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  1. A bamboo joint can't be cut
2. Add a stone to the sacrifice on the third line
3. Attach to make shape
4. Attack after making the other stones heavy
5. Approach from the wider side
6. Big groups never die
7. Capture a ladder as soon as you can
8. Capture what you cut off
9. Chess is a battle, Baduk is a war
10. Count your threats before starting a pae(ko) fight
11. Cut to gain a liberty
  12. Defend while attacking
  13. Don't crawl any more than you have to
  14. Don't cut the one-space diagonal jump
  15. Don't give up key stones
  16. Don't make compact group of stones
  17. Don't make empty triangles
  18. Don't make only one huge territory
  19. Don't make two weak groups
  20. Don't touch stones you want to attack
  21. Don't try to surround an area with an open skirt
  22. Don't try to surround the center directly
  23. Don't peep at a bamboo joint
  24. Don't peep at a cutting point
  25. Don't play near thickness
  26. Don't play pae(ko) theats that hurt you
  27. Each moves in a failed ladder costs seven points
  28. Enlarge eye space to live
  29. Extend after the crosscut
  30. Extend three spaces from two stone wall
  31. Extend two spaces from a single stone
  32. Fill outside liberties first
  33. Give up worthless stones
  34. Good moves and bad moves are bedfellows
  35. If you lose four corners, resign
  36. If your stone is capped, play the knight's move
  37. If high on one side, play low on the other
  38. If you don't understand the ladders, don't play Baduk
  39. If you're afraid of pae(ko), don't play Baduk
  40. In a race to capture, take the pae(ko) last
  41. In the corner, four die and six live
  42. Keep inessential dansu(atari) till the end
  43. Never push on the fifth or sixty lines
  44. One eye beats no eyes
  45. On the second line, Six die and eight live
  46. Play in the center of a symmetrical formation
  47. Play at the center of three stones
  48. Play first corner, side and center
  49. Play the first move in your upper right corner
  50. Play vital points before big points
  51. There is death in the bend
  52. Sacrifice small to take large
  53. Strange things happen at the 1-2 point
  54. Start with the smallest pae(ko) threat that works
  55. Strike at the head of two or three stones in a row
  56. Strike at the waist of the knight's move
  57. Take territory while attacking
  58. The butterfly formation is bad
  59. The enemy's vital point is my own
  60. The larger eye wins the fight
  61. The one-point jump is never bad
  62. There are no ladders in a nine-stone game
  63. The third line is for territory, the forth line is for influence
  64. The tortoise shell is worth sixty points
  65. The second line is the line of defeat
  66. To reduce an opponent's large prospective territory, strike at the shoulder
  67. Try to make the stork's wing formation
  68. Use the knight's move to attack, the one-point jump to defend
  69. When you're winning, keep the game simple
  70. Win the stones, lose the game
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  1. A bamboo joint can't be cut
 
A bamboo joint is hard to cut because there are two spots to be cut A and B.
Therefore, it is one of the strongest connections.

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  2. Add a stone to the sacrifice on the third line
 
Abandon a stone on the third line only after you add another stone to make two stones. This way, you can use all of 3. 5, and 7 as initiatives.
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  3. Attach to make shape
 
When making shape inside the opponent's territory, attach to the opponent's stone.In the reference figure on the left, Equivalent points attaching with 1 makes a nice shape of 3 atari, 2 bend or 11 stretch.
10-¡â
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  4. Attack after making the other stones heavy
 
Before attacking a stone, you have to make the other stones heavy.Pincer with 3 can make the opponent ignore or 3.3 infiltration can make the opponent abandon the territory.So you have to make the other stones heavy before attack so that the opponent may not easily abandon the territory.
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  5. Approach from the wider side
 
When approaching from the opponent's corner, approach from the wider side. If you approach A, the narrow side, you will be attacked.
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  6. Big groups never die
 
Big groups never die. If the number of stones spread all over never ceases to grow, The possibility of life also grows. So it would be better to attack and gain proper advantages rather than just to capture a piece.

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  7. Capture a ladder as soon as you can
 
Capture a ladder as soon as you canIf you do not as seen in the diagram,all the stons in "X" area become sun-su(sente) and they loose power in oncoming battles though they are hu-su(gote), you should strike the ladder as soon as possible.
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  8. Capture what you cut off
 
Capture what you cut offIf you do not capture with 2 and connect with A, Capture form and thickness do not match with elsewhere. From the Black's angle, he or she has to cut off first what is opposite to the side that is preferred to capture, Because the opponent will capture what is cut off.
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  9. Chess is a battle, Baduk is a war
 
Chess is a battle,and Baduk is a war. It takes a while to engage in many battles repeatedly using various strategies to lead to an end of a game.When playing Baduk, you should never be discouraged over one loss because another game is ahead of you, and you should never be too proud of one win unless you are sure to win next time.

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  10. Count your threats before starting a pae(ko) fight
 
Count your threats before starting a pae(ko) fight.You may be embarrassed to know you do not have threats when you reckless start a pae(ko) fight.When you do not have threats, pae should be reserved and you have to build your threats somewhere else. Then, it would be harder for the opponent to respond.
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  11. Cut to gain a liberty
 
In the capturing race, cutting off like 1 ends up with gaining one move. Attack by 3 will cause Atari by white and you will die short of liberty.But cutting off by 1 first forms a suicide that prevents Atari.
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  12. Defend while attacking
 
You have to defend yourself while attacking.Bend-connect with 1, 3 by Black weakens White's basis. Black's corner forms a perfect house. Without bend-connect, White will possibly regain its strength and you will suffer from 3.3 attack.
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  13. Don't crawl any more than you have to
 
Do not crawl any more than you have to.There is no choice for White when Black's move creates initiative, but you do not have to extend as far as X.When not in a specific situation, you should not crawl any more than you have to.
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  14. Don't cut the one-space diagonal jump
 
You are not expected to win if you recklessly try to cut 'the one-space diagonal jump'.As seen on your left, trying to cut off a white stone made 2, 4 precede and the stone cut off by 6 became a bad move.'the one-space diagonal jump'move implicates many moves around so you should not cut it unless you have perfectly figured out reading. .
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  15. Don't give up key stones
 
You have to know what is a key stone and what is not.4 '¡ã' stones of black are all insignificant but Black's '¤·' are all key stones. You have to build up key stones with 1 and find a way to attack White's '¡à'.If you save 4 stones with A, you will end up with making insignificant stones heavier.
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  16. Don't make compact group of stones
 
Compact groups of stones do not work well. They are heavy, yet less effective.When Black makes a cut off with ¡ã, do not try to save White stones but just keep extending with A.
6-¡ã
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  17. Don't make empty triangles
 
Empty triangles represent a very bad form. When Black pushs on you with 2, you have to take it with 3, then the empty triangle of White's 4 and Black's 5 is inevitable. And still, a White stone places on Black's vital point. As for Black's 3, should-stick to A is a proper move.
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  18. Don't make only one huge territory
 
One huge territory apparently looks huge. But it is not that promising and is forced to face too many end games. When White makes a cut off with 1, put on a hat around A and attack.The territory will shrink, but you have to keep attacking on White and take advantage elsewhere.
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  19. Don't make two weak groups
 
Two weak groups are hard to control. Though there is a weak group on upper sides, attack is made from right side.Brilliant attacks by 2, 4 and 6, 8 from equivalent points of A and B , and White is out of control.You have to control weak groups first so that they may later work for next fights.
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  20. Don't touch stones you want to attack
 
Be careful when touching weak stones. If Black responds to White's attack by '¡â' with placing stones lower than 1, White will be easily controlled.Should-stick to 4 brings about White's stand-up against 1, then you have to make 1 point jump, slowly degrading the opponent's basis, and attack.
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  21. Don't try to surround an area with an open skirt
 
Surrounding an area with an open skirt does not contribute to a territory.When 1 tries to make a cut off, it would be better to attack Black 1 than to protect the territory with 2. Because you have to watch A again later anyway, it's like a blow on your face.
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  22. Don't try to surround the center directly
 
The center looks huge but actually it is not. And forming a territory in the center requires blocking all four directions in advance, which is also easily breakable.So it would be better to start forming a territory from a corner or a side, and extend to the center from then than to block the center.

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  23. Don't peep at a bamboo joint
 
It dose not look good to peep at a bamboo joint. Peeping with Black 1 does not make a bamboo joint but moves of 2, 4 definitely creates peeping at a bamboo joint.In this situation, just jumping off to A is a good move.
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  24. Don't peep at a cutting point
 
Watch for a good chance to cut it when you find a good spot to cut.Peeping and having the opponent connect it is a great loss. It is like you are willing to get rid of the opponent's weakness.
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  25. Don't play near thickness
 
Do not get too close to the opponent's thickness because you will have weak groups as soon as you are attacked.In this arrangement, you are doing well enough if you make a move around A. This way, you will decrease the opponent's thickness and protect your territory at the same time.
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  26. Don't play pae(ko) theats that hurt you
 
Don't play pae(ko) theats that hurt youWhite plays a pae threat with 1 and Black takes it, and this ends up with great loss because some moves remaining around A which can easily get cut. If you play pae threats too much, pae burden for the opponent decreases accordingly. So you may have a great loss though you have won the pae(ko).
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  27. Each moves in a failed ladder costs seven points
 
Developing a ladder is the last move that you have to makeWhen thinking of adding a stone that inevitably causes the opponent's thickness after hitting the stone, each moves in a failed ladder costs seven points.
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  28. Enlarge eye space to live
 
There are many cases you have to enlarge eye space to liveFor example, you can make a shape to live by enlarging eye space. But you have to be careful because there are some cases where you have to make a move at the vital point rather than to enlarge eye space in order to live.
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  29. Extend after the crosscut
 
It is advantageous to extend after the crosscut. Abusing Atari cause the opponent to strengthen and yourself to weaken.
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  30. Extend three spaces from two stone wall
 
As seen in the diagram, it is suitable to extend three spaces (to 1 or A) from two stone wall (¡ã). It is easy to reconnect after the opponent has cut it.
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  31. Extend two spaces from a single stone
 
As seen in the diagram, it is suitable to extend two spaces from a single stone (¡ã). If you extend three or four spaces, it is hard to connect it when the opponent tries to cut it, and you will also have two weak groups if the opponent's background is strong.
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  32. Fill outside liberties first
 
In the capturing race, it is fundamental to fill outside liberties as seen on the right. Filling liberty inside 5 with 1 causes Black to be captured short of one move.
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  33. Give up worthless stones
 
When Black tries to cut off you with 1, it is the worst move to extend to 3 in order to save White's two stones. You may save your ass but you still have to crawl on the second line for a little while. Just abandoning 2 and 4 to occupy 6 of great power is more promising for White.
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  34. Good moves and bad moves are bedfellows
 
diagram 1

diagram 2

Good moves and bad moves are bedfellows. A move's final fate is subject to detailed circumstances. So it is important to make a move suitable for the situation rather than to memorize each move. In the diagram 1, Black's 1 is a good move. And in the diagram 2, Black's 2 is a bad move; it should be placed on A.
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  35. If you lose four corners, resign
 

Corners are the best place for building a house (crosses). If you give in all of your 4 corners to your opponent, You are unlikely to win. The corners are important, so you have to make a move at the corners first.

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  36. If your stone is capped, play the knight's move