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    Chinese Go Terms Keywords: Go term, Index page

    An older version of this list of Chinese Go Terms is mirrored here.

    See also Go terms.

    Other lists:

    Benjamin Barrett's multilingual go dictionary, which includes lots of Chinese Go terms.The book Contemporary Go Terms.

    The romanizationgiven in this Chinese Go Terms list is in Hanyu Pinyin. If the simplifiedcharacters and the traditional characters for a Chinese term are different, then the traditionalcharacters will be listed in parentheses. If you have a Chinese term in characters, do not readChinese, and want to find its meaning, copy the characters and paste them into the window atthe website [1] and yo u will get the pinyin version which you can look up in the list below.

    Terms marked with an asterisk (*) have meanings that are not specific to Go.

    A

    ndng - settle*

    B

    bi - white*bi fng - white player*() bi - failure*

    () bi zho - losing movebn - hanebn du n - hane throughbn li - rectangular sixbn ji - half-point kobng ji - pole connection() bo wi - surround*bo - thin*boli - retain; preserve*

    bo ch - capturing technique by ataribn shn ji - local ko threatbn shn ji ci - local ko threatbn shu - proper movebn zhng - heavy*bng - collapse*() bng ku - collapse*b - checking extension() b dng - nose tesuji

    http://senseis.xmp.net/?NoseTesujihttp://senseis.xmp.net/?PoleConnectionhttp://senseis.xmp.net/?HalfPointKohttp://senseis.xmp.net/?RectangularSixhttp://senseis.xmp.net/?Hanedashihttp://senseis.xmp.net/?LosingMovehttp://senseis.xmp.net/?Romanizationhttp://senseis.xmp.net/?Romanizationhttp://pw2.netcom.com/~gogaku/english/sfgoclub/godic.htmhttp://senseis.xmp.net/?NoseTesujihttp://senseis.xmp.net/?CheckingExtensionhttp://senseis.xmp.net/?Heavyhttp://senseis.xmp.net/?Hontehttp://senseis.xmp.net/?LocalKoThreathttp://senseis.xmp.net/?LocalKoThreathttp://senseis.xmp.net/?BaoChihttp://senseis.xmp.net/?Thinhttp://senseis.xmp.net/?PoleConnectionhttp://senseis.xmp.net/?HalfPointKohttp://senseis.xmp.net/?RectangularSixhttp://senseis.xmp.net/?Hanedashihttp://senseis.xmp.net/?Hanehttp://senseis.xmp.net/?LosingMovehttp://senseis.xmp.net/?Whitehttp://senseis.xmp.net/?Whitehttp://senseis.xmp.net/?Settlehttp://senseis.xmp.net/?HanyuPinyinhttp://senseis.xmp.net/?Romanizationhttp://senseis.xmp.net/?ContemporaryGoTermshttp://pw2.netcom.com/~gogaku/english/sfgoclub/godic.htmhttp://senseis.xmp.net/?GoTermshttp://yeefan.sg/weiqi/chinesegoterms/http://senseis.xmp.net/?header=keywords&term=Index%20pagehttp://senseis.xmp.net/?header=keywords&term=Go%20term
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    () b q - capturing race() b si - tournament*() bin - side*() bin hu - variation* () bin xing zhng gu li - mini chinese opening () bin xng zhng gu li - mini chinese opening() bin zho - unusual play() bng - horizontal stretchb dio - logical order of moves (moving reasonably, beneficially, and with restraint)() b qing - reinforce*() b j - openingb l - disadvantageous*b r - suicideb r z - suicideb t sn m - three points without capturing

    b t w m - five points without capturingC

    ci xin - guessing the stones( Nigiri: random color choice before the game)ci z - guessing the stones( Nigiri: random color choice before the game)() cn ko - reference*cnrn - bloody or merciless*chi - extensionchi b - checking extension

    chi r - two-space extensionchi sn - three-space extensionchi s - four-space extensionchi w - five-space extensionchi y - one-space extension() chnro - harassment technique() chng - stretch() chng ko - think for a long time() chng q - increase liberties() chng shng - eternal life() chng h dng sh - situational joseki() cho d fi - very large knight's movecho go m - 4-6 point/ () cho sh f - lose by timecho sh shng - win on timechng gng - success*chng l - possible*

    http://senseis.xmp.net/?46Pointhttp://senseis.xmp.net/?VeryLargeKnightsMovehttp://senseis.xmp.net/?EternalLifehttp://senseis.xmp.net/?Stretchhttp://senseis.xmp.net/?Yoritsukihttp://senseis.xmp.net/?FiveSpaceExtensionhttp://senseis.xmp.net/?FourSpaceExtensionhttp://senseis.xmp.net/?ThreeSpaceExtensionhttp://senseis.xmp.net/?TwoSpaceExtensionhttp://senseis.xmp.net/?CheckingExtensionhttp://senseis.xmp.net/?Extensionhttp://senseis.xmp.net/?Nigirihttp://senseis.xmp.net/?GuessingTheStoneshttp://senseis.xmp.net/?Nigirihttp://senseis.xmp.net/?GuessingTheStoneshttp://senseis.xmp.net/?FivePointsWithoutCapturinghttp://senseis.xmp.net/?ThreePointsWithoutCapturinghttp://senseis.xmp.net/?Suicidehttp://senseis.xmp.net/?Suicidehttp://senseis.xmp.net/?Openinghttp://senseis.xmp.net/?Narabihttp://senseis.xmp.net/?MiniChinesehttp://senseis.xmp.net/?MiniChinesehttp://senseis.xmp.net/?Sidehttp://senseis.xmp.net/?Tournamenthttp://senseis.xmp.net/?CapturingRace
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    chng tu - two-stone edge squeezech - capture() ch ku - loss*ch q - jigo() chng - push through() chng f - overconcentratedch dun - 1 dan() ch j - beginner level*() ch tu - getting aheadc - peepc x - sequence*() cu w - mistake*() cu xio m - rotating 3-4 points

    D

    d - attachd - atarid ch - atari() d r hun y - capture two recapture one() d gu - adjourn gamed ji - kod r - invasion() d sn hun y - capture three recapture oned - large*

    () d chng - big point() d fi - large knight's moved j gn - whole board thinking() d lng - dragon*() d m yng - large-scale framework() d pn - large board (19x19)() d q pn - large board (19x19)d shn tu - large monkey jump() d tu gu - two-stone edge squeeze(da4 xue3 beng1) - large avalanche(d y ling) - Da Ya Liangd yn - eye with two or more spaces() d zh zu - j group() di gu - long l group() dn gun - one-space jump() dn gun - neutral point() dn ji - half-point ko

    http://senseis.xmp.net/?HalfPointKohttp://senseis.xmp.net/?NeutralPointhttp://senseis.xmp.net/?OneSpaceJumphttp://senseis.xmp.net/?LongLGrouphttp://senseis.xmp.net/?JGrouphttp://senseis.xmp.net/?DaYaLianghttp://senseis.xmp.net/?LargeAvalanchehttp://senseis.xmp.net/?TwoStoneEdgeSqueezehttp://senseis.xmp.net/?LargeMonkeyJumphttp://senseis.xmp.net/?LargeScaleFrameworkhttp://senseis.xmp.net/?Dragonhttp://senseis.xmp.net/?WholeBoardThinkinghttp://senseis.xmp.net/?LargeKnightsMovehttp://senseis.xmp.net/?BigPointhttp://senseis.xmp.net/?CaptureThreeRecaptureOnehttp://senseis.xmp.net/?Invasionhttp://senseis.xmp.net/?Kohttp://senseis.xmp.net/?CaptureTwoRecaptureOnehttp://senseis.xmp.net/?Atarihttp://senseis.xmp.net/?Atarihttp://senseis.xmp.net/?Attachhttp://senseis.xmp.net/?RotatingKomokuhttp://senseis.xmp.net/?Mistakehttp://senseis.xmp.net/?Sequencehttp://senseis.xmp.net/?Peephttp://senseis.xmp.net/?GettingAheadhttp://senseis.xmp.net/?Shodanhttp://senseis.xmp.net/?Overconcentratedhttp://senseis.xmp.net/?PushThroughhttp://senseis.xmp.net/?Jigohttp://senseis.xmp.net/?Capturehttp://senseis.xmp.net/?TwoStoneEdgeSqueeze
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    () dn xng do - one-way street*() dng - block*do b w - bulky fivedo bn w - bulky fivedo bng w - bulky fivedo w - bulky five() do p - snapback() do ti - reverse komi() do tu xu - under the stonesd - low*() d - enemy*d - hold up; push against, to support, to resist*dkng - to resist; resistance*() d rn - enemy*d - territory*

    () d pn - territory*d y - territory*() din - placement; point() din fng - eye-stealing tesuji() din jio - corner invasion() din m - counting() din yn - placement inside opponent's eye() dio zi - choshidng s - farmer's hat; pyramid four

    () dng - bumpdng sh - josekidng xng - settle() dng p q - mirror go() du fng - carpenter's square() d mio - byo-yomid - bridge under() dun - cut*dun - dan

    () duc - countermeasure*() du j - play game*() du sh - capturing race() du y - play game*dn - to escape, flee ( todn); (disappear)*du yun ji - multiple ko

    E

    http://senseis.xmp.net/?CapturingRacehttp://senseis.xmp.net/?Danhttp://senseis.xmp.net/?Cuthttp://senseis.xmp.net/?BridgeUnderhttp://senseis.xmp.net/?ByoYomihttp://senseis.xmp.net/?CarpentersSquarehttp://senseis.xmp.net/?MirrorGohttp://senseis.xmp.net/?Settlehttp://senseis.xmp.net/?Josekihttp://senseis.xmp.net/?Bumphttp://senseis.xmp.net/?PyramidFourhttp://senseis.xmp.net/?FarmersHathttp://senseis.xmp.net/?Choshihttp://senseis.xmp.net/?Nakadehttp://senseis.xmp.net/?Countinghttp://senseis.xmp.net/?CornerInvasionhttp://senseis.xmp.net/?EyeStealingTesujihttp://senseis.xmp.net/?Pointhttp://senseis.xmp.net/?Placementhttp://senseis.xmp.net/?Territoryhttp://senseis.xmp.net/?Territoryhttp://senseis.xmp.net/?Territoryhttp://senseis.xmp.net/?Lowhttp://senseis.xmp.net/?UnderTheStoneshttp://senseis.xmp.net/?ReverseKomihttp://senseis.xmp.net/?Snapbackhttp://senseis.xmp.net/?BulkyFivehttp://senseis.xmp.net/?BulkyFivehttp://senseis.xmp.net/?BulkyFivehttp://senseis.xmp.net/?BulkyFivehttp://senseis.xmp.net/?Blockhttp://senseis.xmp.net/?OneWayStreet
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    () shu - bad move() r jin chi - two-space extension() r jin tio - two-space jump() r lin xng - ni ren seir shu ji - two-step ko

    F

    () f zhn - develop*f method, way (also xif)*fn bn - counter hanefn d - counter atarifn gng - counter attack() fn j - counter attack() fn ji - counter pincerfn t - recapture

    fng f - technique*fng s - square fourfng xing - direction*fng xng - mouth shapefng - defend*fng shu - defend*() fi - knight's move() fi do - exception move to joseki, not necessarily hamete() fi y - press

    () fi zho - useless move() fi z - useless stonesfn tu - splitting movefn xin - even gamefng - seal in*fng shu - sealed move() fng su - seal in*f q - floating stonesf z - floating stones() f - lose*() f pn - game review

    G

    gi nin - concept*() gn ju - feeling*go - high*() go j - advanced level*

    http://senseis.xmp.net/?Highhttp://senseis.xmp.net/?Intuitionhttp://senseis.xmp.net/?Concepthttp://senseis.xmp.net/?Reviewhttp://senseis.xmp.net/?FloatingStoneshttp://senseis.xmp.net/?FloatingStoneshttp://senseis.xmp.net/?SealInhttp://senseis.xmp.net/?SealedMovehttp://senseis.xmp.net/?SealInhttp://senseis.xmp.net/?EvenGamehttp://senseis.xmp.net/?SplittingMovehttp://senseis.xmp.net/?DisposableStoneshttp://senseis.xmp.net/?Presshttp://senseis.xmp.net/?KnightsMovehttp://senseis.xmp.net/?Defencehttp://senseis.xmp.net/?Defencehttp://senseis.xmp.net/?MouthShapehttp://senseis.xmp.net/?Directionhttp://senseis.xmp.net/?SquareFourhttp://senseis.xmp.net/?Techniquehttp://senseis.xmp.net/?CounterPincerhttp://senseis.xmp.net/?CounterAttackhttp://senseis.xmp.net/?CounterAttackhttp://senseis.xmp.net/?CounterAtarihttp://senseis.xmp.net/?CounterHanehttp://senseis.xmp.net/?Develophttp://senseis.xmp.net/?TwoStepKohttp://senseis.xmp.net/?NiRenSeihttp://senseis.xmp.net/?TwoSpaceJumphttp://senseis.xmp.net/?TwoSpaceExtensionhttp://senseis.xmp.net/?Mistake
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    go m - 4-5 point() gn j - base*() gn j d - base*gng - attack*() gng j - attack*(gngq) - shared liberty() gng q - shared libertygng shu - attack and defence*gng hu - sekig q - floating stones() gu jio - corner approachgui - bend*() gui zho - ghost move() gun - one-space jumpgun z - endgame

    () gu ji - tortoise shell() gu z - rules*gu shu - ghost move() gn bo - squeeze() gn d - squeeze() gn d bo shu - squeeze() gu fn - overplay() gushu - national champion*

    H

    (Hngulibj) - Korean Fuseki() ho din - good pointh q - draw*hi - black*hi fng - black player*hi xin - Black plays first*huz lin - Sake bottle shapehu - thick*() hu hu - regret*() hu min tu ch - pushing from behind() hu sh - thick*() hu sh - influence*() hu - after; later*() hu shu - gote() hu shu ji - a ko in which the opponent makes the first capture() hu x shu dun - follow-up

    http://senseis.xmp.net/?FollowUphttp://senseis.xmp.net/?Gotehttp://senseis.xmp.net/?Influencehttp://senseis.xmp.net/?Thickhttp://senseis.xmp.net/?PushingFromBehindhttp://senseis.xmp.net/?Thickhttp://senseis.xmp.net/?SakeBottleShapehttp://senseis.xmp.net/?Blackhttp://senseis.xmp.net/?Blackhttp://senseis.xmp.net/?Drawhttp://senseis.xmp.net/?KoreanFusekihttp://senseis.xmp.net/?Guoshouhttp://senseis.xmp.net/?Overplayhttp://senseis.xmp.net/?Squeezehttp://senseis.xmp.net/?Squeezehttp://senseis.xmp.net/?Squeezehttp://senseis.xmp.net/?Ruleshttp://senseis.xmp.net/?TortoiseShellhttp://senseis.xmp.net/?Endgamehttp://senseis.xmp.net/?OneSpaceJumphttp://senseis.xmp.net/?Bendhttp://senseis.xmp.net/?CornerApproachhttp://senseis.xmp.net/?FloatingStoneshttp://senseis.xmp.net/?Sekihttp://senseis.xmp.net/?AttackAndDefencehttp://senseis.xmp.net/?SharedLibertieshttp://senseis.xmp.net/?SharedLibertieshttp://senseis.xmp.net/?Attackhttp://senseis.xmp.net/?Attackhttp://senseis.xmp.net/?Basehttp://senseis.xmp.net/?Basehttp://senseis.xmp.net/?45Point
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    () hu zhng xin - gote with hidden senteh - tiger's mouthh ku - tiger's mouthh p - mutual damage() h wi - mutual surrounding of territory() hu jin ji - picnic kohu li - rabbity sixhu w - crossed five() hun yun - transposition() hun - slow*() hun mn - slow*() hun q ji - approach ko(hunq zhngch) - loose ladder(full name)() hun shu - slow() hun zhng - loose ladder

    () hun zhng z - loose ladderhungyng p di - a yellow oriole captures the butterly=PattingTheRaccoonsBelly, a 1st-line capturing techniquehu shu - take back*hu t - recapturehu q - take back*hu q - living group

    J

    j - urgent*() j - kyuj su - urgent point() j - bump into diagonal; choke; atekomij qio - technique*

    () jsun: to count [3] / to calculate / to compute; calculation; (reading/analysis)*ji - excellent*() ji - clamp; pincerji - netji ch - netji gng - pincerji ji - false ko threat() ji shung hu - false sekiji yn - false eyeji yn hu - two-headed dragonjin - diagonal() jin chng - shoulder hit

    http://senseis.xmp.net/?ShoulderHithttp://senseis.xmp.net/?Diagonalhttp://senseis.xmp.net/?TwoHeadedDragonhttp://senseis.xmp.net/?FalseEyehttp://senseis.xmp.net/?FalseSekihttp://senseis.xmp.net/?FalseKoThreathttp://senseis.xmp.net/?Pincerhttp://senseis.xmp.net/?Nethttp://senseis.xmp.net/?Nethttp://senseis.xmp.net/?Pincerhttp://senseis.xmp.net/?Clamphttp://senseis.xmp.net/?Techniquehttp://senseis.xmp.net/?Atekomihttp://senseis.xmp.net/?UrgentPointhttp://senseis.xmp.net/?Kyuhttp://senseis.xmp.net/?Urgenthttp://senseis.xmp.net/?Alivehttp://senseis.xmp.net/?TakingBackAMovehttp://senseis.xmp.net/?TakingBackAMovehttp://senseis.xmp.net/?CapturingTechniquehttp://senseis.xmp.net/?PattingTheRaccoonsBellyhttp://senseis.xmp.net/?TanukiNoHaraTsuzumihttp://senseis.xmp.net/?LooseLadderhttp://senseis.xmp.net/?LooseLadderhttp://senseis.xmp.net/?Slowhttp://senseis.xmp.net/?LooseLadderhttp://senseis.xmp.net/?ApproachKohttp://senseis.xmp.net/?Slowhttp://senseis.xmp.net/?Slowhttp://senseis.xmp.net/?Transpositionhttp://senseis.xmp.net/?CrossedFivehttp://senseis.xmp.net/?RabbitySixhttp://senseis.xmp.net/?PicnicKohttp://senseis.xmp.net/?MutualDamagehttp://senseis.xmp.net/?TigersMouthhttp://senseis.xmp.net/?TigersMouthhttp://senseis.xmp.net/?GoteNoSente
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    () jin dng - diagonal attachment() jin sh - solid() jin h - miaijio - teach*() jio ch din - point() jio din - point() jio din - focal point*() jio hun - exchange*jio corner(angle, horn-shaped)*jio ch - atari() jio sh - teacher*jio sh - classroom*j bn gng - fundamentals*() ji b gu - connect and dieji - ko

    ji ci - ko threat() ji gu - result*ji hu - live by ko() ji q - life and death problem() ji sh - kill by koji zhng - ko fight(ji d) - answer, solution*() jn gu jio - carpenter's square() jn j d l - double shortage of libertiesalso known as Golden

    Chicken Standing on One Leg() jn - tight*() jn di gu - long l group without outside liberties() jn ji - direct ko() jn q - reduce liberties() jn q ji - direct ko() jn zho din - illegal point() jng ch - unconditional kill (= clean, only)() jng hu - unconditional life

    () jng sh - unconditional death() jng s - unconditional deathji - rescue; save*j - placement inside opponent's eye() j l b - club*j li - six-space killable eye shapej sn - three-space killable eye shapej s - four-space killable eye shapej w - five-space killable eye shape

    http://senseis.xmp.net/?KillableEyeShapeshttp://senseis.xmp.net/?KillableEyeShapeshttp://senseis.xmp.net/?KillableEyeShapeshttp://senseis.xmp.net/?KillableEyeShapeshttp://senseis.xmp.net/?Clubhttp://senseis.xmp.net/?Nakadehttp://senseis.xmp.net/?UnconditionalLifehttp://senseis.xmp.net/?Illegalhttp://senseis.xmp.net/?DirectKohttp://senseis.xmp.net/?ApproachMovehttp://senseis.xmp.net/?DirectKohttp://senseis.xmp.net/?LongLGrouphttp://senseis.xmp.net/?GoldenChickenStandingOnOneLeghttp://senseis.xmp.net/?DoubleShortageOfLibertieshttp://senseis.xmp.net/?CarpentersSquarehttp://senseis.xmp.net/?KoFighthttp://senseis.xmp.net/?Tsumegohttp://senseis.xmp.net/?KoThreathttp://senseis.xmp.net/?Kohttp://senseis.xmp.net/?ConnectAndDiehttp://senseis.xmp.net/?Teacherhttp://senseis.xmp.net/?Atarihttp://senseis.xmp.net/?Cornerhttp://senseis.xmp.net/?Exchangehttp://senseis.xmp.net/?FocalPointhttp://senseis.xmp.net/?Pointhttp://senseis.xmp.net/?Pointhttp://senseis.xmp.net/?Miaihttp://senseis.xmp.net/?Solidhttp://senseis.xmp.net/?DiagonalAttachment
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    juzhn - decisive battle*( ) ju qio - secrets of success / tricks of the trade*

    K

    k yn - falsify eye() ki chi - extension() ki hu - ponnuki() ki ji - create ko() ki j - openingkn hu ji - picnic kokng - to resist, fight; to oppose to defy*ko - attach one line higher than enemy stonekng - empty*() kng jin - space*kng sn jio - empty triangle

    kng - territory*ku - attach at waist of knight's move() ku dun - waist cutkui - fast*kui q - blitz game() kun - loose; wide*() kun di gu - long l group with outside liberties() kun q - increase liberties() kun q ji - approach ko

    () ku - loss*() ku sn - loss*() ku d - enlarge; expand*() ku zhng - enlarge; expand*

    L

    () li p ji - many move approach ko() ln - checking extension; prevent opponent's advance*

    () ln b - checking extension() ln k - ranka() lo sh - teacher*lo sh tu yu - mouse stealing oil() lixng pattern, type*() lng zho - unexpected movel - profit*l - descent; standl yng - make use*

    http://senseis.xmp.net/?Standhttp://senseis.xmp.net/?Descenthttp://senseis.xmp.net/?MouseStealingOilhttp://senseis.xmp.net/?Teacherhttp://senseis.xmp.net/?Rankahttp://senseis.xmp.net/?CheckingExtensionhttp://senseis.xmp.net/?CheckingExtensionhttp://senseis.xmp.net/?ApproachKohttp://senseis.xmp.net/?ApproachKohttp://senseis.xmp.net/?LongLGrouphttp://senseis.xmp.net/?BlitzGameshttp://senseis.xmp.net/?CutAcrosshttp://senseis.xmp.net/?TsukeKoshihttp://senseis.xmp.net/?Territoryhttp://senseis.xmp.net/?EmptyTrianglehttp://senseis.xmp.net/?ContactPlayhttp://senseis.xmp.net/?PicnicKohttp://senseis.xmp.net/?Openinghttp://senseis.xmp.net/?Ponnukihttp://senseis.xmp.net/?Extensionhttp://senseis.xmp.net/?FalseEye
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    () lin - connect; continuous*() lin bn - double hane() lin hun ji - double ko() lin ji - connect*() lin q - pair go() lin z - reluctance to sacrifice() ling fn - equal*() ling tu sh - two-headed dragon(literally, "two-headed snake")() li sh - inferior*() li xng - split shape() lng - dragon*() lu zho - oversightlu z - playing stone on board

    M

    () mny - satisfied*mn - slow*() mng din - blind spotmi hu li - rabbity sixmi hu w - crossed five() mn ch - capturing technique by atari () m n zhng gu li - mini chinese openingmio shu - excellent move() mio zho - excellent move

    m fng q - mirror go() m yng - territorial frameworkm - point of territorym wi - 3-5 point

    N

    () ni q - liberties surrounded exclusively by one player's stonesn gun z - reverse endgame move

    n xin - reverse senten xin shu - reverse sente() n zhun - overturn gamenin - connect*nng xng - overconcentrated shape() ni dun - crosscutni sh z - crosscut () nishz chng yfng - extend in a crosscut() ni yng tu - ladder

    http://senseis.xmp.net/?Ladderhttp://senseis.xmp.net/?Crosscuthttp://senseis.xmp.net/?Crosscuthttp://senseis.xmp.net/?Crosscuthttp://senseis.xmp.net/?OverconcentratedShapehttp://senseis.xmp.net/?Connecthttp://senseis.xmp.net/?ReverseSentehttp://senseis.xmp.net/?ReverseSentehttp://senseis.xmp.net/?35Pointhttp://senseis.xmp.net/?Mokuhttp://senseis.xmp.net/?Frameworkhttp://senseis.xmp.net/?MirrorGohttp://senseis.xmp.net/?ExcellentMovehttp://senseis.xmp.net/?ExcellentMovehttp://senseis.xmp.net/?MiniChinesehttp://senseis.xmp.net/?MenChihttp://senseis.xmp.net/?CrossedFivehttp://senseis.xmp.net/?RabbitySixhttp://senseis.xmp.net/?BlindSpothttp://senseis.xmp.net/?Slowhttp://senseis.xmp.net/?Tetsukihttp://senseis.xmp.net/?Dragonhttp://senseis.xmp.net/?SplitShapehttp://senseis.xmp.net/?TwoHeadedDragonhttp://senseis.xmp.net/?ReluctanceToSacrificehttp://senseis.xmp.net/?PairGohttp://senseis.xmp.net/?Connecthttp://senseis.xmp.net/?DoubleKohttp://senseis.xmp.net/?TwoStepHanehttp://senseis.xmp.net/?Connect
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    P

    p - crawl*() pn d - bridge under() pn jio bn li - rectangular six in the corner() pn jio q s - bent four in the corner() po ji - throw-in ko

    pi h - coordination*png - attach to the sidepin y - profit*() pin zho - trick play, hametepng hng - balance*p - break*- pux dissection / self-analysispji - solution, answer to a problem*() p - throw in

    p tao li - rabbity six() p - game recordp tng - common*

    Q

    () q zho - trick play, hameteq bn - go board() q fng - playing style

    q h - stone containerq jn - key stonesq jng - key stonesq l - go theoryq l - strength in go() q pn - go board() q p - game recordq sh - stoneq shu - player*

    () q sh - go bookq yun - go instituteq xng - shape() q zhng - clock*q z - stone() q abandon, to discard, throw away() qz - sacrifice() q - liberty() q h - fighting spirit

    http://senseis.xmp.net/?FightingSpirithttp://senseis.xmp.net/?Libertyhttp://senseis.xmp.net/?Stonehttp://senseis.xmp.net/?Shapehttp://senseis.xmp.net/?GoBookshttp://senseis.xmp.net/?Stonehttp://senseis.xmp.net/?GameRecordhttp://senseis.xmp.net/?GoBoardhttp://senseis.xmp.net/?Rankhttp://senseis.xmp.net/?GoTheoryhttp://senseis.xmp.net/?KeyStoneshttp://senseis.xmp.net/?KeyStoneshttp://senseis.xmp.net/?Gokehttp://senseis.xmp.net/?PlayingStylehttp://senseis.xmp.net/?GoBoardhttp://senseis.xmp.net/?Hametehttp://senseis.xmp.net/?TrickPlayhttp://senseis.xmp.net/?Orthodoxhttp://senseis.xmp.net/?GameRecordhttp://senseis.xmp.net/?RabbitySixhttp://senseis.xmp.net/?ThrowInhttp://senseis.xmp.net/?Solutionhttp://senseis.xmp.net/?Balancehttp://senseis.xmp.net/?Hametehttp://senseis.xmp.net/?TrickPlayhttp://senseis.xmp.net/?Attachhttp://senseis.xmp.net/?ThrowInKohttp://senseis.xmp.net/?BentFourInTheCornerhttp://senseis.xmp.net/?RectangularSixInTheCornerhttp://senseis.xmp.net/?BridgeUnderhttp://senseis.xmp.net/?Crawl
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    () q jn - shortage of liberties- in front, before*() qin xio - erasure() qing - wall*() qing - strong() qing b - wall*() qing q - strong groupqio shu - clever move() qio zho - clever move() qi dun - cut*qn xio - erasure() qng - light*qng r - invasion() qng yng - light*qi hu - make life

    q - bendq ch - carpenter's squareq sn - bent threeq s - bent four() q - peepqun l - privilegequrn - confirm/verify (indicates a diagram showing why the correct answer works)*

    R

    () rng z - handicap() rng z q - handicap game() rn sh - resign*ru - weak*ru q - weak group

    S

    () sn jin chi - three-space extension

    () sn jin tio - three-space jumpsn ji - triple ko() sn ji xn hun - triple ko() sn lin xng - san ren seisn m zhng zhng - center of three stonessn sn - 3-3 pointsn shu ji - two-move approach kosn z zhng zhng - center of three stones() sh - kill*

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    () sh q - kill() sh q - capturing raceshng - upper*() shng j - advanced level*shng xi tng xng - symmetrical positionsho - somewhat; a little*() shn q - increase libertiesshn tu - monkey jumpshng s ji - all-dominating ko() shng - win*() shng f shu - all-or-nothing move() shng zho - winning move() sh bi - failure*() sh d - solid territorysh fn q - ten-game match

    () sh ji - solid connectionsh t - two-stone edge squeeze() sh zhn - actual game situation() sh zhn shu - situational move() sh - influence*sh - house; room*() sh l - influence*() sh yng shu - probeshu gun - play endgame

    shu gun z - play endgame() shu hu - last play() shu q - reduce libertiesshu - defend*shu - moveshu dun - technique*shu g - reorder sequenceshu jio - corner enclosureshu jn - tesuji

    () shu shn - sequence() shu tn - hand talkshu xin - one stone handicapshu z - handicapshu z q - handicap game() sh - book*() sh - lose*() sh bn - book*

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    shm f - territory scoringshz f - area scoringsh xng - comb formationsh xng bn li - comb formation() shung - bamboo joint() shung ch - double atari() shung d - double atari() shung d ch - double atari() shung do p - double snapback() shung fng - both sides*() shung fi yn - 4-4 point double low approach() shung gu - double approach() shung h - trumpet connection() shung hu - seki() shung jio ch - double atari

    () shung ji - double ko(shung zhng) - double ladder() shn x - sequence*s hu - life and death() s hu t - life and death problems q - dead groups z - dead stone() s jin chi - four-space extensions jio chun xng - occupying four corners and center

    s ji - quadruple ko() s ji xn hun - quadruple ko() s lin xng - yon ren sei() sng - slack*() sng q - increase liberties() sng q ji - approach kos shu - crude move() su shu - hasty move() su shu q - hasty move

    () sn - loss*() sn ji - losing ko threat() sn sh - loss*() sn x - sequence*

    T

    ti xing - Tower() tn xng - flexibility*

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    tng - block*to ji - two stage koto - escape*todn - to escape, to run away, flee*to shng - escape*() tng nu - sabakit - remove from boardt ji - taking the kot z - remove from boardtin wng shn - tennouzantin xi d ji - all-dominating kotin xi ji - all-dominating kotin yun - tengentio - jump*() ti m - komi

    () ti zh - iron pillar*tng - push up; stand*tu xing - resign*tu z - resign() tu din - placement() t - diagram*tu - pull backtu - underneath attachmenttuch - escape, break out

    () tu g - under the stones() tu xin - tenuki

    W

    w - wedgewi m - 3-5 point() wi q - outside liberty() wn sn - bent three() wn s - bent four() wn nin ji - ten thousand year ko() wi - surround*() wi q - gowi b - tail*wi do - aji() wn png - diploma() wndang - stable; firm*() wn yng shu - probe

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    () w gu b ch tu - crane's nest() w l - overplay() w yu ji - picnic kow z q - gomoku narabe() w jin chi - five-space extension() w lin xng - go ren seiw w - 5-5 point

    X

    () x q - close gamexi ji - false ko threatxi - lower*xif - method*xin - before; first*xin shu - sente

    xin shu ji - a ko in which the player makes the first capturexin shu l - forcing move() xin zhng hu - sente with hidden gotexinjng - a trap*xing b - elephant's move() xing b fi - elephant's move() xing fi - elephant's movexing xio m - facing 3-4 pointsxing yn - center of elephant's move

    xio ji - ending the koxio - small*() xio fi - knight's movexio jin - diagonalxio ln li - kobayashi openingxio m - 3-4 point() xio pn - small board (13x13 or smaller)() xio q pn - small board (13x13 or smaller)xio shn tu - small monkey jump() xio zh zu - tripod group with extra legxio gu - effect; result*xio l - efficiency*() xn b j - new openingxn shu - new movexng - star pointxng wi - star pointxng - shape*

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    () xng sh - situation*() xng sh pn dun - positional judgement() xng zhung - shape*xi c li - shusaku opening() x shu - pass() x zho - pass() x pn - opening() xu shng - student*xu bng - avalanche*() xn hun ji - double ko

    Y

    () y - push down*() y l - pressure*() yn q - increase liberties

    yn - eye*yn wi - eye potential; eye space(yn q) - eye libertiesyn xng - eye shape; eye spaceyo do - magic sword() yo l ji - double ko() yo din - vital pointyo z - key stones() y y - amateur*

    y fng d - one-sided territory() y jin chi - one-space extension() y jin tio - one-space jumpy shu ji - direct ko () y z ji shung zhng - dual ladder breaker() y wn shu - questionable movey q - play game*yn zhng - ladder breaker() yng - win*() yng sh - ing'syng tu - first line descent() yu sh - superior*yu l - advantageous* () yu yn sh w yn - eye kills no eye() yu yn sh xi - eye kills no eyeyu - right*() y wi - aji

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    y xng - dumpling shapey zhu li - cosmic style() yun z - principle*yun shng - insei

    Z

    (zo) - jujube(Chinese Date Wood)*() zh dng - iron pillar*(chng) - stretch() zhng g ni - oshitsubushi() zhng s ni - oshitsubushi() zho - movezhn yn - real eye() zhn - capping play() zhn shn tu - dual ladder breaker

    () zhn tu - capping play, ; zhng, zhngsh - ( Dangrade ?) certificate, rank diplomazhng - ladder() zhng q - official challenge matchzhng z - ladderzhng z ji - ladder ko() zhng t - chainzhng xng - settlezhng ji - solution*

    () zhng qu - correct*() zhng sh - certificate*() zhng zho - proper move() zh do q - teaching gamezh r - straight twozh sn - straight threezh s - straight four() zh y - professional*zh c y shu - only movezh g - managing isolated weak groupzhng - center*() zhng - clock*zhng f - center*() zhng gu li - chinese opening() zhng j - intermediate level*() zhng j - end of game() zhng pn - middle game

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    () zhng pn - endgamezhng xn - center*zhng yng - center*zhng yun - center*zhng - heavy*() zhdng - (to take the) initiative*() zhun y - professional*() zhun hun - exchange*() zhung do p - a move that threatens a snapback() zhung ji - a move that threatens a ko() zhung q - reduce self libertieszhu - chase*zhu b - chase*z - stone; unit in chinese countingz rn li - natural style

    () z sh - suicide*zu - left*zu yu tng xng - symmetrical positionzu hu - make lifezu ji - create kozuzhn - combat*zuo4 qi2 - 'arranging stones' - phase for counting (Chinese Rules)

    When you encounter two characters with the same Hanyu Pinyin romanization, it is possiblethat they represent different Chinese characters with the same pronunciation.

    There are four main tones in Hanyu Pinyin( yng, yng, shng, q), as well as a light tone. Thelight tone has no diacritical tone marks. Due to the difficulty in entering the diacritical tonemarks in computers, it is common to see the them replaced by numbers in the form ying1,yang2, shang3and qu4. Also, is often entered as vor uufor the same reason.

    Footnotes

    [1] Fantizi to jiantizi converter: this is also a character-to-pinyin converter, move the mouseover any Chinese word to see the reading and definition.

    [2] Shiis an especially interesting concept from a Chinese point of view as this monographshows: Geo-Strategic Lessons from Go.

    [3] Source for translations:

    MDBG nciku - Chinese English DictionaryWebSaru - Chinese English Dictionary

    e.g.jsun = to count / to calculate / to compute (traditional: )

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    See also:

    /Discussion/Chinese Go Terms Sources/Translation RequestsGo termsJapanese Go terms

    Korean Go termsEnglish Go terms

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