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

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