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

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