I cannot distinguish between good and bad moves. I guess many of you are also slightly or strongly confused. Mostly when choosing a move I follow a simple principle "Let's see what happens".
At the same time as we become stronger we formulate for ourselves some heuristic rules that guide us through the game. Go proverbs help but in most cases they are too obscure - just hints, or koans to contemplate.
Quite often understanding of any complex notion comes to us when we find a way to reduce them to known principles, reformulate them using basic notions that are familiar to us, notions that we understand.
I suggest that everybody interested should generate and discuss and finally dismiss some obscure statements about the game, new proverbs. Then these statements will be exposed to the severe examination by the Wiki bound Go playing community.
And have fun.
- No To Large Moyo - yes to huge moyo.
- Give Up Some Territory - make your opponent build his territory where it is most difficult.
- Learn Joseki and lose two stones in strength.
- The first player to blunder is most likely to win the game.
- There is no territory in the center.
- The bamboo joint is bad shape.
- Big dragons never die.
- Two eyes can die.
- A 1p is stronger than a 9p.
- Relying on Trick Plays is bad.
- In the opening, do not have a plan.
- Attack when attacked.
- Allowing two enclosures.
- How secure is the small low enclosure?.
- The keima is less secure than the one-point jump.
- Crosscut then extend.
- A player with only one group wins the game.
- All subsets of the basic five shapes are good shape (c.f. sake bottle shape)
- Play before thinking
- Too Many Go Books
- Don't attack, don't defend (Sonoda Yuichi's proverb)
See also controversial questions.
This page was created by HolIgor.