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

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