Conservative and slow will win. Believe it!

Thickness? Ladders always work!

Dead group? Always win ko fights!

Make your own groups strong first, then attack.

The book says don't fight
(The pen is mightier than the sword).
But what else can be expected from a book
(written by a pen)?

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.

Six eyes in a rectangle are 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.

The carpenter's square becomes ko.

If there is no stone on the handicap point,
the carpenter's square is dead.

There is death in the hane.

Strange things happen at the one-two points.

If a formation is symmetrical, play at the center.

Against three in a row, play right in the center.

If there is a ko inside a semeai,
capture it on the final play.

Learn the eye-stealing tesuji.

Beware of the clumsy double contact.

Don't play in direct contact
with the opponent's stone caught in your

Don't make a play adjacent to a cutting-point.

Capture what you cut off.

Never try to cut bamboo joints.

If you have one stone on the third line,
add another, then abandon both of them.

Answer the keima with a kosumi.

Beware of going back to patch up your plays.

The monkey jump is worth eight points.

Pon-nuki is worth thirty points.

One point in the center is worth ten in the corner.

To reduce an opponent's large prospective territory,
strike at the shoulder.

If you plan to live inside enemy territory,
play directly against his stones.

Knight's moves win running battles.

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

The enemy's vital point is your own.

Add one stone, then sacrifice both.

Don't make territory near thickness.

Sacrifice small to take large.

Corner, side, centre.

Take the cutting stone on the second line.

The second line is the line of defeat,
the third line is the line of territory
and the fourth line is the line of influence.

The rectangular six is normally alive.

Stop on second, extend on third.

If you don't know ladders, don't play go.

Big groups never die.

Ikken tobi is never wrong.

The L group is dead.
Connect with good shape.

Don't disturb symmetry.

Attack two weak groups simultaneously.

One big eye kills one small eye.

When your opponent is thick,
you must also become thick.
( Otake Hideo, 9 dan pro)

Those who are good at winning,
don't usually fight.
(Zhang, 1078 AD)

Those who are good at making shape
don't usually fight.
(Zhang, 1078 AD)

Never be too sure about your plan,
and always doubt your ability to kill your
opponent's stones.
(Zhong-Pu Liu, 1078 AD)

Fighting must not be the key to go,
it should be reserved as your last resource.
(Zhong-Pu Liu, 1078 AD)

In opponents' sphere of influence,
avoid sharp conflict, don't move too deep
(Otake Hideo, 9 dan pro)

Don't be greedy!

When in a winning position, keep the game simple;
Make it complex only when losing.

Use a wall to attack, not to make territory.

5 lines for extension in front of shimari.

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