What is Sente?

Sente (pronounced "sen-tay") is a Japanese term meaning "initiative" or "leading hand." A move is sente when your opponent is effectively forced to respond — if they don't, they'll suffer a significant loss. By playing sente, you direct the flow of the game and control where the action happens next.

Think of sente as asking a question your opponent must answer. After they reply, you ask another question somewhere else on the board. Each sente move advances your plans while your opponent spends their turns reacting to yours.

What is Gote?

Gote (pronounced "go-tay") means "following hand" — a move that doesn't require an immediate response. After a gote move, your opponent gains the initiative and can play wherever they want.

Gote moves aren't inherently bad. Sometimes the biggest remaining point on the board is a gote move, and taking it is correct. The art is understanding when taking gote is worth the cost, and when maintaining sente matters more.

Double Sente

A move is "double sente" when both players would want to play it first — it's sente for both sides. If you play it, your opponent must respond (so it's sente for you). If your opponent plays it instead, you must respond (so it was sente for them too).

Double sente moves are extremely valuable and should almost always be played immediately, regardless of their apparent point value. Delaying a double sente move risks letting your opponent take it first, suddenly putting your position under pressure.

Reverse Sente

A "reverse sente" move is one that prevents your opponent from playing a sente move. Its effective value is roughly double its face value — you gain the points the move is worth and simultaneously deny your opponent the equivalent gain they would have made.

Practical Applications

Opening (Fuseki)

In the opening, maintaining sente lets you stake out corners and sides before your opponent can respond everywhere. A player who answers every probe and threat lets their opponent dictate the board's shape. Strong fuseki play involves knowing when to respond to an approach and when to tenuki (play elsewhere) to claim a bigger area.

Middle Game (Chuban)

Attacking a weak group is often sente — your opponent must strengthen it or risk losing stones. Effective attackers exploit this by gaining territory or thickness elsewhere while the defender scrambles. The attacker stays in sente; the defender falls behind.

When defending, recognize which attacks actually threaten you and which are false sente that can be ignored. Responding unnecessarily to false sente hands the initiative to your opponent for free.

Endgame (Yose)

Sente endgame moves are worth roughly double their apparent value. An experienced player identifies and plays all sente sequences first, then returns to the largest remaining gote moves. Poor endgame play often stems from treating sente and gote moves as equivalent — this mistake alone can cost 5-10 points in a close game.

False Sente

Not every "threatening" move is truly sente. A move is false sente when the opponent can safely ignore it — the threat either doesn't materialize or isn't large enough to warrant a response.

Playing false sente is often worse than gote: you've made a slow move that helps you less than you think, while your opponent gains real value elsewhere. Learning to distinguish true sente from false sente is one of the key differences between intermediate and advanced players, and it requires accurate counting and reading.

Tenuki — Playing Elsewhere

"Tenuki" means choosing not to respond to your opponent and playing in a completely different area of the board. Knowing when tenuki is correct is one of Go's most demanding skills.

A move that looks urgent locally might be less valuable than a large point elsewhere. Recognizing when you can safely tenuki — and when ignoring your opponent's move would be disastrous — requires both reading ability and a sense of whole-board balance.

Common Mistakes

  • Responding to everything: Many beginners answer every opponent move reflexively. Before responding, pause and evaluate whether an answer is truly necessary.
  • Playing slow gote when sente is available: If you have a sente sequence to play, play it before taking any gote move, even a large-looking one.
  • Undervaluing reverse sente: Preventing your opponent's sente opportunity is often worth considerably more than it appears at first glance.
  • Missing the double sente: Failing to recognize and immediately play a double sente move is one of the most costly mistakes in the endgame.