© 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

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This dictionary was originally published in Chapter 19 of The Go Player’s Almanac 2001. Richard Bozulich is indebted to James Davies for his enormous effort and contributions to this dictionary and to Richard Hunter for comments, suggestions, and updates.

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.

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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

アゲハマ 上げハマ

Prisoners; captured stones. See ageishi and hama.

ageishi

上げ石

Prisoners; captured stones. See agehama and hama.

ago

アゴ 顎

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

味

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

味がわるい

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

aji-keshi

味消し

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

空き三角

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

空き隅

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

akushu

悪手

A bad move.

almighty ko

See tenka-kō.

amai

甘い

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

余り形

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

amashi

余し

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

アオる 煽る

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

荒らす

To spoil or wreck an opponent’s territory.

ashi ga hayai

足が早い

Fast-paced; developing quickly.

asshō

圧勝

An overwhelming victory.

atari

アタリ 当たり

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

アテ 当て

Same as atari.

ate-kaeshi

アテカエシ 当て返し

Counter-atari.

atekomi

アテコミ 当て込み

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

当てる

To give atari.

atsui

厚い

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

厚み

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.