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

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