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

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