Otake
Three groups of principles. The first group is about fuseki as it is normally understood; the second group are shape taboos; the third group are strategy guidelines.
Fuseki
1. 3-4 enclosures --> side extensions
[One direction is bigger because it allows a boxy moyo. Dual extensions are also bigger than extensions where only one corner can develop. A shorter (i.e. <5 space) extension can still be big.]
2. Be flexible with star points
3. Choose a pincer
[Pincers prevent a secure two-space extensions. There are six pincer choices. A loose pincer can double as a side extension. Likewise, a sequence in one corner can be made to end in an extension than is a pincer in another corner.]
4. Anticipate invasions
[When you choose an extension, read out the invasion and play accordingly. At 3 spaces, jumping up to the 4* line makes it easier to connect. But any kind of extension can be secure if one stone has a sente jump and the other has room for a secure two-space extension; they are separate but stable and can attack the invasion.]
5. 3* vs. 4*
[[The key point here
isn't that the 3* line is territorial while the 4* line aims at influence; it's that a 4* line requires a further extension down to the 3* line both to make potential territory and to have secure eyespace, while a 3* line stone doesn't. So another way of putting this is, the 3* line is sente and the 4* line is gote (you're committing yourself to a final, finishing move on the 3* line after your opponent extends). Thinking ahead, this means that if the potential follow-up extension to the second extension is big, or is dual-purpose, the 4* line is good (4* line -> big finishing move on the 3* line -> aims at a final big extension), and if the potential follow-up is small (sometimes this means there's no room for a fourth extension) or approaches thickness, the 3* line is good.]]
6. 5-4 --> outside influence
[[This is really just a few 5-4 and 3-5 josekis. If anyone got more than this out of #5, let me know.]]
7. Build boxy moyos
[Not only are squared shapes efficient and easier to defend, but they're 3D; a further extension off one side makes it very easy to expand the whole moyo.]
[[Two further points. One, every time you add a boxy extension to your moyo, you are practically guaranteeing that whatever the opponent does to reduce, you will get all the potential territory that was in the original moyo. Two - this is not explicit in Otake, but having room for a further extension means that if your flat moyo is invaded, you can extend down the side and settle there. Once you don't have room for an additional extension, adding a second story means invading is no longer practical, since the invasion comes under such a severe attack.]]
Shape
8. Family feuds: taboo
[[The principle of the shape section is that every stone needs to be 100% efficient. Sometimes this means making your local string of stones efficient (this is what I usually think of as "shape"), but global efficiency is also important. A stone that starts a "family feud" is globally inefficent in the same way that capturing in a ladder or fighting a ko is inefficient: Whatever strength you gain on one side loses its efficiency when the enemy leans on one group, gaining some strength, and then returns to attack the original group. When you play both sides of the "family feud," your position just gets ridiculous. Ways to avoid family feuds: (i) Completely sacrifice one side, if profitable. (ii) Play a shy-looking move that threatens to move in two different directions. Now attacking one of the other groups doesn't put any pressure on the first group (which now aims in the other direction), so the global efficiency of your position is fine. (iii) Where there is only one group you're worried about damaging, move in the opposite direction - or play an inducing move that strengthens the second group and then "forces" you to move the first group in the opposite direction.]]
9. Hane at the head: taboo
[[The most efficient way for a group to develop is by extending or jumping from it's head/nose. The hane at the head, then, removes the most efficient way for a group to develop. It's best to stay ahead (or hane, if possible) even if that means giving the opponent a wall that can subsequently be used in an attack.]]
10. Empty triangle: taboo
[[Here the emphasis is on learning how to move out with 1-point jumps from two stones, rather than empty triangles.]]
11. ??? (Dont' push from behind)
[[This is tightly connected to the taboo on getting hane'd at the head. If you can extend in two different directions, extend in the one that puts you ahead. If you can jump ahead, jump ahead. If you can push from behind once and then jump ahead, do that. If there's no chance of getting ahead, don't push at all: play one of the shy looking moves that looks to two different directions. Now the opponent has no obvious efficient move.
12. Atari: taboo
[[Atari isn't taboo per se, of course, but the key point here is that if you ultimately need to defend cutting points or need to extend in a certain direction, do that first. Even if the extension doesn't threaten a ladder, (like the shy moves) the calm extension/connection leaves the opponent without an obviously strong response: strengthening himself locally is gote. Sometimes the unnecessary atari is strengthening the opponent in coming fighting, sometimes its strengthening his territory and turning a position with lots of bad aji into secure territory.]]
13. Permitting ponnuki: taboo
[[The key point seems to be that the ponnuki is both very secure (easy eyespace) and very developmental (lots of good direction to make jumps from all those kosumi.) Otake even praises the ponnuki-in-ko, which I've always found unhelpful. He specifically criticizes not taking the side the opponent offers in a sacrifice-cut-and-ladder-capture on the second line: it is not the corner that is big or the side that is big, but the sturdy, fast ponnuki that is big, compared to a heavy, slow full triangle. Loons told me this just the other day, but I was too stupid to believe him.]]
Strategy
14. ??? (Steal the base)
[[In practice, stealing the base always means blocking off access to the corner. The corner is always bigger, not just because there are points there, but because there's so much stability and security at stake. And stabilizing in the corner is forever. Once you let a group have "a little bit" of access to the corner, whatever attacking moves the you try on the outside, it can get even more stable by burrowing further into the corner. When you block of the corner and force a group into the center, whatever attacking moves you had in the center will still apply pressure, but if you play at attacking move in the center while the corner is still open, the group can stabilize completely in sente and the attack is over. Blocking off the corner is also a classic example of a profitable attack, of course. -- I realize now that the corner-blocking moves that I'm generally reluctant to play - the 2-3 and, later, the 2-4 - aren't really oyose moves, they're moves that should be played as soon as it's even mildly consistent with the strength of the groups.]]
15. Kill two birds with one stone
[[ Combine pincers with side extensions, safety extensions with approaches, safety extensions with side extensions, counter-pincers with side extensions, profit with attack, expanding moyos with reducing moyos, etc. Especially important to think about your opponent's dual-purpose moves, too: for example, you might want to avoid giving him a pincer-cum-side-extension by splitting or approaching from the other side instead.]]
16. Don't touch weak stones
[[Clear enough. Two interesting points: first, after an approach-pincer-double approach (or -invasion), I think of the side I want to block on as "the side that already has an extension in place." But Otake encourages me to see that I am blighting the already weak (pincered) stone by staying away from it, whereas when I block the other way I am encouraging him to strengthen the weak stone and leaving my wall facing a light stone. Second, when you have weak stones on either side of a position, it's best, again, to make one of those non-committal shy moves (rather than leaning on, and strengthening, one weak group to have thickness to attack the other). Now strengthening either side is less of a good move, and the other side is still open to pressure.]]
17. Avoid solidity
[[This is the absolute converse of using thickness to attack. Any extension towards a solid position invites an invasion, because even a two-space extension is weak if the opponent is thick. In a sample diagram with 9 spaces between W 3-3 in the UL and black thickness in the LL, anything further than an ogeima extension invites a favorable black invasion. The fact that B has room for a "big" extension is irrelevant: the thickness was going to become profit somehow, and extending from it, even with a 4-space jump, is extremely overconcentrated. (Developing a wall from that position is ~1 pt. per stone.) Even if the opponent is not thick but merely solid, you need to hang back when trying to develop territory, because even a minimally successful invasion leaves you with nowhere to recoup the loss. This needs to be combined with the 3* line/4* line principle: if your position faces entrenched enemy stones, you can't develop ambitiously (the counter-invasion leaves you with nowhere to use your thickness), so you need to make a small extension, so you can't recoup the costs of playing on the 4* line to begin with, so you should play on the 3* line and take sente. Similar synergy with the pincer principle: if your opponent is approaching from thickness, any extension you make from a pincer is approaching thickness, so pincering ultimately commits you to making a bad move. And so on.]]
18. Thickness --> attack
[[This actually comes before "Avoid solid positions." Everyone understands the basic point, although there is a great diagram illustrating it: if there is a B ponnuki in the UR and a W high shimari in the LR, B's thickness is completely wasted unless there's a fight: if they share the side, it looks like B has practically wasted two moves. However, not all influence is thick: it the wall is short, flanked, under-cut, or has a tenuous connection the eyespace is bad and it needs an extension to become thick. Using thickness to attack means that it's much better to let your opponent make a comfortable extension towards your thickness than a narrow extension towards your unprotected underbelly.]]
19. Reduce lightly
[[Reducing lightly has two components: first, reduce lightly instead of invading deep; secondly, once you've started the reduction and forced the moyo low, "skip away". Importantly, a (strategically) light reduction has the potential to become a very sturdy invasion if the opponent is obstinate. (Think of tewari on an invasion. If you invade deep, he would never respond by expanding the moyo, inviting you to jump up: instead he would cap, and drive you towards thickness. But if you play to reduce and he tries to attack by expanding the moyo, you dive down, and that is exactly what has happened.) Otake doesn't say much about why reductions should be tactically light (e.g., he prefers the "light" trapezoid-with-ogeima to the standard trapezoid-with-keima shape). The opponent will make some territory with his moyo. He invested many stones it it, while you were playing elsewhere. The light reduction just fouls up the developmental potential of the moyo.]]
20. Abandon stones
[[Kikashi are free moves: you get some small advantage without strengthening the opponent. If you defend them you either lose sente, or worse, lose gote!

That is, when the position calls for defending a key point and use your gote to defend the kikashi stone instead, you've made a huge mistake. Worst of all is when you take a forcing move and, by adding an extra stone, turn it into a target. --- However, just because a stone is forcing doesn't mean that it's not strategically crucial. Stones that allow weak groups to settle in the corner are crucial. Cutting stones can also be crucial. If you are in a position where playing kikashi forces you to defend the stone, it may be better to preserve the aji by blocking/connecting/etc. without forcing the opponent to strengthen himself.--- And as there are strategically vital kikashi, there are meaningless clumps of stones that aren't kikashi. Letting the opponent surround five shapeless stones in exchange for a clean, thick wall is far better than trying to save the clump and saddling yourself with a weak group.]]