Deutsche Version --- Diskussion
Contents Introduction 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 Appendix Glossary
Glossary
A |
A-square |
Any edge square which is separated from the nearest corner by one other edge square (see Diagram 1-2). |
Anchor |
One or more edge pieces which cannot easily be eliminated by the opposition, offering protection against a wipe-out. |
|
B |
B-square |
Any edge square which is separated from the nearest corner by two other edge squares (see Diagram 1-2). |
Balanced edge |
An edge occupied by six adjacent discs of the same color, both corners being vacant. |
|
Blackline |
The diagonal running from h1 to a8. |
|
Break a diagonal |
Establish a disc on a diagonal controlled by the opponent. |
|
C |
C-square |
Any edge square which is adjacent to a corner (see Diagram 1-2). |
Control the center |
Having discs bunched in the center of the board while the opponent’s discs are on the outside. |
|
D |
Diagonal control |
Having a line of several discs of the same color on a diagonal line while the opponent has no discs on the same line. |
E |
Even number theory |
When there is a region with an even number of empty squares, it is usually better to have your opponent initiate play in the region. |
Extract |
Flip an interior disc that was valuable for the opponent. |
|
F |
Feeding the opponent |
Intentionally giving the opponent options in a region. |
Forced move |
A move on which a player has only one legal play. |
|
Free move |
A move available to only one player which can be deferred until later in the game and which, when taken, does not create any safe responses for the opponent. |
|
Frontier disc |
A disc which borders one or more empty squares. |
|
G |
Gain a Tempo |
To achieve an advantage of timing by deriving one more viable move than the opposition from play within a limited area of the board and thereby in effect transferring to the opposition the burden of initiating play elsewhere. |
H |
Hyper even nuber theory |
A player can force his opponent to initiate play in an even-numbered region if the player does not have access to any of the squares in the region. |
I |
Interior disc |
A disc which is completely surrounded by other discs. |
Interior sweep |
A strategy by which one side creates a large number of stable interior discs, usually sacrificing edge discs in the process. |
|
Internal disc |
Same as interior disc. |
|
L |
Loude move |
A move which creates many new frontier discs. |
M |
Main diagonal |
One of the two eight-square diagonals running between two corners (see Diagram 6-16). |
P |
Pair |
Two empty squares such that if a player moves to one of the squares, his opponent will want to play in the other. |
Parity |
The ability to get the last move in every or almost every region. |
|
Poison disc |
A disc which turns what would otherwise be a quiet move into a loud move. |
|
Poisoned move |
A potentially quiet move which is a loud move because of a poison disc. |
|
Q |
Quiet move |
A move which does not create many new frontier discs. |
R |
Run out of moves |
A position in which the player to move has no safe moves available. |
S |
Save move |
A move which does not concede a corner. |
Semi-forced move |
A move which is forced not by the rules of the game but rather by tactical considerations. |
|
Stable disc |
A disc which cannot be flipped no matter what moves are made throughout the rest of the game. |
|
Stoner trap |
A sequence of moves forcing the capture of a corner by first controlling a main diagonal with an X-square move, then attacking a corner so that if the opponent defends the corner, he flips the X-square. See Diagram 9-25. |
|
Swindle |
A situation where one player gets both moves in a pair because, following the first move into the pair, the opponent does not have a legal move to the other square in the pair. |
|
T |
Tetsuji |
A good move or sequence of moves that can be used in certain frequentlyoccurring positions. |
U |
Unbalanced edge |
An edge occupied by five adjacent discs of the same color, one Csquare and both corners being vacant. |
W |
Wall |
A connected group of frontier discs of the same color. |
Wedge |
A disc or line of several discs of the same color on an edge which is abutted on both sides by opposition discs, or playing a move which creates a wedge. |
|
Whiteline |
The diagonal running from a1 to h8. |
|
Wing |
An unbalanced edge. |
|
Wipe-out |
A game which ends with all the discs on the board the same color. |
|
X |
X-square |
Any edge square which is diagonally adjacent to a corner (see Diagram 1-2). |
|
"Othello: A Minute to Learn...A Lifetime to Master" by Brian Rose © 2005 |

