fast

A fast move is one that attempts to do a lot compared with its alternatives so as to retain or gain the initiative, at least in the short term. For example, in fuseki, playing on the 4.4 point is considered fast because it occupies the corner in one move and allows flexible development along the sides with equal possibilities of developing corner or centre territory later on. In this case, the price to pay for this fast development is a vulnerability to invasion at the 3.3 point.