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