Aji - Aji is one the most difficult consepts to define. It refers to latent threats that exist in some local situation. At the time when an aji situation first occurs the player who has these latent threats may be unable to utilize them immediately. However, as the game develops certain vital points in the vicinity of the existing aji will be occupied and suddenly these threats will materialize. Atari - Threat to capture Ate - Threat to capture Atekomi - To aim inside (i.e. trying to cut kosumi) Atenobi - Check (atari) and stretch Atsui - Thick Boshi - Cap Damezumari - Shortage of liberties De - Go-between (push through) Degiri - Push out and cut Fuseki - Opening game Gote - Opposite of sente. Move which is basically defensive in nature (though many gote moves have some aggressive potential) and the other player need not respond directly to this move but rather play elsewhere. Gyaku yose - Backwards yose (reverse sente) Hana-roku - Rabbity Six Hanedashi - Inside hane Hanekomi - Inside hane Hasami - Pincer Hasami-tsuke - Pincer-attachment Hazama-tobi - Diagonal jump Hiki - Draw back Hiraki - Extension Horikomi - Throw-in Hoshi - 4-4 point Ikken takagakari- One-point high attack Ikken tobi - One point jump Ishi-no-shita - Playing under the stones (after captured) Jigo - Draw game Joseki - Certain opening sequences Kakae - Embracing move Kakari - Attack (in the opening) (if opponent plays this move it's a shimari) Kake - Cover Kaketsugi - Hanging connection Karui - Single move which is basic to or may cause the formation of a flexible shape. Katachi - Shape Katatsugi - Hard connection Katatsuki - Shoulder hit Keima - Relation between two stones as knight in chess Keshi - Erasure Kikashi - Forcing move Kiri - Cut Kogeima kakari - Small knight's attack Kogeima shimari - Small knight's enclosure Komoku - 3-4 point Kosumi - Diagonal extension Magari - Turn Miai - Miai refers to two points on the board which are related in such a way that if one player pccupies one of them then his opponent must occupy the other. Mokuhadzushi - 5-3 point Narabe - In-a-line (along a line) Ni-dan bane - Two step hane Niken biraki - Two point extension Niken takagakari- Two-point high attack Niken tobi - Two-point jump Nobi - Stretch Nozoki - Peep O-ba - Big point Ogeima - Large knight's move Ogeima kakari - Large knight's attack Ogeima shimari - Large knight's enclosure Oki - A putting or a placement Omoi - Heavy and clumsy shape. Osae - Block Oshi - Press Ponnuki - Shape after capturing one stone Sabaki - Quick and light development Sagari - Descent San-san - 3-3 point Sangen biraki - Three point extension Saru Suberi - Monkey jump Semeai - Race to capture Sente - A move is called a sente if it produces a threat so large that the other player cannot avoid making a direct response to this move. Shibori - Squeeze Shicho - Ladder Shimari - Corner Enclosure Suberi - Slide Tachi - Stand Takamoku - 5-4 point Tengen - Center point of the board Tesuji - Skillful play Tetchu - Steel post (stand in one of the star points towards the side of the board) Tobi-tsuke - Jump attach Tobikomi - Jump-in Tsugi - Connection Tsuke - Attach Tsuke-koshi - Attach at the waist Tsuki-atari - Head-on attachment Tsume - Extension Block Uchikomi - Invasion Uttegaeshi - Sanpback Warikomi - Thrust into or squeeze into Watari - Connect underneath or along the edge of the board Yose - Endgame