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

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