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- Go Proverbs
-
- The following proverbs are discussed at length in Go Proverbs
- Illustrated, which is unfortunately out of print.
-
- Six die, eight live, and four die, six 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.
-
- 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 enemy's key play is my own key play.
-
- 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.
-
- Strike at the waist of the knight's move.
-
- 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 on stone on the third line, add another, then abandon both of them.
-
- Beware of going back to patch up your plays.
-
- The monkey jump is worth eight points.
-
- If you don't understand the ladders, don't play go.
-
- The poor player plays the opponent's game for him.
-
- If you have lost 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.
-
- ----------------------------------------------------------------------
-
- These proverbs appear on the inside covers of Fairbarn's "Intro to
- Go":
-
- The enemy's vital point is your own.
-
- Add one stone, then sacrifice both.
-
- The monkey jump is worth nine points.
-
- 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.
-
- If you lose all four corners, resign.
-
- Attatch 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.
-
- Save the ko till last.
-
- 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 rectangular six is normally alive.
-
- Play in the centre of a symmetrical formation.
-
- Stop on second, extend on third.
-
- The vital point of three stones is the centre.
-
- 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.
-
- On the second line, 8 live, 6 die.
-
- Big groups never die.
-
- ---------------------------------------------------------------------
-
- This third list overlaps in part both of the first two lists posted
- here recently. It has 10 new ones that do not appear on either earlier
- list, and the grand total from all three is 77 proverbs (this is starting
- to sound like a basic set theory problem from sci.puzzles !).
-
- From "GO PROVERBS" by David Mitchell.
-
- (The first 23 are those featured in the book.)
-
-
- There is death in the hane.
-
- Strange things happen at the one-two points.
-
- The L group is dead.
-
- Don't overlook the edge of the board.
-
- If you don't know the ladders, don't play go.
-
- There is damezumari at the bamboo joint.
-
- Large groups never die.
-
- Learn to play under the stones.
-
- Eyes win semiais.
-
- Don't make dangos.
-
- Know the eye-stealing tesuji.
-
- Connect with good shape.
-
- Don't disturb symmetry.
-
- Play at the centre of three stones.
-
- From a cross-cut, extend.
-
- At the head of two stones, play hane.
-
- At the head of three stones, play hane.
-
- The one-point jump is rarely bad.
-
- The 3rd line is for territory, the 4th for influence.
-
- Use the Knight's move to attack, the 1-point jump to defend.
-
- Attack two weak groups simultaneously.
-
- If there are six groups, one is dead.
-
- Sacrifice for shape.
-
- --
-
- With only one group, you will win. (extra one in text)
-
- Each step in a ladder is worth 7 points. (pro rule of thumb)
-
- With less than 15 stones in danger, tenuki. (new (Russian) proverb)
-
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