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+GNU Shogi manual: Notes for chess players + + + + + -

Mating problems

+ -

-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 + -three-mover. Here is a really trivial three-mover: + + + + + + + + + + + +
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+

2.1.8 Notes for chess players

+

-

 
-   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.
+

-Black in hand: S, G +

    +
  1. There is no queen. +

    -

+
  • Pawns capture the same way they move. There is no initial +two-space pawn move and no en-passant move. +

    +

  • There is no special castling move. There are a large +number of possible defensive formations referred to as "castles" +(see section 2.2 Sample game) but there is no need for special moves to create +them. +

    +

  • A given piece can only promote to one other kind of piece.

    -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 References and links). + +

    -


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    + +This document was generated +by Michael C. Vanier on July, 7 2004 +using texi2html