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

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