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Shinfuseki
or ''new opening strategy'' was the change of attitude to go opening theory that set in strongly in Japan in 1933. It corresponds, a little later, to hypermodern play in chess, with the inversion that ''shinfuseki'' thought the center of the board had been unjustly ''under''emphasised. In the 1930s, a group of Japanese players led by Kitani Minoru and Go Seigen began to question conventional wisdom on Go openings. Playing for early central influence, they emphasised in the early part of the opening fighting concepts such as thickness and moyo. Among the new concepts of shinfuseki was playing the first move on the center point. Traditional opening play followed a basic principle of sound play that can be summarized in three words — "corner, side, center." Territory is easiest to surround in the corner, because two sides are bounded by the edge of the board; on the side, one edge is available, but in center the territory must be completely surrounded on four sides. ''Shinfus ...
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Kitani Minoru
was one of the most celebrated professional Go players and teachers of the game of Go in the twentieth century in Japan. Biography He earned the nickname "the Prodigy" after winning a knockout tournament. He defeated eight opponents from the Kiseisha in a row during 1928. He played a celebrated match with then retiring Honinbō Shūsai. The Nobel Prize winning author Kawabata Yasunari used this game in his novel "The Master of Go". In 1954 he suffered a cerebral hemorrhage, but soon recovered. His condition came back in 1964, after which he retired from professional play. He was given the Okura Prize in 1967. Segoe Kensaku, a friend and rival of Kitani, nicknamed him "the Great Kitani" due to his extraneous efforts relating to Go. Relationship with Go Seigen Kitani was a young prodigy who quickly attracted attention after the founding, in 1924, of the Nihon Ki-in. He became a great rival and friend of Go Seigen after the latter was brought to Japan from China. Go and Kitan ...
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Go Seigen
Wu Quan (), courtesy name Wu Qingyuan ()His courtesy name was created based on his real name (''Quan'' means "spring, fountain" and ''Qing Yuan'' means "clear and pure source of water"). (June 12, 1914 – November 30, 2014), better known by the Japanese pronunciation of his courtesy name, , was a Chinese-born Japanese master of the game of Go. He is considered by many players to have been the greatest Go player in the 20th century. Biography Born on June 12, 1914, in Minhou County, Fujian Province, southeast China, Go Seigen did not start learning Go until he was nine, a relatively late age for a professional (Honinbo Dosaku first learned go at seven and Honinbo Shusaku before he was six). His father, who had taken go lessons from Honinbo Shuho while studying in Japan, was responsible for introducing him to the game. Go Seigen quickly excelled and soon became known as a Go After days and nights, the shape of his left index finger changed, bending backwards. At that time, p ...
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:Category:Japanese Words And Phrases
{{Commons Words and phrases by language Words Words Words A word is a basic element of language that carries an objective or practical meaning, can be used on its own, and is uninterruptible. Despite the fact that language speakers often have an intuitive grasp of what a word is, there is no consen ...
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Go Opening Theory
A Go opening refers to the initial moves of a game of Go. On the traditional 19×19 board the opening phase of the game usually lasts between 15 and 40 plies. There is some specialised terminology for go openings. The precise meanings of Japanese language terms is often misunderstood. A go whole-board opening refers to an opening sequence of plays, almost always laid out the standard 19×19 go board. Because of the symmetry of the board (eight-fold), there are certain conventions about displaying opening moves traditional in Japan. These do not necessarily apply in China or Korea, but naturally in speaking of an 'opening' one never needs to distinguish openings related by symmetry. The Japanese term for the opening phase of the game is ''joban'', but this is not used in English. Instead it is very common to use ''fuseki'', a Japanese term that has a literal meaning of 'scattering of stones'. This really refers, therefore, to the way the initial plays are distributed around ...
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Hypermodernism (chess)
Hypermodernism is a school of chess that emerged after World War I. It featured challenges to the chess ideas of central European masters, including Wilhelm Steinitz's approach to the and the rules established by Siegbert Tarrasch. Overview The Hypermodernists demonstrated their new ideas with games and victories. Aron Nimzowitsch, considered the founder and leading practitioner of hypermodernism, showed that games could be won through indirect control of the centre, breaking with Tarrasch's view that the centre must be occupied by pawns. Nimzowitsch advocated controlling the centre with distant pieces rather than with pawns, thus inviting the opponent to occupy the centre with pawns, which can then become targets of attack. This was part of the hypermodern framework, which Nimzowitsch encapsulated in his seminal book ''My System'', which greatly influenced many chess players. It introduced and formalised concepts of the , , undermining, prophylaxis, restraint, rook on the sev ...
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Go Terms
Go, GO, G.O., or Go! may refer to: Arts and entertainment Games and sport * Go (game), a board game for two players * '' Travel Go'' (formerly ''Go – The International Travel Game''), a game based on world travel * Go, the starting position located at the corner of the board in the board game ''Monopoly'' * ''Go'', a 1992 game for the Philips CD-i video game system * ''Go'', a large straw battering ram used in the Korean sport of Gossaum * Go!, a label under which U.S. Gold published ZX Spectrum games * Go route, a pattern run in American football * ''Go'' series, a turn-based, puzzle video game series by Square Enix, based on various Square Enix franchises * '' Counter-Strike: Global Offensive'' (''CS:GO''), a first-person shooter developed by Valve * ''Pokémon Go'', an augmented reality game Film * ''Go'' (1999 film), American film * ''Go'' (2001 film), a Japanese film * ''Go'' (2007 film), a Bollywood film * ''Go Karts'' (film), an Australian film also titled as ''Go ...
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Go Terms
Go, GO, G.O., or Go! may refer to: Arts and entertainment Games and sport * Go (game), a board game for two players * '' Travel Go'' (formerly ''Go – The International Travel Game''), a game based on world travel * Go, the starting position located at the corner of the board in the board game ''Monopoly'' * ''Go'', a 1992 game for the Philips CD-i video game system * ''Go'', a large straw battering ram used in the Korean sport of Gossaum * Go!, a label under which U.S. Gold published ZX Spectrum games * Go route, a pattern run in American football * ''Go'' series, a turn-based, puzzle video game series by Square Enix, based on various Square Enix franchises * '' Counter-Strike: Global Offensive'' (''CS:GO''), a first-person shooter developed by Valve * ''Pokémon Go'', an augmented reality game Film * ''Go'' (1999 film), American film * ''Go'' (2001 film), a Japanese film * ''Go'' (2007 film), a Bollywood film * ''Go Karts'' (film), an Australian film also titled as ''Go ...
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Takemiya Masaki
is a professional Go (board game), Go Go players, player. Biography Masaki Takemiya was born in Japan. He became one of the many disciples of the Minoru Kitani school. His rise to fame began when he was only 15 years old. He earned the nickname "9 dan killer" because he won several games against top rated players. His famous "cosmic style" of Go would become popular among fans. It focused on large Moyo (Go), moyo in the center of the board. He's known as keeping a consistent record of winning titles. The longest period in which he did not hold a title has only been 4 years. He closed off 2005 with an impressive win of 16 straight games, which was stopped by Omori Yasushi in the qualifiers for the 3rd World Oza. Outside of Go, Takemiya also won the biggest Japanese backgammon tournament, the 12th Saint of the Board title, by beating the former holder, Akiko Yazawa , Abe Akiko. Four of Takemiya's books have been published in English -- ''Enclosure Joseki'' (Kiseido Press), no ...
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Yamashita Keigo
is a professional Go player. Yamashita adopted the name Honinbo Dowa after winning his first Honinbo title in 2010. Biography A student of Yasuro Kikuchi, Yamashita turned professional in 1993. He won the 19th Kisei 2 dan division in 1994. Yamashita reached the challenger finals of the Tengen in 1999. His first major title came in 2000 when he defeated Honorary Gosei Koichi Kobayashi in the finals of the 25th Gosei. At the time of his win, Yamashita was the second youngest player to win a major title. He also won the Shusai Prize for his play and broke the record for most games in a year with 77. Yamashita defeated O Rissei for the Kisei in 2003, becoming the fourth youngest big-three (Kisei, Meijin, Honinbo In the history of Go in Japan, the four Go houses were four major schools of Go instituted, supported, and controlled by the state, at the beginning of the Tokugawa shogunate. (There were also many minor houses.) At roughly the same time shogi w ...) winner at ...
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Honinbō Shūsai
In the history of Go in Japan, the four Go houses were four major schools of Go instituted, supported, and controlled by the state, at the beginning of the Tokugawa shogunate. (There were also many minor houses.) At roughly the same time shogi was organised into three houses. Here "house" implies an institution run on the recognised lines of the ''iemoto'' system common in all Japanese traditional arts. In particular, the house head had, in three of the four cases, a name handed down: Inoue Inseki, Yasui Senkaku, Hayashi Monnyu. References to these names, therefore, mean to the contemporary head of the house. The four houses were the Honinbo, Hayashi, Inoue, and Yasui. They were originally designed to be on a par with each other, and competed in the official castle games called '' oshirogo''. The houses Hon'inbō The Hon'inbō house (本因家) was easily the strongest school of Go for most of its existence. It was established in 1612 and survived until 1940. Upon the closure ...
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History Of Go
The game of Go () originated in China in ancient times. It was considered one of the four essential arts of a cultured Chinese scholar in antiquity and is described as a worthy pastime for a gentleman in the ''Analects of Confucius''. It reached Korea by the 5th century, in the 7th century it had reached Japan. The game was described by Thomas Hyde in 1694, but it did not become popular in the West until the late 19th century. According to legend, the game was created as a teaching tool after the ancient Chinese Emperor Yao (2356–2255 BCE) designed it for his son, Danzhu , to learn discipline, concentration, and balance. Another suggested genesis for the game is that Chinese warlords and generals used pieces of stone to map attacking positions. Other plausible theories relate Go equipment to divination or flood control. Origin in China Go's early history is debated, but there are myths about its existence, one of which assuming that Go was an ancient fortune telling dev ...
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