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GO Proverbs


When you study joseki, you lose two stones in strength.

Don't try to enclose an open skirt.

Play slow, win slow; play fast, lose fast.

Do not make moves that strengthen your opponent!

Keep sente in the opening. A premature attack loses sente.

Keshi is worth as much as an invasion!

Only amateurs try to come up with fancy moves.

Don't count territory held by only one eye!

Grab the border point between two moyos.

Defend weak groups, not strong groups.

Don't get surrounded! Ever!

The simplest move is the best move.

Hane? Extend! Make it a habit.

White is always trying to kill a bigger group than black is trying to save.

Grab the shape points as kikashi.

Five liberties for tactical stability.

Don't play on dame points, but guarantee connections.

Be a little patient. Keshi works!

Conservative and slow will win. Believe it!

Thickness? Ladders always work! [or don't work if it belongs to your opponent!]

Dead group? Always win ko fights!

Make your own groups strong first, then attack.

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)?

On the second line six die, eight live.

On the third line, four die, six live.

In the corner, five stones in a row on the third line are alive.

Six eyes in a rectangle are alive.

For rectangular six in the corner, dame is necessary.

If one player chooses influence, the other player may choose territory, and vice versa.

The comb formation is alive.

For the comb formation in the corner, dame is necessary.

The carpenter's square becomes ko.

If there is no stone on the handicap point, the carpenter's square is dead.

There is death in the hane.

Strange things happen at the one-two points.

If a formation is symmetrical, play at the center.

Against three in a row, play right in the center.

The semeai where only one player has an eye is a fight over nothing.

There are times when even a fight over nothing means something.

If there is a ko inside a semeai, capture it on the final play.

Learn the eye-stealing tesuji.

Don't make empty triangles.

Don't make compact groups of stones.

At the head of two stones in a row, play hane.

At the head of three stones in a row, play hane.

Shoulder connections, hanging connections, and knight's move connections.

If your stone is capped, play the knight's move.

Beware of the clumsy double contact.

Don't play in direct contact with the opponent's stone caught in your squeeze-play.

Don't make a play adjacent to a cutting-point.

Capture what you cut off.

Never try to cut bamboo joints.

If you have one stone on the third line, add another, then abandon both of them.

Answer the keima with a kosumi.

Beware of going back to patch up your plays.

The monkey jump is worth eight points.

The poor player plays the opponent's game for him.

If you have lost four corners, resign.

If you have won four corners, resign.

Pon-nuki is worth thirty points.

One point in the center is worth ten in the corner.

To reduce an opponent's large prospective territory, strike at the shoulder.

If you plan to live inside enemy territory, play directly against his stones.

Knight's moves win running battles.

When your opponent has two weak groups, attack them both at once.

The enemy's vital point is your own.

Add one stone, then sacrifice both.

The saki bottle shape is negative.

There is no territory in the centre.

2-1 is the vital point in the corner.

Fill in a semiai from the outside.

Groups mustn't float.

The strong player plays straight, the weak diagonally.

If you lose by one point, take a rest.

Win the early ko to win the game.

Attach to the strongest stone in a pincer.

Keep away from thickness.

Five groups might live but the sixth will die.

Win the stones, lose the game.

Don't make territory near thickness.

Sacrifice small to take large.

Corner, side, centre.

Extend one hand from the cross-cut.

Good moves and bad moves are bedfellows.

Don't peep at cutting points.

Take the cutting stone on the second line.

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.

The rectangular six is normally alive.

Stop on second, extend on third.

If you don't know ladders, don't play go.

Strike at the waist of the knight's move.

Sacrifice and squeeze.

Empty triangles are bad.

Atari, atari is vulgar play.

Keep inessential ataris till the end.

Avoid the plate connection.

A meijin needs no joseki.

Big groups never die.

Ikken tobi is never wrong.

Strange things happen at the one-two points.

The L-group is dead.

Don't overlook the edge of the board.

There is damezumari at the bamboo joint.

Learn to play under the stones.

Eyes win semiais.

Don't make dango's.

Know the eye-stealing tesuji.

Connect with good shape.

Don't disturb symmetry.

From a cross-cut, extend.

Use the Knight's move to attack, the 1-point jump to defend.

Attack two weak groups simultaneously.

Sacrifice for shape.

With only one group, you will win.

Each step in a ladder is worth 7 points.

With less than 15 stones in danger, tenuki.

Do not fear furikawari.

One big eye kills one small eye.

Seek small gains but incur big losses.

Don't be greedy!

When in a winning position, keep the game simple; Make it complex only when losing.

Use a wall to attack, not to make territory.

 



   

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