¹ÙµÏ¿ë¾î»çÀü, ±¹Á¦¿ë¾î»çÀü, ùÛ-çÈ-ñé-ìí, ¹ÙµÏ°Ý¾ð»çÀü


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    Proverbs for all situations
  1. »ó´ë¿¡°Ô ÁÁÀº °÷Àº ³»°Ôµµ ÁÁÀº °÷. Your opponent's good move is your good move.
  2. ÀûÀÇ ±Þ¼Ò´Â ³ªÀÇ ±Þ¼Ò. The opponent's vital point is my vital point.
  3. Á¿쵿Çü Áß¾Ó¿¡ ¼ö ÀÖ´Ù. Play on the point of symmetry.
  4. µÞ¼ÕÁú ÇÊ¿äÇÑ Çึ´Â ÇÏÁö ¸¶¶ó. Beware of going back to patch up.
  5. °Ý¾ðÀ̶ó°í ¹«Á¶°Ç µû¸£Áö ¸¶¶ó. Don't follow proverbs blindly.
  6. À߸𸣰ÚÀ¸¸é ¼Õ»©¶ó. When in doubt, Tenuki.
  7. ¼Õ»©´Â °Íµµ ¼ö´ÜÀÌ´Ù. Tenuki is always an option.

    Life-and-death proverbs
  8. Á×À½Àº Á¥Èû¿¡ ÀÖ´Ù. There is death in the hane.
  9. °ø°ÝÀ» ÇÏ·Á¸é ´«À» »¯¾î¶ó. Learn the eyestealing tesuji.
  10. ë»ÞÝø¢üÀ, 2¼±Àº 6¹ø ±â¸é Á×°í 8¹ø ±â¸é »ê´Ù. Six die but eight live on the second line.
  11. ÞÌÞÝë»üÀ, 3¼±Àº 4¹ø ´Ã¸é Á×°í 6¹ø ´Ã¸é »ê´Ù. Four die but six live on the third line.
  12. ÞÌÏàÀº ´Ù¼¸¼ö, çéÏàÀº ¿©´ü¼ö, ë»ÏàÀº ¿­µÎ¼ö. Four is five, five is eight, six is twelve.
  13. µÌ¹ÚÇüÀº ÆÐ°¡ ³­´Ù.The carpenter's square becomes ko.
  14. ÀÛÀº µÌ¹ÚÇüÀº Á״´Ù. The L group is dead. ¡æ L+1, L+2, Long L, J, Straight J,,,
  15. ´ë¹®(ÓÞÚ¦) ¸ð¾çÀº Á״´Ù. The door group is dead.
  16. ±Í°î»ç ¸ð¾çÀº Á״´Ù. Bent four in the corner is dead.
  17. 1-2¿¡ ¹¦¼ö ÀÖ´Ù. Strange things happen at the one two point.
  18. êóÊ«ÙíÊ«ÝÕßÓîú, ´«(Áý)ÀÖ´Â ÃøÀÌ ¼ö½Î¿òÀ» À̱ä´Ù. Eyes win semeai.
  19. ÓÞÏàá³Ïà ¼ö½Î¿òÀº ´ë±ÃÀÌ À̱ä´Ù. Big eye wins the small eye in the capturing race.
  20. µµ¸Á°¥ ±æÀ» ÅÍÁÖ°í ÂÑÀ¸¶ó. Check escape routes first.

    Technical proverbs
  21. ºÙÀ̸é Á¥Çô¶ó. Respond to attachment with hane.
  22. µÎÁ¡¸Ó¸®´Â Á¥Çô¶ó. Hane at the head of two stones.
  23. ²÷À¸¸é ´Ã¾î¶ó. Crosscut then extend.
  24. ³»¸»À» ²÷Àº µ¹Àº Àâ¾Æ¶ó. Capture the cutting stones.
  25. Çϼö´Â ´Ü¼öºÎÅÍ ÇÑ´Ù. Beginners play atari.
  26. ºó»ï°¢Àº ¾ÇÇüÀÌ´Ù. The empty triangle is bad.
  27. ÇÑÄ­¶Ü¿¡ ¾Ç¼ö ¾ø´Ù. Ikken tobi is never wrong.
  28. ì騡ì£î÷, ì£Ø¡ß²î÷, ߲ءÞÌî÷,,, From a two-stone wall, extend three.
  29. ÇÑÄ­¶ÜÀ» ²÷À¸·ÁÇÏÁö ¸¶¶ó. Don't try to cut the one-point jump.
  30. ³¯ÀÏÀÚ´Â °Ç³ÊºÙ¿©¶ó. Strike at the waist of the keima.
  31. ³¯ÀÏÀÚ¸¦ ²÷´Â¼ö´Â Å©´Ù. Cutting right through a knight's move is very big.
  32. ²÷±æ°÷À» µé¿©´Ù º¸Áö¸¶¶ó. Do not peep at cutting points.
  33. µé¿©´Ù º¸´Âµ¥ ÀÕÁö¾Ê´Â ¹Ùº¸¾ø´Ù. Even a moron connects against a peep.
  34. µ¹Àº µÎÁ¡À¸·Î ´Ã¾î¼­ ¹ö·Á¶ó. 3¼±¿¡¼­ ´Ü¼öµÇ¸é 2¼±À¸·Î »¸¾î¼­ ¹ö·Á¶ó.
    If one stone on the third line in atari, add a second stone and sacrifice both.
  35. ¼ö½ÀÇÒ ¶§´Â ºÙ¿©¶ó. ºÙÀÌ¸é µ¹ÀÌ °­ÇØÁø´Ù. Use contact moves for defence.
  36. ¾î±ú¤±â¿¡ ¼Õ»©Áö ¸¶¶ó. Never ignore a shoulder hit.
  37. ½Ö¸³Àº °ø¹è¸·Èû¿¡ Á¶½ÉÇ϶ó. The bamboo joint may be short of liberties.
  38. Ãຸ´Ù´Â Àå¹®ÀÌ ³´´Ù. Nets are better than ladders.
  39. ¸ðÀÚ´Â ³¯ÀÏÀÚ·Î ¹þ¾î¶ó. Answer the capping play with a knight's move.
  40. °ÉħÀº ³ÐÀºÂÊ¿¡¼­... Approach from the wider side.
  41. ³ÐÀºÂÊÀ» ¸·¾Æ¶ó. Block on the wider side.
  42. ¼®Á¡ Áß¾ÓÀÌ ±Þ¼Ò. Play at the centre of three stones.
  43. ³¯ÀÏÀÚ´Â ¸¶´Ã¸ð·Î ¹Þ¾Æ¶ó. Answer keima with kosumi.
  44. °ø¹è°¡ ´Ù¼¸ÀÌ¸é ±× ´ë¸¶´Â ¾ÈÁ¤ÇÏ´Ù. Five liberties for tactical stability.
  45. ÃàÀº »¡¸® µû³»¶ó. Take off stones captured in a ladder, at the earliest opportunity.
    Strategy proverbs
  1. Å« °÷º¸´Ù ±ÞÇÑ °÷ºÎÅÍ... Urgent points before big points.
  2. °è¶õÀ¸·Î ¹ÙÀ§Ä¡±â. Don't throw an egg at a wall.
  3. °­ÇѰ÷¿¡ °¡±îÀÌ ¸¶¶ó. Play away from thickness.
  4. ¼¼·ÂÀ¸·Î Áý ¸¸µé·Á°í ÇÏÁö¸¶¶ó. Don't use thickness to make territory.
  5. ÁýÀº °ø°ÝÀ¸·Î ¸¸µé¾î¶ó. Make territory while attacking.
  6. ´ë¼¼Á¡(ÓÞá§ïÃ)À» ³õÄ¡Áö ¸¶¶ó. ½Ö¹æ ¸ð¾çÀÇ ±Þ¼Ò.
    The largest point is at the boundary of your moyo and the opponent's moyo.
  7. »§¶§¸² 30Áý. A ponnuki is worth thirty points.
  8. °ø°ÝÇϱâ Àü¿¡ ³ª¸¦ ¸ÕÀú ÁöÄѶó. ä²ßææÔý­ß¯öâ. Make a fist before striking.
  9. µÞ¹® ¿­¸° °÷¿¡ Áý ¸¸µéÁö ¸¶¶ó. Do not defend territories open on two sides,
    Don't try to enclose when you have an open skirt.
  10. ¹ú¸²À» °âÇÏ´Â ¼ö·Î Çù°øÇ϶ó. Combine a pincer with an extension.
  11. Çù°øÀ» ´çÇÏ¸é »ó´ëÀÇ °­ÇÑÂÊ¿¡ ºÙ¿©¶ó. Attach to the stronger stone in a pincer.
  12. ¼ºµ¿°Ý¼­, °ø°ÝÇÏ°í ½ÍÀº ¹Ý´ëÂÊÀ» ÃĶó. Make a feint to the east for attacking the west.
  13. Þ×à´íÂîú, Å« °ÍÀ» À§ÇØ ÀÛÀº °ÍÀº ¹ö·Á¶ó. Sacrifice plums for peaches.
  14. ºÎÀÚ ¸öÁ¶½É, À¯¸®ÇÒ ¶© ºÐÀïÀ» ÇÇÇ϶ó... A rich man should not pick quarrels.
  15. »ì±â Àü¿¡ Ȱ¿ëÇ϶ó. Play kikashi before living.
  16. »è°¨°ú ħÀÔÀº µ¿°ÝÀÌ´Ù. Keshi is worth as much as an invasion.
  17. °ø°ÝÇÒ ¶§´Â ºÙÀÌÁö ¸¶¶ó. ºÙÀÌ¸é µ¹ÀÌ °­ÇØÁø´Ù. Don't attach when attacking.
  18. ´Ù¼¸ ´ë¸¶´Â »ì¾Æµµ ¿©¼¸¹øÂ° ´ë¸¶´Â Á״´Ù. Five groups live, the sixth will die.
  19. ÓÞØ©ÝÕÞÝ, ´ë¸¶´Â Á×Áö¾Ê´Â´Ù. Big dragons never die.
  20. ¼±¼öȰ¿ëÀ¸·Î ¸ð¾çÀ» Á¤ºñÇ϶ó. Grab the shape points in kikashi.
  21. »ó´ë°¡ ¿øÇϸé ÁÖ¾î¶ó. Give your opponent what he wants.
  22. ÀϹ氡(ìéÛ°Ê«)´Â ÆÐ(ø¨)ÇÑ´Ù. Avoid ippoji.
  23. Þ×á³ö¦ÓÞ, ÀÛÀº °ÍÀº ¹ö¸®°í Å« °÷À¸·Î ³ª¾Æ°¡¶ó. Don't trade a dollar for a penny.
  24. Ãʹݹ«ÆÐ, Ãʹݿ¡´Â ÆÐ°¡ ¾ø´Ù. There are no ko threats in the opening.
  25. ³» ¾àÁ¡À» º¸¿ÏÇÏ´Â °ÍÀÌ »ó´ë¸¦ ¾àÇÏ°Ô ¸¸µç´Ù.
    Strengthening your own weak group makes your opponent's weaker.
  26. 10¹ø ¸ÂÀ¸¸é ÁÖ¸ÔÀÌ º¸À̰í 20¹ø ¸ÂÀ¸¸é ÁÖ¸ÔÀ» ¸·À» ¼ö ÀÖ´Ù. ¹ÙµÏÀº µÖ¾ß ´Â´Ù.
    After the 10th punch will you see the fist - and after the 20th will you block it.
  27. ¾àÇÑ µ¹, °¡º­¿î µ¹Àº °Çµå¸®Áö ¸¶¶ó. Don't touch weak stones.
  28. ±Í´Â Å« °÷ÀÌ´Ù. ±Í¸¦ ¹æÄ¡ÇÏÁö ¸¶¶ó. Never upset your star-point stones.
  29. ±Í¸¦ Â÷ÁöÇÑ ÈÄ º¯À» Â÷ÁöÇ϶ó. Use the corner to conquer the side.
  30. ÜôÔð÷±ã­, ½Â¸®¸¦ ŽÇϸé À̱âÁö ¸øÇÑ´Ù. Greed for the win takes the win away.

    Meta Proverbs
  31. Á¤¼®À» ¹è¿ì¸é µÎÁ¡Àº °­ÇØÁø´Ù. Learning Joseki loses two stones strength.
  32. ³×±Í »¯±â°í ¹ÙµÏµÎÁö ¸¶¶ó. Black should resign if one player has four corners.
  33. Ãà¸ð¸£¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't know ladders, don't play Go.
  34. Á¤¼ö(ïáâ¢)·Î µÎ¾î¼­´Â Á¢¹ÙµÏÀ» À̱âÁö ¸øÇÑ´Ù. Proverbs do not apply to White.
  35. ¼Õµû¶ó µÎ¸é ¹ÙµÏ Áø´Ù. You can play Go but don't let Go play you.
  36. ÆÐ°¡ ¹«¼­¿ì¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't like Ko don't Play Go.
  37. ¹ÙµÏÀº ²÷°í º¸¶ó. Ѥíºï·å¥. Cut First Think Later.
  38. ¹ÙµÏÀ» ¹è¿ì·Á¸é ¿ë¾îºÎÅÍ ¾Ë¾Æ¶ó. If It Has a Name Know It.
  39. 50ÆÇÀº Á®¾ß ¹ÙµÏ ¹è¿î´Ù. Lose Your First 50 Games as Quickly as Possible.
  40. ±³È°ÇÏ°Ô À̱âÁö ¸¶¶ó. Don't try to weasel a win out of a proverb.
    Proverbs Collections-II
  1. ë»ÞÝø¢üÀ, 2¼±Àº 6¹ø ±â¸é Á×°í 8¹ø ±â¸é »ê´Ù. On the second line, six die, eight live.
  2. ÞÌÞÝë»üÀ, 3¼±Àº 4¹ø ´Ã¸é Á×°í 6¹ø ´Ã¸é »ê´Ù. On the third line, four die, six live.
  3. ±Í¿¡¼­ 3¼±À¸·Î ´Ù¼¸Á¡ ´Ã¾î¼­¸é »ê´Ù.
    In the corner, five stones in a row on the third line are alive.
  4. Á÷6±Ã(2x3û¡)Àº »ê ¸ð¾çÀÌ´Ù. Six eyes in a rectangle are alive.
  5. ±ÍÀÇ Á÷6±ÃÀº ¿Ü¼ö°¡ ºñ¾î¾ß »ê´Ù. Rectangular six in the corner needs dame.
  6. ºø»ìÇü 6±ÃÀº »ê ¸ð¾çÀÌ´Ù. The comb formation is alive.
  7. µÌ¹ÚÇüÀº ÆÐ°¡ ³­´Ù. The carpenter's square becomes ko.
  8. È­Á¡ÀÌ ÅÍÁ®ÀÖ´Â, È­Á¡¿¡ µ¹ÀÌ ¾ø´Â ©·ÏÇü µÌ¹ÚÀº Á״´Ù.
    If there is no stone on the handicap point, the carpenter's square is dead.
  9. Á×À½Àº Á¥Èû¿¡ ÀÖ´Ù. There is death in the hane.
  10. 1-2¿¡ ¹¦¼ö ÀÖ´Ù. Strange things happen at the one-two points.
  11. Á¿쵿Çü Áß¾Ó¿¡ ¼ö ÀÖ´Ù. If a formation is symmetrical play at the center.
  12. ¼®Á¡ Áß¾ÓÀÌ ±Þ¼Ò. Against three in a row, play right in the center.
  13. »ó´ë°¡ ÁÁÀº °÷Àº ³»°Ôµµ ÁÁÀº °÷.The enemy's key play is my own key play.
  14. êóÊ«ÙíÊ«ÝÕßÓîú, ¼ö»óÀüÀº ´«(Áý)ÀÖ´Â »ç¶÷ÀÌ À̱ä´Ù.
    The semeai where only one player has an eye is a fight over nothing.
  15. ±â(Ѩ)½Î¿ò¿¡ Á®¼­´Â ¾ÈµÈ´Ù.
    There are times when even a fight over nothing means something.
  16. ¼ö»óÀüÀ» ÇÒ ¶§ ¾ÈÂÊ¿¡ ÀÖ´Â ÆÐ´Â ¸Ç ¸¶Áö¸·¿¡ µû¾ß ÇÑ´Ù.
    If there is a ko inside a semeai, capture it on the final play.
  17. °ø°ÝÀ» ÇÏ·Á¸é ´«À» »¯¾î¶ó. Learn the eye-stealing tesuji.
  18. °ø°ÝÇÏ°í ½ÍÀº ¹Ý´ëÂÊÀ» ²÷¾î¶ó. Cut the side you don't want to attack.
  19. ºó»ï°¢ µÎÁö¸¶¶ó. Don't make empty triangles.
  20. µ¹À» ¹¶Ä¡°Ô ÇÏÁö ¸¶¶ó. Don't make compact groups of stones.
  21. µÎÁ¡¸Ó¸®´Â ¹«Á¶°Ç Á¥Çô¶ó. At the head of two stones in a row, play hane.
  22. ¼®Á¡¸Ó¸®µµ Á¥Çô¶ó. At the head of three stones in a row, play hane.
  23. ³¯ÀÏÀÚ´Â °Ç³ÊºÙ¿©¶ó. Strike at the waist of the knight's move.
  24. ¸ð¾ç ÁÁ°Ô ¿¬°áÇ϶ó. ²ËÀÕ±â, È£±¸ÀÕ±â, ³¯ÀÏÀÚÀÕ±â
    Shoulder connections, hanging connections, and knight's move connections.
  25. ¸ðÀÚ´Â ³¯ÀÏÀÚ·Î ¹þ¾î¶ó. If your stone is capped, play the knight's move.
  26. ¾çÂÊÀ¸·Î ¸ðºÙÀÓÇÏÁö ¸¶¶ó. Beware of the clumsy double contact.
  27. ¼öÁ¶ÀÓÇÒ °÷¿¡ ºÙÀÌÁö ¸¶¶ó. ºÙ¿©¼­ »¸À¸¸é ¼öÁ¶ÀÓÀÌ ¾ÈµÈ´Ù.
    Don't play in direct contact with the opponent's stone for squeeze-play.
  28. ²÷À» ¼ö ÀÖ´Â °÷ °¡±îÀÌ¿¡ µÎÁö¸¶¶ó. Don't make a play adjacent to a cutting-point.
  29. ³»¸»À» ²÷°í ÀÖ´Â µ¹Àº Àâ¾Æ¶ó. Capture what you cut off.
  30. ½Ö¸³Àº µé¿©´Ù º¸Áö¸¶¶ó. Never try to cut bamboo joints.
  31. µ¹Àº µÎÁ¡À¸·Î Ű¿ö¼­ ¹ö·Á¶ó. 3¼±¿¡¼­ ´Ü¼öµÇ¸é 2¼±À¸·Î »¸Àº ´ÙÀ½ ¹ö·Á¶ó.
    If you have on stone on the third line, add another, then abandon both of them.
  32. µÞ¼ÕÁú ÇÊ¿äÇÑ Çึ´Â ÇÏÁö ¸¶¶ó. Beware of going back to patch up your plays.
  33. ´«¸ñÀÚ ³¡³»±â´Â 8Áý Å©±â. The monkey jump is worth eight points.
  34. ÃàÀ» ¸ð¸£¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't understand the ladders, don't play go.
  35. Çϼö´Â »ó´ë°¡ ÇÏÀڴ´ë·Î µÐ´Ù. Poor players play the opponent's game for him.
  36. ³×±Í¸¦ »©¾Ñ±â¸é Áø´Ù. If you have lost four corners, resign.
  37. »§¶§¸² 30Áý. Pon-nuki is worth thirty points.
  38. Áß¾ÓÀÇ ÇÑÁ¡Àº ±ÍÀÇ 10Á¡°ú °°´Ù. One point in the center is worth ten in the corner.
  39. »è°¨Àº ¾î±ú¤±â¿¡¼­...
    To reduce an opponent's large prospective territory, strike at the shoulder.
  40. ÀûÁø¿¡ ħÀÔÇÏ¸é ºÙ¿©¼­ ¼ö½ÀÇ϶ó. ºÙÀÌ¸é µ¹ÀÌ °­ÇØÁø´Ù.
    If you plan to live inside enemy territory, play directly against his stones.
  41. °ø°ÝÀº ³¯ÀÏÀÚ·Î... Knight's moves win running battles.
  42. ¾ç°ï¸¶(å»ÍÝØ©)´Â ¿«¾î¼­ °ø°ÝÇ϶ó. ´Ü°ï¸¶(Ó¤ÍÝØ©)´Â ÀâÈ÷Áö ¾Ê´Â´Ù.
    When your opponent has two weak groups, attack them both at once.
    Proverbs Collections-III
  1. ÀûÀÇ ±Þ¼Ò´Â ³ªÀÇ ±Þ¼Ò. The enemy's vital point is your own.
  2. µ¹Àº µÎÁ¡À¸·Î Ű¿ö¼­ Á׿©¶ó. Add one stone, then sacrifice both.
  3. ´«¸ñÀÚ ³¡³»±â´Â 9Áý Å©±â. The monkey jump is worth nine points.
  4. AÀÚ Çึ´Â ÁÁÁö ¾Ê´Ù. ÇÑÄ­¶Ü ¾Ç¼ö ¾ø´Ù. The sake bottle shape is negative.
  5. Áß¾ÓÀº ÁýÀÌ ³ªÁö ¾Ê´Â´Ù. There is no territory in the centre.
  6. ±ÍÀÇ 1-2ÀÚ¸®´Â ±Þ¼Ò. 2-1 is the vital point in the corner.
  7. ¼ö½Î¿òÀº ¹Ù±ùÂʺÎÅÍ ¸·¾Æ¶ó. Fill in a semeai from the outside.
  8. ´ë¸¶¸¦ µé¶ß°Ô ÇÏÁö ¸¶¶ó. Groups mustn't float.
  9. »ó¼ö´Â ÂßÂ߹аí Çϼö´Â ¿·À¸·Î ºñÄѼ±´Ù.
    The strong player plays straight, the weak diagonally.
  10. ÇÑÁýÀ» Á³À» ¶© ÈÞ½ÄÀ» ÃëÇ϶ó. If you lose by one point, take a rest.
  11. ¹ÙµÏÀº Á®µµ ÆÐ´Â À̰ܶó. Win the ko, lose the game.
  12. ³×±Í¸¦ »©¾Ñ±â¸é µ¹À» ´øÁ®¶ó. If you lose all four corners, resign.
  13. Çù°ø½Ã¿¡´Â »ó´ëÀÇ °­ÇÑ ¸»¿¡´Ù ºÙ¿©¶ó. Attatch to the strongest stone in a pincer.
  14. °­ÇÑ µ¹¿¡ °¡±îÀÌ ÇÏÁö¸¶¶ó. Keep away from thickness.
  15. ´Ù¼¸ ´ë¸¶´Â »ì¾Æµµ ¿©¼¸¹øÂ° ´ë¸¶´Â Á״´Ù. Five groups live, the sixth will die.
  16. µ¹Àâ°í ¹ÙµÏÁø´Ù. Win the stones, lose the game.
  17. ¼¼·ÂÀ¸·Î Áý ¸¸µéÁö ¸¶¶ó. Don't make territory near thickness.
  18. Þ×á³ö¦ÓÞ, ÀÛÀº °ÍÀº ¹ö¸®°í Å« °÷À¸·Î ³ª¾Æ°¡¶ó. Sacrifice small to take large.
  19. ±Í, º¯, Áß¾ÓÀÇ ¼ø¼­·Î Å©´Ù. Corner, side, centre.
  20. ÆÐ´Â ³¡±îÁö ¾Æ²¸¶ó. Save the ko till last.
  21. ²÷À¸¸é ´Ã¾î¶ó. Extend one hand from the cross-cut.
  22. ÁÁÀº¼ö¿Í ³ª»Û¼ö´Â Á¾ÀÌ ÇÑÀå Â÷ÀÌ. Good moves and bad moves are bedfellows.
  23. ²÷±æ°÷À» µé¿©´Ù º¸Áö¸¶¶ó. Don't peep at cutting points.
  24. ²÷ÀºÂÊ µ¹À» Àâ¾Æ¶ó. Take the cutting stone on the second line.
  25. 2¼±Àº ÆÐ¸Á¼±(ø¨ØÌàÊ). The second line is the line of defeat.
  26. Á÷»ç°¢ 6±Ã(2x3û¡)Àº »ê ¸ð¾çÀÌ´Ù. The rectangular six is normally alive.
  27. Á¿쵿ÇüÀº Áß¾Ó¿¡ ¼ö ÀÖ´Ù. Play in the centre of a symmetrical formation.
  28. 2¼±Àº µÎÁö¸»°í 3¼±À» »¸¾î¶ó. Stop on second, extend on third.
  29. ¼®Á¡ Áß¾ÓÀÌ ±Þ¼Ò. The vital point of three stones is the centre.
  30. Ãà¸ð¸£¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't know ladders, don't play go.
  31. ³¯ÀÏÀÚ´Â °Ç³ÊºÙ¿©¶ó. Strike at the waist of the knight's move.
  32. µ¹À» ¹ö¸®´õ¶óµµ Á¶¿©¶ó. Sacrifice and squeeze.
  33. ºó»ï°¢Àº ³ª»Ú´Ù. Empty triangles are bad.
  34. ´Ü¼ö ¿¬¹ßÀº ¼Ó¼ö. Atari, atari is vulgar play.
  35. ´Ü¼ö´Â ¸¶Áö¸·±îÁö ¾Æ²¸¶ó. Keep inessential ataris till the end.
  36. ³³Â¦ÇØÁö´Â ¿¬°áÀº ÇÇÇ϶ó. Avoid the plate connection.
  37. »ó¼ö°¡ µÇ·Á¸é Á¤¼®Àº Àؾî¶ó. A meijin needs no joseki.
  38. °ï¸¶´Â µ¿ÇàÇ϶ó. When your weak group escapes, travel with opponent's one.
  39. ë»ÞÝø¢üÀ, 2¼±Àº 6¹ø ±â¸é Á×°í 8¹ø ±â¸é »ê´Ù. On the second line, 8 live, 6 die.
  40. ÓÞØ©ÝÕÞÝ, ´ë¸¶´Â Á×Áö¾Ê´Â´Ù. Big groups never die.
    Proverbs Collections-IV
  1. Á×À½Àº Á¥Èû¿¡ ÀÖ´Ù. There is death in the hane.
  2. 1-2¿¡ ¹¦¼ö ÀÖ´Ù. Strange things happen at the one-two points.
  3. ÀÛÀº µÌ¹ÚÇüÀº Á״´Ù. The L group is dead.
  4. 1¼±¿¡ ¹¦¼ö ÀÖ´Ù. Don't overlook the edge of the board.
  5. Ãà¸ð¸£¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't know the ladders, don't play go.
  6. ½Ö¸³Àº °ø¹è¸·Èû¿¡ Á¶½ÉÇ϶ó. There is damezumari at the bamboo joint.
  7. ÓÞØ©ÝÕÞÝ, ´ë¸¶´Â Á×Áö¾Ê´Â´Ù. Large groups never die.
  8. ÈÄÀý¼ö¸¦ »ìÆì¶ó. Learn to play under the stones.
  9. êóÊ«ÙíÊ«ÝÕßÓîú, ¼ö½Î¿òÀº ´«(Áý)ÀÖ´Â ÃøÀÌ À̱ä´Ù. Eyes win semeai.
  10. µ¹À» Æ÷µµ¼ÛÀÌ·Î ¸¸µéÁö ¸¶¶ó. Don't make dangos.
  11. °ø°ÝÀ» ÇÏ·Á¸é ´«À» »¯¾î¶ó. Know the eye-stealing tesuji.
  12. ÁÁÀº ¸ð¾çÀ¸·Î ¿¬°áÇ϶ó. ²ËÀÕ±â, È£±¸ÀÕ±â, ³¯ÀÏÀÚÀÕ±â. Connect with good shape.
  13. µ¹ÀÇ ±ÕÇüÀ» À¯ÁöÇ϶ó. Don't disturb symmetry.
  14. ¼®Á¡ °¡¿îµ¥°¡ ±Þ¼Ò. Play at the centre of three stones.
  15. ²÷À¸¸é ´Ã¾î¶ó. From a cross-cut, extend.
  16. µÎÁ¡¸Ó¸®´Â ¹«Á¶°Ç Á¥Çô¶ó. At the head of two stones, play hane.
  17. ¼®Á¡¸Ó¸®µµ Á¥Çô¶ó. At the head of three stones, play hane.
  18. ÇÑÄ­¶Ü¿¡ ¾Ç¼ö ¾ø´Ù. The one-point jump is rarely bad.
  19. 3¼±Àº ½Ç¸®¼±, 4¼±Àº ¼¼·Â¼±. The 3rd line is for territory, the 4th for influence.
  20. °ø°ÝÀº ³¯ÀÏÀÚ, ¼öºñ´Â ÇÑÄ­¶Ü. Use Knight move to attack, 1-point jump to defend.
  21. Àüü ¸»ÀÌ Çϳª·Î ¿¬°áµÇ¸é À̱ä´Ù. With only one group, you will win.
  22. Ãà¸ôÀÌÀÇ ¼ö´Â ¸Å¼ö 7ÁýÀÇ Å©±â´Ù. Each step in a ladder is worth 7 points.
  23. Áß¾ÓÀÇ ÇÑÁ¡Àº ±ÍÀÇ 10Á¡°ú °°´Ù. One point in the center is worth ten in the corner.
  24. 15Á¡ ÀÌÇ϶ó¸é ¹ö·Á¶ó. With less than 15 stones in danger, tenuki.
  25. ´Ù¼¸ ´ë¸¶´Â »ì¾Æµµ ¿©¼¸¹øÂ° ´ë¸¶´Â Á״´Ù. Five groups live, the sixth will die.
  26. °ø¹è°¡ ´Ù¼¸ÀÌ¸é ±× ´ë¸¶´Â ¾ÈÁ¤ÇÏ´Ù. Five liberties for tactical stability.
  27. 10¹ø ¸ÂÀ¸¸é ÁÖ¸ÔÀÌ º¸À̰í 20¹ø ¸ÂÀ¸¸é ÁÖ¸ÔÀ» ¸·À» ¼ö ÀÖ´Ù.
    After the 10th punch you will see the fist and after the 20th you will block it.
  28. 50ÆÇÀº Á®¾ß ¹ÙµÏ ¹è¿î´Ù. Lose Your First 50 Games as Quickly as Possible.
  29. ÇÑÁýÀ» Á³À» ¶© ÈÞ½ÄÀ» ÃëÇ϶ó. If you lose by one point, take a rest.

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