Some goproverbs 1. On the second line, six die and eight live. With a corner, four die and six live. 2. On the third line, four die, six live. 3. In the corner, five stones in a row on the third line are alive. 4. Six points in a rectangle are alive. 5. For rectangular six in the corner, dame is necessary. 6. Connected knight's move in the corner is dead. 7. The comb formation is alive. 8. Dame is necessary for the comb formation in the corner. 9. The carpenter's square becomes ko. 10. If the is no stone on 4-4, the carpenter's square is dead. 11. There is death in the hane. 12. Strange things happen at the one-two points. 13. If a formation is symmetrical, play at the center. 14. Against thre in a row, play right in the center. 15. The enemy's key play is my own key play. 16. The semeai where only one player has an eye is a fight over nothing. 17. There are times when even a fight over nothing means something. 18. If there is a ko inside a semeai, capture it on the final play. 19. Learn the eye stealing tesuji. 20. Don't make empty triangles. 21. Don't make compact groups of stones. 22. At the head of two stones in a row, play hane. 23. Strike at the waist of the knight's move. 24. Use the shoulder connection for solidity, the hanging connection for expansion on a side, and the knight's move connection for influence. 25. If your stone is capped, play the knight's move. 26. Beware the clumsy double contact. 27. Don't play in direct contact with the opponent's stone caught in your squeeze play. 28. Don't play adjacent to a cuttingpoint. 29. Capture what you cut off. 30. Never try to cut bamboo joints. Avoid peeping in both sides. 31. If you have one stone on the third line, add another and then abandon them both. 32. Beware of going back to patch up your plays. 33. A ko is worth half a point. 34. Hane on the first line is worth four points. 35. The monkey jump is worth eight points. 36. If you don't understand ladders, don't play go. 37. The poor player plays the opponent's game for him. 38. If you have lost four corners, resign. 39. If you have won four corners, resign. 40. Pon-nuki is worth thrity points. 41. One point in the center is worth ten in the corner. 42. One stone in the corner is worth three in the center. 43. To reduce an opponent's large prospective territory, strike at the shoulder. 44. If you plan to live inside enemy territory, play directly against enemy stones. 45. Knight's moves win running battles. 46. When your opponent has two weak groups, attack them both at once. 47. When your opponent has no weak groups, encourage him to make some.