|
Termeni
japonezi
1
Radu
Baciu (31 ianuarie 2001, in limba engleze) :
Go definitions
Revised November 8 1985, by Fletch Holmquist; extended November 1991,
by Bill Taylor. October 1996, some corrections from John Fairbairn.
Converted to HTML May 5 1994, by Michael Almond.
Edited by Ken Warkentyne
A,
B, C, D,
F, G, H,
I, J, K,
L, M, N,
O, P, R,
S, T, U,
W, Y, Z
A
Aji (taste):
|
Latent threats
or possibilities existing in a situation. |
Ajikeshi (aji erasure):
|
A play which
removes aji. |
Aji ga warui (bad aji):
|
A position
which leaves aji for the opponent to use. |
Aki-san-kaku (empty triangle):
|
The shape
of the three Black stones, the point 'a' being vacant. Generally bad
shape, see guzumi. |
Amarigatachi:
|
A shape where
a player may feel he has made good moves, when in fact he has accomplished
little. |
Ate (Atari):
|
An immediate
threat to capture; a single liberty remains. A verbal warning is often
issued when placing an opponent into ate. |
Atekomi (aim inside):
|
Uncertain,
but seems related to a peeping move. |
Atsumi (thickness):
|
Strong formation
of stones facing the center or facing along a side. |
Top
B
|
Basami:
|
|
ikken basami:
|
1-step pincer
(on 3rd line); taka-basami (4th line) |
niken basami:
|
2-steppincer
(on 3rd line)" |
sangen basami:
|
" 3-step
pincer (on 3rd line) " " |
Bata-bata:
|
See oiotoshi.
|
-bane, -basami, -biraki:
|
See hane,
hasami, hiraki. |
Boshi (hat):
|
A capping
move. |
Botsugi:
|
A connection
which forms a wall of three stones. |
Byo-yomi:
|
Extra count-down
time after regular clock time has elapsed. |
Top
C
Chosei:
|
Eternal life;
a rare position involving repetitive capture. |
Chuban[sen]:
|
The middle
game. |
Chu oshi gatchi:
|
Early victory
by a large margin. |
Top
D
Daidaigeima (very large knight's move):
|
Four across
and one vertically (or vice versa). |
Dame (useless):
|
A neutral
point, territory for neither; a liberty. |
Damezumari:
|
Shortage of
liberties. |
Dan:
|
Advanced grade.
|
Dango (dumpling shape):
|
A solid mass
of stones; a very inefficient shape. The Whites stones show this.
|
De (go between):
|
A move which
pushes between two enemy stones. |
Degiri:
|
A sequence
of two moves which push and cut. |
Top
F
Fukure:
|
Swell outward.
|
Furikawari:
|
Exchange (of
territories). |
Fuseki:
|
The opening
moves of the game where influence and territory outlines are formed.
(literally: 'spread out stones') |
Top
G
Geta (clog, as the shoe):
|
A method of
capturing a enemy stone; a net trap. The shape of the stones resembles
a wooden clog. |
Gote:
|
Defensive
play, loss of initiative. (Literally: 'lower hand') |
Gote no sente:
|
Gote move
with sente potential. |
Guru guru mawashi: "spinning around (into dango)".
|
A series of
attacks leading to a loose ladder and capture. |
Guzumi:
|
A good empty
triangle. |
Top
H
Hai:
|
Crawl. |
Hamari:
|
Fall into
a trap. |
Hamete:
|
A trap. |
Hana-tsuke:
|
Nose attatchment.
|
|
Hane:
|
A
diagonal move played in contact with an enemy stone. |
Hane-dashi:
|
Outer hane.
|
Hane-kaeshi:
|
Counter-hane.
|
Hane-komi:
|
Hane
between two stones. |
Hane-tsuki:
|
Belly attack.
|
Shita-hane:
|
Hane underneath.
|
Hanami ko (flower-viewing ko):
|
Ko
where one player stands to lose a lot, but the other only a tiny amount.
|
Harazuke:
|
Belly attack.
|
Hasami (pincer play):
|
A play that
attacks by preventing the opponent's extension down either side. (see
Basami). |
Hasami-tsuke:
|
Pincer attatchment.
|
Hazama:
|
Balance point.
|
Hazama-tobi:
|
One point
diagonal jump. |
Hiki:
|
Draw back.
|
Hikkuri-kaeshi:
|
Self-reversing
sequence. |
Hiraki:
|
3rd or 4th
line extension. |
Honte:
|
The proper
move. |
Horikomi (throw-in):
|
A single stone
played as a sacrifice. |
Hoshi (star point):
|
4-4 point.
|
Top
I
Ichigo-masu:
|
Carpenter's
square. |
Igo:
|
An alternative
name for Go. |
Ikken-tobi:
|
One point
extension. |
Insei:
|
Student professional.
|
Ippoji:
|
One large
area. |
Ishi-no-shita:
|
Under the
stones; a tesuji. |
Ishi:
|
Stone. |
Top
J
Ji Dori Go:
|
Derisive term
for 'ground-taking go'. |
Jigo:
|
Drawn game
(by equal territory). |
Jingasa:
|
Double empty
triangle (4 in a "T"). |
Joseki (established stones):
|
Known sequences
of moves near the corner which result in near-equal positions for
white and black. |
Jun Kan Ko:
|
A very rare
position involving repetitive capture. |
Top
K
Kado:
|
Angle. |
Kageme:
|
False eye.
|
Kakae:
|
Grip. |
Kakari (approach):
|
A move that
attacks a single enemy corner stone. Prevented by shimari.
|
Karami:
|
Splitting.
|
Kata-sente:
|
One-sided
sente. |
Katatsuki (shoulder hit):
|
A play on
a diagonal of the opponent's stone. |
Katatsugi:
|
A solid connection.
|
Kake:
|
Press down.
|
Kaketsugi (hanging connection):
|
A open connection.
An example is three stones surrounding an empty point. Promise for
eye shape, but can be attacked. |
Katachi:
|
The shape
of the stones. |
Sabaki:
|
Quick development,
light shape. |
Karui:
|
Single
move basic to formation of flexible shape. |
Omoi:
|
Heavy, clumped
shape. |
|
Keima:
|
Knight's
move extension. |
Keima-tsugi:
|
Knight's move
connection. |
Keima-watari:
|
Connection
at edge of board by keima. |
Keshi:
|
Erasure. |
Kikashi:
|
A forcing
move, usually made outside the main flow of play. Often answered,
then ignored; to be used later in the game. |
Kiri:
|
Cut. |
Kiri-chigae:
|
Cross-cut. |
Kiri-nobi:
|
Cut then extend.
|
Ko:
|
Repetitive
capture. (Literally: 'eternity') |
Ko threat:
|
Intervening
move (that one hopes will force a reply) before a ko
can be recaptured. |
Komi:
|
Score adjustment
usually penalizing black for playing first. Often 5.5 points. |
Komoku (small point):
|
3-4 point.
|
Korigatachi (frozen shape):
|
Inefficient
or ugly shape. |
Kosumi:
|
A diagonal
play next to one's own stone. |
Kosumi-tsuke:
|
A kosumi
which is also a tsuke. |
Kyu:
|
Learner grade.
|
Top
L
Leg:
|
Term used
by James Davies for a jogged end of a group. Weak leg refers to a
diagonal extension. |
Top
M
Magari (turn):
|
A play which
turns a group, forming a corner. |
Mane Go:
|
Mirror go.
White playing symmetrically opposite black. |
Mannen Ko (10,000 year ko):
|
A special
formation where whoever starts the attack must find the first ko-threat.
|
Me:
|
Eye or point.
|
Me ari me nashi:
|
A semeai
in which one player has one eye. |
Miai:
|
Two points
which accomplish the same result; if deprived of one, the other must
be played. |
Mochi-komi:
|
Botched invasion.
|
Modori:
|
Fall back.
|
Moku:
|
Same as me. |
Mokuhazushi (point-detatched):
|
3-5 point.
|
Motare:
|
Round about
attack. |
Moyo:
|
Large potential
territory. |
Mukai-komoku:
|
Symmetrically
opposite komoku played in fuseki.
|
Mushobu:
|
Literally
"no-win-loss". Abandoned game (due to triple ko
or similar). |
Top
N
Nadare:
|
Avalanche
joseki. |
Naka-de:
|
Central placement.
|
Nakade:
|
Unsettled
eye shape. |
Narabi:
|
Adjacent extension
from a non-contact point. |
Nidan bane (double hane):
|
Two sucessive
hane plays by one player. |
Nidan osae (double osae):
|
Two sucessive
blocks by one player. |
Nigiri:
|
Equivalent
of coin-toss to decide who starts. One grabs a handful of stones;
the other guesses odd or even. |
Nihon Kiin:
|
Japanese Go
association. |
Ni ren sei:
|
Fuseki
with two corner star points on one side of the board. |
Nobi (Stretch):
|
An extension
away from an opponent's tsuke, cross-cut, etc.
|
Nobi-komi:
|
Extend into
the enemy's territory. |
Nozoki:
|
A peeping
move which threatens to cut. |
Nuki:
|
Capture. |
Nurui:
|
Lukewarm.
|
Top
O
Oba:
|
Large fuseki
point. |
Ogeima (large knight's move):
|
Three across
and one vertically (or vice versa). |
Oiotoshi:
|
A method of
capture where stones are sacrificed to destroy the enemy's eye shape.
|
Oki:
|
Placement.
Playing on a vital spot (to kill eyes). |
Onadare:
|
Large avalanche
joseki. |
Osae:
|
A blocking
move which prevents extension along a line. |
Oshi:
|
Push. |
Oshi-tsubushi:
|
Squashing
move. |
Oyose:
|
Large end-game
plays. |
Ozaru:
|
Monkey jump.
|
Top
P
Pintsugi:
|
Connect between.
|
Ponnuki:
|
The shape
of four stones after capturing one stone. |
Top
R
Top
S
Sabaki:
|
Light play;
disposable stones. |
Sagari:
|
To descend
straight toward the edge of the board. |
Sanba-garasu: 'Three crows'.
|
1. Three stones
in a diagonal line. For example a corner enclosure by 5-3, 4-4, 3-5
points. |
|
2. A group
of three top players. |
Sangen:
|
Three point
interval. |
San ren sei:
|
Fuseki
with three star points on one side of the board. |
San-san:
|
3-3 point.
|
Saru-suberi:
|
Monkey jump.
|
Sashikomi:
|
Insert. |
Sei moku (Star points):
|
Handicap points.
|
Seki:
|
A situation
where neither player may place the other in ate
without placing himself in ate. Stalemate, with
no territory awarded. |
Seki-to (stone tower):
|
Sacrifice
of two stones at edge of board. |
Semeai:
|
Race to capture.
|
Sente:
|
Threat forcing
direct response, creates initiative. The right to choose where to
play next. Opposite to gote. (Literally:
'first/leading move'.) |
Shibori:
|
Squeeze play.
|
Shicho:
|
Ladder play.
|
Shicho-atari:
|
Ladder breaker.
A stone played in the path of a potential shicho,
threatening to make it fail. |
Shimari (corner enclosure):
|
A two-stone
corner formation. May not secure the corner, but attacker is at a
disadvantage. Opposite of kakari. |
Kogeima
shimari (small knight's enclosure):
|
The 3-4 and
5-3 points. |
Ikken shimari (one-point enclosure):
|
The 3-4 and
5-4 points. |
Ogeima shimari (large knight's enclosure):
|
The 3-4 and
6-3 points. |
Shin fuseki:
|
A revolutionary
1930's strategy. Now blended with traditional strategy to form the
modern style. |
Shinogi:
|
Eye forming
sequence (when under attack). |
Shita-hane:
|
Hane
underneath. |
Shita-tsuke:
|
Attatch underneath.
|
Soto:
|
Outwards.
|
Suberi:
|
Sliding under.
|
Suji:
|
Style; skillfulness.
|
Susoaki:
|
Open skirt.
|
Sute ishi:
|
Sacrifice
stone. |
Top
T
Tachi:
|
Extension
adjacent to centre. |
Taisha:
|
A joseki
arising from an ignored low kakari to 4-3 point.
|
Takamoku (high point):
|
4-5 point.
|
Take-fu:
|
Bamboo joint.
|
Tasuki fuseki:
|
Black playing
the same in opposite corners. |
Tedomari:
|
The very last
move (in a certain sequence of 'good moves'). |
Tengen:
|
The centre
point of the board. |
Tenuki:
|
Ignoring opponent's
last move to play elsewhere. |
Te okure:
|
Wasted move.
|
Tesuji (strong move):
|
The best play
in a local position; skillful tactical move. |
Tetchu (iron pillar):
|
Two stones
placed in line vertically and near the edge. |
Tewari diagram:
|
Analysing
by removing irrelevant stones. |
Tobi:
|
Jump. |
Tobi-dashi:
|
Jump out.
|
Tobi-komi:
|
Jump into
enemy space. |
Tobi-magari:
|
Jump at right
angle. |
Tobi-tsuke:
|
Jumping attatchment.
|
Torazu San Moku:
|
A very rare
position in the corner, where either side may capture first, but would
lose points to do so. |
Tsugi:
|
Connection.
|
Tsuke:
|
Attatch. A
play made in contact with an enemy stone, but not in contact with
any friendly stones. |
Tsuke-atari:
|
Bang against
(head-on). |
Tsuke-giri:
|
Attatch then
cut. |
Tsuke-kaeshi:
|
Counter-attatch |
Tsuke-koshi:
|
Attatch at
keima waist. |
Tsuke-nobi:
|
Attatch and
extend (handicap joseki). |
Tsume:
|
Extension
preventing an enemy extension. |
Tsume-go:
|
Life and death
problems. |
Tsuppari:
|
Slap against
(sideways). |
Top
U
Uchi:
|
Inwards. |
Uchikaki:
|
Sacrifice
on first line to make an eye false. |
Uchikomi:
|
Invading enemy
territory. |
Uttegaeshi:
|
Snap-back.
|
Top
W
Warikomi:
|
Wedge between
two stones. |
Wariuchi:
|
A wedging
move which has room for expansion in either direction. |
Watari:
|
To connect
underneath. |
Wei Qi (Wei Ch'i):
|
The Chinese
name for Go. (literally:"game of encirclement") |
Top
Y
Yose:
|
End game.
|
Yose-ko:
|
A ko
of little value. |
Yosu miru:
|
Probe; to
see opponent's response. May be sacrificed. |
Yurumi:
|
Loose. |
Top
Z
Zoku-suji:
|
False or vulgar
style. |
Gociu
Tiberiu
(18 septembrie 2002) :
Care este termenul
japonez pt "patratul dulgherului" ?
Multzam.
Top
Index de partide,
teorii si probleme de go
|