General
- Keep a balance between territory and
influence.
- When winning, keep the game simple; make it complex only
when losing.
- The enemy's vital point is your own.
- Win the stones, lose the game; give up worthless stones.
- Use contact moves for defence; do not attach when attacking.
- Attack after making the enemy heavy.
- Make your own groups strong first, then attack.
- When your opponent has two weak groups, attack them both
at once.
- Avoid moves that strengthen your opponent.
- With only one group, you will win.
- Five groups might live but a sixth will die.
- The fourth line is the line of influence, the third line
is the line of territory and the second line is the line of
defeat.
- The strong player plays straight, the weak diagonally.
- Always grab the border point between two moyos.
- Never ignore a shoulder hit.
- Don't try to enclose an open skirt.
- Nets are better than ladders.
- Do not fear furikawari (exchange).
- Fill in a semeai (race to capture) from the outside.
- Eyes win semeais (races to capture).
Thickness
- There is a thin line between thick and slow.
- Keep away from thickness; don't make territory near thickness.
- Use a wall to attack, not to make territory.
- Thickness? Ladders always work!
- When your opponent is thick, you must also become thick.
Liberties
- Don't reduce your own liberties.
- There is damezumari (shortage of liberties) at the
bamboo joint.
- Five liberties for tactical stability.
- With fewer than 15 stones in danger, tenuki (play
elsewhere).
Fuseki (start) and chuban (middle game)
- Keep sente in the opening; a premature attack loses
sente.
- In the opening, when you don't know what to play, make a
shimari (corner enclosure).
- 5 lines for extension in front of shimari (corner
enclosure).
- Keshi (reduction) is worth as much as an invasion.
- To reduce an opponent's large prospective territory,
strike at the shoulder.
- Learn to play under the stones.
- If you plan to live inside enemy territory, play
directly against his stones.
- To invade, you need 20 points of open area; otherwise, keshi
(reduction) is best.
Shape
- Be willing to sacrifice for good shape.
- Grab the shape points as kikashi (forcing moves).
- Grab the 4th point of the bamboo joint.
- Don't disturb symmetry.
- If a formation is symmetrical, play at the center.
- Against three in a row, play right in the center.
- Empty triangles are bad.
- Don't make dangos.
- Connect with good shape and don't play on dame points.
- Learn the eye-stealing tesuji.
- If your stone is capped, play the knight's move.
- Add one stone, then sacrifice both.
- 2-1 is the vital point in the corner.
- Avoid the plate connection.
- A knight's move near the edge of the board cannot be
cut.
- Strike at the waist of the knight's move.
- From a cross-cut, extend.
- Don't peep at cutting points.
- Attach to the strongest stone in a pincer.
- Use the keima (knight's move) to attack, the ikken tobi
(1-point jump) to defend.
- Ikken tobi (1-point jump) is never wrong.
- If you have one stone on the third line, add another,
then abandon both of them.
- Answer the keima (knight's move) with a kosumi (diagonal
connection).
Hane
- There is death in the hane.
- Respond to attachment with hane.
- Hane? Extend! Make it a habit.
- At the head of two stones in a row, play hane.
- At the head of three stones in a row, play hane.
Ko fights
- Dead group? Always win ko fights!
- The weak player fears ko, the strong player seeks it.
- There are no ko threats in the opening.
- The carpenter's square becomes ko.
- Start with the smallest ko threat that works.
- In a semiai (race to cature), take the ko last.
Life and death
- 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.
- The rectangular six is normally 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.
- If there is a stone on the handicap point, the
carpenter's square leads to a ko.
Black lives at A, White creates a ko after playing at A.
- If there is no stone on the handicap point, the
carpenter's square is dead.
Black lives at A, White kills the corner after playing at A.
Territorial evaluation
- Ponnuki (capture of one stone) is worth 30 points.
- The tortoise shell is worth 60 points.
- The monkey jump is worth 8 points.
- Each step in a ladder is worth 7 points.
- One point in the center is worth 10 in the corner.
Find more proverbs at
Sensei and
DashBaduk.
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