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- - -

Sample game

-

- - - -

-This game was annotated by Pieter Stouten (see section References and links). 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. - - -

-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. - - -

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-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. - - -

- Pieter Stouten, 14th May 1990. - - -

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-Black: Michael Trent (1-dan). White: David Murphy (2-dan). - - -

- 1. P2f P3d 2. P2e B3c
-[ 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. ] - - -

- 3. P7f P4d
-[ 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. ] - - -

- 4. S4h R3b 5. P3f S4b 6. K6h K6b
-[ 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". ] + + + + + + -

- 7. K7h K7b 8. P5f P5d 9. G4i-5h G4a-5b
-[ Both players use their second gold general to build their castle. ] - - -

- 10. S6h
-[ 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. ] - - -

- 10... S5c 11. P1f P1d
-[ 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. ] - - -

- 12. P4f K8b 13. N3g S7b
-[ 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. ] - - -

- 14. P4e R4b
-[ 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. ] - - -

- 15. Px4d Sx4d 16. P*4e S5c
-[ 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. ] - - -

- 17. Bx3c+ Nx3c 18. P2d Px2d
-[ 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. ] - - -

- 19. Rx2d Nx4e 20. Nx4e Rx4e 21. R2a+ P*4g
-[ 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. ] - - -

- 22. Sx4g P*4f 23. B*3g Px4g+ 24. +Rx6a +Px3g
-[ 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. ] - - -

- 25. +Rx5b S*6b
-[ 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. ] - - -

- 26. P*4f Rx4f
-[ 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. ] - + + + + + + + + + + + + +
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+


+

2.1.7 Handicaps

+

- 27. N*6e +P4g
-[ White cannot defend anymore, so he starts a desperate attack. Black -does not lose the right track, however. ] +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. +

-

- 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
-[ White resigns here, because after 36... B*8g 27. K7g his attack has -petered out. ] +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 much stronger than an amateur 1 dan. This system is +similar to that used by go players (and also other Japanese sports such +as karate). +

+ +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. +

+ +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 5. References and links) and, I believe, represent +current Japanese practice. +

+ +

    + +
  1. +The stronger player removes his left lance (on 1a). +

    + +

  2. +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. +

    + +

  3. +The stronger player removes his bishop. +

    + +

  4. +The stronger player removes his rook. +

    + +

  5. +The stronger player removes his rook and left lance. +

    + +

  6. +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. +

    + +

  7. +The stronger player removes his rook and bishop. This is usually called +a "two-piece" handicap. +

    + +

  8. +The stronger player removes his rook, bishop, and both lances. This is +called a "four-piece" handicap. +

    + +

  9. +The stronger player removes his rook, bishop, both lances, and both +knights. This is called a "six-piece" handicap. +

    + +

  10. +The stronger player removes his rook, bishop, both lances, both knights, +and both silvers. This is called an "eight-piece" handicap. +

    + +

+

+ +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! +

+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. +

-


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