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Introduction

Most of these proverbs were collected by S.Coffin and he kindly gave me permission to publish the list. Some of these proverbs were merged into the Internet Go Dictionary.

The aphorisms by Pierre Audouard appeared between 1994 and 1995 in the French Go Review under the title "Some words about Go", and signed by Jean de Laveline (pseudonym of Pierre Audouard) and were translated by Tom Keel.

By default the proverbs are shown in a predefined order Alternatively, you can have them shuffled (the order is randomized) or ordered by author.

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Overview
  • Know the eye-stealing tesuji  --  anonymous
  • Keep inessential ataris till the end  --  anonymous
  • Empty triangles are bad  --  anonymous
  • Contesting, destabilizing, and threatening are sources of transformation.
    Audouard, Pierre
  • If you plan to live inside enemy territory, play directly against his stones  --  anonymous
  • Don't play on dame points, but guarantee connections  --  anonymous
  • Every move brings change.
    Audouard, Pierre
  • The intersection is rarely neutral.
    Audouard, Pierre
  • Balance is not what players strive for, and if it does arise, it is in spite of them.
    Audouard, Pierre
  • Sacrifice small to take large  --  anonymous
  • Don't make empty triangles  --  anonymous
  • Fill in a semiai from the outside  --  anonymous
  • The simplest move is the best move  --  anonymous
  • The stone in the bowl is idiotic.
    Audouard, Pierre
  • If you have lost four corners, resign  --  anonymous
  • When your opponent has two weak groups, attack them both at once  --  anonymous
  • If you lose by one point, take a rest  --  anonymous
  • If you cannot succeed, then die gloriously
    Chinese proverb
  • The strong player plays straight, the weak diagonally  --  anonymous
  • Make your own groups strong first, then attack  --  anonymous
  • The comb formation is alive  --  anonymous
  • Strike at the waist of the knight's move  --  anonymous
  • The nature of a game comes from what is played, but it's the sensitivity to the possible and the impossible that gives it value.
    Audouard, Pierre
  • Proverbs do not apply to White.
    Sand, Tero
  • If your stone is capped, play the knight's move  --  anonymous
  • A meijin needs no joseki  --  anonymous
  • Add one stone, then sacrifice both  --  anonymous
  • To reduce an opponent's large prospective territory, strike at the shoulder  --  anonymous
  • Keep sente in the opening. A premature attack loses sente  --  anonymous
  • It is difficult to know exactly what you are doing.
    Audouard, Pierre
  • For the comb formation in the corner, dame is necessary  --  anonymous
  • Don't make compact groups of stones  --  anonymous
  • Grab the shape points as kikashi  --  anonymous
  • Turn, turn, turn!
    Taylor, Bill
  • When in doubt, remove the enemy stones from the board.
    Taylor, Bill
  • Shoulder connections, hanging connections, and knight's move connections  --  anonymous
  • For rectangular six in the corner, dame is necessary  --  anonymous
  • The monkey jump is worth eight points  --  anonymous
  • Make a fist before striking
    Kim, Jay H.
  • The L-group is dead  --  anonymous
  • The semeai where only one player has an eye is a fight over nothing  --  anonymous
  • Beware of the clumsy double contact  --  anonymous
  • More haste less speed.
    Fairbairn, John
  • Everything happens on a grid-engraved board with black and white pieces, but if that's all you see then you don't know Go.
    Audouard, Pierre
  • Win the early ko to win the game  --  anonymous
  • Stop on second, extend on third  --  anonymous
  • Win the stones, lose the game  --  anonymous
  • A basic: Don't push too hard.
    jansteen
  • Territory is a closed space where time no longer exists. The transformation around it slowly alter it, and sometimes it cracks open like a rotten egg at the least shock.
    Audouard, Pierre
  • Capture what you cut off  --  anonymous
  • Sacrifice for shape  --  anonymous
  • In the opening, when you don't know what to play, make a shimari.
    jansteen
  • From the way the players perceive what can happen and what shouldn't happen springs what happens.
    Audouard, Pierre
  • Territory really exists only in the end.
    Audouard, Pierre
  • The enemy's vital point is your own  --  anonymous
  • Conservative and slow will win. Believe it!  --  anonymous
  • Learn to play under the stones  --  anonymous
  • Thickness? Ladders always work! [or don't work if it belongs to your opponent!]  --  anonymous
  • Don't disturb symmetry  --  anonymous
  • Don't play in direct contact with the opponent's stone caught in your squeeze-play  --  anonymous
  • Attack two weak groups simultaneously  --  anonymous
  • At the head of two stones in a row, play hane  --  anonymous
  • This time and this space have certain properties, and for a long time, to progress means to become familiar with them.
    Audouard, Pierre
  • Five groups might live but the sixth will die  --  anonymous
  • Each step in a ladder is worth 7 points  --  anonymous
  • Don't make a play adjacent to a cutting-point  --  anonymous
  • Don't make dango's  --  anonymous
  • In an unreasonable situation, an unreasonable move is reasonable
    Tamino
  • At the head of three stones in a row, play hane  --  anonymous
  • There are players who clack down ridiculous moves. Certain others place their moves with crisp, dry contact, like bones cracking. Still others drop their stones with a soft sound.
    Audouard, Pierre
  • Defend weak groups, not strong groups  --  anonymous
  • If you have one stone on the third line, add another, then abandon both of them  --  anonymous
  • Never try to cut bamboo joints  --  anonymous
  • Hane? Extend! Make it a habit  --  anonymous
  • You can hide nothing on the goban.
    Audouard, Pierre
  • Answer the keima with a kosumi  --  anonymous
  • There is death in the hane  --  anonymous
  • When your opponent is thick, you must also become thick.
    Otake Hideo, 9p
  • Beginner's games are surprising, often incoherent and incomprehensible. When you improve, your game gains in consistency but flirts with stupidity: you become satisfied with truisms and mechanical movements, you try to obtain a feeling for clearness and style the easy way.
    Audouard, Pierre
  • Use a wall to attack, not to make territory  --  anonymous
  • Don't overlook the edge of the board  --  anonymous
  • If you don't know ladders, don't play go  --  anonymous
  • One point in the center is worth ten in the corner  --  anonymous
  • The game plays itself, the players don't control it.
    Audouard, Pierre
  • Six eyes in a rectangle are alive  --  anonymous
  • Avoid the plate connection  --  anonymous
  • (A shicho works or doesn't work, but sometimes you don't see it, you don't play it). The possible and the impossible are visible and invisible. What happens is always what you see, what is played.
    Audouard, Pierre
  • Go is essentially a form of harmony. Go in the 21st century will have to be go of the 'harmony of the six points - the four quarters, the above and the below.' As in life we will need to view the whole rather than the part. Japanese go has focused too heavily on the local (joseki) rather than the whole for 300 years. The reason the Chinese and Koreans are overtaking the Japanese is that they are closer to achieving this whole-board view.
    Go Seigen, 9p, 1994
  • Take the cutting stone on the second line  --  anonymous
  • Good moves and bad moves are bedfellows  --  anonymous
  • Attach to the strongest stone in a pincer  --  anonymous
  • When you study joseki, you lose two stones in strength  --  anonymous
  • To emphasize the lack of determination in his moves, one speaks of chance.
    Audouard, Pierre
  • Be a little patient. Keshi works!  --  anonymous
  • The ax's handle rots while the mind lives to the rhythm of the stones.
    Audouard, Pierre
  • Eyes win semiais  --  anonymous
  • Corner, side, centre  --  anonymous
  • Sometimes an idiotic stone loafs about the goban.
    Audouard, Pierre
  • Keep your own stones connected, and your opponent's apart.
    Taylor, Bill
  • The poor player plays the opponent's game for him  --  anonymous
  • You must always consider the circumstances. Nothing is identical, yet things repeat.
    Audouard, Pierre
  • If White takes all four corners, Black should resign; if Black takes all four corners, Black should also resign.
    Kent, David
  • There are lines, like roots, that plunge into the stone and shatter it.
    Audouard, Pierre
  • There is a thin line between thick and slow.
    jansteen
  • On the second line six die, eight live  --  anonymous
  • There are players who don't accept exchanges: they play many moves that perpetuate a previous state of the game.
    Audouard, Pierre
  • Don't count territory held by only one eye!  --  anonymous
  • Groups mustn't float  --  anonymous
  • Only amateurs try to come up with fancy moves  --  anonymous
  • Error is one of the sources of transformation.
    Audouard, Pierre
  • 2-1 is the vital point in the corner  --  anonymous
  • You have to like to win, and to learn to recognize the errors that gave you the victory.
    Audouard, Pierre
  • Beware of going back to patch up your plays  --  anonymous
  • With only one group, you will win  --  anonymous
  • Do not fear furikawari  --  anonymous
  • Does white await black's errors? Certainly, in two ways: either he makes clean, clear, dangerous moves; or he makes confusing, twisted moves that are just as dangerous. The adequate answers are always difficult to find.
    Audouard, Pierre
  • Don't peep at cutting points  --  anonymous
  • Grab the border point between two moyos  --  anonymous
  • Do not make moves that strengthen your opponent!  --  anonymous
  • Everything would seem to be possible in go. Like pulling a rabbit, by a magical move, out of a hat.
    Audouard, Pierre
  • When in a winning position, keep the game simple; Make it complex only when losing  --  anonymous
  • The weak player fears ko, the strong player seeks it.
    Taylor, Bill
  • To do or not to do something is not determined by what is done in general, any more than by what is necessary. Doing or not doing something is determined by what you want, and to want in go is to want to win.
    Audouard, Pierre
  • There are possible things, impossible things, and things that happen. Sometimes things happen that were impossible.
    Audouard, Pierre
  • White is always trying to kill a bigger group than black is trying to save  --  anonymous
  • Go is a game of chance where the strong player is he who renders circumstances favorable with tricks.
    Audouard, Pierre
  • Don't defend - extend!
    Taylor, Bill
  • Don't get surrounded! Ever!  --  anonymous
  • If a formation is symmetrical, play at the center  --  anonymous
  • Don't make territory near thickness  --  anonymous
  • A knight's move near the edge of the board cannot be cut.
    Taylor, Bill
  • Seek small gains but incur big losses  --  anonymous
  • Five liberties for tactical stability  --  anonymous
  • Strange things happen at the one-two points  --  anonymous
  • If you have won four corners, resign  --  anonymous
  • From a cross-cut, extend  --  anonymous
  • Don't be greedy!  --  anonymous
  • The second line is the line of defeat, the third line is the line of territory, and the fourth line is the line of influence  --  anonymous
  • Never be too sure about your plan, and always doubt your ability to kill your opponent's stones.
    zhong-pu liu, 1078 AD
  • Always remember, keep the balance (between territory and influence)
    Figaro
  • In the corner, five stones in a row on the third line are alive  --  anonymous
  • Learn the eye-stealing tesuji  --  anonymous
  • With less than 15 stones in danger, tenuki  --  anonymous
  • Don't try to enclose an open skirt  --  anonymous
  • Those who are good at winning, don't usually fight.
    zhang, 1078 AD
  • Strange things happen at the one-two points  --  anonymous
  • The book says don't fight (The pen is mightier than the sword). But what else can be expected from a book (written by a pen)?  --  anonymous
  • Play slow, win slow; play fast, lose fast  --  anonymous
  • Atari, atari is vulgar play  --  anonymous
  • The possibility or impossibility of an event results logically from the rules.
    Audouard, Pierre
  • There is no territory in the centre  --  anonymous
  • One is never aware enough of the violence in go.
    Audouard, Pierre
  • Pon-nuki is worth thirty points  --  anonymous
  • Nothing requires doing this or that, but necessity exists.
    Audouard, Pierre
  • Connect with good shape  --  anonymous
  • In opponents' sphere of influence, avoid sharp conflict, don't move too deep
    Otake Hideo, 9p
  • Big groups never die  --  anonymous
  • Don't reduce your own liberties.
    Taylor, Bill
  • If black doesn't pile up enough errors to lose, then it will soon be time to lower the handicap.
    Audouard, Pierre
  • Fighting must not be the key to go, it should be reserved as your last resource.
    zhong-pu liu, 1078 AD
  • Keshi is worth as much as an invasion!  --  anonymous
  • There are times when even a fight over nothing means something  --  anonymous
  • The saki bottle shape is negative  --  anonymous
  • Grab the 4th point of the bamboo joint.
    Taylor, Bill
  • To invade, need 20 points in open area; otherwise, keshi is best.
    Yang Yilun, 7p
  • Ikken tobi is never wrong  --  anonymous
  • Use the Knight's move to attack, the 1-point jump to defend  --  anonymous
  • Go is not a blocking game, it's a game of action.
    Audouard, Pierre
  • Against three in a row, play right in the center  --  anonymous
  • Josekis are not fixed, definitive things. They indicate the moments when everything can change.
    Audouard, Pierre
  • Very few good moves are played.
    Audouard, Pierre
  • There is a time and a space which are the same in all go games: the alternating of black and white, and the intersections.
    Audouard, Pierre
  • Knight's moves win running battles  --  anonymous
  • Those who are good at making shape don't usually fight.
    zhang, 1078 AD
  • Extend one hand from the cross-cut  --  anonymous
  • Dead group? Always win ko fights!  --  anonymous
  • The rectangular six is normally alive  --  anonymous
  • On the third line, four die, six live  --  anonymous
  • The carpenter's square becomes ko  --  anonymous
  • (Any move that follows the rules is legal). Possibilities differ according to strength.
    Audouard, Pierre
  • One big eye kills one small eye  --  anonymous
  • If there is a ko inside a semeai, capture it on the final play  --  anonymous
  • If there is no stone on the handicap point, the carpenter's square is dead  --  anonymous
  • Keep away from thickness  --  anonymous
  • 5 lines for extension in front of shimari
    Yang Yilun, 7p
  • Learning josekis by heart is useless if you don't try departing from them.
    Audouard, Pierre
  • Sacrifice and squeeze  --  anonymous
  • There is a time for doing things.
    Audouard, Pierre
  • There is damezumari at the bamboo joint  --  anonymous
  • If one player chooses influence, the other player may choose territory, and vice versa  --  anonymous
  • You must incessantly question yourself about this time and this space.
    Audouard, Pierre
  • In the sound of the stone your can hear its purpose.
    Audouard, Pierre

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