or potential empty points inside a group. Its particular size and shape can be crucial to the question of whether a second eye can be formed.
japanese: 眼形 gankei
korean: 안형
chinese: 眼形 yǎn xíng
false-eye:
definition: A point that looks like an eye, but which can be forced to be filled in by placing some of the surrounding stones in atari.
japanese: 欠け眼 (kakeme)
korean: 옥집 (okjib)
chinese: 假眼 (jia3 yan3)
furikawari:
definition: Furikawari, a Japanese go term, means an exchange of potential territories (which may involve quite large groups of stones changing hands, too). In English, furikawari is often translated as exchange.
japanese:振り替わり or フリカワリ (furikawari)
korean:
chinese:交换 (jiao1 huan4); 转换 (zhuan3 huan4)
fuseki:
definition: A Japanese go term meaning arraying stones. This normally occurs in the first moves of a game so fuseki is often used as a synonym for opening.
japanese: 布石 (Fuseki)
korean: 포석 / 布石 (Poseok)
geta:
definition: A technique where one or a few stones are captured by blocking the exits a group could run to escape.' Comes from the term "Net" (eg. fishing) in Japanese.
japanese: 下駄 ゲタ (geta)
korean: 장문 (jang moon)
chinese: 枷/枷吃 (jia1/jia1 chi1)
goban:
definition: Although the term goban is generally recognized and used by Western players, many English speakers avoid it, preferring instead the native English go board, or simply board. Goban is widely used, however, in other languages, including French and Dutch, which may not have such convenient native terms.
japanese: 碁盤 (goban)
korean: 바둑판 (paduk p'an)
chinese: 棋盘 (qí pán); 棋板 (qí bǎn)
gote:
definition: A move which loses the initiative, since it need not be answered by the opponent. Pronounced "go-teh". Borrowed from Japanese, lit. "following move".
japanese: 後手 (gote)
korean: 후수 / 後手 (husu)
chinese: 后手 (hou4 shou3)
guzumi:
definition: Guzumi is a Japanese Go term, meaning a bad-looking shape that is good in context. A typical example is a good empty triangle.
japanese:
korean:
chinese:
haengma:
definition: Haengma is a Korean word which means roughly the way the stones move, or forward momentum (literally it means moving horse). The term is used to describe various basic combinations of stones and their implications, and discuss more intricate moves that have a sense of tesuji as well as to describe a player's style.
japanese:
korean:행마 / 行馬 (haengma)
chinese: 行馬 (xing2 ma3)
hamete:
definition: A trap in joseki, typically a tricky but incorrect play that requires skill to refute. A kind of trick play, but not the only kind.
japanese: ハメ手 (hamete); ハメテ (hamete)
korean: 함정수 / 陷穽手 (ham-cheong-su); 속임수 (sok-im-su)
chinese: 骗着 (騙著) piàn zhāo
hane:
definition: A move which "reaches around" one or more of the opponent's stones. Hane is a Japanese go term, but is commonly used by English speaking players.
japanese: 跳ね, ハネ (hane)
korean: 젖힘 (jutchim)
chinese: 扳 (ban1)
honte:
definition: A solid play that leaves few or no weaknesses behind, often called a 'proper move'. Often honte looks slow, passive, or defensive. If a play carries no aim or threat, it is not honte. Honte is a Japanese go term often used in English. japanese: 本手 (honte)
korean: 정수 (正手) (jeongsu)
chinese: 本手 (bĕn shŏu)
insei:
definition: An insei, a Japanese go term, is a student studying at either the Nihon Ki-in or the Kansai Ki-in to become a professional player. The Korean equivalent is called Yeonguseng, the Chinese student is called a Yuansheng (yuan4sheng1).
japanese:院生 (insei)
korean:연구생 (yeongusaeng)
chinese:院生 (yuànshēng)
jigo:
definition: Jigo is the Japanese Go term for the condition at the end of the game when both Black and White have equal number of points. Before the introduction of fractional values for komi, this condition often led to a drawn game (with neither side winning), and is counted as such in the results.
japanese: ジゴ(持碁) (jigo)
korean:빅 (bik) or 화국 (hwaguk)
chinese:持棋 (chí qí)
joseki:
definition: A sequence of moves at the beginning of a game, usually confined to the corners, the result of which is considered to be a balanced outcome for both players. Determining which joseki is appropriate in any given circumstance depends on the proper analysis of the whole-board situation, especially to the placement of friendly and enemy stones in the corners adjacent to the one where a joseki is being played out.
japanese: 定石 (jōseki)
korean: 정석/定石 (Jeongseok)
chinese: 定式 (dìngshì)
kakari:
definition: A move played as an approach to a single opposing stone in the corner.
japanese: カカリ (in kanji, 掛かり) (kakari)
korean: 걸침
chinese: 挂角 (gua4 jiao3)
keima:
definition: The same shape as a knight's move in chess, in relation to an existing stone. That is, two spaces in one direction, then one space to the left or right of that.
japanese: 桂馬, ケイマ (keima)
korean: 날일자
chinese: 飞 (fei1) (any knight's move);小飞 (xiao3 fei1) (small knight's move)
kiai:
definition: An attitude of aggressively parrying your opponent's plans and pushing ahead with your own. Often translated as "fighting spirit", it has a positive sense, and can also be applied to individual moves demonstrating the kiai attitude.
japanese: 気合い (kiai)
korean: (kihap)
chinese: 气合 (qi4 he2)
kibitz:
definition: Kibitzing is giving commentary to an ongoing game. The person giving the kibitz is a kibitzer.
japanese:
korean:
chinese:
kifu:
definition: A complete record of a game created by a game recorder by noting move numbers and locations on one or more game record forms (pre-printed grids).
japanese: 棋譜 or 碁譜 (kifu)
korean: 기보 (ki-bo)
chinese: 棋谱 (qípǔ or qi2 pu3); 谱 (pǔ or pu3)
kikashi:
definition: A sente move that forces a response from the opponent, often translated as 'forcing move'. It can normally be freely abandoned immediately unless it is part of a much larger chain or group. If played incorrectly in a way that wastes potential, it may instead be aji-keshi.
japanese: 利かし (kikashi)
korean: 강요 (gang-yo)
chinese: 先手利 (xian1 shou3 li4)
ko:
definition: A situation where two alternating single stone captures would repeat the original board position. The alternating captures could repeat indefinitely, preventing the game from ending. Resolved by the ko rule, which forbids repeating captures where the board position would be the same as previously in the game.
japanese: コウ; 劫 (kō)
korean: 패 (p'ae)
chinese: 劫 (jie2)
ko threat:
definition: A move with a big follow-up, played after the opponent has captured a ko. If the opponent answers it you may recapture the ko. If your opponent does not answer it but instead resolves the ko, you can follow through on your threat and gain compensation for losing the ko.
japanese: コウ立て (kōdate), コウ材 (kōzai)
korean: 패씀 (pae ssum)
chinese: 劫材 (jié cái)
kogeima:
definition: Sometimes the term kogeima (or small knight's move) is used rather than keima, in order to distinguish this relationship from the ogeima (large knight's move) or the very large knight's move.
japanese:桂馬, ケイマ (keima)
korean:날일자
chinese:小飞 (xiao3 fei1) (small knight's move)
komi:
definition: A set number of points given to the white player at the start of the game to nullify black's advantage of making the first move. Komi may also be used instead of (or to enhance) handicap, in which case black may be given the points.
japanese: コミ (komi)
korean: 덤 (dum)
chinese: 贴目 (tiē mù)
komoku:
definition: The 3-4 point on the board.
japanese: 小目 (komoku)
korean: 소목 (so-mok)
chinese: 小目 (xiao3 mu4)
kosumi:
definition: Kosumi is a Japanese go term adopted into English. It is often translated as diagonal or diagonal move.
japanese:コスミ (kosumi)
korean:입구자
chinese:尖 (jian1); 小尖 (xiao3 jian1)
kyu:
definition: A term used to denote the rank of weaker amateurs. Beginners start at around 30-kyu, then progress to 1-kyu, the next step above which is 1-dan (shodan).
japanese: 級 (kyū)
korean: 級 (kŭp)
chinese: "级 (simplified) or 級 (traditional); Pinyin: jí"
light:
definition: A light shape is a shape that is not solid or strong, but cannot easily be attacked because one is able to sacrifice a part of it, thus using the opponent's attack to strengthen oneself. Apart from the willingness to sacrifice, there should also be an element of flexibility - depending on where the opponent attacks, either one part gets sacrificed and the other strengthened, or the other way around.
japanese:軽い (karui)
korean:가벼움
chinese:轻棋 (qīng qī); 轻 (qing1)
miai:
definition: Two equally worthwhile options such that, if one player takes one, the other player can take the other.
japanese: 見合い (miai)
korean: 맞보기 (mat bo ki)
chinese: 见合 (jian4 he2)
mokuhazushi:
definition: Mokuhazushi is the Japanses name for the 3-5 or 5-3 point.
japanese:目外し (mokuhazushi)
korean:외목
chinese:目外 (mu4wai4)
moyo:
definition: A large framework loosely surrounded by stones of one player. Not yet territory due to being open enough for the opponent to invade, but strong enough that such an invasion may be strongly attacked.
japanese: 模様 (moyō), (ji-moyō)
korean: 모양 (mo yang)
chinese: 模样 (mo2 yang4)
nakade:
definition: Nakade is a Japanese go term that literally means "inside move" or "move inside". It is also used in English. It represents a concept crucial to life and death, basic to even beginning players. It refers to a situation in which a group has a single large internal, enclosed space that can be made into two eyes by the right move--or prevented from doing so by an enemy move.
japanese:ナカデ or 中手 (nakade)
korean:
chinese:点眼 (diǎn yǎn)
nigiri:
definition: Nigiri is a Japanese go term (from the Japanese, lit. "grab", "grasp", "squeeze") adopted into English, referring to the procedure common in Japan at the beginning of an even game to decide who will play the black stones.
japanese:握り (nigiri)
korean:돌 가리기 (tol kariki)
chinese:猜先 cāi xiān, 猜子 cāi zǐ
ogeima:
definition: A knight's move which reaches one line further; three spaces in one direction, then one space to the left or right of that. The Japanese ōgeima literally means large keima; also seen transliterated as oogeima or ohgeima.
japanese: 大ゲイマ (ōgeima)
korean: 눈목자 / 눈目字 (Nun-Mok-Ja)
chinese: 大飞 (da4 fei1 - "big flying")
oiotoshi:
definition: Oi-otoshi (chasing and capturing, or, perhaps, chasing down), Japanese go term, describes a situation where a stone or group of stones is put into atari in such a way that there is no escape. This occurs usually when the only way to save such a group is to connect, and that the resulting group is still in atari. Hence the related English terminology, connect-and-die.
japanese:追い落とし (oi-otoshi)
korean:촉촉수 (chokchoksu)
chinese:接不归 (jie1 bu4 gui1)
one point jump:
definition: A move one empty intersection away from another stone you control. A one point jump specifically refers to movement toward the center of the board, while an extension refers to movement along the side.
japanese: 一間トビ (ikken-tobi)
korean: 한칸
chinese: 单关 (dān guān),一间跳 (yī jiān tiào)
overconcentration:
definition: Having too many stones in one area, which is inefficient. It is a serious fault because it implies one has played a move with few effects on the opponent, which is not much better than passing.
Chinese 1: 重复 (chong2 fu4)
Chinese 2: 凝形 (níng xíng)
Japanese: 凝り形, コリ形 (korigatachi)
overplay:
definition: A move trying to gain too much, in a way that can be punished. An overplay move is excessively aggressive, and counts on the opponent to make a mistake in order to be viable.
japanese: 打ちすぎ (uchisugi)
korean:
chinese: 过分 (guo4 fen4); 无理 (wu2 li3); 无理手 (wu2 li3 shou3)
pincer:
definition: A move preventing an attacked stone or group from forming an ideal base.
japanese: ハサミ (hasami)
korean: 협공 (挾攻) (hyeop-gong)
chinese: 夹 (jia1)
ponnuki:
definition: The diamond shape left by capturing a single stone with four moves.
japanese: ポン抜き (ponnuki)
korean: 빵따냄 or 빵때림 (pang-tarim)
chinese: 开花 (kai1 hua1, literally "blossom")
pushing from behind:
definition: A form of pushing battle where one player is pushing the other ahead, normally considered disadvantageous for the player pushing from behind.
japanese: 車の後押し (kuruma no ato-oshi)
korean:
chinese: 后面推车 (hòumian tuīchē)
reduction:
definition: Playing to reduce the size of an opponent's area without jumping right into it with an invasion.
japanese: 消し (keshi)
korean:
chinese: 浅消 (qian3 xiao1); 侵消 (qin1 xiao1)
reverse komi:
definition: Komi given to Black. Sometimes this is described implicitly by expressing komi as a negative number (e.g, "-6 points komi" is the same as "6 points reverse komi")
japanese: 逆コミ (gyaku komi)
korean:
chinese:倒贴 (dao4 tie1)
sabaki:
Light and skillfull play to handle a difficult / awkward situation.
sdk:
definition: A player whose rank is between 9kyu and 1kyu. A Single Digit Kyu. i.e. 2kyu, 3kyu.
seki:
definition: Mutual life, where two (or more) groups without two eyes each cannot capture one another because the process of removing their opponent's remaining liberties would also remove their own.
japanese: セキ (seki)
korean: 빅 (big)
chinese: 共活 (gong4 huo2); 双活 (shuang1 huo2)
sente:
definition: A sente move is one that the opponent must answer. A player 'has sente' if they are playing sente moves. The opposite of gote. Sometimes translated to English as having the initiative.
japanese: 先手 (sente)
korean: 선수 (sonsu)
chinese: 先手 (xian1 shou3)
shibori:
definition: A play by which you squeeze the opponent's stones into an inefficient dumpling shape. Often a successful squeeze includes sacrificing one or more stones to make the opponent's shape bad first.
japanese: シボリ (shibori)
korean: 조여 붙이다
chinese: 滚包 (gun3 bao1); 滚打 (gun3 da3)
shoulder-hit:
definition: A play diagonal to an opponent's solitary stone. The main purpose of the move is reduction, decreasing the potential territory of the opponent. Usually played because it is not easy to catch or cut off the shoulder hit stone.
japanese: 肩付き (kata-tsuki)
korean: 어깨짚음
chinese: 尖冲 (jian1 chong1)
snapback:
definition: The position created by playing a single stone with the intent of being captured in such a way that the opponent, by capturing, leaves themself in atari.
japanese: 打手返し (ウッテガエシ, utte-gaeshi)
korean: 환격/還擊 (hwangyok)
chinese: 倒扑 (dao4 pu1)
star-point:
definition: The nine points on a 19x19 go board marked by small dots, where handicap stones are placed. They also serve as a visual reference for the players. Otherwise, they have no effect on the game. They are one of the named points on the board.
japanese: 星 (hoshi)
korean: 화점 / 花點 (hwa jeom)
chinese: 星位 (xing1 wei4)
suicide:
definition: A move which is played such that the stone just placed has no liberties, but all opposing stones still do. Suicides are forbidden under most rulesets. If allowed, suicide has occasional use as a ko threat.
japanese: 自殺 (jisatsu)
korean:
chinese: 自杀 (zi4 sha1)
tengen:
definition: The center point of the Go board.
japanese: 天元 (tengen)
korean: 천원
chinese: 天元 (tiān yuán)
tenuki:
definition: Playing somewhere else. Black plays tenuki by not answering White's last move locally, but instead adding a move in another part of the board.
japanese: 手抜き (tenuki)
korean: 손뺌 (sonppaem)
chinese: 脱先 (tuo1 xian1)
territory:
definition: The empty points surrounded by a player such that the point can only 'see' one colour of stone. Points may be potential territory if one player has many stones in the area but has not yet sealed off all entrances.
japanese: 地 (ji)
korean: 집 (jip)
chinese: 地盘 (di4pan2); 地 (di4); 空 (kong4) 地域 (di4yu4)
tesuji:
definition: A tesuji is a clever play, the best play in a local position, a skillful move, a special tactic. Tesujis come in all forms and shapes, some are more known than others.
japanese: 手筋 (tesuji)
korean: 맥 or 脈 (Maek)
chinese: 手筋 (shŏujīn)
tewari:
definition: Tewari is a heuristic to see whether stones are working well together. There are two main ways to do this. The first way is to take away an equal number of (superfluous) black and white stones and see if the remaining stones are working efficiently to decide who made the better moves. The second way is to change the order of moves, and see if they still made sense.
Japanese: 手割り(tewari)
Korean: 수나누기(su nanugi)
Chinese: 手割 (shou3 ge1)
thickness:
definition: Strong stones without defects or overconcentration, which can provide great power to the holder by supporting attacks, invasions etc. over the rest of the board.
japanese: 厚み (atsumi); 厚さ (atsusa)
korean: 세력 / 勢力 (se ryeok)
chinese: 厚 (hou4)
throw-in:
definition: A sacrifice stone played at the point where the enemy wants to connect, giving rise to a false eye, shortage of liberties, snapback, connect-and-die, or squeeze.
japanese: 放り込み (hōrikomi);打ち欠き (uchikaki)
korean: 먹여 치기
chinese: 扑 (pu1)
tripleko:
definition: A game state where there are three kos on the board, all in play at the same time. Rulesets with a superko rule forbid the repetition of board position resulting from ko. Triple ko is subject to this.
japanese: 三コウ (san-kō)
korean: 삼패
chinese: 三劫 (san1 jie2); 三劫循环 (san1 jie2 xun2 huan2)
tsuke:
definition: A move which is played directly next to a stone of the opponent, without being in the same relationship with a friendly stone.
japanese: ツケ (tsuke)
korean:
chinese: 靠 (kao4); 碰 (peng4)
tsumego:
definition: A Japanese go term adopted into English, are problems mainly about life and death, but also about other topics. As a rule they are local problems, but a few involve the whole board.
japanese: 詰碁 (tsumego)
korean: 사활
chinese: 死活题 sǐhuótí, 诘棋 (詰棋) jié qí
under the stones:
definition: A play under the stones (Japanese: ishi-no-shita) is a play in a space which has become free because some of your own stones have been captured.
japanese:石の下 (ishi no shita)
korean:
chinese:倒脱靴 (dao4 tuo1 xue1); 脱骨 (tuo4 gu3)
wall:
definition: A long group of stones that separates parts of the board, named in analogy with its everyday counterpart. It is usually difficult to cut, and can have a lot of influence.
japanese: 壁 (kabe)
korean: 벽
chinese: 墙 (qiang2); 墙壁 (qiang2 bi4)
yose:
definition: Moves that approach fairly stable territory, typically enlarging one's own territory while reducing the opponent's. Such plays are usually not as large as opening plays or middlegame plays affecting the life and death of large groups, so they typically occur in the endgame. However, they may occur at any stage. A large yose may even occur in the opening stage, as opposed to small yose which occur late in the game and are typified by moves on the first and second lines.
japanese: よせ (yose)
korean:
chinese: 收官 (shou1 guan1)