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
񃬧 Go Saint
񃬬 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¢¿öºÙÀ̱â 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
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¸Àڱ⠴ë¸ð¾ç inflated shape furoshiki
º»Àιæ 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
»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
ȕȕ 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
¼öÀбâ 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
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
ÃÊÀбâ Byoyomi
ÃÊÀбâ 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,
Ÿ°³ÇÏ´Ù break through overcome shinogi
ÅÎ¹Ø jaw attack
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 ÇØ¼Ò 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.
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
ȱ¹ 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
Go Glossary ¹ÙµÏ¿ë¾î Glossary BadukWorld.net