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A divine move is an exceptional, inspired and original move; one that is non-obvious and which balances strategy and tactics to create an unexpected turning point in a game. A divine move is singular; it is of such rarity that a professional Go player might reasonably hope to play a single such move in a lifetime.
In the endgame players typically try to play all available sente moves and then play the largest gote move on the board. A reverse sente play is a gote play that prevents the opponent from making a sente move. When a player ignores an opponent's sente move and plays elsewhere, they are said to play tenuki.
As they move, their screens light up with different colors — crossing into “Winter Caverns” changes their game face to blue. Likewise, a stroll into “Autumn Masquerade” switches it to red.
These can range from teams built on dealing damage to teams built on withstanding more hits. Other strategies involve utilizing weather effects, which can be activated by different moves and abilities. Weather can affect the moves and abilities of a Pokémon, which can make certain species stronger or weaker.
In July 2019, Pokémon Go introduced Team GO Rocket battles. [62] Team GO Rocket NPCs could be battled at some PokéStops (indicated with it twitching and being a dark color) or in Team GO Rocket Balloons which appear and follow the player on the map. After victory, the player has the opportunity to capture a "Shadow Pokémon" which are ...
In competitive two-player games, the killer heuristic is a move-ordering method based on the observation that a strong move or small set of such moves in a particular position may be equally strong in similar positions at the same move (ply) in the game tree. Retaining such moves obviates the effort of rediscovering them in sibling nodes.
Notes: The words move and territory are used differently here than elsewhere in this article; play and area, respectively, are used instead. A clarification to rule 5 is added in parentheses. The board is empty at the onset of the game (unless players agree to place a handicap). Black makes the first move, after which White and Black alternate.
The knight's move (桂馬, Keima) is more fast-paced than either the diagonal move or the one-space jump. It is named after the resemblance to the movement of a knight in chess. It also makes a flexible and light shape and is useful in sabaki. Near the edge of the board the small knight's move is used to secure a base or to link up stones.