Baduk  Proverb

 

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Go proverbs are "words of perceived wisdom" relating to the Game of Go, generally used to assist weaker players determine a good move during a game. They are generalisations and thus a particular proverb will have specific situations where it is not applicable. Knowing when a proverb is inapplicable is part of the process of getting stronger as a Go player. Indeed, several proverbs contradict each other - however they agree in as much as they are advising the player to pay attention to the stated situation.

On the second line eight stones live but six stones die : Á¦ 2¼±ÀÇ 6»ç 8»ý

In the corner six stones live but four stones die : ±Í¿¡¼­ 4»ç 6»ý : In the corner, five stones in a row on the third line are alive.

On the third line, four will die but six will live : Á¦ 3¼±Àº 4»ç 6»ý

An eye of six points in a rectangle is alive.

For rectangular six in the corner to live, liberties are necessary : ±Í¿¡¼­ 6±ÃÀº »ìÁö¸¸, °ø¹è°¡ ÀÖ¾î¾ß ÇÑ´Ù : 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 : µÌ¹ÚÇüÀº ÆзΠ¾Ë¶ó.

The weak Carpenter's square is dead.

There is death in the hane : Á¥ÈûÀº »çÈ°ÀÇ ¸ÆÁ¡

Hane at the head of two stones : µÎÁ¡¸Ó¸®´Â µÎµÑ°Ü¶ó

Hane at the head of three stones : ¼¼Á¡¸Ó¸®´Â µÎµÑ°Ü¶ó

Strange things happen at the 1-2 points : 2-1 ¿¡ ¹¦¼öÀÖ´Ù

Play in the centre of a symmetrical formation : Á¿쵿Çü Áß¾Ó¿¡ ¼ö ÀÖ´Ù

Your enemy's key point is your own key point : ÀûÀÇ ±Þ¼Ò°¡ ³ªÀÇ ±Þ¼Ò

In a semeai capture the ko on the final play : ¼ö»óÀü¿¡¼­

Learn the Eye-stealing tesuji.

Don't make empty triangles : ºó»ï°¢Àº ¿ìÇü

Don't make dangos.

Strike at the waist of the knight's move : ³¯ÀÏÀÚ´Â °Ç³ÊºÙ¿©¶ó

Don't peep at both sides of a bamboo joint : ½Ö¸³Àº µé¿©´Ù º¸Áö ¸¶¶ó

If you have secured all four corners then you have won : »ç±Í»ý ÇʽÂ

If you have secured all four corners then you have lost :

Don't peep at a cutting point.

Never try to cut bamboo joints :

The monkey jump is worth 8 points : ÇÑ Ä­ ¶ÜÀº 8ÁýÀÌ´Ù

If you don't understand ladders then don't play Go : ÃàÀ» ÀÌÇØÇÏÁö ¸øÇÏ¸é ¹ÙµÏÀ» µÎÁö ¸¶¶ó

Ponnuki is worth 30 points : »§¶§¸² 30Áý

Don't play 1, 2, 3 - Just play 3.

In a fight, contact plays strengthen the underdog.

You only have one weak group. Your other weak groups are dead. : ¾àÇÑ ´ë¸¶´Â Çϳª¸¸ °¡Á®¶ó, ¿©·¯°³¸é Á״´Ù

Keep your stones connected : µ¹À» ¿¬°á½ÃÄѶó

Separate your opponent's stones : »ó´ëÀÇ µ¹À» ºÐ¸®½ÃÄѶó

Add a second stone to one on the third line then abandon both.

 

The carpenter's square becomes ko.

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

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 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.

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 : Áß¾ÓÀº ÁýÀÌ ¾ÈµÈ´Ù.

Fill in a semiai from the outside : ¼ö»óÀüÀº ¹Ù±ùÂʺÎÅÍ ¸Þ¿ö¶ó

Groups mustn't float : ´ë¸¶´Â ¶ç¿ìÁö ¸¶¶ó.

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 : ÀÛÀº°É ¹ö¸®°í Å«°É ÃëÇ϶ó

Corner, side, centre : ±Í, º¯, Áß¾Ó ¼ø¼­·Î ÃëÇ϶ó

Save the ko till last : ¸¶Áö¸·±îÁö Æи¦ ¾Æ²¸¶ó.

Extend one hand from the cross-cut.

Good moves and bad moves are bedfellows.

Don't peep at cutting points : ²÷¾îÁö´Â °÷À» µé¿©´Ù º¸Áö ¸¶¶ó.

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 : ¸íÀÎÀº Á¤¼®ÀÌ ÇÊ¿ä¾ø´Ù

Big groups never die : ´ë¸¶ºÒ»ç

 

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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