backGoBase.org home | computer go | index | go organisations
Go, an addictive game Copyright © 1994-2016 GoBase
International  reading | go proverbs  
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.

advertisements

Mahjong Solitaire:
Free Online Mahjongg Games Kostenlos Mahjong Spielen Gratis Mahjong Spellen

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

home | computer go | index | go organisations

home > general information > go proverbs

Feedback: editor@gobase.org