X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=doc%2Fgnushogi_14.html;h=6058e6d4b11e07a23b67a547597359a26a9b641f;hb=89b2fc0e2d267a6bea4697ee655dc32ef5afb087;hp=7ee806c87165541ca4de85a39305f7b3255230e7;hpb=8ae7e7d1b257ef36d8a9fd1cd88807954ef10764;p=gnushogi.git diff --git a/doc/gnushogi_14.html b/doc/gnushogi_14.html index 7ee806c..6058e6d 100644 --- a/doc/gnushogi_14.html +++ b/doc/gnushogi_14.html @@ -1,72 +1,77 @@ + + +
- - --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: + +[ < ] | +[ > ] | +[ << ] | +[ Up ] | +[ >> ] | +[Top] | +[Contents] | +[Index] | +[ ? ] | +
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- 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 +
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- There is no queen. +
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-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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