Sunday, November 13, 2011

Yamashita Keigo Meijin Match

Defending champion is Iyama Yuta Meijin and challenger is Yamashita Keigo Honinbo. The match is best of seven games, so four wins are required to secure the title.Yamashita Keigo got the title with the score 4—2. This is the sixth game that was held in Oct 27th (Thu) and 28th (Fri). 



(;CA[Windows-1252]SZ[19]AP[MultiGo:4.4.4]GN[Rated game]EV[36th Meijin title match, game 6]
DT[2011-11-27,28]PB[Iyama Yuta]BR[9p]PW[Yamashita Keigo]WR[9p]KM[6.5]HA[0]RE[W+3.5] MULTIGOGM[1] ;B[pd];W[dp];B[qp];W[dd];B[oq];W[qf];B[ph];W[qc];B[pc];W[qd];B[pe];W[rg];B[pf];W[jd] ;B[fq];W[cn];B[hc];W[he];B[fd];W[gd];B[fc];W[fe];B[ee];W[ed];B[ff];W[ge];B[eb];W[cc] ;B[jc];W[kc];B[id];W[ie];B[je];W[kd];B[jb];W[kb];B[ef];W[gc];B[gb];W[ja];B[cb];W[bb] ;B[db];W[cf];B[hb];W[lf];B[jf];W[hg];B[lg];W[mg];B[kg];W[mf];B[qg];W[ih];B[cg];W[rf] ;B[bf];W[ce];B[dg];W[be];B[ba];W[ab];B[dc];W[bc];B[de];W[bg];B[bh];W[af];B[li];W[og] ;B[pg];W[ni];B[md];W[mc];B[nc];W[ld];B[pk];W[ok];B[pj];W[ol];B[lk];W[oj];B[qb];W[rb] ;B[mb];W[ic];B[ib];W[hd];B[hi];W[ii];B[ij];W[hj];B[gi];W[jj];B[ik];W[jk];B[ji];W[jl] ;B[il];W[ic];B[jm];W[kl];B[id];W[im];B[gk];W[ic];B[hm];W[id];B[in];W[ll];B[cq];W[dq] ;B[dr];W[cp];B[br];W[bq];B[cr];W[ck];B[ln];W[nm];B[no];W[qq];B[qo];W[iq];B[dm];W[cm] ;B[kq];W[lq];B[lr];W[mr];B[mq];W[lp];B[nr];W[gq];B[gp];W[kr];B[ms];W[fj];B[ek];W[kn] ;B[km];W[lm];B[kp];W[fp];B[gr];W[go];B[hq];W[hp];B[gq];W[lo];B[mn];W[jn];B[im];W[io] ;B[fo];W[fn];B[ep];W[eo];B[en];W[fp];B[hh];W[ig];B[fo];W[gj];B[do];W[ej];B[dj];W[dk] ;B[cj];W[bj];B[bi];W[bk];B[fh];W[ei];B[ci];W[gm];B[fm];W[gn];B[gl];W[fk];B[el];W[fl] ;B[ho];W[em];B[cd];W[dl];B[ec];W[hn];B[bd];W[rh];B[rc];W[rd];B[ra];W[sb];B[bp];W[bo] ;B[aq];W[co];B[ko];W[jo];B[jr];W[qn];B[pn];W[qm];B[ob];W[on];B[po];W[jq];B[ks];W[jp] ;B[kr];W[rk];B[ro];W[eq];B[qi];W[er];B[ir];W[oh];B[me];W[eh];B[gf];W[ne];B[nf];W[nd] ;B[lc];W[le];B[mc];W[of];B[oe];W[ng];B[ql];W[rl];B[pm];W[pl];B[qk];W[rm];B[qj];W[rj] ;B[ri];W[si];B[mm];W[ml];B[fp];W[sn];B[od];W[so];B[sp];W[oo];B[op];W[nn];B[mo];W[ao] ;B[ap];W[dn];B[rn];W[sm];B[eo];W[eg];B[df];W[dh];B[ch];W[ds];B[qe];W[re];B[om];W[nl] ;B[hf];W[if];B[nf];W[cs];B[bs];W[es];B[gs];W[ia];B[ha];W[ka];B[ne];W[ai];B[ah];W[aj] ;B[ma])



Sources:
- http://www.pandanet-igs.com/communities/pandanet/73
- http://gogameguru.com/yamashita-keigo-wins-36th-meijin/

Friday, November 11, 2011

土曜日, 11月 12 2011 kifu

A late night awesome unfinished online game with Soha-senpai I liked my Tengen move a lot...
( ;FF[4] GM[1] CA[UTF-8] AP[Tetsuki] GN[innohero - atashi] SZ[19] HA[0] KM[-5.5] RU[Japanese] BR[BC] PB[innohero] WR[14k] PW[atashi] ;B[pc];W[qp];B[dd];W[dq];B[jd];W[qe];B[qd];W[qh];B[oe];W[pf] ;B[pe];W[re];B[rd];W[co];B[nd];W[cj];B[jj];W[cf];B[ej];W[ef] ;B[dl];W[cl];B[ci];W[dj];B[dh];W[bi];B[dn];W[cn];B[ep];W[qk] ;B[en];W[ok];B[mj];W[fd];B[ge];W[eh];B[ei];W[di];B[eg];W[fh] ;B[df];W[de];B[cg];W[dg];B[fg];W[gg];B[ff];W[gf];B[fe];W[ch] ;B[ee];W[cd];B[df];W[bg];B[ce];W[be];B[de];W[cc];B[fc];W[oq] ;B[gd];W[jq];B[gj];W[hh];B[ih];W[ig];B[hf];W[if];B[hi];W[mg] ;B[jf];W[he];B[ie];W[hd];B[jg];W[hg];B[fi];W[gq];B[hc];W[hf] ;B[eq];W[er];B[cq];W[cp];B[dp];W[dr];B[cr];W[bq];B[aq];W[br] ;B[dk];W[jm];B[jl];W[gm];B[gn];W[hn];B[hm];W[im];B[hl];W[go] ;B[fn];W[io];B[hq];W[hr];B[gr];W[fr];B[fq];W[gp];B[ip];W[iq] ;B[jp];W[lp];B[kn];W[km];B[mo];W[ln];B[om];W[nn];B[lo];W[ko] ;B[mn];W[lm];B[mm];W[nm];B[ml];W[ol];B[oj];W[oi];B[qj];W[pj] ;B[po];W[on];B[pm];W[pn];B[ql];W[rk];B[nj];W[qi];B[ng];W[nh] ;B[nl];W[pl];B[nq];W[np];B[kp];W[jn];B[pg];W[qg];B[of];W[qf] ;B[oh];W[ph];B[og];W[ni];B[mf];W[lh];B[lg];W[mh];B[le];W[jh] ;B[kh];W[ii];B[ji];W[ih];B[ki];W[dh];B[op];W[oo];B[jo];W[kn] ;B[lq];W[qm];B[mp];W[pp];B[nr];W[ij];B[ik];W[hp];B[hj];W[gh] ;B[ck];W[bl];B[bk];W[kq];B[lp];W[lr];B[os];W[pr];B[rp];W[rq] ;B[qr];W[ps];B[ai];W[ah];B[aj];W[bj];B[ak];W[al])

Thursday, November 10, 2011

Thu Nov 10 Kifu

A nice online game with Soha-senpai =)
(;FF[4]CA[UTF-8]AP[GoGui:1.4.2] KM[6.5]PB[Mohamed-san]PW[Soha-san]DT[2011-11-10]RE[W+R] ;B[pc];W[qp];B[qg];W[dq];B[dd] (;W[fm]) (;W[fc];B[ic];W[fe];B[df];W[dc];B[cc];W[db];B[cb];W[ed];B[hf] (;W[bq]) (;W[oq];B[eg];W[ca];B[ce];W[co];B[eo];W[jq];B[cm];W[gq];B[go] ;W[cj];B[dk];W[ch];B[cg];W[bg];B[bf] (;W[af];B[ae]) (;W[ag];B[di];W[ci];B[ei];W[ck];B[cl] (;W[dl]) (;W[bk]) (;W[bl];B[em];W[qj];B[oj];W[qm];B[pl];W[ql];B[po];W[jo] (;B[nn]) (;B[op];W[qd];B[qc];W[pd];B[od];W[rc];B[re];W[oe];B[nd];W[qf] ;B[rf];W[qe];B[rb];W[pg];B[pf];W[of];B[rd];W[pe];B[sc];W[qh] ;B[rg];W[mg];B[pj];W[jl];B[oh];W[ng];B[og];W[ph];B[qk];W[rk] ;B[pk];W[ri];B[pi];W[ni];B[oi];W[qi];B[qn];W[pm];B[om];W[nm] ;B[nk];W[ol];B[on];W[nl] (;B[mi];W[nj];B[nf] (;W[nh]) (;W[ok];B[nh];W[mh])) (;B[nj];W[ll];B[lk] (;W[mk]) (;W[kk];B[li];W[lj];B[mk];W[mi];B[nf];W[ml];B[ne];W[pf];B[rm] ;W[rl];B[lf];W[ki];B[lh];W[mj];B[ro];W[pp];B[sl];W[nh];B[lg] ;W[rp];B[jn];W[in];B[io] (;W[hp];B[jp]) (;W[ip];B[im];W[ho];B[jm];W[hm];B[il];W[ik];B[hl] (;W[gl];B[hk]) (;W[kn];B[jj] (;W[kj]) (;W[ij];B[km];W[ji];B[kl];W[gl];B[hk] (;W[gk]) (;W[hj]) (;W[gj] (;B[gm];W[gn];B[hn]) (;B[fm]) (;B[ln];W[ko];B[gi];W[gk];B[gm];W[hn];B[lm];W[mn];B[ii];W[hj] (;B[jk]) (;B[kj]) (;B[lo];W[lp];B[mo];W[np];B[mm];W[ok];B[nn];W[no];B[jk];W[mp] ;B[];W[];B[];W[]))))))))))))))

Wednesday, November 9, 2011

Aji - 味

Aji is a Japanese Go term that has been adopted into English. In the context of Go, aji roughly means possibilities left in a position.This definition is derived from one the meanings of the word aji in ordinary usage: taste, in the sense that it lingers. By analogy, aji in Go refers to lingering possibilities that are latent and cannot be used immediately, but might come to life if the situation changes. That is why aji is also often translated as potential. Another translation as funny business orunfinished business has been proposed by Ed Lee.A related term that should not be confused with aji is nerai meaning threat, aim, target, or follow-up.

Onmyouza - Nurikabe


One of my favorite J-metal bands is Onmyouza.. there is one song they have that fascinates me.. Nurikabe.. as part of me trying to learn japanese on my own I decided to practice singing the lyrics, find out the meaning of the kanjis and how to draw them by the proper stroking order..




<span class="deco" style="font-weight:bold;">Kanji</span>

旅路を行くは一方の
畏れを知らぬ剛の者
七部過ぎたるその刹那
見る目敵わぬ巨大な壁が

上を下へと取り乱し
途方に暮れて立ち尽くす
明日の宵には山越えて
邑君の許着かねばならぬ

嗚呼 繋ぎ止めた明日が
音もなく遠ざかり
繰り返す遺響の囁き

想いが潰えたと泣くより
この身が朽ちる際まで 弛みなかれ

忌々しくともとぼとぼと
兵どもが夢の跡
読むことも口惜しく
持ちたる杖で裾野を掃う

信じ難きやおとろしや
何時しか壁は消え入らむ
八方の手を尽くさねば
答えは出せぬ此の世はをかし

嗚呼 咎認めたはずが
音もなく立ち竦み
蒸し返す回向も眩き

想いは潰えたと泣くより
この身が朽ちる際まで 弛みなく

想いは潰えたと泣くより
この身が朽ちる際まで 弛みなかれ

<span class="deco" style="font-weight:bold;">Romaji</span>

Tabiji wo yuku wa hitokata no
osore wo shiranu gou no mono
shichi-bu sugitaru sono setsuna
miru me kanawanu kyodai na kabe ga

Ue wo shita e to torimidashi
tohouni kurete tachitsukusu
asu no yoi ni wa yama koete
mura kimi no moto tsukanebanaranu

Aa tsunagi tometa asu ga
oto mo naku toozakari
kurikaesu ikyou no sasayaki

Omoi wa tsuieta to naku yori
kono mi ga kuchiru kiwamade tayumi nagare

Imaimashiku mo tobotobo to
tsuwamono domo ga yume no ato
akiramu koto mo kuchioshiku
mochitaru tsuete susono wo haraou

Shinji katakiya otoroshiya
itsushika kabe wa kie iramu
happou no te wo tsukusane ba
kotae wa dasenu kono yo wa wo kashi

Aa togamitometa hazu ga
koe mo naku tachisukumi
mushikaesu ekou mo tsubuyaki

Omoi wa tsuieta to naku yori
kono mi ga kuchiru kiwamade tayumi naku
Omoi wa tsuieta to naku yori
kono mi ga kuchiru kiwamade tayumi nagare

<span class="deco" style="font-weight:bold;">English</span>

On the road goes a
Fearless powerful man
The moment that the most of the journey is done
There is a huge unseeable wall

In utter confusion
Standing still, in a quandary
By tomorrow evening I must go over the mountain
And meet the chief of the village

Ah, the tomorrow that was fastened to today
Recedes without a sound
A whisper of echoes repeats itself

Instead of crying that your wishes have crumbled
Be persistent until the moment your body decays

Annoyingly and ploddingly
Warriors vanished like a dream
It's regrettable to give up
Sweeping the foot of the mountain with the waiting stick

Unbelievable and dreadful
When ever will the wall vanish?
You must try all possible means
Or you won't find the answer, this world is mysterious

Ah, I thought I had admitted my fault
Standing paralyzed, without a sound
The murmur of the memorial service revives

Instead of crying that your wishes have crumbled
Be persistent until the moment your body decays

Instead of crying that your wishes have crumbled
Be persistent until the moment your body decays
]

Learning important Igo concepts for the game & for life...


Aji (taste):
Latent threats or possibilities existing in a situation.

Ajikeshi (aji erasure):
A play which removes aji.

Aji ga warui (bad aji):
A position which leaves aji for the opponent to use.

Aki-san-kaku 空き三角 (empty triangle):
The shape of the three Black stones, the elbow point being
vacant. Generally bad shape, see guzumi.

Amarigatachi:
Play where one feels one has made good moves, when in
fact one has accomplished little.

Ate (Atari):
An immediate threat to capture; a single liberty
remains. A verbal warning is often issued when placing
an opponent into ate.

Atekomi (aim inside):
Uncertain, but seems related to a peeping move.

Atsumi (thickness):
Strong formation of stones facing the center or facing
along a side.

Basami: Pincer (same as hasami).
ikken basami: 1-step pincer (on 3rd line); taka-basami (4th line)
nikken basami: 2-step pincer (on 3rd line) " "
sangen basami: 3-step pincer (on 3rd line) " "

Bata-bata:
A tesuji connection.
  • bane, -basami, -biraki
See hane, hasami, hiraki.

Boshi (hat):
A capping move.

Botsugi: A connection which forms a wall of three stones.

Byo-yomi: Extra count-down time after regular clock time has elapsed.

Chosen: Eternal life; a rare position involving repetitive capture.

Chuban[sen]:
The middle game.

Daidaigeima (very large knight's move):
Four across and one vertically (or vice versa).

Dame (useless):
A neutral point, territory for neither; a liberty.

Damezumari:
Shortage of liberties.

Dan: Advanced grade.

Dango (dumpling shape):
A solid mass of stones; a very inefficient shape.

De (go between):
A move which pushes between two enemy stones.

Degiri: A sequence of two moves which push and cut.

Fukure: Swell outward.

Furikawari:
Exchange (of territories).

Fuseki: The opening moves of the game where influence and territory
outlines are formed (literally: 'no stones').

Geta:
A method of capturing an enemy stone; a net trap. The
shape of the stones resembles a wooden clog.

Gote: Defensive play, loss of initiative (literally: 'lower hand').

Gote no sente:
Gote move with sente potential.

Guru guru mawashi:
"spinning around (into dango)". A series of attacks
leading to a loose ladder and capture.

Guzumi: A good empty triangle.

Hai: Crawl.

Hamari: Fall into a trap.

Hamete: A trap.

Hana-tsuke:
Nose attachment.

Hane: A diagonal move played in contact with an enemy stone.

Hane-dashi: Outer hane.

Hane-kaeshi: Counter-hane.

Hane-komi: Hane between two stones.

Hane-tsuki: Belly attack.

Shita-hane: Hane underneath.

Hanami ko ('flower-viewing ko'):
Ko where one player stands to lose a lot, but the other
only a tiny amount.

Hara-tsuke:
Belly attack.

Hasami (pincer play):
A play that attacks by preventing the opponent's extension
down either side (see Basami).

Hasami-tsuke:
Pincer attachment.

Hazama: Balance point.

Hazama-tobi:
One point diagonal jump.

Hiki: Draw back.

Hikkuri-kaeshi:
Self-reversing sequence.

Hiraki: 3rd or 4th line extension.

Honte: The proper move.

Horikomi (throw-in):
A single stone played as a sacrifice.

Hoshi: ('star point') the 4-4 point.

Ichi ban: A win by ten points or less.

Ichigo-masu:
Carpenter's square.

Igo: An alternative name for Go.

Ikken-tobi:
One point extension.

Insei: Student professional.

Ippoji: One large area.

Ishi-no-shita:
Under the stones (a particular tesuji).

Ishi: Stone.

Ji Dori Go:
Derisive term for 'ground-taking go'.

Jigo: Drawn game (by equal territory).

Jingasa: Double empty triangle (4 in a "T").

Joseki (established stones):
Known sequences of moves near the corner which result
in near-equal positions for white and black.

Jun Kan Ko:
A very rare position involving repetitive capture.

Kado: Angle.

Kagame: False eye.

Kakae: Grip.

Kakari (approach):
A move that attacks a single enemy corner stone.
Prevented by shimari.

Karami: Splitting.

Kata-sente:
One-sided sente.

Katatsuki (shoulder hit):
A play on a diagonal of the opponent's stone.

Katatsugi:
A solid connection.

Kake: Press down.

Kaketsugi (hanging connection):
A open connection. An example is three stones surrounding
an empty point. Promise for eye shape, but can be attacked.

Katachi: The shape of the stones.

Sabaki: Quick development, light shape.

Karui: Single move basic to formation of flexible shape.

Omoi: Heavy, clumped shape.

Keima: Knight's move extension.

Keima-tsugi:
Knight's move connection.

Keima-watari:
Connection at edge of board by keima.

Keshi: Erasure.

Kikashi: A forcing move, usually made outside the main
flow of play. Often answered, then ignored, to be used
later in the game.

Kiri: Cut.

Kiri-chigae:
Cross-cut.

Kiri-nobi:
Cut then extend.

Ko: Repetitive capture (literally 'eternity')

Ko threat:
Intervening move (that one hopes will force a reply)
before a ko can be recaptured.
  • komi: To go into.
Komi: Score adjustment usually penalising black for playing
first. Often 6.5 points.

Komoku: ('small point') 3-4 point.

Korigatachi(frozen shape):
Inefficient or ugly shape.

Kosumi: A diagonal play next to one's own stone.

Kosumi-tsuke:
A kosumi which is also a tsuke.

Kyu: Learner grade.

Leg: Term used by James Davies for a jogged end of a group.
Weak leg refers to a diagonal extension.

Magari (turn):
A play which turns a group, forming a corner.

Mane Go: Mirror go. White playing symmetrically opposite black.

Mannen Ko:
"10,000 year ko" (a special formation where whoever
starts the attack must find the first ko-threat).

Me: Eye or point.

Me ari me nashi:
A semeai in which one player has one eye.

Miai: Two points which accomplish the same result; if
deprived of one, the other must be played.

Mochi-komi:
Botched invasion.

Modori: Fall back.

Moku: Same as 'me'.

Mokuhazushi ('point-detached'):
3-5 point.

Motare: Roundabout attack.

Moyo: Large potential territory.

Mukai-komoku:
Symmetrically opposite komoku played in fuseki.

Mushobu: Literally "no-win-loss".
Abandoned game (due to triple ko or similar).

Nadare: Avalanche joseki.

Naka-de: Central placement.

Nakade: Unsettled eye shape.

Naka oshi gatchi:
Early victory by a large margin.

Narabi: Adjacent extension from a non-contact point.

Nidan bane (double hane):
Two successive hane plays by one player.

Nidan osae (double osae):
Two successive blocks by one player.

Nigiri: Equivalent of coin-toss to decide who starts. One grabs
a handful of stones; the other guesses odd or even.

Ni ren sei:
Fuseki with two adjacent star points.

Nobi (Stretch):
An extension away from an opponent's tsuke, cross-cut, etc.

Nobi-komi:Extend into the enemy's territory.

Nozoki: A peeping move which threatens to cut.

Nuki: Capture.

Nurui: Lukewarm.

Oba: Large fuseki point.

Ogeima (large knight's move):
Three across and one vertically (or vice versa).

Oiotoshi: A method of capture where stones are sacrificed to destroy
the enemy's eye shape. (Literally "robber's attack)

Oki: Placement. Playing on a vital spot (to kill eyes).

Onadare: Large avalanche joseki.

Osae: A blocking move which prevents extension along a line.

Oshi: Push.

Oshi-tsubuki:
Squashing move.

Oyose: Large end-game plays.

Ozaru: Monkey jump.

Pintsugi: Connect between.

Ponnuki: Space between four stones after capture.

Ryo: Double.

Sabaki: Light play; disposable stones.

Sagari: To descend straight toward the edge of the board.

San-ba-garosu:
'Three crows'. Corner enclosure by 5-3, 4-4, 3-5 points.

Sangen: Three point interval.

San ren sei:
Fuseki with three adjacent star points.

San-san: 3-3 point.

Saru-suberi:
Monkey jump.

Sashikomi:
Insert.

Sei moku (Star points):
Handicap points.

Seki: A situation where neither player may place the other in
ate without placing himself in ate. Stalemate, with no
territory awarded.

Seki-to: "Stone tower". Sacrifice of two stones at edge of board.

Semeai: Race to capture.

Sente: Threat forcing direct response, creates initiative.
The right to choose where to play next.
Opposite to gote (literally: 'upper hand').

Shibori: Squeeze play.

Shicho: Ladder play.

Shicho-atari:
Ladder breaker. A stone played in the path of a
potential shicho, threatening to make it fail.

Shimari (corner enclosure):
A two-stone corner formation. May not secure the
corner, but attacker is at a disadvantage. Opposite of
kakari.

Kogeima shimari (small knight's enclosure):
The 3-4 and 5-3 points.

Ikken shimari (one-point enclosure):
The 3-4 and 5-4 points.

Ogeima shimari (large knight's enclosure):
The 3-4 and 6-3 points.

Shin fuseki:
A revolutionary 1930's strategy. Now blended with
traditional strategy to form the modern style.

Shinogi: Eye-forming sequence.

Shita-hane:
Hane underneath.

Shita-tsuke:
Attach underneath.

Soto: Outwards.

Suberi: Sliding under.

Suji: Style; skilfulness.

Susoaki: Open skirt.

Sute ishi:
Sacrifice stone.

Tachi: Extension adjacent to centre.

Taisha: A joseki arising from an ignored low kakari to 4-3 point.

Takamoku: ('high point') 4-5 point.

Take-fu: Bamboo joint.

Tasuki fuseki:
Black playing the same in opposite corners.

Tedo-mari:
The last valuable end-game points.

Ten gen: The centre point of the board.

Tenuki: Ignoring opponent's last move to play elsewhere.

Te okure: Wasted move.

Tesuji ('strong hand'):
The best play in a local position; skilful tactical move.

Tetchu (steel post):
Two stones placed in line vertically and near the edge.

Tewari:
Analysing by removing irrelevant stones.

Tobi: Jump.

Tobi-dashi: Jump out.

Tobi-komi: Jump into enemy space.

Tobi-magari: Jump at right angle.

Tobi-tsuke: Jumping attachment.

Torazu San Moku:
A very rare position in the corner, where either side
may capture first, but would lose points to do so.

Tsugi: Connection.

Tsuke: Attach. A play made in contact with an enemy stone,
but not in contact with any friendly stones.

Tsuke-atari: Bang against (head-on).

Tsuke-giri: Attach then cut.

Tsuke-kaeshi: Counter-attach.

Tsuke-koshi: Attach at keima waist.

Tsuke-nobi: Attach and extend (handicap joseki).

Tsume: Extension preventing an enemy extension.

Tsume-go: Life and death problems.

Tsuppari: Slap against (sideways).

Uchi: Inwards.

Uchikaki: Sacrifice on first line to make an eye false.

Uchikomi: Playing to invade enemy territory.

Uttegaeshi:
Snap-back.

Warikomi: Wedge between two stones.

Wariuchi: A wedging move which has room for expansion in either
direction.

Watari: To connect underneath.

Wei Chi: The Chinese name for Go (literally: "game of encirclement").

Yose: End game.

Yose-ko: A ko of little value.

Yosu miru:
Probe; to see opponent's response. May be sacrificed.

Yurumi: Loose.

Zoku-suji:
False or vulgar style.

Sources:
- http://www.britgo.org/print/750
- http://senseis.xmp.net/?JapaneseGoTerm (Japanese Terms)