sports dictionary Game
ABOUT NADARE one of the varieties of nadare (big nadare).
ADZI Potential opportunity
AJI KESI Move that destroys the ADZI in the opponents formations
AKI SAN KAKU Empty triangle shape
AKISUMI three stones of the same color, standing "at a corner", in points of one square of the board, and the last point of the same square is empty. This form is considered bad due to redundancy.
AMARI GATATI The form seems good, but it doesnt do much
ATA Same as ATARI
ATARI One-turn Destruction Threat
ATEKOMI A move that threatens to cut KOSUMI
ATENOBI ATARI and NOBI
ATSUMI Density
AXES Push, push, push
BAYOMI Extra time to think about your moves in the game
BEEMI extra time, which is given to a player in a time-controlled game if they reach the main limit.
BOSI Covering from above
BOTSUGI Connecting three stones in a line
CAPTIVE STONES stones removed from the board during the game; stones that are not removed from the board until the end of the game, but about which players agree that they are dead, that is, if the opponent plays correctly, they will inevitably be removed from the board if the game continues. These stones are removed and added to the stones removed during the game before scoring starts.
CECI Clearing the opponents MOYO, erasing it
CO THREAT in ko fighting, the move that the opponent is forced to respond to is usually quite specific, so as not to lose more than from losing stones in ko. A ko threat is made in response to an opponent taking a ko, so that the opponent cannot close the ko position with a counter move and the stone in it can be taken through the turn.
DAEGIRI Combination of DAE and KIRI moves
DAIDAI GAMAM Move four points straight and one to the side (cf. KEIMA)
DAMAZUMARI Lack, lack of DAME in a group of stones
DAME points that are not occupied by stones that are adjacent vertically or horizontally to the point where the stone stands. The dame of a group is the dame of all the stones in that group. A stone or group is on the board as long as it has at least one dame.
DAMEZUMARI, DAMEZUMARI lack of dme in the group.
DANGO Dense, inefficient mass of stones
DE Pushing a move between two opponents stones
EGURI Chisel: a move that knocks the eye base out from under the stones
ESU TO THE WORLD Trial move, "move question"
FALSE EYE several adjacent unoccupied points on the board that look like an eye, but are not such. The false eye differs from the true one in that the enemy can occupy its points, having previously occupied all the dame only parts of the groups surrounding these points. False eyes leave the possibility of attacking the group.
FUKURE Blowing up the form
FURIKAWARI Exchange involving territories, groups, or spheres of INFLUENCE
FUSEKI Initial stage of the party
GOBAN go board. In Russia, a goban is usually called a board made in the form of a thick wooden table on low legs, that is, in fact, a traditional Japanese goban, or just a high-quality expensive wooden board. The traditional Japanese goban is made of kaya wood, has dimensions of 45.4-42.4 cm, a height of 15-19 cm and legs 12.1 cm high, that is, its total height is at least 27 cm. The design of the goban is designed so that players will sit, according to the Asian custom, on the floor.
GONOGO a point at the intersection of the fifth lines, counting from any edge.
GOTAE a move that does not require an immediate response from the opponent, or a sequence of moves in which the same player who made the first move is forced to make the last move. The Gote gives the opponent the initiative, since he is not bound by the need to respond to the players previous move and can choose which part of the board to move next.
GUZUMI A situation where AKI SAN KAKU becomes good
GYAKU ESE Reverse ESE
HAMETE Trap move (usually objectively not the best)
HANAMI KO This is a FIGHT in which one of the parties does not risk anything
HANE KOSUMI with the opponents stone coverage
HANE? placing a stone close to the opponents stone and at the same time diagonally from your own stone, which also stands close to the same opponents stone.
HANEDASHI HANE in the waist keima from the inside out
HANEKESHI Counter HANE
HANEKOMI HANE between two rival stones
HANESHITA HANE from below
HASAMI TSUKE KHASAMI close up
HAZAMA TOBI Jump diagonally through a point
HIRAKI Development from your stone on the third or fourth line
HONINBO One of the most prestigious Go titles
HORIKOMI Tactical stone sacrifice, face-off
HOSIE Point 4 4 or in the center of the side on the fourth line
HOW TO USE IT Hugging move
ICHIGO MAS Plotnitsky Square form
IKKEN two stones of the same color, located on the same line, with one empty point between them.
IKKEN BASAMI HASAMI for a stone through one point on the third line
IKKEN TAKABASAMI KHASAMI for a stone through one point on the fourth line
IKKEN TOBY Jump over a point
INGA KIT (INGOVSKY KIT) set for playing go according to the rules of Inga. The main distinguishing feature of this set is the measuring bowls of a special design, which allow you to make sure that the number of stones of each color is exactly 180, without counting the stones. Measuring bowls are necessary, because for the correct calculation of the result, performed according to the rules of Ing, it is necessary that each player has exactly 180 stones. The second characteristic feature of this set is connected with the presence of measuring bowls: the dimensions of the stones are standardized, respectively, and the dimensions of the board and the alignment step in the vertical and horizontal directions are also standardized for them.
ISI Stone
ISI NO SITA Combination with the game in the place of eaten stones
ISINOSHITA a sacrifice of four or more stones, which allows you to capture the opponents stones and ensure the life of your group.
JINGASA Double empty triangle of four stones
JOKU SUJI Poor playing style
JOSEKI a standard corner draw that usually benefits both sides equally. There are many dzoseki books, and special reference books are published for them.
KADO Corner
KAKARI a move that attacks the opponents lone stone in the corner. Is a common means of preventing simari to prevent the opponent from taking control of the corner.
KAKEME False Eye
KAKETSUGI Hanging connection form
KAMI NO ITTE A "divine move", a truly inspiring and original move: unobvious and combining strategy and tactics to turn a losing game into a winning one. Divine moves are unique and extremely rare, and even a strong go player can play one such move in their entire life and or not play at all. Making a divine move is the ultimate goal of any go player. A generally accepted example of a divine move is the reddened ears move made by Honimbo Shusaku in 1846.
KARAMI Splitting Attack
KARUI Light shape, easily forming two eyes
KATA, KATACHI good form.
KATASENTE One-way SENTE
KATATSUGI Tight connection
KATATSUKI Move diagonally away from the opponents stone
KEIMA generic name for kogame and ogame.
KEIMA TSUGI Connecting with a CAMERA
KEIMA WATARI Connecting with a CAM along the edge of the board
KICKASI A move that requires a mandatory and unambiguous answer
KIFU a game of go is recorded in the form of an image of the board, on which the numbers indicate the moves to the points where they were made. In typographic cifs, moves are indicated by circles of black and white color, in which the numbers of moves are indicated.
KIRI Slicing
KIRINOBI Combination of KIRI and NOBI moves
KIRITIGAI Double cutting
KO WRESTLING The fight for capturing stones in the ko position is usually conducted with the help of ko threats.
KOGEIMA the location of two stones corresponding to the knights move in chess is one point in one direction and through one in the perpendicular direction.
KOGEIMA SHIMARI SIMARI made of stones in points 3 4 and 5 3
KOMI REPUBLIC compensation for the right of the first move, which black gives to white in an equal game. The size of Komi varies in different rules and tournaments from 5.5 to 8 points. See Komi (go).
KOMOKU Item 3 4
KORIGATATI poor shape of stones of the same color, ineffective due to excessive density. Russian tracing paper "re-concentration". Example of an empty corner.
KOSUMI one of the types of indirect connection, when a stone is placed on the point next diagonally to the stone of its own color, provided that both points adjacent to both connected stones are free. The strength of the kosumi is ensured by the fact that when the enemy tries to cut it, it is completed in one move to the three, which can no longer be cut.
KOSUMI TSUKE KOSUMI with sticking to the opponents stone
MAGARI A move that creates an angular shape out of stones
MAGARI SHIMOKU an area of four free points in the form of the Russian letter "G", surrounded by stones of the same color, one of three types of living nakade form of four points (the other two are "snake" and"four in a row").
MANAGO Mirror strategy for repeating your opponents moves
MANNAN CO Millennial Co
MIAI two free board points, such that if one of the players goes to either of them, then his opponent can (and should) go to the other in order to maintain the existing balance of power. As a rule, the opponents refusal to move to the second point of the miai leads to undesirable consequences for him, so a move to one of the points of the miai can be used as a counter in appropriate circumstances.
MOKU same as a point.
MOKUHAZUSHI a point at the intersection of the third and fifth lines from the adjacent edges of the board (marked with squares on the diagram). The move to this point is often used when there is already a stone in the same corner in the lump, closer to the other side. If it is an opponents stone, a move in mokuhazushi starts an attack on the corner, if it provides a reliable occupation of the corner by the player.
MONKEY, MONKEY JUMP ogame move (big knight move) from the second line to the first or vice versa (one of the varieties of ozaru).
MOTIKOMI Botched Invasion
MOYO an area of the board that the player has set up for encirclement (by placing stones along its borders) and turning it into a territory, but has not yet been transformed into it. Moyo can be reduced or even destroyed by an enemy invasion.
MUKAI KOMOKU Symmetric KOMOKU
NADARE the name of one of the most common dzoseki (translated from Japanese means avalanche, as it resembles snow (white stones) rolling down a mountain (black stones)).
NAKADE "eye space", empty items surrounded by a players stones that can potentially be turned into two eyes of the surrounding group. In theory, there are seven so-called dead forms of nakade, configurations of three to six empty points, in which the surrounding group is guaranteed to die under the enemys attack, that is, it cannot build two eyes. Nakades that are not among the seven "dead" ones guarantee the player either building two eyes or surviving seki if played correctly.
NARABI Lengthening from your own stone in the absence of an opponents stone
NEUTRAL POINT an item that does not belong and cannot be attached to the territory of any of the players. In the Japanese rules of go, neutral points do not affect the result of the game in any way and are simply not taken into account. In rules where points are awarded not only by territory points, but also by stones placed on the board, at the end of the game, opponents fill in neutral points with stones, thus dividing points for them among themselves.
NIDAN BANE Double hane
NIDANBANE double hane. Two opponent stones placed diagonally are covered by three stones placed diagonally to prevent spreading in a certain direction.
NIKEN two stones standing on the same line through two empty points.
NIKKANTOBI Jump two points from your rock
NIKKEN BASAMI KHASAMI for the stone through two points on the third line
NIKKEN BIRAKI Spread in two points from your own stone
NIKKEN TAKABASAMI KHASAMI for a stone through two points on the fourth line
NIRENSEI the name of fuseki, in which blacks first moves sequentially occupy two hoshi points in the corners located on the same side of the board.
NOBI move close to a stone of its own color that is already standing on the board.
NOBIKOMI Lengthening towards a foreign territory
NOZOKI Threat of cutting
NUKI Capture
OGAIMA SHIMARI SIMARI made of stones in points 3 4 and 6 3
OGEIMA Big knight move ahead of KAME by one point
OI OTOSHI Capture (with casualties) by consecutive ATTACKS
OKI a point whose occupation is necessary to build an eye or, conversely, prevents the construction of an eye.
OKITO Sacrifice of two stones on the edge of the board for the purpose of removing the eyes
OMOI Heavy, clumsy shape with eye problems
OTAKAMOKU a point at the intersection of lines four and six or six and four, counting from the corners.
OZARU "Monkey jump", OGAME from the second line to the first
OZARU, OZARU reduce the enemys territory by invading it along the edge of the board.
Oh BA Big point in FUSEKI
PONNUKI a shape formed when one of the opponents stones is removed from the board after all of their dames are occupied (a rhombus of four stones with an empty point in the middle). It is considered very good form.
PRODUCT CODE Co threat
REISEI Calmness, composure, equanimity, composure
RENGO team play on the same board. A single board on each side is played by several players who take turns making moves. Players of the same team are not allowed to talk during the game. One of the varieties of rango is pair go, when teams consist of two people.
SABAKI Lightweight, stretchy shape
SAGARI Pulling to the edge of the board from the second or third line
SAMEAI Antagonistic struggle of two groups of rivals for survival
SAN SAN a point at the intersection of the third lines of the board, counting from any edge (marked with circles on the diagram). With a move to san san, the player firmly occupies the corner, but this move has almost no effect on the center.
SANGEN two stones located on the same line through three empty points.
SANGEN BASAMI HASAMI for the stone through three points on the third line
SANRENSEI FUSEKI with three HOSHI stones on one side
SARU SUBERI The same as OZARU
SASHIKOMI Insert
SEDAN First DAN
SEKI Life form of groups without two eyes (it is not profitable to attack first)
SENTE Move without losing pace
SHIBORI Snuggling
SHIKATSU "Death and life", "grapple not for life, but for death". Wed. TSUME GO
SHUSAKU FUSEKI fuseki, where Black makes the first moves in a lump in different corners along one side of the board. The name is associated with the name of Honimbo Shusaku, who actively used this beginning.
SIMARI Two-stone corner fence
SITA A method of grabbing stones that looks like a ladder
SLICING a move that prevents the opponents stones from connecting.
STAR, HOSIE a point located at the intersection of the fourth lines of the board, counting from any edge. This term can also refer to points at the intersections of the middle and fourth lines, as well as the central point of the board. Handicap stones are placed on these points. On the board and on diagrams, these items are marked with small dots (see the diagram on the right).
SUBERI Sliding with the KAME from the third line to the second
SUJI Design, plot, and outline
SUSOAKI Peeking into someone elses territory
SUTEISHI Sacrifice, sacrificial stones
SYNOGI Getting out of a quandary
TADOMARI Last scoring moves in the game
TAISHA the name of one of the dzoseki.
TAKABASAMI SANGEN KHASAMI for the stone through three points on the fourth line
TAKAMOKU Item 5 4
TAKEFU Same as BAMBO
TASUKI FUSEKI, in which black occupies opposite corners
TATI Raising the position, "getting up"
TAVARI Position analysis after pairwise removal of extra stones
TENGEN Central point of the board
TENGYONG, TENGYONG the central point of the board.
TENUKI Skipping a move in a local situation (answer elsewhere)
TESUJI Best move in a local tactical situation
THE LATCH technique for grabbing enemy stones. It consists of sacrificing your stone, which creates a damezumari for the enemy group.
TOBIDASHI Jump out, pop out
TOBIKOMI Jump into a foreign zone
TOBIMAGARI Jump forming an angle
TOBITSUKE Jump close to the opponents stone
TOBY Jump
TOSEI Eternal life. Endless repetition of taking stones
TSUKE Move close to the opponents stone (gluing)
TSUKE ATARI Joining the head of the group
TSUKE GIRI TSUKE and KIRI
TSUKE KESHI Counter TSUKE
TSUKE NOBI TSUKE and NOBI, as well as a kind of JOSEKI
TSUKEKOSHI TSUKE to the waist of KEIMA
TSUKENOBI the name of josheki. In this game, the first move is made close to the opponents stone (tsuke), and the next move is placed close to the previously placed stone (nobi).
TSUME Move that hinders the opponents HIRAKI
TSUME GO tasks that represent a position (most often on a small board or on a limited piece of the full board) in which you need to find the correct sequence of moves for one of the sides.
TUAN the rank of a highly qualified amateur player in the rank system of the Ing rules (used in China and Taiwan). The highest rank is 9 tuan. The lowest rank is 1 tuan. Between two adjacent tuan ranks, the difference is 4 points or 1/2 stone handicap (players of 5 and 7 Tuan play on equal terms, if white gives black a 1 stone handicap). 9 pin corresponds to 7 tuan, 5 pin to 9 tuan.
TUBE Middle stage of the batch
TWEEZERS Direct connection
UCHIKAKI First-line stone sacrifice for eye destruction
UCHIKOMI Invasion
UTTEGAESI Capture the Stones of the DAMEZUMARI creation with the help of a sacrifice
Unified State Register of Legal Entities final stage of the game. Players complete the borders of their territories, place missing stones, and fill in neutral points (the latter if required by the counting rules). In the ESE, calculating the value of each move is particularly important. As a rule, the game score at this stage can change only slightly, unless the level of players is too different. At the same time, it cannot be said that the ESE is an unimportant or simple stage. If the ESE is drawn incorrectly, the player risks losing the game he has already won.
VARIATIONS A side move that creates a MIAI for building a BASE
VARICOMI Wedging between two rocks
VAROUI Poor, inefficient shape of stones
WATARI Connecting along the edge of the board
YAGURA The "tower" shape is a square of stones placed across the IKKEN
YESUMIRU, YOSUMIRU a test move made to determine the opponents intentions.
YURUMI SHITE A sieve that doesnt run away; a two-tempo sieve
YUSEI Superiority, power, dominance
alive stone, a group that cannot be captured by the enemy. See dead.
below closer to the nearest side of the board. It is most often used when evaluating a position to indicate possible moves, for example :" Here you should have gone lower" the stone is placed too far from the side. The lower the moves are made, the more solid the territory is on the side, but the smaller its size.
bumbo "Bamboo", parallel twos of stones separated by common dames
dead a rock or group that cannot defend itself and will inevitably die if the enemy attacks. See live.
distribution placing a stone next to your other stones, close or at a certain distance, but in the absence of enemy stones between the exposed stone and other stones.
eye one or more unoccupied points surrounded on all sides by single-player stones that make up one or more groups. At the same time, the enemy cannot occupy all these points until they occupy all the other dames of all the stones surrounding them. A group with more than one eye cannot be destroyed by any enemy attack, so players aim to build groups that can build two eyes in any situation.
group several stones of the same player, arranged in such a way that they cannot be separated by setting stones of a different color. The group shares all the dames of the stones included in it. The stones of a group can only be taken by the opponent together, for which the opponent must occupy all the dames of this group.
influence the presence of prerequisites for a successful fight on a certain area of the board, called the sphere of influence.
ladder the same as the sieve.
line a vertical or horizontal line on the game board. Intersections of lines form points. The expressions "first line", "second line" and so on in the go literature denote a line counted from any edge of the board.
pin the rank of a professional player in the rank system of the Ing rules (used in China and Taiwan). The highest rank is 1 pin. The lowest rank is 9 pins. The difference between two adjacent pin ranks is 2 points or 1/4 of a handicap stone (players of 1 and 5 pins will play on equal terms if white gives black a handicap of 8 points or 1 stone, that is, black must make 1 unanswered move at the beginning of the game).
point the intersection point of lines on the go board. Stones are placed on points during the game. The territory consists of free points.
set The complete go set includes a board and two sets of dark and light colored stones in special bowls, no less than 180 stones of each color[1]. It is essential for the set that the dimensions of the stones, bowls and boards correspond to each other; the stones should be placed on adjacent points of the board without bumping into each other, but at the same time so that there are no noticeable gaps between them. The bowls should be large enough to accommodate a full set of stones of the diameter and thickness used. A classic Japanese top-level set: a goban made of 700-year-old kaya wood, mulberry bowls, black stones made of slate or basalt, white stones made of hamaguri clam shells; such a set is extremely expensive from several thousand to several tens of thousands of dollars.
shape the order of closely spaced stones. Forms can be "bad" or "good", depending on how stable and redundant they are.
side This usually refers to the area of the board whose points are no further than the fourth line from the nearest edge and no closer than the fifth or sixth line from neighboring edges. There is no exact definition of a party. See also angle and center.
territory unoccupied board items surrounded on all sides by the players stones. The territory belongs to the player whose stones surround it. The essence of the game of go is precisely to capture the largest territory. See also moyo and sphere of influence.
to Situation and rule: it is forbidden to repeat a position
ИККЭН СИМАРИ SIMARI made of stones in points 3 4 and 5 4
КАТАТИ Shape of stones