General proverb discussion

I just came across a long list of proverbs at GoBase.org - Go Proverbs

I was in the process of quoting them all for redundancy archival, but the pointless inanity of the truisms offered by Pierre Audouard annoyed me out of that.

I also find many of the sayings on this list to be obvious, unhelpful, misleading, dated and even false.

Here are some of the better ones, in my opinion. The interesting thing about a lot of proverbs is that at a certain point in one’s development, the thought emerges: “Why did someone write this down? Why did they feel the need to remind players not to reduce their own liberties, or to connect their stones and separate those of the opponent, or to defend their weak groups rather than their strong ones?”

That indicates that you’ve passed the level at which that proverb is of greatest use, but it can still benefit weaker players. Implementation is also very important: why are you violating Bill Taylor’s proverb and reducing your own liberties? For endgame? As a ko threat? In order to make a squeeze? And was it a legitimate reason in that specific situation? – this way, some of these proverbs can be taken to a higher level of analysis.

  • Never be too sure about your plan, and always doubt your ability to kill your opponent’s stones.
    Zhong-pu Liu, 1078

  • If you cannot succeed, then die gloriously.
    Chinese proverb

  • To invade, need 20 points in open area; otherwise, keshi is best.
    Yang Yilun

  • Turn, turn, turn!
    Bill Taylor

  • Don’t reduce your own liberties.
    Bill Taylor

  • The weak player fears ko, the strong player seeks it.
    Bill Taylor

  • Keep your own stones connected, and your opponent’s apart.
    Bill Taylor

  • In an unreasonable situation, an unreasonable move is reasonable.
    Tamino

  • In the opening, when you don’t know what to play, make a shimari.
    jansteen

  • There is a thin line between thick and slow.
    jansteen

  • Grab the border point between two moyos.

  • Defend weak groups, not strong groups.

  • 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.one of the most practical!

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

  • Beware of the clumsy double contact. – aka the “Fox-style corner”, see Clumsy double contact at Sensei's Library

  • Beware of going back to patch up your plays.

  • The poor player plays the opponent’s game for him.

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

  • Add one stone, then sacrifice both. – I interpret this as referring to the “momentum cut tesuji”, eg. as in Play Go at online-go.com! | OGS – it cannot be taken as generic advice.

  • Fill in a semeai from the outside.

  • The strong player plays straight, the weak diagonally.

  • Win the early ko to win the game. – I don’t know how good this is as general advice, but it reminded me of A new corner pattern (Patreon Game review) - YouTube and the mistaken low-dan ko Yoonyoung reviewed.

  • Five groups might live but the sixth will die. – see Share your games with 6+ groups

  • Don’t peep at cutting points.

  • Atari, atari is vulgar play. – I interpret this as referring specifically to this sort of shape:

image

  • Keep inessential ataris till the end.

  • A meijin needs no joseki.

  • There is damezumari at the bamboo joint.

  • From a cross-cut, extend.

  • Do not fear furikawari (trades).

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