中英日韩四语对照 | Chinese, English, Japanese & Korean
围棋起源于中国,已有四千多年的历史。在漫长的岁月中,围棋传播到日本、韩国以及世界各地,每种语言都发展出了自己独特的围棋术语体系。了解不同语言中的围棋术语,不仅有助于你在国际围棋交流中畅通无阻,还能加深你对围棋文化多样性的理解。
本文汇集了围棋中最常用的术语,提供中文、英文、日文和韩文四种语言的对照翻译,并附有简明扼要的解释。无论你是刚开始学习围棋的初学者,还是想要与国际棋友交流的爱好者,这份术语表都会是你的得力助手。
小贴士:许多围棋术语在英文中直接使用日语发音(如 Atari、Sente、Joseki 等),这是因为围棋在20世纪主要通过日本传播到西方世界。近年来,随着韩国围棋的影响力日益增长,一些韩语术语也开始被国际围棋界广泛使用。
这些是每个围棋学习者首先需要掌握的最基本术语,涵盖了棋盘、棋子和基本概念。
| 中文 | English | 日本語 | 한국어 |
|---|---|---|---|
| 围棋 | Go | 碁 (igo) | 바둑 (Baduk) |
世界上最古老的棋盘游戏之一,两人对弈,以围地多少决定胜负。中文"围棋"意为"包围的棋"。 |
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| 黑 | Black | 黒 (kuro) | 흑 (heuk) |
先手方使用黑色棋子。在正式比赛中,黑棋先行但需要贴目来平衡先手优势。 |
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| 白 | White | 白 (shiro) | 백 (baek) |
后手方使用白色棋子。白棋后走,但通过贴目获得补偿。 |
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| 气 | Liberty | ダメ (dame) | 활로 (hwallo) |
棋子上下左右相邻的空交叉点。气是棋子存活的基本条件——当一颗棋子或一组相连棋子的所有气都被对手占据时,该棋子(组)就会被提走。 |
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| 目 | Point / Territory | 目 (moku) | 집 (jip) |
被一方棋子完全包围的空交叉点,计算胜负时的基本单位。围地越多,获胜的可能性越大。 |
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| 贴目 | Komi | コミ (komi) | 덤 (deom) |
为了补偿白棋后手的劣势,在计算胜负时额外给白棋加的分数。中国规则通常贴7.5目(3又3/4子),日韩规则通常贴6.5目。 |
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战术术语涉及对局中的攻杀技巧和局部作战方法。掌握这些术语能帮助你更好地理解和运用围棋的战斗技巧。
| 中文 | English | 日本語 | 한국어 |
|---|---|---|---|
| 叫吃 | Atari | アタリ (atari) | 단수 (dansu) |
当一颗棋子或一组棋子只剩下一口气时的状态。对手再下一手就可以将其提走。"Atari"这个词也进入了流行文化——著名游戏公司雅达利(Atari)就以此命名。 |
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| 打劫 | Ko | コウ (kou) | 패 (pae) |
一种特殊的局部形状,双方可以交替提子。为防止无限循环,规则规定被提方不能立即提回,必须先在别处下一手("找劫材")。打劫是围棋中最精彩的战斗之一。 |
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| 征子 | Ladder | シチョウ (shicho) | 축 (chuk) |
一种经典的吃子技巧:通过连续叫吃,迫使对方的棋子沿对角线方向逃跑,形成阶梯状。如果对角线方向没有接应的棋子,被征的一方无法逃脱。"征子有利不用征"是围棋名言之一。 |
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| 枷 | Net | ゲタ (geta) | 장문 (jangmun) |
一种不需要直接叫吃就能吃子的技巧。通过在对方逃跑路线上布下"网",使对方无论怎么逃都会被围住。枷比征子更加灵活,不受征子不利的限制。 |
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| 死活 | Life and Death | 死活 (shikatsu) | 사활 (sahwal) |
判断一组棋子能否存活的问题。围棋中最核心的技能之一——如果你不能正确判断自己和对手棋子的死活状态,就无法做出正确的战略决策。 |
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| 做眼 | Making Eyes | 眼を作る | 집짓기 |
"眼"是一组棋子内部的空点,对手无法在此落子。一组棋子需要至少两个真眼才能确保存活——这是围棋死活问题的基础。 |
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| 先手 | Sente | 先手 (sente) | 선수 (seonsu) |
掌握主动权的一方。下出的棋对手必须应对,否则会遭受损失。"先手"在围棋中极为重要——保持先手意味着你在主导局势的发展方向。 |
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| 后手 | Gote | 後手 (gote) | 후수 (husu) |
失去主动权的一方。下出的棋对手可以不应,转而在其他地方取得利益。善于分辨先手和后手是提高棋力的关键。 |
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战略术语涉及全局的规划和布局思路,帮助棋手从更宏观的角度理解围棋。
| 中文 | English | 日本語 | 한국어 |
|---|---|---|---|
| 定式 | Joseki | 定石 (joseki) | 정석 (jeongseok) |
经过长期实践验证的局部(通常在角部)最优下法序列。双方都按定式走,结果被认为是公平的。定式数量众多,从简单到复杂不等。初学者不必急于背诵定式,理解其背后的原理更为重要。 |
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| 布局 | Fuseki / Opening | 布石 (fuseki) | 포석 (poseok) |
对局开始阶段(通常前30-50手),双方在棋盘上布下战略性的棋子,争夺角、边和中央的势力范围。布局阶段的选择会深刻影响整盘棋的走向。 |
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学习建议:对于初学者来说,不必急于学习复杂的定式和布局理论。先在小棋盘上练习基本战术(叫吃、征子、枷),等基本功扎实后再逐步了解战略层面的术语和概念。围棋豆豆的5x5到9x9小棋盘正是这样设计的——让你在轻松的环境中打好基础。
一盘完整的围棋对局通常分为三个阶段,每个阶段都有不同的特点和策略重点。
| 中文 | English | 日本語 | 한국어 |
|---|---|---|---|
| 布局 | Opening / Fuseki | 布石 (fuseki) | 포석 (poseok) |
对局的开始阶段。双方在棋盘的各个区域(尤其是角和边)布下棋子,建立势力范围,抢占战略要点。布局阶段通常强调效率和全局平衡。 |
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| 中盘 | Middle Game / Chuban | 中盤 (chuban) | 중반 (jungban) |
对局的中间阶段,也是最激烈的战斗阶段。双方的势力范围开始接触和冲突,攻杀、打入、侵消等复杂战斗在此展开。中盘实力是衡量棋手水平的重要标准。 |
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| 收官 | Endgame | ヨセ (yose) | 끝내기 (kkeutnnaegi) |
对局的最后阶段,双方确定各自领地的边界,争夺剩余的边界点。收官看似简单,实际上蕴含着精确的计算——在高水平对局中,一两目的收官差距可能决定胜负。 |
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以下是一些在围棋学习和交流中经常遇到的其他术语:
围棋术语反映了不同文化对这项古老游戏的理解和诠释。中文术语往往形象生动,如"征子"形容棋子被追逐的样子,"枷"则比喻用网套住猎物。日语术语保留了许多古典汉字用法,同时也发展出了独特的假名术语。韩语术语则有自己独特的系统,体现了韩国围棋文化的独立发展。
有趣的是,英语围棋术语大多借自日语(如 Atari、Sente、Joseki、Fuseki 等),这是因为围棋在20世纪初至中期主要通过日本棋手和翻译著作传播到西方。如今,随着围棋在全球的普及,也出现了越来越多的本地化表达。
掌握多语言的围棋术语,不仅能帮助你在国际比赛和交流中无障碍沟通,还能让你从不同文化角度欣赏围棋的深度和魅力。
围棋豆豆(Cute Go)是帮助初学者掌握这些术语的理想工具:
Go originated in China over four thousand years ago and has since spread to Japan, Korea, and the rest of the world. Each culture has developed its own unique vocabulary for the game. Understanding Go terminology across different languages not only helps you communicate smoothly in international Go circles but also deepens your appreciation of the game's rich cultural diversity.
This guide compiles the most commonly used Go terms with translations in Chinese, English, Japanese, and Korean, accompanied by clear and concise explanations. Whether you are a beginner just starting to learn Go or an enthusiast looking to communicate with international players, this terminology guide will serve as an invaluable reference.
Did you know? Many Go terms used in English are borrowed directly from Japanese (such as Atari, Sente, Joseki, and others). This is because Go was primarily introduced to the Western world through Japan in the 20th century. In recent years, as Korean Go has grown in influence, some Korean terms have also gained international recognition.
These are the most fundamental terms that every Go learner needs to know, covering the board, stones, and core concepts.
| English | 中文 | 日本語 | 한국어 |
|---|---|---|---|
| Go | 围棋 | 碁 (igo) | 바둑 (Baduk) |
One of the oldest board games in the world, played between two players who compete to control more territory. The Chinese name "Weiqi" literally means "the encircling game." |
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| Black | 黑 | 黒 (kuro) | 흑 (heuk) |
The player who moves first uses black stones. In formal games, Black goes first but must compensate White with komi to balance the first-move advantage. |
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| White | 白 | 白 (shiro) | 백 (baek) |
The second player uses white stones. White moves second but receives komi as compensation. |
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| Liberty | 气 | ダメ (dame) | 활로 (hwallo) |
An empty intersection directly adjacent to a stone (up, down, left, or right). Liberties are essential for survival -- when all liberties of a stone or connected group are occupied by the opponent, the stone(s) are captured and removed from the board. |
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| Point / Territory | 目 | 目 (moku) | 집 (jip) |
Empty intersections completely surrounded by one player's stones. Points are the basic unit of scoring. The more territory you control, the greater your chance of winning. |
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| Komi | 贴目 | コミ (komi) | 덤 (deom) |
Extra points given to White to compensate for Black's first-move advantage. Under Chinese rules, komi is typically 7.5 points (3.75 stones); under Japanese and Korean rules, it is usually 6.5 points. The half-point ensures there are no draws. |
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Tactical terms relate to combat techniques and local fighting methods used during a game. Mastering these terms will help you better understand and apply Go's battle techniques.
| English | 中文 | 日本語 | 한국어 |
|---|---|---|---|
| Atari | 叫吃 | アタリ (atari) | 단수 (dansu) |
The state when a stone or group has only one liberty remaining. One more opponent's move and it will be captured. Fun fact: the famous video game company Atari was named after this Go term, symbolizing a bold, aggressive move. |
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| Ko | 打劫 | コウ (kou) | 패 (pae) |
A special positional pattern where two players could alternately capture and recapture a single stone indefinitely. To prevent infinite loops, the rule states that the player whose stone was just captured must play elsewhere first (a "ko threat") before recapturing. Ko fights are among the most exciting battles in Go. |
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| Ladder (Shicho) | 征子 | シチョウ (shicho) | 축 (chuk) |
A classic capturing technique where a player makes a series of atari moves, forcing the opponent's stones to flee diagonally across the board in a staircase pattern. If there are no friendly stones along the diagonal escape route, the fleeing stones cannot escape. A famous Go proverb says: "If the ladder works, don't play it" -- because if it works, the opponent already knows they're captured. |
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| Net (Geta) | 枷 | ゲタ (geta) | 장문 (jangmun) |
A capturing technique that traps stones without needing to place them in atari directly. By placing a stone on the escape route, you create a "net" that catches the opponent's stones regardless of which direction they try to flee. Nets are more flexible than ladders and are not affected by ladder breakers. |
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| Life and Death | 死活 | 死活 (shikatsu) | 사활 (sahwal) |
The study of determining whether a group of stones can survive or will be captured. This is one of the most critical skills in Go -- if you cannot accurately assess the life-and-death status of groups on the board, you cannot make sound strategic decisions. |
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| Making Eyes | 做眼 | 眼を作る | 집짓기 |
An "eye" is an empty point within a group where the opponent cannot play. A group needs at least two true eyes to be unconditionally alive -- this is the foundation of life-and-death problems in Go. |
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| Sente | 先手 | 先手 (sente) | 선수 (seonsu) |
Having the initiative. A move is sente if the opponent must respond to it or suffer a loss. Maintaining sente is extremely important in Go -- it means you are directing the flow of the game. |
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| Gote | 后手 | 後手 (gote) | 후수 (husu) |
Losing the initiative. A move is gote if the opponent can ignore it and play elsewhere for profit. Distinguishing between sente and gote moves is key to improving your game. |
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Strategic terms involve whole-board planning and opening theory, helping players understand Go from a broader perspective.
| English | 中文 | 日本語 | 한국어 |
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| Joseki | 定式 | 定石 (joseki) | 정석 (jeongseok) |
Established optimal sequences of moves in a local area (usually a corner) that have been verified through centuries of practice. When both players follow joseki, the result is considered fair for both sides. There are countless joseki patterns, ranging from simple to highly complex. Beginners should focus on understanding the principles behind joseki rather than memorizing specific sequences. |
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| Fuseki (Opening) | 布局 | 布石 (fuseki) | 포석 (poseok) |
The opening phase of the game (typically the first 30-50 moves), during which both players place strategic stones across the board, vying for influence in the corners, sides, and center. Opening choices profoundly affect the direction of the entire game. |
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Learning tip: As a beginner, there is no rush to study complex joseki or opening theory. Start by practicing basic tactics (atari, ladder, net) on small boards. Once your fundamentals are solid, you can gradually explore strategic concepts. Cute Go's 5x5 to 9x9 boards are designed exactly for this purpose -- helping you build a strong foundation in a relaxed environment.
A complete game of Go is typically divided into three phases, each with its own characteristics and strategic focus.
| English | 中文 | 日本語 | 한국어 |
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| Opening (Fuseki) | 布局 | 布石 (fuseki) | 포석 (poseok) |
The beginning phase of the game. Both players place stones across the board (especially in corners and along edges), establishing spheres of influence and claiming strategic points. The opening phase emphasizes efficiency and whole-board balance. |
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| Middle Game (Chuban) | 中盘 | 中盤 (chuban) | 중반 (jungban) |
The middle phase of the game, and typically the most intense. Players' spheres of influence begin to collide, leading to complex battles involving attacks, invasions, and reductions. Middle game strength is a crucial measure of a player's skill level. |
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| Endgame (Yose) | 收官 | ヨセ (yose) | 끝내기 (kkeutnnaegi) |
The final phase of the game, where both players finalize the boundaries of their territories and contest the remaining border points. While the endgame may seem straightforward, it involves precise calculation -- in high-level games, a difference of one or two points in endgame play can decide the winner. |
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Here are additional terms you will frequently encounter in Go study and discussion:
Go terminology reflects how different cultures understand and interpret this ancient game. Chinese terms tend to be vivid and metaphorical -- for example, "zhengzi" (ladder) describes the appearance of stones being chased, while "jia" (net) evokes the image of trapping prey in a net. Japanese terms preserve many classical Chinese character usages while also developing unique katakana terms. Korean terms have their own distinct system, reflecting the independent development of Go culture in Korea.
Interestingly, most English Go terms are borrowed from Japanese (such as Atari, Sente, Joseki, and Fuseki), because Go was primarily introduced to the West through Japanese players and translated publications in the early to mid-20th century. Today, as Go becomes increasingly global, more localized expressions are emerging in various languages.
Mastering Go terminology in multiple languages not only enables barrier-free communication in international tournaments and exchanges but also allows you to appreciate the depth and beauty of Go from different cultural perspectives. The game truly belongs to all of humanity.
Cute Go is the ideal tool for beginners to learn and internalize these terms through hands-on experience: