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¹ÙµÏ½Ê°è¸í(êÌѤä¨ÌÁ) - Classical Ten Commandments
¡æ ¹ÙµÏº¸°¨¢ç
ŽºÎµæ½Â(÷±ÜôÔðã) : ¿å½ÉÀ» ºÎ·Á¼´Â À̱âÁö ¸øÇÑ´Ù.
ÀÔ°èÀÇ¿Ï(ìýÍ£ëñèÐ) : ÀûÀÇ ¼¼·Â±Ç¿¡ µé¾î°¥ ¶§´Â ±íÀÌ µé¾î°¡Áö ¸¶¶ó.
°øÇÇ°í¾Æ(Íôù¨ÍÓä²) : ÀûÀ» °ø°ÝÇϱâ Àü¿¡ ¸ÕÀú ³ª¸¦ µ¹¾Æº¸¶ó.
±âÀÚÀï¼±(Ñ¥íî³à») : µ¹À» ¹ö¸®´Â ÇÑÀÌ ÀÖ´õ¶óµµ ¼±¼ö¸¦ Àâ¾Æ¶ó.
»ç¼ÒÃë´ë(Þ×á³ö¦ÓÞ) : ¼Ò(á³)¸¦ ¹ö¸®°í ´ë(ÓÞ)·Î ³ª¾Æ°¡¶ó.
ºÀÀ§¼ö±â(ÜñêËâÎÑ¥) : À§ÇèÀ» ¸¸³ª¸é ¸ð¸§Áö±â ¹ö·Á¶ó.
½Å¹°°æ¼Ó(ãåÚ¨ãöáÜ) : ºÎµð °æ¼ÖÇϰųª »¡¸® µÎ´Â µûÀ§¸¦ ÇÏÁö ¸¶¶ó.
µ¿¼ö»óÀÀ(ÔÑâÎßÓëë) : Çึ(ú¼Ø©)¸¦ ÇÒ ¶§´Â ÀÌÂÊ ÀúÂÊÀÌ ¼·Î È£ÀÀµÇ°Ô Ç϶ó.
ÇÇ°ÀÚº¸(ù¨Ëí»ÜÁ) : »ó´ë°¡ °ÇÏ¸é ³» ¸»À» ¾ÈÀüÇÏ°Ô º¸°Ç϶ó.
¼¼°íÃëÈ(á§Íµö¢ûú) : ¼¼(á§)°¡ ¿Ü·Î¿ì¸é ÈÆòÀ» ÃëÇ϶ó!
Çö´ëÆÇ ½Ê°è¸í - Modern Ten Commandments
À¯¸®ÇÑ °÷À» ã¾Æ ÀüÅõ¸¦ Àß ÇØ¾ß °í¼ö°¡ µÈ´Ù.
°ø°ÝÇÏ·Á¸é »ó´ëÀÇ ±Ù°Å¸¦ »©¾Ñ¾Æ¶ó.
»ó´ë°¡ ¼Õ»©¸é »ó´ëÀÇ ¼Õ»« °÷À» µÎ¾î¶ó.
ºÎµå·¯¿òÀÌ °ÇÔÀ» À̱ä´Ù - °ø°Ýº¸´Ù´Â ¸ÕÀú Àγ»ÇÏ°í ÁöÄѶó.
»ó´ëÀÇ ±â(Ѩ)¸¦ ²ªÀ¸·Á¸é »ó´ëÀÇ ¿ä¼®(é©à´)À» Àâ¾Æ¶ó.
¹«¸®ÇÑ Ä§ÀÔÀº °ø°ÝÀ¸·Î Á¦¾ÐÇ϶ó.
µÎÁ¡¸Ó¸®´Â ¹«Á¶°Ç µÎµé°Ü¶ó.
4¼± ¹Ð¾îÁÖÁö ¸¶¶ó - ¹ÙµÏ Áø´Ù.
¼ÓÀÓ¼ö¸¦ ÇÇÇÏ·Á¸é Ãà(õï)À» Àоî¶ó.
¼Õ µû¶ó µÎÁö¸¶¶ó - ¸Å¼ö¸¶´Ù ¼Õ»¬ ¼ö Àִ°¡ »ý°¢Ç϶ó!
ÀϹݰݾð - Proverbs for all situations
»ó´ë¿¡°Ô ÁÁÀº °÷Àº ³»°Ôµµ ÁÁÀº °÷. Your opponent's good move is your good move.
ÀûÀÇ ±Þ¼Ò´Â ³ªÀÇ ±Þ¼Ò. The opponent's vital point is my vital point.
Á¿쵿Çü Áß¾Ó¿¡ ¼ö ÀÖ´Ù. Play on the point of symmetry.
µÞ¼ÕÁú ÇÊ¿äÇÑ Çึ´Â ÇÏÁö ¸¶¶ó. Beware of going back to patch up.
°Ý¾ðÀ̶ó°í ¹«Á¶°Ç µû¸£Áö ¸¶¶ó. Don't follow proverbs blindly.
À߸𸣰ÚÀ¸¸é ¼Õ»©¶ó. When in doubt, Tenuki.
¼Õ»©´Â °Íµµ ¼ö´ÜÀÌ´Ù. Tenuki is always an option.
»çÈ°°Ý¾ð - Life and death proverbs
Á×À½Àº Á¥Èû¿¡ ÀÖ´Ù. There is death in the hane.
°ø°ÝÀ» ÇÏ·Á¸é ´«À» »¯¾î¶ó. Learn the eyestealing tesuji.
ë»ÞÝø¢üÀ, 2¼±Àº 6¹ø ±â¸é Á×°í 8¹ø ±â¸é »ê´Ù. Six die but eight live on the second line.
ÞÌÞÝë»üÀ, 3¼±Àº 4¹ø ´Ã¸é Á×°í 6¹ø ´Ã¸é »ê´Ù. Four die but six live on the third line.
ÞÌÏàÀº ´Ù¼¸¼ö, çéÏàÀº ¿©´ü¼ö, ë»ÏàÀº ¿µÎ¼ö. Four is five, five is eight, six is twelve.
µÌ¹ÚÇüÀº Æа¡ ³´Ù.The carpenter's square becomes ko.
ÀÛÀº µÌ¹ÚÇüÀº Á״´Ù. The L group is dead. ¡æ L+1, L+2, Long L, J, Straight J,,,
´ë¹®(ÓÞÚ¦) ¸ð¾çÀº Á״´Ù. The door group is dead.
±Í°î»ç ¸ð¾çÀº Á״´Ù. Bent four in the corner is dead.
1-2¿¡ ¹¦¼ö ÀÖ´Ù. Strange things happen at the one two point.
êóÊ«ÙíÊ«ÝÕßÓîú, ´«(Áý)ÀÖ´Â ÃøÀÌ ¼ö½Î¿òÀ» À̱ä´Ù. Eyes win semeai.
ÓÞÏàá³Ïà ¼ö½Î¿òÀº ´ë±ÃÀÌ À̱ä´Ù. Big eye wins the small eye in the capturing race.
µµ¸Á°¥ ±æÀ» ÅÍÁÖ°í ÂÑÀ¸¶ó. Check escape routes first.
Àü¼ú°Ý¾ð - Technical proverbs
ºÙÀ̸é Á¥Çô¶ó. Respond to attachment with hane.
µÎÁ¡¸Ó¸®´Â Á¥Çô¶ó. Hane at the head of two stones.
²÷À¸¸é ´Ã¾î¶ó. Crosscut then extend.
³»¸»À» ²÷Àº µ¹Àº Àâ¾Æ¶ó. Capture the cutting stones.
Çϼö´Â ´Ü¼öºÎÅÍ ÇÑ´Ù. Beginners play atari.
ºó»ï°¢Àº ¾ÇÇüÀÌ´Ù. The empty triangle is bad.
ÇÑĶܿ¡ ¾Ç¼ö ¾ø´Ù. Ikken tobi is never wrong.
ìéØ¡ì£î÷, ì£Ø¡ß²î÷, ߲ءÞÌî÷,,, From a two-stone wall, extend three.
ÇÑĶÜÀ» ²÷À¸·ÁÇÏÁö ¸¶¶ó. Don't try to cut the one-point jump.
³¯ÀÏÀÚ´Â °Ç³ÊºÙ¿©¶ó. Strike at the waist of the keima.
³¯ÀÏÀÚ¸¦ ²÷´Â¼ö´Â Å©´Ù. Cutting right through a knight's move is very big.
²÷±æ°÷À» µé¿©´Ù º¸Áö¸¶¶ó. Do not peep at cutting points.
µé¿©´Ù º¸´Âµ¥ ÀÕÁö¾Ê´Â ¹Ùº¸¾ø´Ù. Even a moron connects against a peep.
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.
¼ö½ÀÇÒ ¶§´Â ºÙ¿©¶ó. ºÙÀÌ¸é µ¹ÀÌ °ÇØÁø´Ù. Use contact moves for defence.
¾î±ú¤±â¿¡ ¼Õ»©Áö ¸¶¶ó. Never ignore a shoulder hit.
½Ö¸³Àº °ø¹è¸·Èû¿¡ Á¶½ÉÇ϶ó. The bamboo joint may be short of liberties.
Ãຸ´Ù´Â Àå¹®ÀÌ ³´´Ù. Nets are better than ladders.
¸ðÀÚ´Â ³¯ÀÏÀÚ·Î ¹þ¾î¶ó. Answer the capping play with a knight's move.
°ÉħÀº ³ÐÀºÂÊ¿¡¼... Approach from the wider side.
³ÐÀºÂÊÀ» ¸·¾Æ¶ó. Block on the wider side.
¼®Á¡ Áß¾ÓÀÌ ±Þ¼Ò. Play at the centre of three stones.
³¯ÀÏÀÚ´Â ¸¶´Ã¸ð·Î ¹Þ¾Æ¶ó. Answer keima with kosumi.
°ø¹è°¡ ´Ù¼¸ÀÌ¸é ±× ´ë¸¶´Â ¾ÈÁ¤ÇÏ´Ù. Five liberties for tactical stability.
ÃàÀº »¡¸® µû³»¶ó. Take off stones captured in a ladder, at the earliest opportunity.
Àü·«°Ý¾ð - Strategy proverbs
Å« °÷º¸´Ù ±ÞÇÑ °÷ºÎÅÍ... Urgent points before big points.
°è¶õÀ¸·Î ¹ÙÀ§Ä¡±â. Don't throw an egg at a wall.
°ÇÑ°÷¿¡ °¡±îÀÌ ¸¶¶ó. Play away from thickness.
¼¼·ÂÀ¸·Î Áý ¸¸µé·Á°í ÇÏÁö¸¶¶ó. Don't use thickness to make territory.
ÁýÀº °ø°ÝÀ¸·Î ¸¸µé¾î¶ó. Make territory while attacking.
´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.
»§¶§¸² 30Áý. A ponnuki is worth thirty points.
°ø°ÝÇϱâ Àü¿¡ ³ª¸¦ ¸ÕÀú ÁöÄѶó. ä²ßææÔý߯öâ. Make a fist before striking.
µÞ¹® ¿¸° °÷¿¡ Áý ¸¸µéÁö ¸¶¶ó. Do not defend territories open on two sides,
Don't try to enclose when you have an open skirt.
¹ú¸²À» °âÇÏ´Â ¼ö·Î Çù°øÇ϶ó. Combine a pincer with an extension.
Çù°øÀ» ´çÇÏ¸é »ó´ëÀÇ °ÇÑÂÊ¿¡ ºÙ¿©¶ó. Attach to the stronger stone in a pincer.
¼ºµ¿°Ý¼, °ø°ÝÇÏ°í ½ÍÀº ¹Ý´ëÂÊÀ» ÃĶó. Make a feint to the east for attacking the west.
Þ×à´íÂîú, Å« °ÍÀ» À§ÇØ ÀÛÀº °ÍÀº ¹ö·Á¶ó. Sacrifice plums for peaches.
ºÎÀÚ ¸öÁ¶½É, À¯¸®ÇÒ ¶© ºÐÀïÀ» ÇÇÇ϶ó... A rich man should not pick quarrels.
»ì±â Àü¿¡ È°¿ëÇ϶ó. Play kikashi before living.
»è°¨°ú ħÀÔÀº µ¿°ÝÀÌ´Ù. Keshi is worth as much as an invasion.
°ø°ÝÇÒ ¶§´Â ºÙÀÌÁö ¸¶¶ó. ºÙÀÌ¸é µ¹ÀÌ °ÇØÁø´Ù. Don't attach when attacking.
´Ù¼¸ ´ë¸¶´Â »ì¾Æµµ ¿©¼¸¹ø° ´ë¸¶´Â Á״´Ù. Five groups live, the sixth will die.
ÓÞØ©ÝÕÞÝ, ´ë¸¶´Â Á×Áö¾Ê´Â´Ù. Big dragons never die.
¼±¼öÈ°¿ëÀ¸·Î ¸ð¾çÀ» Á¤ºñÇ϶ó. Grab the shape points in kikashi.
»ó´ë°¡ ¿øÇϸé ÁÖ¾î¶ó. Give your opponent what he wants.
ÀϹ氡(ìéÛ°Ê«)´Â ÆÐ(ø¨)ÇÑ´Ù. Avoid ippoji.
Þ×á³ö¦ÓÞ, ÀÛÀº °ÍÀº ¹ö¸®°í Å« °÷À¸·Î ³ª¾Æ°¡¶ó. Don't trade a dollar for a penny.
Ãʹݹ«ÆÐ, Ãʹݿ¡´Â Æа¡ ¾ø´Ù. There are no ko threats in the opening.
³» ¾àÁ¡À» º¸¿ÏÇÏ´Â °ÍÀÌ »ó´ë¸¦ ¾àÇÏ°Ô ¸¸µç´Ù.
Strengthening your own weak group makes your opponent's weaker.
10¹ø ¸ÂÀ¸¸é ÁÖ¸ÔÀÌ º¸ÀÌ°í 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.
¾àÇÑ µ¹, °¡º¿î µ¹Àº °Çµå¸®Áö ¸¶¶ó. Don't touch weak stones.
±Í´Â Å« °÷ÀÌ´Ù. ±Í¸¦ ¹æÄ¡ÇÏÁö ¸¶¶ó. Never upset your star-point stones.
±Í¸¦ Â÷ÁöÇÑ ÈÄ º¯À» Â÷ÁöÇ϶ó. Use the corner to conquer the side.
ÜôÔð÷±ã, ½Â¸®¸¦ ŽÇϸé À̱âÁö ¸øÇÑ´Ù. Greed for the win takes the win away.
±âº»°Ý¾ð - Meta Proverbs
Á¤¼®À» ¹è¿ì¸é µÎÁ¡Àº °ÇØÁø´Ù. Learning Joseki loses two stones strength.
³×±Í »¯±â°í ¹ÙµÏµÎÁö ¸¶¶ó. Black should resign if one player has four corners.
Ãà¸ð¸£¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't know ladders, don't play Go.
Á¤¼ö(ïáâ¢)·Î µÎ¾î¼´Â Á¢¹ÙµÏÀ» À̱âÁö ¸øÇÑ´Ù. Proverbs do not apply to White.
¼Õµû¶ó µÎ¸é ¹ÙµÏ Áø´Ù. You can play Go but don't let Go play you.
Æа¡ ¹«¼¿ì¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't like Ko don't Play Go.
¹ÙµÏÀº ²÷°í º¸¶ó. Ѥíºï·å¥. Cut First Think Later.
¹ÙµÏÀ» ¹è¿ì·Á¸é ¿ë¾îºÎÅÍ ¾Ë¾Æ¶ó. If It Has a Name Know It.
50ÆÇÀº Á®¾ß ¹ÙµÏ ¹è¿î´Ù. Lose Your First 50 Games as Quickly as Possible.
±³È°ÇÏ°Ô À̱âÁö ¸¶¶ó. Don't try to weasel a win out of a proverb.
°Ý¾ð¸ðÀ½1 - Proverb Collections-I
ë»ÞÝø¢üÀ, 2¼±Àº 6¹ø ±â¸é Á×°í 8¹ø ±â¸é »ê´Ù. On the second line, six die, eight live.
ÞÌÞÝë»üÀ, 3¼±Àº 4¹ø ´Ã¸é Á×°í 6¹ø ´Ã¸é »ê´Ù. On the third line, four die, six live.
±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.
Á÷6±Ã(2x3û¡)Àº »ê ¸ð¾çÀÌ´Ù. Six eyes in a rectangle are alive.
±ÍÀÇ Á÷6±ÃÀº ¿Ü¼ö°¡ ºñ¾î¾ß »ê´Ù. Rectangular six in the corner needs dame.
ºø»ìÇü 6±ÃÀº »ê ¸ð¾çÀÌ´Ù. The comb formation is alive.
µÌ¹ÚÇüÀº Æа¡ ³´Ù. The carpenter's square becomes ko.
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.
Á×À½Àº Á¥Èû¿¡ ÀÖ´Ù. There is death in the hane.
1-2¿¡ ¹¦¼ö ÀÖ´Ù. Strange things happen at the one-two points.
Á¿쵿Çü Áß¾Ó¿¡ ¼ö ÀÖ´Ù. If a formation is symmetrical play at the center.
¼®Á¡ Áß¾ÓÀÌ ±Þ¼Ò. Against three in a row, play right in the center.
»ó´ë°¡ ÁÁÀº °÷Àº ³»°Ôµµ ÁÁÀº °÷.The enemy's key play is my own key play.
êóÊ«ÙíÊ«ÝÕßÓîú, ¼ö»óÀüÀº ´«(Áý)ÀÖ´Â »ç¶÷ÀÌ À̱ä´Ù. Eyes win semeai.
±â(Ѩ)½Î¿ò¿¡ Á®¼´Â ¾ÈµÈ´Ù.
There are times when even a fight over nothing means something.
¼ö»óÀüÀ» ÇÒ ¶§ ¾ÈÂÊ¿¡ ÀÖ´Â Æд ¸Ç ¸¶Áö¸·¿¡ µû¾ß ÇÑ´Ù.
If there is a ko inside a semeai, capture it on the final play.
°ø°ÝÀ» ÇÏ·Á¸é ´«À» »¯¾î¶ó. Learn the eye-stealing tesuji.
°ø°ÝÇÏ°í ½ÍÀº ¹Ý´ëÂÊÀ» ²÷¾î¶ó. Cut the side you don't want to attack.
ºó»ï°¢ µÎÁö¸¶¶ó. Don't make empty triangles.
µ¹À» ¹¶Ä¡°Ô ÇÏÁö ¸¶¶ó. Don't make compact groups of stones.
µÎÁ¡¸Ó¸®´Â ¹«Á¶°Ç Á¥Çô¶ó. At the head of two stones in a row, play hane.
¼®Á¡¸Ó¸®µµ Á¥Çô¶ó. At the head of three stones in a row, play hane.
³¯ÀÏÀÚ´Â °Ç³ÊºÙ¿©¶ó. Strike at the waist of the knight's move
¸ð¾ç ÁÁ°Ô ¿¬°áÇ϶ó. ²ËÀÕ±â, È£±¸ÀÕ±â, ³¯ÀÏÀÚÀÕ±â
Shoulder connections, hanging connections, and knight's move connections.
¸ðÀÚ´Â ³¯ÀÏÀÚ·Î ¹þ¾î¶ó. If your stone is capped, play the knight's move.
¾çÂÊÀ¸·Î ¸ðºÙÀÓÇÏÁö ¸¶¶ó. Beware of the clumsy double contact.
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.
²÷À» ¼ö ÀÖ´Â °÷ °¡±îÀÌ¿¡ µÎÁö¸¶¶ó. Don't make a play adjacent to a cutting-point.
³»¸»À» ²÷°í ÀÖ´Â µ¹Àº Àâ¾Æ¶ó. Capture what you cut off.
½Ö¸³Àº µé¿©´Ù º¸Áö¸¶¶ó. Never try to cut bamboo joints.
µ¹Àº µÎÁ¡À¸·Î Å°¿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.
µÞ¼ÕÁú ÇÊ¿äÇÑ Çึ´Â ÇÏÁö ¸¶¶ó. Beware of going back to patch up your plays.
´«¸ñÀÚ ³¡³»±â´Â 8Áý Å©±â. The monkey jump is worth eight points.
ÃàÀ» ¸ð¸£¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't understand the ladders, don't play go.
Çϼö´Â »ó´ë°¡ ÇÏÀڴ´ë·Î µÐ´Ù. Poor players play the opponent's game for him.
³×±Í¸¦ »©¾Ñ±â¸é Áø´Ù. If you have lost four corners, resign.
»§¶§¸² 30Áý. Pon-nuki is worth thirty points.
Áß¾ÓÀÇ ÇÑÁ¡Àº ±ÍÀÇ 10Á¡°ú °°´Ù. One point in the center is worth ten in the corner.
»è°¨Àº ¾î±ú¤±â¿¡¼...
To reduce an opponent's large prospective territory, strike at the shoulder.
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.
°ø°ÝÀº ³¯ÀÏÀÚ·Î... Knight's moves win running battles.
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.
°Ý¾ð¸ðÀ½2 - Proverb Collections-II
ÀûÀÇ ±Þ¼Ò´Â ³ªÀÇ ±Þ¼Ò. The enemy's vital point is your own.
µ¹Àº µÎÁ¡À¸·Î Å°¿ö¼ Á׿©¶ó. Add one stone, then sacrifice both.
´«¸ñÀÚ ³¡³»±â´Â 9Áý Å©±â. The monkey jump is worth nine points.
AÀÚ Çึ´Â ÁÁÁö ¾Ê´Ù. ÇÑÄ¶Ü ¾Ç¼ö ¾ø´Ù. The sake bottle shape is negative.
Áß¾ÓÀº ÁýÀÌ ³ªÁö ¾Ê´Â´Ù. There is no territory in the centre.
±ÍÀÇ 1-2ÀÚ¸®´Â ±Þ¼Ò. 2-1 is the vital point in the corner.
¼ö½Î¿òÀº ¹Ù±ùÂʺÎÅÍ ¸·¾Æ¶ó. Fill in a semeai from the outside.
´ë¸¶¸¦ µé¶ß°Ô ÇÏÁö ¸¶¶ó. Groups mustn't float.
»ó¼ö´Â ÂßÂ߹аí Çϼö´Â ¿·À¸·Î ºñÄѼ±´Ù.
The strong player plays straight, the weak diagonally.
ÇÑÁýÀ» Á³À» ¶© ÈÞ½ÄÀ» ÃëÇ϶ó. If you lose by one point, take a rest.
¹ÙµÏÀº Á®µµ Æд À̰ܶó. Win the ko, lose the game.
³×±Í¸¦ »©¾Ñ±â¸é µ¹À» ´øÁ®¶ó. If you lose all four corners, resign.
Çù°ø½Ã¿¡´Â »ó´ëÀÇ °ÇÑ ¸»¿¡´Ù ºÙ¿©¶ó. Attatch to the strongest stone in a pincer.
°ÇÑ µ¹¿¡ °¡±îÀÌ ÇÏÁö¸¶¶ó. Keep away from thickness.
´Ù¼¸ ´ë¸¶´Â »ì¾Æµµ ¿©¼¸¹ø° ´ë¸¶´Â Á״´Ù. Five groups live, the sixth will die.
µ¹Àâ°í ¹ÙµÏÁø´Ù. Win the stones, lose the game.
¼¼·ÂÀ¸·Î Áý ¸¸µéÁö ¸¶¶ó. Don't make territory from thickness.
Þ×á³ö¦ÓÞ, ÀÛÀº °ÍÀº ¹ö¸®°í Å« °÷À¸·Î ³ª¾Æ°¡¶ó. Sacrifice small to take large.
±Í, º¯, Áß¾ÓÀÇ ¼ø¼·Î Å©´Ù. Corner, side, centre.
Æд ³¡±îÁö ¾Æ²¸¶ó. Save the ko till last.
²÷À¸¸é ´Ã¾î¶ó. Extend one hand from the cross-cut.
ÁÁÀº¼ö¿Í ³ª»Û¼ö´Â Á¾ÀÌ ÇÑÀå Â÷ÀÌ. Good moves and bad moves are bedfellows.
²÷±æ°÷À» µé¿©´Ù º¸Áö¸¶¶ó. Don't peep at cutting points.
²÷ÀºÂÊ µ¹À» Àâ¾Æ¶ó. Take the cutting stone on the second line.
2¼±Àº ÆиÁ¼±(ø¨ØÌàÊ). The second line is the line of defeat.
Á÷»ç°¢ 6±Ã(2x3û¡)Àº »ê ¸ð¾çÀÌ´Ù. The rectangular six is normally alive.
Á¿쵿ÇüÀº Áß¾Ó¿¡ ¼ö ÀÖ´Ù. Play in the centre of a symmetrical formation.
2¼±Àº µÎÁö¸»°í 3¼±À» »¸¾î¶ó. Stop on second, extend on third.
¼®Á¡ Áß¾ÓÀÌ ±Þ¼Ò. The vital point of three stones is the centre.
Ãà¸ð¸£¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't know ladders, don't play go.
³¯ÀÏÀÚ´Â °Ç³ÊºÙ¿©¶ó. Strike at the waist of the knight's move.
µ¹À» ¹ö¸®´õ¶óµµ Á¶¿©¶ó. Sacrifice and squeeze.
ºó»ï°¢Àº ³ª»Ú´Ù. Empty triangles are bad.
´Ü¼ö ¿¬¹ßÀº ¼Ó¼ö. Atari, atari is vulgar play.
´Ü¼ö´Â ¸¶Áö¸·±îÁö ¾Æ²¸¶ó. Keep inessential ataris till the end.
³³Â¦ÇØÁö´Â ¿¬°áÀº ÇÇÇ϶ó. Avoid the plate connection.
»ó¼ö°¡ µÇ·Á¸é Á¤¼®Àº Àؾî¶ó. A meijin needs no joseki.
°ï¸¶´Â µ¿ÇàÇ϶ó. When your weak group escapes, travel with opponent's one.
ë»ÞÝø¢üÀ, 2¼±Àº 6¹ø ±â¸é Á×°í 8¹ø ±â¸é »ê´Ù. On the second line, 8 live, 6 die.
ÓÞØ©ÝÕÞÝ, ´ë¸¶´Â Á×Áö¾Ê´Â´Ù. Big groups never die.
°Ý¾ð¸ðÀ½3 - Proverb Collections-III
Á×À½Àº Á¥Èû¿¡ ÀÖ´Ù. There is death in the hane.
1-2¿¡ ¹¦¼ö ÀÖ´Ù. Strange things happen at the one-two points.
ÀÛÀº µÌ¹ÚÇüÀº Á״´Ù. The L group is dead.
1¼±¿¡ ¹¦¼ö ÀÖ´Ù. Don't overlook the edge of the board.
Ãà¸ð¸£¸é ¹ÙµÏµÎÁö ¸¶¶ó. If you don't know the ladders, don't play go.
½Ö¸³Àº °ø¹è¸·Èû¿¡ Á¶½ÉÇ϶ó. There is damezumari at the bamboo joint.
ÓÞØ©ÝÕÞÝ, ´ë¸¶´Â Á×Áö¾Ê´Â´Ù. Large groups never die.
ÈÄÀý¼ö¸¦ »ìÆì¶ó. Learn to play under the stones.
êóÊ«ÙíÊ«ÝÕßÓîú, ¼ö½Î¿òÀº ´«(Áý)ÀÖ´Â ÃøÀÌ À̱ä´Ù. Eyes win capturing races.
µ¹À» Æ÷µµ¼ÛÀÌ·Î ¸¸µéÁö ¸¶¶ó. Don't make dangos.
°ø°ÝÀ» ÇÏ·Á¸é ´«À» »¯¾î¶ó. Know the eye-stealing tesuji.
ÁÁÀº ¸ð¾çÀ¸·Î ¿¬°áÇ϶ó. ²ËÀÕ±â, È£±¸ÀÕ±â, ³¯ÀÏÀÚÀÕ±â. Connect with good shape.
µ¹ÀÇ ±ÕÇüÀ» À¯ÁöÇ϶ó. Don't disturb symmetry.
¼®Á¡ °¡¿îµ¥°¡ ±Þ¼Ò. Play at the centre of three stones.
²÷À¸¸é ´Ã¾î¶ó. From a cross-cut, extend.
µÎÁ¡¸Ó¸®´Â ¹«Á¶°Ç Á¥Çô¶ó. At the head of two stones, play hane.
¼®Á¡¸Ó¸®µµ Á¥Çô¶ó. At the head of three stones, play hane.
ÇÑĶܿ¡ ¾Ç¼ö ¾ø´Ù. The one-point jump is rarely bad.
3¼±Àº ½Ç¸®¼±, 4¼±Àº ¼¼·Â¼±. The 3rd line is for territory, the 4th for influence.
°ø°ÝÀº ³¯ÀÏÀÚ, ¼öºñ´Â ÇÑĶÜ. Use Knight move to attack, 1-point jump to defend.
Àüü ¸»ÀÌ Çϳª·Î ¿¬°áµÇ¸é À̱ä´Ù. With only one group, you will win.
Ãà¸ôÀÌÀÇ ¼ö´Â ¸Å¼ö 7ÁýÀÇ Å©±â´Ù. Each step in a ladder is worth 7 points.
Áß¾ÓÀÇ ÇÑÁ¡Àº ±ÍÀÇ 10Á¡°ú °°´Ù. One point in the center is worth ten in the corner.
15Á¡ ÀÌÇÏ¸é ¹ö·Á¶ó. With less than 15 stones in danger, tenuki.
´Ù¼¸ ´ë¸¶´Â »ì¾Æµµ ¿©¼¸¹ø° ´ë¸¶´Â Á״´Ù. Five groups live, the sixth will die.
°ø¹è°¡ ´Ù¼¸ÀÌ¸é ±× ´ë¸¶´Â ¾ÈÁ¤ÇÏ´Ù. Five liberties for tactical stability.
¼¼·ÂÀ¸·Î Áý ¸¸µéÁö ¸¶¶ó. Don't use thickness to make territory.
10¹ø ¸ÂÀ¸¸é ÁÖ¸ÔÀÌ º¸ÀÌ°í 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.
50ÆÇÀº Á®¾ß ¹ÙµÏ ¹è¿î´Ù. Lose Your First 50 Games as Quickly as Possible.
ÇÑÁýÀ» Á³À» ¶© ÈÞ½ÄÀ» ÃëÇ϶ó. If you lose by one point, take a rest.
¼Õ»©´Â ¼ö´Â 15Áý Å©±â. If it's worth only 15 points, play tenuki.
¸ð¸£°ÚÀ¸¸é ¼Õ»©¶ó. When in doubt, tenuki.
°ï¸¶Àü·«°ú °Ý¾ð - Weak Group Strategies
°ï¸¶¸¦ ¸¸µéÁö ¸¶¶ó. Never make weak groups.
°ï¸¶´Â »¡¸® ¾ÈÁ¤½ÃÄѶó. Settle any weak group as quickly as possible.
Á߹ݿ¡´Â ´Ü°ï¸¶¸¦ °¡Á®¶ó! Aim to have just one weak group in the middle game.
°ï¸¶´Â µ¿ÇàÇ϶ó. When your weak group escapes, travel with opponent's one.
ÇÔ²² ¿«¿©¼ °ø°Ý´çÇÏÁö ¾ÊÀ» °ï¸¶¸¦ ¿©·¯°³ ¸¸µé¾î¶ó! Make several weak groups that cannot be jointly attacked.
¿©·¯ °ï¸¶ Áß ¸î°³´Â ¹ö·Á¶ó! Make weak groups and then sacrifice some of them.
ÆǼ¼¸¦ ¾î·Æ°Ô ÇÏ·Á¸é µÇµµ·Ï ¸¹Àº °ï¸¶¸¦ ¸¸µé¾î¶ó! Make the maximum number of weak groups to make the game as difficult as possible.
¸¹Àº °ï¸¶¸¦ ¸¸µé¾î È¥¶õÀ» ¾ß±âÇ϶ó! Make several weak groups to create confusion.
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