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

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