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.

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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.

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C


Chosei
:

Eternal life; a rare position involving repetitive capture.

Chuban[sen]
:

The middle game.

Chu oshi gatchi
:

Early victory by a large margin.

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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.

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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')

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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.

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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.

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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).

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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.

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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


Ryo
:

Double.

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.

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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).

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U


Uchi
:

Inwards.

Uchikaki
:

Sacrifice on first line to make an eye false.

Uchikomi
:

Invading enemy territory.

Uttegaeshi
:

Snap-back.

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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")

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Y


Yose
:

End game.

Yose-ko
:

A ko of little value.

Yosu miru
:

Probe; to see opponent's response. May be sacrificed.

Yurumi
:

Loose.

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Z


Zoku-suji
:

False or vulgar style.


Gociu Tiberiu (18 septembrie 2002) :

Care este termenul japonez pt "patratul dulgherului" ?

Multzam.


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