Baduk  English

 

¤¡ / ¤¤ / ¤§ / ¤© / ¤± / ¤² / ¤µ / ¤· / ¤¸ / ¤º / ¤» / ¤¼ / ¤½  / ¤¾ / ¹ÙµÏ °Ý¾ð

 

 ¤¡

°¡¸£±â  Deru, Through, (¶Õ°í, °¡¸£°í) ³ª°¡´Ù

°¡º±´Ù  light

°¡Áö¿Í¶ó Á¤¼®  Kajiwara pattern

°¢»ý  compromise

°¥¶óÄ¡´Ù  divide   Separation   

°¥¸²  Divided

°¨°¢  intuition

°­¼ö  strong play

°ÅºÏµî  turtle's back   tortoise shell   Kame-no-ko

°Ç³Ê°¡´Ù  cross   bridge

°Ç³Ê¶Ù´Ù  jump ahead

°Ç³ÊºÙÀÌ´Ù  attach across the knight's move   Jump attach

°ÉÄ¡´Ù  approach   Snuggle (³¯ÀÏÀÚ,´«¸ñÀÚ,ÇÑÄ­)

°áÁ¤ÇÏ´Ù  conclude

°è°¡  counting

°í¸ñ  4-5 point    Takamoku

°í¸ñ Á¤¼®  4-5 point pattern

°í¹Ù¾ß½Ã·ù  Kobayashi opening

°î»ç±Ã  bent four

°ï¸¶  weak group   pursued stones

°ø°ÝÇÏ´Ù  attack   Seme

°ø¹æ  Fight   Tatakai

°ø¹è   dame,  liberty (¼ö»óÀü¿¡¼­, An empty point adjacent to a block of stones), neutral point (ÁýÀÌ ¾ÈµÇ´Â°÷)

°ø¹è ¸Þ¿ò   shortage of liberties    damezumari

±³È¯  exchange

±¹¼ö  national hand

±»È÷´Ù  enclose

±»Èû  reinforce (³¯ÀÏÀÚ,´«¸ñÀÚ,ÇÑÄ­,¸¶´Ã¸ð)

±Ãµµ  eye space

±Ãµµ¸¦ ³ÐÈ÷´Ù   enlarge eye space

±Í  corner   sumi

±Í°î»ç  bent four in the corner

±Í¹Ø¸Ó¸®  sideburn

±Í»ï¼ö  three liberties in the corner   tombstone squeeze   fatal in three moves

±Ù°Å  base   root

±Ý±â¼­È­  Four Great Accomplishments

±Þ  kyu   student level   Lower numbers are better

±Þ¼Ò  vital point   kyusho

±ÞÇÑ °÷  urgent area

±â´Ù  crawl   creep   hai

±â´ë±â  leaning attack   lean   motare

±â´ëÁ¶  Qidaizhao

±âµµ  way of Go

±âº¸  game record

±â¼º  Go Saint

±â¼¼  fighting spirit

±â¼Ò  Godokoro

±âdz  style of play

±íÀº  deep

²¸¾È´Ù  hug

²¿ºÎ¸®´Ù  turn   filled triangle   

²Ä¼ö  tricky play

²É³îÀÌ ÆÐ  one-side ko   picnic ko

²É»ç±Ã  flower four

²ËÀÌÀ½  solid connection

²÷´Ù  cut   cut off   kiri

²÷¾î Àâ´Ù  cut-and-kill

²ø´Ù  draw back   pull back

³¡³»±â  endgame   finish   yose

³¢¿ì´Ù  wedge   insert   wari-komi

³¢¿öºÙÀÌ±â  clamp

¤¤

³ª°¡²÷´Ù  cut through

³­°¡  rotten axe

³¯ÀÏÀÚ °Ç³Ê±â  knight's crossing

³¯ÀÏÀÚ °Éħ  knight's approach

³¯ÀÏÀÚ ±»Èû  knight's enclosure

³¯ÀÏÀÚ ´Þ¸²  knight's slide

³¯ÀÏÀÚ ¶Ü  knight's jump

³¯ÀÏÀÚ ¾º¿ò  knight's cap

³¯ÀÏÀÚ ¿¬°á  knight's connection

³¯ÀÏÀÚ  knight's move   knight jump   keima : ü½ºÀÇ Kinght ¿Í °°Àº ¿òÁ÷ÀÓ

³·Àº  low

³»·Á¼­´Ù  descend   sagari   To "hang down" or "descent" a move extending toward the edge of the board

³Ñ±â  Watari, Wade : A "bridge", i.e. a low move connecting underneath or along the edge of the board

³ë¸²  aim   nerai

³ô´Ù  high

³õ°í µû´Ù  compulsory capture

´©¸£´Ù  press

´«  eye   eye space   me  manako   »ì±âÀ§Çؼ­´Â two eyes °¡ ÀÖ¾î¾ß ÇÑ´Ù. ´ë¸¶ÀÇ »çÈ°¿¡ °ü°èµÇ´Â µ¶¸³µÈ µÎÁýÀÇ À¯¹«¸¦ ¸»ÇÒ ¶§´Â Áý (point) ¶ó´Â Ç¥ÇöÀº ¾²Áö ¾Ê´Â´Ù. A surrounded area providing one safe liberty. Stones that have two eyes are safe from capture.

´«¸ñÀÚ °Éħ  large knight's approach

´«¸ñÀÚ ±»Èû  large knight's enclosure

´«¸ñÀÚ ³¡³»±â / ºñ¸¶ ³¡³»±â  monkey slide

´«¸ñÀÚ ´Þ¸²  large knight's slide   saru-suberi

´«¸ñÀÚ ¶Ü  large knight's cap

´«¸ñÀÚ  large knight's move   large knight jump   ogeima   Ogeima Kakari - large knight's attack at 3-6 , Ogeima Shimari - (large knight's enclosure); stones at 4-3 and 3-6

´Ã´Ù  stretch   extend   nobi

´Ã¾îÁø Ãà / ºóÃà  loose ladder

´Ã¾îÁø ÆÐ  approach-move go

¤§

´Ù°¡¼­´Ù  come close to   approach   tsume

´ÜÆÐ  direct ko

´Ü  dan   master level   Higher numbers are better.

´Ü¼ö  atari   dansoo   fatal

´ÜÁ¡  defect   weak point

´Þ¸®´Ù / ¹Ì²ô·¯Áö´Ù  slide

´ë°¢ Æ÷¼®  diagonal opening

´ë±Ã¼Ò±Ã  big eye vs small eye

´ë¸¶   group : A loosely connected set of blocks of the same color  (block : Connected stones of the same color)

´ë»çÁ¤¼®  great slant pattern

´øÁö´Ù  / µ¹À» °ÅµÎ´Ù  resign

´ý  compensation   advantage   komi   A number of points given to the second player at the end of a game to compensate for the first player's advantage.

µ¹ °¡¸®±â  choosing colors   stone choice   erabu

µ¹ ¹ÙµÏÆÇ  stone board

µ¹À» ´øÁö´Ù   resign

µ¿Çü¹Ýº¹  super ko

µÇ²÷´Ù  counter-cut

µÇ´Ü¼ö  counter-atari

µÇµû´Ù  counter-capture

µÇÁ¥Èû  counter-bend

µÇÇù°ø  counter-pincer

µÌ¹ÚÇü  carpenter's square

µÎ´«  two separate eye spaces

µÎÁ¡¸Ó¸®  two stone's head   nime-no-atama

µÎÄ­ °Éħ  two-space approach

µÎÄ­ ¶Ü  two-space jump   nikan tobi

µÎÄ­ ¹ú¸²  two-space extension

µÎÄ­  two-space

µÎÅÓ´Ù  thick   thickness   atsumi

µÞ¸À  potential trouble

µÞ¹®  open back door

µÞ¹®¿­¸²  open area   back door openned   suso-aki,

µè±â  make effect   kikashi

µé¿©´Ùº¸´Ù  peep   threat   nozoki   moving so as to threaten a cut on the next move

µû³»´Ù  capture   pick out   nuki

µû³½µ¹  captured stone

¶Õ°í ³ª°¡´Ù / ¶Õ±â  break out   through   deru

¶Ù´Ù / ¶Ü  jump   tobi

¶áµ¹  floating stones   rootless

¤±

¸¶´Ã¸ð / ÀÔ±¸ÀÚ  diagonal move   kosumi

¸¶´Ã¸ðºÙÀÓ / ¸ðºÙÀÓ  diagonal attach   kosumi-tsuke,

¸·´Ù  block   osae

¸¸³âÆÐ  thousand-year ko

¸À  aji  : Aji are plays which may or may not "work." In many cases their intrinsic efficay and value is the same whether played immediately or later, but it is  their impact on the course of the game that is vastly different. Aji literally means "taste" but in Go it's really closer to "aftertaste", and in fact a proper definition is "residual threats in a position after it has nominally been decided". (Aji-Keshi : ¸ÀÀ» ¾ø¾Ö´Ù, Aji Waru : ³ª»Û ¸À)

¸Â²÷´Ù  crosscut   cross cut   kiri-chigai

¸Â¹ÙµÏ / È£¼±  the first move in alternate   unhandicapped match   tagai-sen

¸Âº¸±â  paired moves   A or B   fork   miai

¸Åµì  knot

¸ÅÈ­À°±Ã  flower six

¸Æ / ¸ÆÁ¡  tesuji   knack   best move in local   A skilful tactical move. A particularly clever local move. Usually makes possible something no other move would accomplish.

¸Ó¸®  head

¸Ô¿©Ä¡´Ù  throw in   cram   Horikomi    a move involving the sacrifice of a stone to force the opponent's stones to take a bad shape (most often preventing him from connecting at the right point).

¸íÀÎ  Meijin

¸ð±»Èû  diagonal enclosure

¸ð¾ç  framework   shape   moyo

¸ð¾ç°®Ãß±â  being in good shape   good in shape

¸ð¾çÀ» Áß½ÃÇÑ ¼ö  stylish move

¸ðÀÚ  cap   capping   boshi

¸ô´Ù  drive

¹«°Ì´Ù  heavy

¹«¸£±â  retract   matta   yari-naosh

¹«¸®¼ö  overplay

¹«½ÂºÎ  drawn game   seki   No win no lose game

¹Ì²ô·¯Áü  sliding   suberi

¹Ì´ÏÁß±¹½Ä  mini-Chinese opening

¹Ì»ý  unsettled

¹ÌÁö±ÙÇÏ´Ù  lukewarm

¹Ð°íµé¾î°¡±â  creep   hairu

¹Ð´Ù  push   oshi

¹Ð¾îºÙÀ̱â / ´«»çÅ  avalanche

¹Ð¾î¿Ã¶ó±â  straight up   masugu

¹ØºÙÀÓ  underneath attachment

¤²

¹Ù²ãÄ¡´Ù  trade   exchange   furikawari

¹ÙµÏ   baduk   igo   go   weiqi   weich'i

¹ÙµÏµ¹  stone

¹ÙµÏÆÇ  board

¹Ù¸¥ ÀÀ¼ö  correct move

¹Ý´«  half-eye

¹Ý¸é  on the board

¹ÝÁý ½ÂºÎ  half-point game

¹ÝÁý  half a point

¹ÝÆÐ  half-point ko

¹ß  pace

¹çÀüÀÚ  diagonal jump   large diagonal jump   elephant's move   okosumi

¹èºÙÀÓ  belly attachment

¹è¼®  distribution

¹é  white   white stone(s)

¹ø°³»ç±Ã  lightening four

¹ú¸®´Ù / ¹ú¸²  expand   extend   spread   hiraki

º®  wall

º¯  side

º¯È­  variation

º¸°­ÇÏ´Ù  strengthen

º¸·ùÇÏ´Ù  reserve

º¸ÀÚ±â  ´ë¸ð¾ç  inflated shape   furoshiki

º»ÀÎ¹æ  Honinbo

ºÀ¼â  blockade   blocking   fusa

ºÀ¼ö  sealed move

ºÎÇ®´Ù  bulge

ºÒ°è½Â  win without counting

ºÙ¿© ²÷´Ù  attach and cut

ºÙ¿© ²ø´Ù  attach and pullback

ºÙ¿© ´Ã´Ù / ºÙ¿© »¸´Ù  attach and stretch

ºÙ¿© ¸·´Ù  attach and block

ºÙÀÌ´Ù / ºÙÀÓ  attach   tsuke   A move made in contact with one of opponent's stones, but not in contact with any friendly stones.

ºò  draw   dual life   seki   stale move   No die both alive. Coexistence of Black and White blocks that don't have two eyes. an impasse situation in which groups live without having two eyes. If black plays, white will take all of black's stones inside of the white structure and have an opertunity to make eyes. If white plays, black will take all of white's stones.

ºó±Í  empty corner

ºó»ï°¢  empty triangle   aki sankaku   3 °³ÀÇ µ¹ÀÇ ¸ð¾ç, ´ë°³ ³ª»Û ¸ð¾ç

»§µû³¿  ponnuki

»¸±â  extend   nobi

¤µ

»ç¼® / ÀâÈù µ¹  sacrificed stone   prisoner   sacrifice   sute-ishi   ÀâÇô¼­ ¹ÙµÏÆÇ¿¡¼­ Á¦°ÅµÈ µ¹, ¾ÆÁ÷ ¹ÙµÏÆÇ À§¿¡ ÀÖ´Â Dead ¿Í ±¸ºÐµÈ´Ù. A stone that has been captured and removed from the board.  Term "prisoner" is also often applied to the dead (especially isolated) stones on the board.  Each prisoner stone is worth one point to the player who captures it.  During the commonly accepted procedure of territory counting prisoners are placed into opponent's territory – since only free points count, each prisoner reduces opponent's territory by one point (this is done to simplify territory counting).  Prisoners can be exchanged during the game to provide each player with additional playing stones.

»ç¼®ÀÛÀü  sacrificial strategy

»çÈ°  alive and death   shikatsu

»çÈ°¹®Á¦   life and death problem, The problem whether a weak surrounded group can be made safe from capture, typically by creating two eyes.

»è°¨ / »è°¨ÇÏ´Ù  reduce   reducing   keshi   erase   deflate (¾î±ú, ¸ðÀÚ, ³¯ÀÏÀÚ)

»î / »ì´Ù / »ê µ¹  live   alive   µ¹ÀÌ µÎ ´«ÀÌ ÀÖ´Â »óÅ (Dead : µ¹ÀÌ µÎ ´«ÀÌ ¾ø´Â »óÅÂ, Critical : ¼±¼ö ¿©ºÎ¿¡ µû¶ó »îÀÌ °áÁ¤µÇ´Â »óÅÂ)

»ì¾ÆÀÖ´Ù  alive

»ï´ÜÆÐ  three-step ko

»ï»ï  3-3 point

»ï»ïÁ¤¼®  3-3 pattern

»ï»ïħÀÔ  3-3 intrude

»ï¿¬¼º  three-star formation   three stars   sanrensei

»ïÆÐ  triple-ko

»ñ°« / »ñ°«Çü  farmer's hat   conical hat   jin-gasa

¼±  line

¼±»ó¼±  black-and-even game

¼±¼ö  sente   initiative   the right to play next   A sente move must be answered by the opponent and therefore retains the initiative.

¼¼·Â  influence

¼¼·ÂÀÇ ±ÕÇü  balance in power

¼¼Ä­¹ú¸² / ¼¼Ä­ ¶Ü  three-space extension   three space jump   sankan tobi

¼Ò¸ñ  3-4 point   komoku

¼Ò¸ñ Á¤¼®  3-4 point pattern

¼Ó±â  quick game

¼Ó¼ö  crude play

¼Õ»©´Ù  play elsewhere   omit   tenuki

¼ÕÇØ Æа¨  loss leader ko threat

¼ö³ª´©±â  sequence dissection

¼ö´Ã¸®±â  liberty increase

¼ö´ã  hand talk

¼öºÎÁ·  shortage of liberty

¼öºñ  defence   shubi

¼ö»óÀü  capturing race   a race to capture   semeai   ¼­·Î°£¿¡ Â÷´ÜµÇ¾î µÎ ´«À» °¡ÁöÁöµµ ¸øÇÏ°í, »ç´Â ¹æ¹ýÀº À¯ÀÏÇÏ°Ô ÀûÀ» Àâ´Â ¹æ¹ý¹Û¿¡ ¾ø´Â °æ¿ì, A local race to capture, i.e. a situation when groups of stones of both colors are mutually isolated from their main forces (can't be saved by connecting) and have no room to make two eyes (a self-sufficient living shape).  The only way to save each group involved in semeai is to capture one of the opponent. 

¼ö¼ø  sequence

¼ö¼øÀÇ ¹¦  sequential magic

¼öÀÐ±â  reading

¼öÁÙÀÓ  shorten the number of liberty

¼öÃ¥·ù  Shusaku opening

¼øÀå ¹ÙµÏ  Sunjang baduk

¼øȯÆÐ  rotation ko

½ÂÂø  winning move

½ÅÆ÷¼®  new opening theory

½Ç¸® / Áý  profit   territory   ji   ÁýÀ» ½Ç¸®¶ó°í ÇÑ´Ù. Territory ´Â Áý ¶Ç´Â ½Ç¸®¶ó´Â °³³äÀ¸·Î »ç¿ëµÈ´Ù. (¸íÈ®ÇÏ°Ô´Â point in territory °¡ ÁýÀÌ´Ù)

½ÇÀü  actual game

½Î¹Ù¸§  plating   sabaki,

½Î¿ò  fight   tatakai

½Ö¸³  bamboo joint   parallel connection   bamboo's joint   narabi   'never try to cut bamboo joints' (½Ö¸³À» µé¿©´Ù º¸Áö ¸¶¶ó)

¾º¿ì´Ù / ¾º¿ò  cover   oppress   kake

¤·

¾ÈÁ¤ÇÏ´Ù  settle

¾ÈÂÊ °ø¹è  internal liberty

¾ÈÇü  eye shape

¾ç (¼±¼ö, ´Ü¼ö)   Ryo-,  Double-   

¾ç°Éħ  double approach   double snuggles   ryo-kakari

¾ç³¯°³  wings formation

¾ç´Ü¼ö  double-atari

¾ç¼±¼ö  bilateral sente endgame

¾çÁ¥Èû  double-bend

¾çÆÐ ºò  double-ko dual life

¾çÆÐ  double-ko

¾çÈ£±¸ ¿¬°á  double tiger's connection

¾çÈ£±¸  double tiger's mouth

¾çÈ­Á¡ / ÀÌ¿¬¼º  two-star formation

¾è´Ù  shallow

¾î±ú ¤±â  shoulder-hit   shouldering   kata-tsuki

¾î±ú  shoulder   kata

¾î¼º±â  castle game

¿ª³¡³»±â / ¿ª¼±¼ö  reverse sente endgame

¿¬°á  Connection    tsugi

¿¬°áÇÏ´Ù  connect   

¿¬±â¹ÙµÏ  doubles go

¿¬¼º  star formation

¿¯´Ù  thin

¿¯À½  skinny   usumi   usui

¿·ºÙÀÓ  side attachment

¿À±ÃµµÈ­  flower five   rabitty five

¿Àû¿ø Á¤¼®  Go Seigen pattern

¿ÁÁý  false eye

¿Ã°¡¹Ì  net   fork   trap

¿ÏÂø  relaxed move   poor move

¿Ü±æ  one-way street

¿Ü¸ñ  3-5 point

¿Ü¸ñ Á¤¼®  3-5 point pattern

¿Ü¸ñ   Mokuhazushi,  3-5

¿ä¼®  key stone

¿ìÁÖ·ù  cosmic style

¿ìÇü  bad shape

¿òÁ÷ÀÌ´Ù  awaken

À§ºÙÀÓ  upper attachment

À¯°¡¹«°¡  eye vs. no eye

À¯¸®ÇÏ´Ù (Çü¼¼°¡)   lead, good

ÀÀ¼öŸÁø  prove

ÀÌ´ÜÁ¥Èû  two-step-bend   double spring   nidan-hane

ÀÌ´ÜÆÐ  two-step ko

ÀÌ¿¬¼º  two stars   nirensei

Àϵî°ø½Å  key move   winning move

ÀϺ»±â¿ø  Nihon Ki-in

ÀÔ±¸ÀÚ ºÙÀÓ  diagonal attachment

ÀÕ´Ù  link

¤¸

ÀÚü Æа¨  internal ko threat

ÀÚÃæ  self-atari

ÀÚÃæ(¼ö)  stale move   shortage of liberties   dame zumari

ÀÛÀº(¼ö)  small scaled move   chisai

Àâ´Ù  kill   take   capture   toru

ÀâÀºµ¹  captured stones

Àå¹®  net   lock  kake

Àå»ý  eternal life

ÀüÅõºÐÀ§±â  combative mood

Àý´ë Æа¨  absolute ko threat

Á¡  point

Á¢¹ÙµÏ  handicap game   handicapped go   oki-go

Á¤»ç±Ã / ÆÇ»ç±Ã  square four

Á¤¼®  joseki   pattern   standard move    A standard move sequence, often in the corner.

Á¤¼±  amashi  : ´ýÀÌ ¾ø´Â ¹ÙµÏ (a strategy for white in games without Komi)

Á¤¼ö  proper play

Á¥Çô ²÷´Ù  bend and cut

Á¥Çô ³¢¿ì´Ù  bend-and-wedge

Á¥Çô ÀÕ´Ù  bend and connect

Á¥Çô Àâ´Ù  bend and kill

Á¥È÷´Ù / Á¥Èû  bend   spring   hane   An attachment to an enemy stone which diagonally connects to your own piece, already attached to the same stone  (ÀÌ´ÜÁ¥Èû   Nidan bane : Two succesive Hane moves)

Á¥Èû ºò  dual life with a bend

Á¶¿© ºÙÀÌ´Ù  squeeze

Á¶ÀÓ  fasten   shime-tsuke,

Á¾¹Ý  closing stage

ÁÁÀº(¼ö)  good move   suki-te

Á¿쵿Çü  symmetrical shape

Á×Àº µ¹    dead : Stones that cannot escape capture are called dead, even while they are still on the board.

Á×Àº  dead

Áؼ±¼ö / ¹Ý¼±¼ö  almost sente

Áß±¹±â¿ø  Zhongguo Qiyuan

Áß±¹·ù  Chinese opening

Áß¹Ý  middle game

Áߺ¹  over-concentration

Áß¾Ó  center

ÁöÅ°´Ù / ¼öºñÇÏ´Ù  defence   keep   mamori

Á÷»ç±Ã  straight four

Á÷»ï±Ã  straight three

Áý  territory (Áý ¶Ç´Â ½Ç¸®)   points in territory   me   An area surrounded and controlled by one player. May contain dead opponent stones.  Concept of a territory is one of the central in Go — after all the entire game is a fight for it.  Definition of the territory is deceptively simple — it is an empty space surrounded by an uninterrupted line of stones of the same color (only horizontal and vertical holes are considered to be interruptions)

Â´Ù  thrust   warikomi   squeeze into    a move made between opponent's stones in order to separate them or/and to connect one's own stones.

Âó´Ù  choke

¤º

Âø¼ö  placement

Âø¼ö±ÝÁöÁ¡  illegal point

Âø¼öÆ÷±â  pass

óÁø ³¯ÀÏÀÚ  dipping knight's move

õ¿ø  zenith

õÁö´ëÆÐ  almighty ko

öÁÖ  iron pillar

ÃÊÀÐ±â    Byoyomi

ÃÊÀÐ±â  overtime counting

ÃËÃ˼ö / ¿¬´Ü¼ö  continuous atari

Ãà  ladder   shicho   A basic capturing sequence.

Ãà¸Ó¸®  ladder breaker   breaker for two ladders   shicho atari

ÃàÀ¸·Î ÀâÈ÷´Ù  captured in Ladder

Ä¡¹Þ´Ù  bump   butt   butting   butsukari

Ä¡ÁßÇÏ´Ù  play inside   centering : a putting or a placement   oki

ħÀÔ  invasion   uchi-komi

ħÅõÇÏ´Ù / ħÀÔÇÏ´Ù   invade   invading

¤»

ÄÚºÙÀÓ  nose attachment

Å«(¼ö)  large scaled move    okina,

¤¼

Ÿ°³ÇÏ´Ù  break through   overcome   shinogi

ÅÎ¹Ø  jaw attack

¤½

ÆÄ´Ù  gouge out

ÆÄÈ£ÇÏ´Ù  break an eye

ÆÇ·ú  comb six   rectangular six

ÆÐ  ko   alternate   Ko is a situation involving capture and immediate recapture. Ko is illegal without another move first, elsewhere on the board, since a board position can't be repeated twice. In the example to the right you see white has just taken blacks stone. Black can not return the take and thus must move elsewhere, A single stone capture-recapture situation that can lead to position repetition : ²É³îÀÌÆÐ(flower-viewing ko), ´ÜÆÐ(direct ko), ÀÌ´ÜÆÐ(two-step kos), »ï´ÜÆÐ(three-step kos), ¾çÆÐ(double ko), »ïÆÐ(triple ko), õÁö´ëÆÐ(super ko)

Æа¨  ko threat   ko-date

ÆÐÂø  losing move   defeat move   baichaku

ÆÐ ÇؼҠ ko elimination   ko-kaisho,

Æí¼±¼ö  unilateral sente endgame

ÆíÈļö  unilateral gote endgame

Æ÷µµ¼ÛÀÌ / ÀÀÇü  dumpling

Æ÷µµ¼ÛÀÌ ¸ð¾ç   Omoi Katachi  : heavy, clumsy shape

Æ÷¼®  opening   layout   fuseki   The opening moves of the game, in which you sketch out broad claims on territory.

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Çѱ¹±â¿ø  Hankuk Kiwon

ÇÑÄ­ °Éħ  one-space approach

ÇÑÄ­ ¶Ü  one-space jump   ikkan tobi

ÇÑÄ­ ¹ú¸²  one-space extension

ÇÑÄ­  one-space

ÇÔÁ¤, µ£    trap, 'fall into a trap' (ÇÔÁ¤¼ö¿¡ °É¸®´Ù)

Çึ  haengma   move   maneuver

Çâ¼Ò¸ñ  facing 3-4 points formation

Çù°ø  pincer   pincer attack   basami   hasami

Çü¼¼ ÆÇ´Ü  positional judgement

Çü¼¼  overall situation

È£°¢  balanced

È£±¸ ¿¬°á  diagonal connection   hanging connection   tiger's connection

È£±¸  tiger's mouth

È£¸®º´  crane's nest

È£¼± (´ýÀ» Àû¿ëÇÑ ¹ÙµÏ), even game

È£¼±  even game

È¥¼º¿¬±â¹ÙµÏ  mixed doubles go

È­±¹  game of peace

È­Á¡ Á¤¼®  4-4 point pattern

È­Á¡  flower point   star point   4-4 point   hoshi

È®Á¤°¡  decided territory

ȯ°Ý / µÇµû³¿  snapback   recapture   ute-kaeshi

È°·Î  life line   liberty   katsuro

È°¿ë  forcing move

ȸµ¹ÀÌ  spin around   thrust   atari-atari

Èļö  gote   forced to answer   ¼±¼ö (sente)

ÈÄÀý¼ö  cutback

Èä³»¹ÙµÏ  mimic go

Èæ  black

È渶  black stone(s)

Èæ´ë¸¶  black group  

 

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