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

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