Japanese Go proverbs
Keywords: Proverb
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General Principles
- 碁は生き物 Go is a lifeform (...it often changes shapes through invasions, exchanges, counterplay to kikashi moves, mutual damage etc. See Sakata vs Takagawa)
- 碁は手順なり Go is about order of play
- 地取り石取りみな悪し Territory taking and stone killing are both wrong (...single-minded strategy doesn't work. Important is balance and flexibility between territory and attacking potential) (Honinbo Jowa)
- 敵の急所はわが急所 or 敵の打ちたいところに打て The enemy's key point is yours
- 石音について回るな Don't follow the sound of stone. See Following the Opponent Around
- 常に手抜きを考えよ Tenuki is Always an Option
- わからない時は手を抜け When in doubt, Tenuki (...but...)
- 接近戦で手を抜くな Don't tenuki in close fights
- キカシと味消しは紙一重 A fine line separates kikashi and ajikeshi
- 一路違いで大違い One line difference is a big difference
- 筋の隣はヘボ筋 Bad suji is adjacent to good suji
- 手に緩急あるべし Mix solid moves and fast moves
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Psychology
- 勝ち碁を勝ちきる難しさ It's tough to win a winning game
- 負け碁の打ちよさ You have a free hand when losing
- 争碁に名局なし Official challenge matches produce no beautiful games (...you can't show your best under psychological pressure)
- 白の地は大きく見ゆるものなり White's territories look larger (...against a stronger player, don't fear too much)
- 岡目八目 Spectator sees farther
- 石飛んで碁に勝たず Who displaces stones can't win the game (...always keep calm)
- 酒は別腸碁は別智 Drinking is different from eating, Go is different from intelligence
- 師匠の初負け The teacher loses the first game (...it's difficult to play without knowing the opponent's strength. And a pro teacher doesn't like losing a new customer...)
- 見損じはコウで誘え Lure him into oversight with a ko threat (...he might think it is a simple ko threat and make a natural looking reply which is in fact a mistake)
- 碁は運の芸と知るべし Go is, after all, an art of luck (Gennan Inseki)
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Opening
- 石立ては相手によりて打ち変えよ Use different openings against different opponents (Honinbo Sansa)
- 生きている石の近くは小さい It's small near living groups (Sonoda Yuichi)
- 大場より急場 Urgent points before big points
- 広い方からカカれ Approach from the wider side
- 広い方をオサエよ Block on the wider side
- 二立三析 From two, extend three
- 一方高ければ一方低く From a high (4th line) stone, extend low (3rd line)
- 二間に肩突き Hit the shoulder of two space extension (on the third line. It's a relatively solid shape, so give it a small life and get outside influence)
- 三間にウチコミあり Three space extension invites an invasion
- 星に三三あり 4-4 point invites 3-3 invasion (...play for outside influence overall)
- 見合いは急ぐな Don't hurry to play miai points
- 三手考えよ Consider three candidate moves (...if you can't easily decide on A or B, they may well be miai points. Consider playing another point C - your opponent's reply may help you decide on A or B.)
- 先のないヒラキを打つな Don't play extensions without further development
- 名人に定石なし The Meijin doesn't need joseki (New Meijin must be able to play better moves than past Meijins)
- 定石を覚えて二子弱くなり Learning Joseki loses two stones strength
- 定石は知りて忘れよ Joseki, learn it and forget it
- 五線六線みだりに押すな Think twice before pushing on the fifth or sixth line
- 四線は勢力、三線は実利 High move (4th line) for influence, low move (3rd line) for territory
- 二線三線よけいにハウな Crawl low only as needed
- 二線ハウべからず Don't push along the second line
- 二線は敗線、四線は勝線 the second line is of defeat, the fourth line is of victory
- 両ガケ食って碁に負ける Double pressed, you are lost (...avoid over-concentration)
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Middlegame: Life-and-death
- 死はハネにあり There is death in the hane
- ハネ、キリ、オキ Hane, Cut, Placement
- ヘボの早ナカデ Duffers play inside early (...first enclose the group and reduce eyespace before playing inside. If the group lives or escapes, your inside plays become mochikomi)
- 二の一に手あり Strange things happen at the one two point
- 隅の急所は二の一、二の二 1-2 and 2-2 points are vital in the corner
- 六死八活 Six die but eight live (on the second line)
- 四死六活 Four die but six live (on the third line, or on the second line in the corner)
- 一合マスはコウと知れ The carpenters square becomes ko
- カギ型は死 The L group is dead
- マガリ四目は死 The bent four in the corner is dead
- 中の板六は生き、隅の板六は死に Rectangular six on the side is alive, in the corner is dead
- クシ型は生き The comb formation is alive
- ハネもフトコロのうち Even a hane adds to your eyespace. For example, see Door group
- 広げて生きよ Live by enlarging your eyespace (...get as many points of territory as possible)
- 生きる前にキカせ Play kikashi before living
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Middlegame: Capturing Race & Ko fight
- 外から詰めよ Start with outside liberties
- 枝石を攻めるな Don't approach strings not directly touching yours
- 両バネ一手延び Two hanes gain a liberty
- 眼あり眼なしは唐の攻め合い Eyes win semeais (...but...)
- 眼あり眼なしも時によりけり Eyeless group wins sometimes
- ダメの詰まりは身の詰まり Short of liberties cause disaster
- 手数を詰めるホウリコミ Throw-in gains a move
- やたらに打ち欠くな There are unnecessary throw-ins, sometimes
- 三三、四五、五八、六十二 Three is three and Four is five and five is eight and six is twelve
- コウつき攻め合い最後に取れ Take the ko as the last approach move
- コウがいやなら碁を打つな If you don't like ko, don't play go (...ko is inevitable because it's a fundamentally efficient play)
- 取り番に回れ Capture first in a ko fight
- まずコウ立てを数えよ Count ko threats first
- 初碁にコウなし There are no ko threats in the opening
- ソバコウあって大いばり Local ko threats help a lot
- ソバコウは立たず Some local ko threats are useless (...some 'threats' are nullified by resolving the ko)
- 損コウ打って碁に負ける Loss making threats cause defeat (...but...)
- 大コウは小損を顧みず Large ko needs small loss making threats
- 三手ヨセコウはコウにあらず A three-move approach ko is not a ko
- 両コウ三年の患い Double ko is a long worry
- コウは脅して打て Make him defend without starting a ko
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Middlegame: Typical Shapes and Tactics
- シチョウ知らずに碁を打つな If you don't know ladders, don't play go
- シチョウは六本 Ladder breaks on six diagonals
- シチョウのノビ出し七目の損 Adding a stone to the ladder loses seven points (...not exact number, anyway a considerable loss)
- ツケてようす見 Probe with an attachment (A typical example is 2-4 Probe against a low corner enclosure)
- ツケにはハネよ、ハネにはノビよ Respond to attachment with hane, and to hane with extend
- 二目の頭は見ずハネよ Hane at the Head of Two Stones
- 二段バネ覚えて初段間近なり Who can play two-step hane with confidence is nearly a dan player
- 二段バネ元ギリに注意 Beware the big cut when playing two-step hane
- キリチガイ一方をノビよ Crosscut then extend
- 切ったほうを取れ Capture the cutting stones
- 取りたい方の逆を切れ Cut the side you don't want
- アタリアタリのヘボ碁かな Beginners play atari
- 空き三角作るべからず The empty triangle is bad
- 一間トビに悪手なし The one-point jump is never bad
- ケイマにツケコシ Strike at the waist of the keima
- ツケコシ切るべからず Don't cut a Tsukekoshi
- ケイマのツキダシ悪手の見本 Don't poke through a knight's jump
- ケイマのツキヌキ許すべからず Cutting right through a knight's move is very big
- ケイマにコスミ Answer keima with kosumi
- 追うはケイマ、逃げるは一間 Drive with keima, escape with one space jump
- 両ケイマ逃がすべからず Don't let the double keima get away.
- ボウシにケイマ Answer the capping play with a knight's move
- 三子の真ん中 Play at the centre of three stones
- 上手まっすぐ下手コスミ (dubious) The strong player plays straight, the weak plays diagonal
- ポン抜き三十目、亀の甲六十目 A ponnuki is worth thirty points (and Tortoise shell sixty, near the center)
- マガリ千両 A turn in the center is worth one-million dollars
- サバキ許さぬブラサガリ Iron pillar denies sabaki
- 切れるところをノゾくな or 生ノゾキすべからず Do not peep at cutting points
- ハスカイノゾキは急所なり Peep diagonally at cutting points (...when cutting is impossible)
- ノゾキに継がぬバカはなし Even a moron connects against a peep
- タケフの両ノゾキ Don't peep at bamboo joints
- タケフに切れたためしなし Don't try to cut a bamboo joint
- タケフが抜けるダメヅマリ The bamboo joint may be short of liberties
- 石は二子にして捨てよ Add a second stone and sacrifice both
- カス石は捨てよ or カス石逃げるべからず Sacrifice junk stones
- 下手の一目惜しみ Duffers don't sacrifice a stone
- 死ぬと捨てるは大違い There is a big difference between death and sacrifice
- 利かした石は軽く見よ You can sacrifice kikashi stones easily
- 大きく捨ててシメツケよ Make a big Sacrifice To Get A Wall
- 車の後押しヘボ碁の見本 Don't push from behind.
- 一線に妙手あり Surprise moves abound on the first line
- 一線にワタリあり Unexpected connection is possible on the first line
- トビマガリにワタリなし There is no connection in the carpenter's triangle
- ヘボ碁にダメなし Duffers make no neutral points (...because they don't care about being short of liberties and play meaningless sente moves in the middlegame)
- 左右同形中央に手あり Play on the point of symmetry
- 手戻りに注意せよ Beware of going back to patch up
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Middlegame: Territory and Framework
- 厚みを囲うな Don't use thickness to make territory
- 攻めながら囲え Make territory while attacking
- 両スソアキ囲うべからず Do not defend territories open on two sides (Don't try to enclose when you have an open skirt)
- 中地囲うべからず Don't try to enclose the center
- 一方地は避けよ Avoid one-sided territory
- 四隅取られて碁を打つな (dubious) If you have lost four corners, resign
- 浅く消すにはカタツキ、ボウシ Reduce moyo by a shoulder hit (or by a cap)
- 小さく活かして先手を取れ (against an invasion...) Give him a small life and get sente
- 板のシメツケ避けるべし Don't allow flawless walls
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Middlegame: Attack and Defence
- 碁はキリにあり Go is about cutting (...that is, where and when to start local fights) (Hosokawa Senjin)
- 攻むるは守るなり Attacking is defending (...play moves useful for both purposes)
- 攻めは大きく Attack From A Distance (...far moves are more likely to have additional effects, make the target difficult to sacrifice, and are safer to counter-attacks)
- 攻めはまっすぐサバキは斜め Attack with straight moves, defend with diagonal moves (...because diagonals offer eyeshapes and ko possiblities) (Sonoda Yuichi)
- 重くして攻めよ First make him heavy, then start attacking
- モタレて攻めよ Attack with leaning
- カラんで攻めよ Use splitting attacks
- 三方ガラミにシノギなし Three weak groups can't defend against a splitting attack
- 強い石にツケよ Attach to the stronger stone in a pincer
- 弱い石(攻めたい石)にツケるな Don't attach when attacking or Don't touch weak stones
- サバキはツケから Use contact moves for defence
- 大石死せず Big dragons never die
- 浮き石を作るな Don't make floating stones
- 一方石に死になし One weak group can defend (...if there are more than one, splitting attack may kill one of them)
- 取ろう取ろうは取られの元 Your wish to kill causes you killed
- ヘボの長追い Duffers drive longer (...a long fight makes opponent's far stones effective)
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Middlegame: Overall Strategy
- 弱い石から動け Develop from the weakest stone (Yoda Norimoto)
- 生きている石から動くな Don't develop from living groups
- 厚みに寄るな Play away from thickness
- 右を打たんとすればまず左を見よ Make a feint to the east while attacking in the west
- マグサ場で力むな Don't fight hard in low potential areas (...it's better to get sente and play elsewhere)
- 常に相手に響く手を打て Pressurize your opponent every move (Cho Chikun)
- 一石碁に負けなし One group wins
- 六つに割れると一つは死ぬ Five groups might live but the sixth will die
- 小を捨てて大に就け Sacrifice plums for peaches and Don't trade a dollar for a penny: One of the Chinese Ten Golden Rules, so not exactly a Japanese proverb
- 貪りて勝ちを得ず Greed for the win takes the win away: Another of the Ten Golden Rules
- 石取って碁に負ける Winning stones may cause your defeat.
- サカレ形は避けよ Avoid split shape
- 兄弟ゲンカは身の破滅 Family feud causes disaster
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Endgame
- 両先手逃がすべからず Play double sente early
- 上からキカシて下から寄せよ First restrict from above, then reduce from below
- ハネツギ六目 hane and connect is worth six points (on the second line)
- 大ザル八目 Big monkey jump is worth eight points
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Other proverbs (that may apply to Go)
- 金持ちケンカせず A rich man should not pick quarrels
- 虎穴に入らずんば虎児を得ず If you want to catch a tiger, you have to go into a tiger's cave.
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See also
Go Strategy by Sonoda Yuichi contains some of his innovative proverbs.