© 2001 by Kiseido Publishing Company

The Go Player’s Almanac 2001

A Dictionary of Japanese and English Go Terms

Compiled and edited by Richard Bozulich

Buy the full book at gobooks.com

This dictionary was originally published in Chapter 19 of The Go Player’s Almanac 2001. Richard Bozulich is indebted to James Davies and Richard Hunter for the enormous effort and contributions they jointly made to this dictionary.

Notes:

1. Macrons (long signs) are given for Japanese terms, but not when a term is treated as an English word (e.g., yose-kō but approach-move ko).

2. Some non-go terms often used in go have been included.

This ePub reader does not support full scripting, so diagrams may not be interactive.

Copyright Page

A Dictionary of Japanese and English Go Terms

Compiled and edited by Richard Bozulich

Published by
Kiseido Publishing Company
Kagawa 4–48–32, Chigasaki-shi,
Kanagawa-ken, Japan 253–0082
http://www.kiseidopublishing.com
kiseido61@yahoo.com

Copyright © 2001 by Kiseido Publishing Company

All rights reserved according to international law. No part of this work may be reproduced by any mechanical, photographic or electronic process, nor may it be stored in a retrieval system, transmitted or otherwise copied for public or private use without the written permission from the author and publisher, Kiseido Publishing Company.

ISBN of the printed version: 4–906574–40–8

Converted for SmartGo Books by John Mifsud.

Contents

Cover

Copyright Page

Japanese and English Go Terms

A

B

C

D

E

F

G

H

I

J

K

L

M

N

O

P

Q

R

S

T

U

W

Y

Z

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Japanese and English Go Terms

A

agehama

Prisoners; captured stones. See ageishi and hama.

ageishi

Prisoners; captured stones. See agehama and hama.

ago

Dia. 1

＞＜

An angle attack played from below (literally, ‘chin’ or ‘jaw’). White 1 in Dia. 1, striking under Black’s diagonal shape, is like delivering an uppercut to the jaw.

aji

The latent possibilities that exist in a position (literally, ‘taste’). Although these possibilities may never be realized, their existence influences the course of the game and enables certain moves to be made.

Dia. 2a

＞＜

Dia. 2b

＞＜

In Dia. 2a, the marked white stone is captured, but it has aji that enables White to jump to 1 without fear of being cut off at A. If Black tries to cut off White with 1 to 5 in Dia. 2b, the aji of the marked stone comes to life: White can capture some black stones with 6 and 8.

aji ga warui

To have bad aji, i.e., a potential weakness.

aji-keshi

Dia. 3

＞＜

A move that loses (literally, ‘erases’) aji. In Dia. 3 Black has the option of giving atari at ‘a’, then playing ‘b’. Black 1 is aji-keshi because it loses this option; after White 2, Black ‘a’ would no longer be atari. Moves that lose aji are usually undesirable.

aki-sankaku

An empty triangle. An inefficient shape such as the one made by the three marked stones in Dia. 4a.

Dia. 4a

Dia. 4b

＞＜

Dia. 4b shows a sequence in which Black forces White to make an empty triangle at ‘a’.

aki-sumi

An empty corner; a corner where a stone has not yet been played.

akushu

A bad move.

almighty ko

See tenka-kō.

amai

1. Slack, lenient, generous (literally, sweet). A move which doesn’t take full advantage of the position.

2. Insufficient; often used in reference to territory as in the phrase ji ni amai, meaning ‘not taking enough territory’.

3. Inflated (when said of rankings).

amari-gatachi

A failed attack. The shape left by an attacking sequence that fails to accomplish very much.

amashi

Letting the other player do what he wants, typically by letting one’s weak stones be attacked, but coming out ahead anyway. Literally, ‘having something left over’, i.e., having enough territory left over to win the game.

aoru

Dia. 5

＞＜

To chase an opposing group while fanning out in front of it. In Dia. 5, Black chases White with knight’s moves, cutting White’s stones off from the center.

approach-move ko

A ko fight in which one side has to ignore more than one ko threat in order to win. See yose-kō.

arasu

To spoil or wreck an opponent’s territory.

ashi ga hayai

Fast-paced; developing quickly.

asshō

An overwhelming victory.

atari

Literally, ‘hit’. A move that leaves an opposing stone or group with only one liberty.

Dia. 6a

Dia. 6b

＞＜

Dia. 6c

The white stone in Dia. 6a is in atari because it has only one liberty at ‘a’. In such a situation the Black player may announce ‘atari’ (though it is not required by the rules — professionals never announce it as it would be insulting to their opponents), just as one announces ‘check’ in chess. If White does not defend this stone by extending to ‘a’, Black may capture it with 1 in Dia. 6b. Dia. 6c shows the result of this capture. Used as an English word, e.g. ‘to atari’, ‘to give atari’, ‘to put into atari’, or ‘to get out of atari’.

ate

Same as atari.

ate-kaeshi

Counter-atari.

atekomi

A contact move touching two opposing stones at right angles.

Dia. 7a

＞＜

Dia. 7b

＞＜

The stones at 1 in Dia. 7a and Dia. 7b are examples in relation to the marked stones.

ateru

To give atari.

atsui

Thick, powerful, strong. Used in the following contexts:

1. Stones with a powerful shape.

2. Having superior outward influence.

3. Having a safe lead in territory.

atsumi

Thickness, power, or strength, particularly facing the center or an open area.

attachment

A move touching an opposing stone, but not touching any friendly stone. See tsuke.

avalanche joseki

See nadare, konadare, and ōnadare.

Go Books Published by Kiseido

➤ Books available in SmartGo Books.

Introductory and General

➤ K39: How to Play Go: A Concise Introduction by Richard Bozulich and James Davies

➤ K50: Go – A Complete Introduction to the Game by Cho Chikun

➤ K31: The Second Book of Go by Richard Bozulich

K40: The Go Player’s Almanac 2001 edited by Richard Bozulich

K30: Japanese Prints and the World of Go by William Pinckard and Kitagawa Akiko

Problem Books for Beginners

Graded Go Problems for Beginners by Kano Yoshinori

➤ K46: Volume 1, Introductory Problems (35-kyu to 25-kyu)

➤ K47: Volume 2, Elementary Problems (25-kyu to 20-kyu)

➤ K48: Volume 3, Intermediate Problems (20-kyu to 15-kyu)

➤ K49: Volume 4, Advanced Problems (15-kyu to 1-kyu)

Elementary Go Series

For more than 30 years, the Elementary Go Series has been the standard texts for go players who want to get a firm grasp of the fundamentals of go. Not only is the theory of go elaborated on, the reader is also given problems to show how these theoretical concepts are applied in actual games.

➤ K10: Volume 1: In the Beginning – The Opening in the Game of Go by Ishigure Ikuro

➤ K11: Volume 2: 38 Basic Joseki by Kosugi Kiyoshi and James Davies

➤ K12: Volume 3: Tesuji by James Davies

➤ K13: Volume 4: Life and Death by James Davies

➤ K14: Volume 5: Attack and Defense by Ishida Akira and James Davies

➤ K15: Volume 6: The Endgame by Ogawa Tomoko and James Davies

➤ K16: Volume 7: Handicap Go by Yoshiaki Nagahara and Richard Bozulich

Get Strong at Go Series

A series of problem books covering every phase of the game from the opening to the endgame. Each book contains 170 or more problems ranging in difficulty from elementary to advanced. Thus, they can be used by players ranging in strength from 20-kyu to dan-level. By studying go in this problem format, you will not only learn basic principles as to why moves are made but also train yourself in thinking through and analyzing positions. You will encounter a great many of the same or similar patterns that will arise in your own games. We guarantee that diligent study of this entire series will lay the foundation for becoming a truly strong player.

K51: Volume 1: Get Strong at the Opening

K52-K54: Volumes 2–4: Get Strong at Joseki I, II, III

➤ K55: Volume 5: Get Strong at Invading

K56: Volume 6: Get Strong at Tesuji

➤ K57: Volume 7: Get Strong at the Endgame

➤ K58: Volume 8: Get Strong at Life and Death

K59: Volume 9: Get Strong at Handicap Go

➤ K60: Volume 10: Get Strong at Attacking

Mastering the Basics

A series of books, especially written for high-kyu players, for mastering the basic techniques of Go. Each book in this series consists of hundreds of problems designed to hammer home the fundamental concepts of go theory and technique. A thorough and patient study of this series is the fastest way to go through the kyu ranks.

➤ K71: Volume 1: 501 Opening Problems by Richard Bozulich and Rob van Zeijst

K72: Volume 2: 1001 Life-and-Death Problems by Richard Bozulich

➤ K73: Volume 3: Making Good Shape by van Zeijst and Bozulich

➤ K74: Volume 4: 501 Tesuji Problems by Richard Bozulich

➤ K75: Volume 5: The Basics of Go Strategy by Richard Bozulich

➤ K76: Volume 6: All About Ko by van Zeijst and Bozulich

➤ K77: Volume 7: Attacking and Defending Moyos by van Zeijst and Bozulich

➤ K78: Volume 8: Fight Like a Pro – The Secrets of Kiai by van Zeijst and Bozulich

➤ K79: Volume 9: An Encyclopedia of Go Principles by Richard Bozulich

K80: Volume 10: Close Encounters with the Middle Game by Michiel Eijkhout

➤ K87: Volume 11: Sabaki – The Art of Settling Stones by Richard Bozulich

➤ K88: Volume 12: Attacking and Defending Weak Groups by Richard Bozulich

Elementary Books

➤ K02: Basic Techniques of Go by Nagahara Yoshiaki and Haruyama Isamu

K28: Lessons in the Fundamentals of Go by Kageyama Toshiro

K36: Opening Theory Made Easy by Otake Hideo

➤ K82: Handicap Go Strategy and the Sanrensei Opening by van Zeijst and Bozulich

K83: The Basic Principles of the Opening and Middle Game by van Zeijst and Bozulich

➤ K84: The Basics of Life and Death by van Zeijst and Bozulich

K85: A Survey of Basic Tesujis by Richard Bozulich

Advanced Books

Graded Go Problems for Dan Players

K61: Volume 1: 300 Life-and-Death Problems (5-kyu to 3-dan)

K62: Volume 2: 300 Tesuji Problems (5-kyu to 3-dan)

K63: Volume 3: 300 Joseki Problems (1-dan to 3-dan)

K64: Volume 4: 300 Life-and-Death Problems (4-dan to 7-dan)

K65: Volume 5: 300 Tesuji Problems (4-dan to 7-dan)

K66: Volume 6: 300 Joseki Problems (4-dan to 7-dan)

K67: Volume 7: 256 Opening and Middle Game Problems (1-dan to 7-dan)

K81: A Dictionary of Modern Fuseki: The Korean Style

K29: Reducing Territorial Frameworks by Fujisawa Shuko

Game Collections

➤ K01: Invincible: The Games of Shusaku edited and compiled by John Power

K07: The 1971 Honinbo Tournament by Iwamoto Kaoru

➤ K91: Modern Master Games, Vol. 1: The Dawn of Tournament Go by Rob van Zeijst and Richard Bozulich, with historical notes by John Power

K92: Modern Master Games, Vol. 2: The 2014 Ten-Game Match between Gu Li and Lee Sedol, Part One: Games One to Five by Rob van Zeijst

K93: Modern Master Games, Vol. 3: The 2014 Ten-Game Match between Gu Li and Lee Sedol, Part Two: Games Six to Eight by Michael Redmond 9-dan and Rob van Zeijst

PP01: Tournament Go 1992 edited and compiled by John Power

Refining Your Go Technique

K69: Cosmic Go – A Guide to Four-Stone Handicap Games by Sangit Chatterjee and Yang Huiren

K26: The Direction of Play by Kajiwara Takeo

K33: The Chinese Opening – The Sure-Win Strategy by Kato Masao

K45: Positional Judgment – High-Speed Game Analysis by Cho Chikun

Dictionary of Basic Joseki by Ishida Yoshio

K21: Volume 1: 3–4 Point Josekis

K22: Volume 2: 3–5 Point Josekis

K23: Volume 3: 5–4 and 4–4 Point Josekis

The 21st Century Dictionary of Basic Joseki by Takao Shinji

K41: Volume One

K42: Volume Two

Go World

Go World was a quarterly magazine that covered the Japanese and international tournament scene. Analysis of games from tournaments and instructional articles for players of all levels.

A complete set of Go World from the first issue to issue #129 is available on three DVDs from Kiseido Digital. To order, go to www.kiseidodigital.com.

Ordering Info

To order books and go equipment, go to the online shop at Kiseido’s website at www.kiseidopublishing.com.

Direct from Japan

Kiseido Publishing Company
Kagawa 4–48–32
Chigasaki-shi
Kanagawa-ken
Japan 253–0082
FAX +81–467–28–5811
e-mail: kiseido61@yahoo.com
www.kiseidopublishing.com

Buy This Book

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© 2001 by Kiseido Publishing Company

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