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+<TITLE>GNU Shogi manual: Winning the game</TITLE>
-<TITLE>GNU Shogi manual - Handicaps</TITLE>
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-
-
-<H3><A NAME="SEC14">Handicaps</A></H3>
-<P>
-<A NAME="IDX11"></A>
-
-
-<P>
-Unlike international chess, shogi has a well-established handicap system
-which is used when players of different strengths play against each
-other. Handicaps range from small to huge, which makes it possible for
-weak players to play against even very strong players and have an even
-chance of winning.
-
-
-<P>
-Shogi players are ranked as follows: the weakest rank is around 15
-"kyu", which represents a beginner. 14 kyu is higher than 15 kyu, 13
-kyu is higher still, and so on until you get to 1 kyu. The next highest
-rank is 1 "dan", followed by 2 dan, 3 dan and so forth. The highest
-amateur rank is 6 dan; professionals go up to 9 dan. However,
-professional ranks are not the same as amateur ranks; a professional 1
-dan is <EM>much</EM> stronger than an amateur 1 dan. This system is
-similar to that used by go players (and also other Japanese sports such
-as karate).
-
-
-<P>
-A handicap consists of the stronger player playing White and removing
-one or more pieces from his side of the board at the start of the game.
-These pieces are permanently removed from play; they are not in hand.
-
-
-<P>
-The following is a list of the accepted handicaps, from weakest to
-strongest. The degree of the handicap, represented by the position in
-the list, represents the difference in rank between the two players for
-which the handicap is appropriate. These rules are taken from the books
-"Shogi for Beginners" by John Fairbairn and "The Art of Shogi" by
-Tony Hoskings (see section <A HREF="gnushogi_19.html#SEC22">References and links</A>) and, I believe, represent
-current Japanese practice.
-
-
-
-<OL>
-
-<LI>
-
-The stronger player removes his left lance (on 1a).
-
-<LI>
-
-The players play a two-game match; in the first game the stronger player
-removes his left lance (on 1a), while in the second game he removes his
-bishop.
-
-<LI>
-
-The stronger player removes his bishop.
-
-<LI>
-
-The stronger player removes his rook.
-
-<LI>
-
-The stronger player removes his rook and left lance.
-
-<LI>
-
-The players play a two-game match; in the first game the stronger player
-removes his rook and left lance (on 1a), while in the second game he
-removes his rook and bishop.
-
-<LI>
-
-The stronger player removes his rook and bishop. This is usually called
-a "two-piece" handicap.
-
-<LI>
-
-The stronger player removes his rook, bishop, and both lances. This is
-called a "four-piece" handicap.
-
-<LI>
-
-The stronger player removes his rook, bishop, both lances, and both
-knights. This is called a "six-piece" handicap.
-
-<LI>
-
-The stronger player removes his rook, bishop, both lances, both knights,
-and both silvers. This is called an "eight-piece" handicap.
-
-</OL>
-
-<P>
-Another advantage of playing handicap games is that the handicaps alter
-the optimal strategy for both players. For instance, handicaps all have
-their own opening lines which may bear little or no resemblance to those
-used in non-handicap shogi. This means that when learning handicap
-shogi, you are essentially learning completely new games which use the
-same equipment!
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+<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="gnushogi_6.html#SEC6"> Up </A>]</TD>
+<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="gnushogi_15.html#SEC15"> >> </A>]</TD>
+<TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="gnushogi.html#SEC_Top">Top</A>]</TD>
+<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="gnushogi_toc.html#SEC_Contents">Contents</A>]</TD>
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+<HR SIZE=1>
+<H3> 2.1.5 Winning the game </H3>
+<!--docid::SEC11::-->
<P>
-The reader may wonder how on earth a player giving an eight-piece
-handicap, say, could possibly hope to win. Don't forget, though, that
-in shogi the opponent's pieces can be captured and then become part of
-one's own army. Thus, if the opponent plays badly enough, the number of
-pieces will soon even out.
-
-<P></P><HR>
- [<A HREF="gnushogi_toc.html">Contents</A>]   [<A HREF="gnushogi_10.html">Back</A>]   [<A HREF="gnushogi_10.html">Prev</A>]   [<A HREF="gnushogi_4.html">Up</A>]   [<A HREF="gnushogi_12.html">Next</A>]   [<A HREF="gnushogi_12.html">Forward</A>]  
+A game of shogi is won by capturing the opponent's king. In general,
+this is done by checkmating the king: attacking the king in such a way
+that the king cannot be defended no matter what the defending player
+moves. Note, though, that there is no rule that requires a player to
+defend a king which is being attacked. However, if he does not defend
+his king, the opponent is entirely free to capture it on the next move,
+thus winning the game. As in international chess, in practice most
+games end by resignation when one player realizes that he cannot escape
+checkmate.
+</P><P>
+
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