<HTML>
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<!-- Created on July, 7 2004 by texi2html 1.64 -->
+<!--
+Written by: Lionel Cons <Lionel.Cons@cern.ch> (original author)
+ Karl Berry <karl@freefriends.org>
+ Olaf Bachmann <obachman@mathematik.uni-kl.de>
+ and many others.
+Maintained by: Olaf Bachmann <obachman@mathematik.uni-kl.de>
+Send bugs and suggestions to <texi2html@mathematik.uni-kl.de>
+
+-->
<HEAD>
-<!-- Created by texi2html 1.57 from gnushogi.texinfo on June 29, 1999 -->
-
-<TITLE>GNU Shogi manual - Mating problems</TITLE>
-</HEAD>
-<BODY >
- [<A HREF="gnushogi_toc.html">Contents</A>]   [<A HREF="gnushogi_13.html">Back</A>]   [<A HREF="gnushogi_13.html">Prev</A>]   [<A HREF="gnushogi_3.html">Up</A>]   [<A HREF="gnushogi_15.html">Next</A>]   [<A HREF="gnushogi_15.html">Forward</A>]  <BR><HR><BR>
+<TITLE>GNU Shogi manual: Notes for chess players</TITLE>
+<META NAME="description" CONTENT="GNU Shogi manual: Notes for chess players">
+<META NAME="keywords" CONTENT="GNU Shogi manual: Notes for chess players">
+<META NAME="resource-type" CONTENT="document">
+<META NAME="distribution" CONTENT="global">
+<META NAME="Generator" CONTENT="texi2html 1.64">
-<H2><A NAME="SEC17">Mating problems</A></H2>
+</HEAD>
-<P>
-One good way to improve at shogi is to solve mating problems. There are
-several types of these problems, but the most common is called a
-"tsume-shogi" problem, or "tsume" problem for short. In a tsume
-problem, all pieces that are not on the board are assumed to be in the
-opponent's hand (except for your King, which is usually not shown).
-Every move you make must be check until the final checkmate. Your
-opponent may play any piece on the board or drop any of his pieces in
-hand in order to prevent the mate. In a properly constructed tsume
-problem, all of your pieces on the board and in hand must be essential
-to the solution. One consequence of this is that all of your pieces in
-hand must be played during the solution. There should only be one
-correct solution for the given number of moves. Tsume problems use
-Japanese-style move numbering; thus, a problem where you move (and give
-check), your opponent moves, and you move to give checkmate is called a
+<BODY LANG="" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#800080" ALINK="#FF0000">
-three-mover. Here is a really trivial three-mover:
+<A NAME="SEC14"></A>
+<TABLE CELLPADDING=1 CELLSPACING=1 BORDER=0>
+<TR><TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="gnushogi_13.html#SEC13"> < </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">[<A HREF="gnushogi_5.html#SEC5"> << </A>]</TD>
+<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>
+<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="gnushogi_24.html#SEC24">Index</A>]</TD>
+<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="gnushogi_abt.html#SEC_About"> ? </A>]</TD>
+</TR></TABLE>
+<HR SIZE=1>
+<H3> 2.1.8 Notes for chess players </H3>
+<!--docid::SEC14::-->
<P>
-<PRE>
- 3 2 1
-----------------+
- | | | | a
-----------------+
- | | | wK | b
-----------------+
- | | | | c
-----------------+
- | bN | | | d
-----------------+
- | | | | e
-----------------+
- | | bN | | f
-----------------+
+Here are a few miscellaneous things that may confuse chess players.
+Some of these have been mentioned elsewhere, but they bear repeating.
+</P><P>
-Black in hand: S, G
+<OL>
+<LI>There is no queen.
+<P>
-</PRE>
+<LI>Pawns capture the same way they move. There is no initial
+two-space pawn move and no <EM>en-passant</EM> move.
+<P>
+<LI>There is no special castling move. There <EM>are</EM> a large
+number of possible defensive formations referred to as "castles"
+(see section <A HREF="gnushogi_15.html#SEC15">2.2 Sample game</A>) but there is no need for special moves to create
+them.
+<P>
+<LI>A given piece can only promote to <EM>one</EM> other kind of piece.
<P>
-Here, Black plays G*2b, White plays K1c, and Black plays S*1d mate.
-More typical tsume problems range from 5 moves to arbitrarily high
-numbers of moves, and they can be quite brain-busting. Tsume problems
-may seem artificial, but in the closing stages of the game where both
-players have a lot of pieces in hand, it is often necessary to give
-check at every move, or else your opponent will start a counterattack
-and will mate you before you mate him. A tsume problem is a worst-case
-scenario for the attacker: you have to mate your opponent even though he
-has every piece not on the board in hand, which means you have to
-develop sharp attacking skills. Many more tsume problems can be found
-on the internet; I particularly recommend Patrick Davin's "Shogi
-Nexus" (see section <A HREF="gnushogi_19.html#SEC22">References and links</A>).
+</OL>
+<P>
-<P></P><HR>
- [<A HREF="gnushogi_toc.html">Contents</A>]   [<A HREF="gnushogi_13.html">Back</A>]   [<A HREF="gnushogi_13.html">Prev</A>]   [<A HREF="gnushogi_3.html">Up</A>]   [<A HREF="gnushogi_15.html">Next</A>]   [<A HREF="gnushogi_15.html">Forward</A>]  
+<A NAME="Sample game"></A>
+<HR SIZE=1>
+<BR>
+<FONT SIZE="-1">
+This document was generated
+by <I>Michael C. Vanier</I> on <I>July, 7 2004</I>
+using <A HREF="http://www.mathematik.uni-kl.de/~obachman/Texi2html
+"><I>texi2html</I></A>
</BODY>
</HTML>