Aji — Aji in Go refers to lingering possibilities that are latent and cannot be used immediately, but might come to life if the situation changes.. It can be a weakness that is left behind in the opponent’s position. Typically it can be exploited in more than one way.
Damezumari — Inability to play at a tactically desirable point due to lack of liberties.
Endgame — The final stage of the game.
Fuseki — Arraying forces for battle; it refers to the initial phase of the game, especially before there are any weak groups.
Gote — A move or sequence of moves that does not have to be, or is not, answered.
Honte — A solid move.
Influence or eikyō suru– The effect stones exert at a distance.
Joseki — Established sequences of play considered equitable for both players, especially early moves near a corner.
Kikashi — A forcing move for a sente move that produces a certain effect and can then be abandoned without regret. Kikashi is a move that produces a whole-board, and subtle positive effect in preparation of future sequences. It is light and may not require an immediate follow-up. It is usually translated as forcing move.
Killing or Korosu– Ensuring that a group will ultimately perish and be removed from the board.
Ko Threat — A threatening move played either to provoke an immediate response from the opponent, allowing the player to recapture the ko on his next move, or to make a gain if the opponent ignores it.
Miai — Two moves that have equivalent effects, such that if either player plays one, his opponent will play the other.
Sabaki — Development of a flexible and defensible position in an area of opposing forces, especially by means of contact plays and sacrifice tactics.
Seki — An impasse in which stones are alive without two centers because the opponent cannot or should not capture them. Also known as mutual life.
Sente — 1) The initiative; 2) a play that must be answered; 3) a play that is answered.
Tenuki — Playing elsewhere, especially breaking off from a sequence that remains to be resolved.
Tesuji — An astute, often counter-intuitive tactical play that optimally exploits a defect in the opposing shapes, literally it means the logical move in the local situation.
Tsumego — A life and death problem.
Vital Point or Kyusho– A key point (for either player) in the local, or perhaps less commonly global, context that will normally either establish a good shape or force the opponent into bad shape.
Yose –Moves that approach fairly stable territory, typically enlarging one’s own territory while reducing the opponent’s.