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+<TITLE>GNU Shogi manual: Sample game</TITLE>
-<TITLE>GNU Shogi manual - Shogi variants</TITLE>
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-
-
-<H2><A NAME="SEC18">Shogi variants</A></H2>
-<P>
-<A NAME="IDX13"></A>
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-
-
-<P>
-Several historical variants of shogi exist. Most of these were invented
-before modern shogi (in some cases hundreds of years before), are much
-larger than modern shogi and are not played with drops. Thus, in many
-ways they are really more like giant chess games than like modern shogi.
-The only one of these games to have survived in Japan is Chu (middle)
-shogi, which is still played a little bit. Thanks to the efforts of
-George Hodges and John Fairbairn of the Shogi Association (two British
-shogi enthusiasts), these games were resurrected and rules and sets for
-them can still be purchased from George Hodges (see section <A HREF="gnushogi_19.html#SEC22">References and links</A>). I hope to eventually extend GNU shogi so that it can play at
-least some of these games. There are also several non-historical
-variants of shogi; I don't know much about them but you can find
-information about them on the internet (see section <A HREF="gnushogi_19.html#SEC22">References and links</A>).
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+<HR SIZE=1>
+<H2> 2.2 Sample game </H2>
+<!--docid::SEC15::-->
<P>
-The historical variants include:
-
-
-
-<OL>
-
-<LI>
-
-Tori (bird) shogi, played on a 7x7 board with 32 pieces in all; this is
-the only variant that is known to have been played with drops.
-
-<LI>
-
-Wa shogi, played on an 11x11 board with 54 pieces. This game can be
-played with or without drops but the historical evidence favors the view
-that it was played without drops. However, most people who have tried
-it claim it is a much better game with drops, being even more intricate
-than standard shogi.
-
-<LI>
-
-Chu (middle) shogi, played on a 12x12 board with 92 pieces. This was
-(and is) by far the most popular of the variants, and has 21 different
-kinds of pieces in the starting line-up alone (along with several others
-that appear upon promotion). Unlike modern shogi, there are a
-tremendous number of ranging pieces and the game is definitely not
-played with drops. There is also an amazing piece called the Lion which
-has a double king move and can capture two pieces at once! Chu shogi
-has a small but fanatical following, some of whom consider it better
-than modern shogi.
-
-<LI>
-
-Dai (great) shogi, played on a 15x15 board with 130 pieces. Other than
-the larger board, this game is very similar to Chu shogi.
-
-<LI>
-
-Tenjiku (exotic) shogi, played on a 16x16 board with 176 pieces. This
-game is possibly the most complex tactical game in existence. There are
-many astoundingly powerful pieces, including one (the Fire Demon) that
-can capture up to eight opposing pieces in a single move! Despite the
-size of the game, checkmates can occur very suddenly (and often very
-early on) if one player makes a wrong move. Tenjiku also has a small
-but fanatical following, one of whom (Colin Adams) has written a book on
-the game which is available for download at
-<A HREF="http://www.colina.demon.co.uk/tenjiku.html">http://www.colina.demon.co.uk/tenjiku.html</A>.
-
-<LI>
-
-Dai-dai (great-great) shogi, played on a 17x17 board with 192 pieces.
-The opening setup alone has 64 different kinds of pieces! This game and
-the larger ones that follow sound pretty outlandish, but they have
-actually been played; a game of Dai-dai can supposedly be played in
-about 12 hours.
-
-<LI>
-
-Maka-dai-dai (great-great-great) shogi, played on a 19x19 board with 192
-pieces. For those for whom Dai-dai shogi is just too small :-)
-
-<LI>
-
-Tai (grand) shogi, played on a 25x25 board with 377 pieces! Until
-recently, this was thought to be the biggest chess game ever devised,
-but now there is...
-
-<LI>
-
-Kyoku tai (extremely grand?) shogi, played on a 36x36 board with 402
-pieces. The rules for this have just been unearthed in an old Japanese
-book. Hopefully someone will soon organize a postal Kyoku tai shogi
-championship; maybe their distant ancestors could finish it :-)
-
-It is thought that the really huge games (Dai-dai and up) were never
-really played to any significant extent (gee, wonder why?) and were
-devised merely so that the creators could have the fun of inventing
-enormous games, amazing their friends and confounding their enemies.
-However, the games up to Tenjiku shogi at least appear to be quite
-playable, assuming one has the time.
-
-</OL>
-<P></P><HR>
- [<A HREF="gnushogi_toc.html">Contents</A>]   [<A HREF="gnushogi_14.html">Back</A>]   [<A HREF="gnushogi_14.html">Prev</A>]   [<A HREF="gnushogi_3.html">Up</A>]   [<A HREF="gnushogi_16.html">Next</A>]   [<A HREF="gnushogi_16.html">Forward</A>]  
+This game was annotated by Pieter Stouten (see section <A HREF="gnushogi_21.html#SEC21">5. References and links</A>). I have made some minor corrections. Note that captures are
+denoted by the "x" symbol e.g. Rx3f and drops are denoted by the "*"
+symbol e.g. R*3f. Check is indicated by a "+" after the move,
+e.g. R3f+. I recommend you use gnushogi/xshogi to play along with this
+game. In xshogi simply hit the "Force Moves" button after starting
+up, while in gnushogi enter the word "force" at the prompt. This will
+allow you to enter moves for both sides.
+</P><P>
+
+Note also that the move numbering system used here is the chess-type
+system where one move means one move by each player. The Japanese count
+one move made by each player as two moves.
+</P><P>
+
+---------------------------------------------------------------------------
+</P><P>
+
+Below you will find (the English translation of) an annotated game which
+was published in the Dutch Shogi magazine "81" and in the Dutch
+beginners booklet. It has proven to be a very useful game to explain
+some basic principles of Shogi. Also, it is a rather straightforward
+game compared to professional games where in most cases very diffuse
+middle game fights take place.
+</P><P>
+
+ Pieter Stouten, 14th May 1990.
+</P><P>
+
+---------------------------------------------------------------------------
+</P><P>
+
+Black: Michael Trent (1-dan). White: David Murphy (2-dan).
+</P><P>
+
+ 1. P2f P3d 2. P2e B3c <BR>
+[ This move is necessary, as otherwise white can exchange pawns: 3. P2d
+Px2d 4. Rx2d. He would thus get a pawn in hand and open up his rook
+file. ]
+</P><P>
+
+ 3. P7f P4d <BR>
+[ White closes the bishop diagonal again. He plans to play ranging rook
+(the rook goes to 5b, 4b, 3 or 2b; a defensive strategy) and in that
+case he'd better avoid an exchange of bishops. One of the reasons is
+that he will have problems developing his pieces without leaving holes
+for bishop drops. ]
+</P><P>
+
+ 4. S4h R3b 5. P3f S4b 6. K6h K6b <BR>
+[ In general the rook plays an important role in the attacks. It is
+wise to move the king away from the area where the initial fights will
+be and both players act according to the Shogi proverb "keep the rook
+and king apart". ]
+</P><P>
+
+ 7. K7h K7b 8. P5f P5d 9. G4i-5h G4a-5b <BR>
+[ Both players use their second gold general to build their castle. ]
+</P><P>
+
+ 10. S6h <BR>
+[ In itself this move is not bad. However, it will become clear that
+black plans a quick attack and in that case it is wiser to omit this
+move. ]
+</P><P>
+
+ 10... S5c 11. P1f P1d <BR>
+[ The advance of the edge pawns must be timed very well. The remark at
+black's tenth move applies here too: this move is good if black wants to
+play a slow game, because it eliminates a future B1e. ]
+</P><P>
+
+ 12. P4f K8b 13. N3g S7b <BR>
+[ Black develops his knight in order to start an attack over the second,
+third and fourth files. White strengthens his king's position and
+awaits the attack. He aims at a counterattack as soon as black has
+broken through into the white camp. Probably white's breakthrough will
+take place later, but he has good compensation in the form of a stronger
+castle. This theme occurs very often in static rook versus ranging rook
+games. ]
+</P><P>
+
+ 14. P4e R4b <BR>
+[ Black starts his attack and white puts up a very passive defence. His
+rook has a hard task now to penetrate the black position. Moreover, he
+blocks his own bishop. It seems much better to start a counterattack
+with 14... P3e, later to be followed by B2b, B5a or Bx4d in order to use
+his rook more actively. ]
+</P><P>
+
+ 15. Px4d Sx4d 16. P*4e S5c <BR>
+[ 16... Sx4e is more active. A silver general is normally more valuable
+than a knight, but white gets two pawns in hand and black none, while
+the knight might come in handy for white too. ]
+</P><P>
+
+ 17. Bx3c+ Nx3c 18. P2d Px2d <BR>
+[ Black threatens to break through and white has to consider taking the
+pawn on 2d or starting a counterattack with Nx4e. If he chooses the
+latter, black can play Px2c+ followed by +P3c. The disadvantage is the
+black "tokin" (=promoted pawn) that white will get in his camp; the
+advantage is that it will cost black two more moves to promote his rook.
+Because white did not trust that the result after engaging in a
+"semeai" (=mutual attack) with 18...Nx4e would give a positive result,
+he captured the pawn on 2d. Making the right decision in moments like
+this often makes the difference between a win and a loss: miss one
+attacking chance and you will be forced to defend the whole game until
+the unavoidable defeat; on the other hand, an unsound attack can destroy
+all "aji" (=potential, meaning possibilities, threats) without getting
+anything in return. ]
+</P><P>
+
+ 19. Rx2d Nx4e 20. Nx4e Rx4e 21. R2a+ P*4g <BR>
+[ Now it becomes clear why black's 10. S6h was not good. Had this move
+been omitted, then white would not have had the time to play 13... S7b
+and after R2a+ the gold on 6a would hang. Thus black would have kept
+"sente" (=initiative). Instead of 21... P*4g, B*6d is a very good
+move, because after 22. P*2h black does not have a pawn in hand anymore
+and he is being threatened with the annoying 22... N*4f 23. G5g N3h+
+24. S4g +N4h also. Black can also counter 21... B*6d with 22. N*3g.
+White would then reply with 22... R4b 23. B*3c P*4g 24. Bx4b+ Sx4b. The
+white rook has played its role and instead of spending moves on saving
+it white starts to scatter black's defences by successive pawn drops on
+the fourth file: 25. Gx4g P*4f 26. G5g N*6e 27. G5h P4g+ 28. Gx4g P*4f.
+This analysis was provided by Kato Hifumi, 9-dan professional (the
+highest regular grade). Destroying the coherence of the enemy pieces
+(their shape) by dropping pawns is one of the most important Shogi
+techniques. With the actual move 21... P*4g white missed a good
+chance. ]
+</P><P>
+
+ 22. Sx4g P*4f 23. B*3g Px4g+ 24. +Rx6a +Px3g <BR>
+[ 23. B*3g seems pointless, but a closer look reveals that it is
+actually quite mean. On move 24 white cannot capture black's "Ryu"
+(=dragon =promoted rook) with his silver: 24... Sx6a 25. N*7d K7b
+26. G*8b mate. By attacking the front of the white castle and
+threatening to mate him there, black has the chance to break down the
+white defences from the side. ]
+</P><P>
+
+ 25. +Rx5b S*6b <BR>
+[ Here 25... B*4d would be much better, because it is defensive and
+attacking at the same time. After e.g. 26. G*4c Bx9i+ 27. Gx5c black
+threatens 28. +Rx7b Kx7b 29. S*6a K8b 30. S*7a Kx7a 31. G*7b mate.
+White is one move quicker, however. He has the following beautiful
+"tsume" (mating sequence where every move is check): 27... N*8f 28. Px8f
+S*8g 29. Kx8g B*9h 30. K7h Bx8i+ 31. K8g +B8i-8h 32. K9f L*9e mate.
+This illustrates the sharpness of Shogi: one move can make the
+difference between winning and losing. ]
+</P><P>
+
+ 26. P*4f Rx4f <BR>
+[ This move eliminates white's last chances. 26... R4b 27. +Rx4b Sx4b
+28. R*4a seems annoying, but after 28... B*3c 29. S7g B*3b white wins
+the rook and with his "tokin" on 3g there still is some hope. ]
+</P><P>
+
+ 27. N*6e +P4g <BR>
+[ White cannot defend anymore, so he starts a desperate attack. Black
+does not lose the right track, however. ]
+</P><P>
+
+ 28. Nx5c+ +Px5h 29. +Nx6b +Px6h 30. Gx6h N*8f 31. Px8f B*6i 32. Gx6i
+ R4h+ 33. N*6h +Rx6h 34. Gx6h S*8g 35. Kx8g N*9e 36. K7h Resigns <BR>
+[ White resigns here, because after 36... B*8g 27. K7g his attack has
+petered out. ]
+</P><P>
+
+<A NAME="Mating problems"></A>
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