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Cover Page. This document is formatted in 24 pt. All About the Shogi Pieces Articles from Shogi magazine. March 2021 Table of Contents [3] Introduction. [8] All About the King. [31] All About the Bishop. [66] All About the Gold. [89] All About the Silver. [105] All about the Lance. [117] All About the Knight. [148] Glossary of Shogi Terms. [154] Computer Shogi. [165] Shogi Equipment. [169] Bibliography and other Shogi Resources. Introduction. This document is an edited compilation of a series of articles about the individual Shogi pieces from Shogi magazine.1,2 The articles are by by Teruichi Aono and Harada Yashou (trans. John Fairbairn). The articles concentrate on acquiring a feel for a piece rather than rote learning of difficult and unnecessary details. I am grateful to the copyright owners for granting permission to make this compilation available to a wider audience. The rationale for creating the document in the first place was that I wished to gather together in one convenient place, otherwise scattered material in order that I could easily carry the material around with me when traveling. My editing has been as 'light' as possible: In order to achieve a consistent and 'sensible' layout in this document, I have made some changes in the numbering and position of the diagrams in the original texts – within each section, diagrams are numbered: Figure 1, Figure 2, etc. In some cases, I have introduced additional diagrams (in particular where alternatives to 1 Material adapted from Shogi magazine issues 16-20, 30. Originally published by George Hodges from 1976-1987. Shogi magazine is available as a zipped download. Details from: https://tinyurl.com/ShogiPriceList. 2 As far as I can see, there were no articles in this series dealing with the Rook or with the Pawn. the main line are explored) – these are usually labeled: Figure 1a, Figure 1b, etc. I have also introduced a little more Japanese terminology than in the originals, though not I hope to excess (see p.i148 for a glossary of Japanese terms). For the purposes of clarity, I have taken some long sequences of moves out of the text, numbered them, and presented them separately. I have numbered sequences of moves individually, in order to facilitate playing through the sequences with a Shogi program such as Shogidokoro (p.i154). Playing through sequences of moves using Shogidokoro enabled me to detect some errors in the diagrams in the original texts (see next paragraph). Where sequences of moves are left in situ, (usually alternatives to the main line), they are usually flagged with a (Sente), or a (Gote) rather than numbered. I have (silently) made some textual changes in order to clarify the meaning while at the same time trying to retain the sense of the original text. I have corrected the very few textual errors I discovered, and also corrected a few mistakes in the accompanying diagrams (these are usually explained in an accompanying footnote). I have added some general information about Shogi – Computer Shogi, Glossary, Bibliography, equipment suppliers, etc. A significant resource used to create this document has been the Shogi diagram generator at: http://wormz.free.fr/kifugen/ John Fairbairn's original brochure, Shogi – How to play; his book Shogi for Beginners; and Tony Hosking's The Art of Shogi were also consulted while compiling this material. The book Shogi for Beginners is still in print, and is a must for the library of any Shogi enthusiast. This also applies to Tony Hoskings The Art of Shogi. The late George Hodges published Shogi magazine from 1978-1986. A complete run of the 70 issues of the magazine is now available as a zipped download. To get details of how to access these magazines, go to: https://tinyurl.com/ShogiPriceList and use the contact details you will find there. This is a very valuable archive of Shogi material in English. Not used for this document, but also of great interest to aspiring Shogi players is Tony Hoskings 'other' book – 4 Great Games – a survey of Shogi, Chess, Go and Xiang-chi – highly recommended! http://wormz.free.fr/kifugen/ Full details of all sources can be found in the bibliography (p.i169). I have used Open Office to prepare the document in PDF format as this is likely to afford the greatest portability across devices. The document should be easily readable on Windows PCs, Android tablets, Apple laptops iPads, and e-book readers such as the Amazon Kindle. Whichever PDF reader you elect to use,3 it will almost certainly have a 'View Bookmarks' facility which will display a Table of Contents at the side of the display window, allowing easy navigation through the document. The 'hand-crafted' (partial) Table(s) of Contents are provided for the benefit of anyone who chooses to print the document,4 but they are 'active', and clicking on a page number from within a PDF reader will navigate you to the desired page. If you read this document and find any errors, typos, or other schoolboy howlers, please let me know at: rjhare@outlook.com. 3 I use Sumatra – it is small and fast. Available from the PortableApps web site. 4 Try printing 4-up, double sided to save paper... Finally, the image on the cover page is a French advertising card from the early 20th century depicting 'Geishas playing Shogi'. Roger Hare August 2020 All about the King. (Shogi 17, John Fairbairn) All the King's men and all the King's horses couldn't put Humpty together again – think of your King as Humpty Dumpty, take good care of him, and you're well on the way to being a better-than-average Shogi player. Despite the assertions of some, the King is the most important piece on the board. But that does not mean he has to run away all the time – just most of the time. Occasionally (as befits the aristocrat) he may actually do some work himself and contribute to an attack on the enemy King. Of course these Scarlet Pimpernel activities require more than a modicum of skill. Let's see therefore how the masters exploit the full range of one of the most mobile pieces while at the same time wrapping him in cotton-wool. In Fig.i1, Gote has just played the drop R*6h, Sente has to answer this because of the threat of N*5f, but as he has no pieces in hand, the question is how? Figure 1 – up to R*6h A clever move is called for. Think about this yourself, because if you understand this thoroughly you will probably understand all you need to know about the King's move. The correct move for Sente is K3i. This is the only move that frees his Gold (see Fig.i2). Figure 2 – up to K3i If Sente plays K2h (see Fig.i3), the Gold remains pinned, and after N*4e the Silver cannot move without losing the Gold. In Fig.i2 N*5f can be met with G3h (followed by K2h when necessary), and R6i+ is met by K2h, which works now because N*4f does not tie up the Silver. Figure 3 – up to K2h Figure 2 – up to K3i The essential points about the King's move in Fig.i2 are: It takes the King out of the direct line of fire of the major piece (a Rook here), and It allows the generals to move The King's move in Fig.i3 does not allow this. Fig.i4 is another example. Gote's threat here is the joining Pawn attack of P4h; Kx4h, P*4g; Kx4g and Sente's Gold is lost (nb: if Sente answers P*4g with K3i then Rx4i+!). Figure 4 Sente's move is therefore K3h! Now what if Gote plays R6h+? Fig.i5 supplies the answer. Figure 5 – up to R*4h Gote has just played R*4h. In such a position novices tend to play G*6h, no doubt feeling safe with more generals on the board. However, this loses to P5f+. The proper move is K7g!, getting out of the Rook's line of fire. Admittedly Sente's position is not particularly inspiring,but we are talking about best moves in unusual situations. Understanding the King's move on the basis of the two points above will help you in more difficult situations, for instance, as in Fig.i6 where Gote has just played B*5g. Figure 6 – up to B*5g Gote's Bishop and Rook are trained on the Gold at 7i and the threat is Bx7i+; Gx7i, +Rx7i; Kx7i, G*7h mate. The main point is that all of Gote's moves are check. This is the same as being in the line of fire of the major pieces, so the remedy again is to get the King out of the way. The best move is K9h! Now in the event of Bx7i; Gx7i, +Rx7i the King is not in check and this gives Sente the chance to mate with S*9c! ( Kx9c; B*8b, K9b; Bx9a+, Kx9a; L*9c etc.). Note this mate at one side of the board is the direct result of a King move at the other side. In Fig.i7 it is Sente to move – where? K1g gets out of the Rook's path and stops G3g with mate next move. But, as in the previous example, there is a mate against Gote's King: S*1c, Kx1c; B3a+, K2d; S*3e, K2e; P2f – look how the King is used in the mate! Figure 7 Of course in practice, things do not usually fall out as easily as this... ...Consider Fig.i8. Gote's next move is an example of the great skill of the 14th Lifetime Meijin, Kimura Yoshio. Gote has to decide what is the best way to attack, or of course, if there is no attack how he should make good shape to block an attack by Sente. With the advantage of knowing what we are talking about you may not find this so difficult, but you should try to work out the true reasons for Gote's next move, which is – K2b! Figure 8 Gote does not have an immediate attack, especially as his opponent is Oyama, who is famous for conjuring up brilliant defensive moves. But K2b thoroughly scotches any attack Sente may have had. Besides taking the King out of the firing line, though, this move also places it in such an impregnable position that Sente found it impossible even to know how to start mounting an attack. You should now understand the value of the proverb “Early escape by the King is worth eight moves.”. Fig.i9 is a position from a 4-piece handicap game Gote is Iso Kansu, the composer of the famous 611-move mating problem known as 'Smoke'. Sente has just played P7e, which has various threats: if Px7e then R8f and Sente breaks through. If Gx7e then N7g traps the Gold ( P*7f is next). Figure 9 – up to P7e But Gote came up with a famous move worthy of Kanu's brother the Meijin Sokan: K6b. This single move demolishes Sente's prospects on the left. In all likelihood this example will not make a great impression on you unless you study it deeply, in which case you should learn a lot. You will see that the King is being used positively as a piece in its own right. Of course this is commonplace in handicap openings, and this is why it is right to suspect that the example may lack impact. But some-one had to invent this way of playing, and that was Kansu. We have got through nine diagrams and a fair amount of text without mentioning the dreaded sitting King, but despite admonitions to avoid him he is still a frequent sight in the London Shogi Club, so we have to drag this skeleton out of the closet once again... A sitting King is a King left on or near its original position uncastled. It is not just a King left on the centre file, as is commonly thought, for there are some openings (admittedly rather difficult ones) in which the King stays near his original square in the centre. He also has to be unprotected by generals to qualify as a SKFC (Sitting King First Class!). Figure 10 In Fig.i10 Sente is about to play P2d, Px2d; Sx2d, Sx2d; Rx2d, bringing us to Fig.i11: Figure 11 – up to Rx2d This looks promising but Sente has left himself exposed to an elementary counter punch: Gote drops his Bishop on 1e. This is the Rook-and-King fork (otebisha), which has the same degree of notoriety in Shogi as the scholar's mate in Chess. Bishops tend to be exchanged off very early so that a sitting King can be very prone to forks. Indeed the power of the Bishop is such that the King's position in a castle, or his method of moving into it, is often influenced by what is going to happen to the Bishops. A sitting King is also weak against generals or tokins on the third rank or Rooks on the second rank, but we won't labour the point. Just avoid a sitting King! Castles were mentioned in passing two pages back, but you won't find them discussed in detail in this document, though they are clearly relevant. Castles are discussed in detail in another of my reprises of Shogi, Shoten and Shogi World material – space here does not allow duplication. Let's consider a a couple of proverbs: First, “Keep the King and Rook apart.”. The Rook is your main attacking piece. Fighting, and therefore, breakthroughs, come wherever the Rook is. It makes sense then to keep your King out of that area. So far so good. But a question Chess players often pose is why it is alright to place your King on the same side as the opponent's Rook. Possibly the main point they overlook is that there are many more castles in Shogi than in Chess. In Chess, the King is bound by a rigid and weak Pawn structure and the King's movement is limited to one or two spaces. In Shogi, however, it is possible to take advantage of the flexibility to defend more than adequately against a Rook. In fact, in general it is not the head (the front) of the King that is weak, but its ears (the points diagonally forward of it). Only pieces on the ears can be effectively pinned (by the Bishop) and of course it is possible to protect the head with pieces on both sides of the King, whereas the ears can be protected on one side only. There are other reasons that you may like to think about yourself. Another useful proverb is “Drive the King back.”. This is dealt with in detail elsewhere but to summarise, the King is most easily mated on the back ranks because (a) there is less room for him to escape, (b) he is in the opponent's promotion zone; (c) Shogi pieces are powerful going forwards but weak going back. Another piece of sound advice is: “Tie the King up.”, or, if you prefer, to squeeze the King. Briefly, the King is a very mobile piece and difficult to catch once it starts running. Rather than keep on checking the King and thus encouraging him to start running away from your then stranded pieces you should try to place obstacles in the way of the King's escape, gradually narrowing his range of movement. Kill him with a bear hug instead of a clout on the head. As an illustration of this, Fig.i12 is an easy hisshi problem... Figure 12 The answer is G*3b. Moves such as G*6b are vulgar! There is more to say about the King, but as it relates to the King and the Wall Gold, it is deferred to the next section 'All about the Gold'. Finally, some linguistic points. First, some players object to using the term castling in Shogi – in fact, the very same term (nyūjō) has long been used in Shogi. Western Shogi players are not really borrowing from Chess. Second, the difference between ō and gyoku. Until just after WWII both Kings were invariably called, and marked, gyoku ( ), that is the character has an extra dot. This character means jewel, but the full name gyokushō, can aptly be translated as jade general. After WWII newspapers began to use ō, without the dot, for Gote apparently as aid to identification. Sets marked thus began to be used soon after and where used the following rules of etiquette apply. The player of senior status (ie: in a title match, the holder of the title, otherwise the player with the higher grade or, if the grades are equal, the elder – but in some cases other factors may prevail) takes the kamizaor upper seat, that is the best seat furthest from the door. He also gets the ō ( ) whether he is Sente or Gote. However, irrespective of who took gyoku in the actual game, newspapers and magazines will always show Sente having gyoku. There is an exception. In the Ōi tournaments, where the word ō comes in the title, ō is used for both Kings on the board. To round off this section, it might be added that that the rule for nyugyoku (entering Kings) is that in even games once both players have nyugyoku, they may at any time count up according to the conventions of jishogi. What is not clear is is what to do if one person refuses to count up and insists on playing on, even though there is no chance of a win for either player. There are no rules covering this. In professional games it would be unthinkable for one player to be just downright stroppy (Shogi is not Chess!) but in the last entering King draw between Nakahara and Ouchi, Ouchi refused the first request from Nakahara to count up and agreed only after another dozen or so moves. In handicap games there are again no rules covering entering Kings but the convention is for it to be a draw irrespective of the count – provided of course that both players agree. Other useful proverbs arising from the discussion: A King in front of his Pawn is easy meat. Against the Ranging Rook put the King on the 2nd rank. A King in front of a Knight is hard to attack. Keep the King off the Bishop's diagonal. Remember finally to choose your castles with care. In some amateur tournaments in Japan there is a rule that the minimum score to achieve a draw in entering Kings is 27 instead of the usual 24. This is to make it even harder to get a draw. In professional games if entering Kings results in a draw the match is played again. Rules of the different tournaments vary but normally the re-match is played with Sente and Gote reversed and with the amount of time left on the clock from the first game. This also occurs in the case of draws caused by sennichite. Summary. Remember, the King is the most important piece. Keep it out of the line of fire of the major pieces and give the generals room to move. Proverbs covered: A sitting King is a sitting duck. Drive the King back. Early escape is worth eight moves. Keep the King and Rook apart. Squeeze the King. Against an edge King push the edge Pawn. All about the Bishop. (Shogi 16, John Fairbairn) [33] In openings with early fights the Bishop is better than the Rook [37] Oppose Bishop with Bishop. [41] The Bishops diagonal is hard to close [44] In delayed fights the Bishop is the main performer [50] The exchange of Bishops is bad for the Ranging Rook side [54] The watchtower Bishop is often a good move. [58] The Peeping Bishop [60] Wrong-diagonal Bishop [63] The promoted Bishop see-saw. [65] Summary “A weak player loves his Bishop more than his King.”. That is something you never hear, even though the Bishop is just as much a major piece as the novice's favourite piece, the Rook. Novices in fact tend to ignore the Bishop altogether. Yet if they were to learn to use it properly they would only be a short step from Shodan. To help on the way to this magic goal, here is a collec- tion of several maxims and comments from professional games which aim to present a comprehensive picture of what the Bishop can do. Although this picture is pre- sented in a manner which that is suitable for Western novices, a lot of what is said here is based on articles by Harada Yashuo (8-dan). Let's start by reminding ourselves of a very important point: The head of the Bishop is its weak point. Every piece has its weak point (or points). With the Rook and the King it is the 'ears' (kobin), the squares diagonally forward of them. In the case of the Bishop it is the square in front, the head, that is weak. As you probably know already, many opening lines are based on attempts to exploit this defect. But once the Bishop promotes, this defect effectively disappears, which is why it is so valuable to get a promoted Bishop (or Rook) in the opening. Now for the detail: In openings with early fights the Bishop is better than the Rook. This is a very important proverb. Note its full and correct form, although we usually just say: “In the opening the Bishop is better than the Rook.”. Fig.i1 is a Double Ranging Rook opening. Sente has just played 1iP7d, 2iPx7d; 3iRx7d which Gote has answered with 4iP*7c. Figure 1 – up to P*7c Normally Sente would complete this standard little pattern by pulling the Rook back to 7f or 7h, but in this case there is a chance for him to start an early fight to his advantage. Why? Because he will get a Bishop for a Rook. 5iRx4d! 6IBx4d │ 7iBx4d see Fig.i2: Figure 2 – up to 7iBx4d Although Sente has given up a Rook for a Bishop – a loss in most novices eyes – he has gained a Pawn already, and is forking a Lance and yet another Pawn. Promotion, of course, follows next move – if 8iS2b Sente plays 9iBx5c+, 10iR*5e; 11i+Bx6c: very good for Sente – see Fig. 3: Figure 3 – up to 11i+Bx6c Compare how flat-footed Gote's Rook seems. Another way of looking at this proverb is to say that the Bishop is better than the Rook if the generals are still on the back rank. If there is a hole at which the Bishop can drop it has two paths for promoting into or out of the promotion zone compared to the Rook's one. You would do well also to learn an extension of this proverb: that it is generally dangerous for a Ranging Rook side to exchange Bishops. Moving the Rook tends to leave too many holes for a Bishop drop. The Bishop of course, is a powerful forking piece. Incidentally, in the example above Gote's 4iP*7c is obviously misguided. You probably wonder, therefore what he should do. The normal move at that point would be 4iS4b to be followed in due course by S3c and R2b. Oppose Bishop with Bishop. In Fig.i1 Sente has just dropped his Bishop at 5c. Figure 1 – up to B*5c The most obvious replies (for novices) would be S6b, G4b or R5b. But all of these allow Sente to promote his Bishop on 7e or 8f. A promoted Bishop is reckoned to be worth three generals, especially in defence, where it is the most useful piece of all. What else can Gote do? 1i… 2iB*4b 3iBx4b+ 4iGx4b see Fig.i2: Figure 2 – up to 4iGx4b Gote can oppose the Bishop with a Bishop: 2iB*4b. If Sente then exchanges Bishops he can no longer drop at 5c because of the Gold on 4b. Consider Fig.i2 a little longer: Figure 2 – up to 4iGx4b It should be clear that Sente has, in effect, made only two moves ( P7f and P2f) whereas Gote has made four (two Pawns, Gold and Silver). In this open type of opening and at this stage of the game it is bad to lose even one tempo. Sente's proper move in the example above would be not to exchange Bishops after the opening moves 1iP7f, 2iP3d; 3iP2f,5 4iP5d; but to play 5iP2e or 5iP5f. 5 The original text has P2e here – I have assumed P2f was meant. Note the full form of the proverb is, “Oppose a Bishop drop with a Bishop drop.”. The Bishops diagonal is hard to close. Fig.i1 is a position from a two-piece handicap game. Sente has just played P4e. Figure 1 – up to P4e This is one of Sente's most important moves. If he omits it and lets Gote get S4d, Sente's Bishop is almost certainly out of the game and the two-piece handicap is cut to just over one piece before the game has really begun. Indeed Sente will want to use his Bishop actively. Let's skip a few moves to Fig.i2. This is a standard development from Fig.i1 in which Sente has adopted the gintanden strategy (Silvers doubled on the 4th file). Figure 2 – up to S2c Notice the half-open Bishop's diagonal and Gote's Lance on 1b to forestall complete opening of the diagonal. However,because Gote cannot keep the Bishop's diagonal closed indefinitely, Sente can win from here by sacrificing his Bishop to break through (this is a standard tactic): Moves from Fig.i2: 1iP5e 2iPx5e │ 11iBx5c+ 12iKx5c 3iP4d 4iPx4d │ 13iS*4e 14iG4c 5iSx5e 6iP*5d │ 15iP*4d 16iGx4d 7iSx4d 8iSx4d │ 17iSx4d 18iKx4d 9iBx4d 10iS*5c │ 19iG*4e see Fig. 3: Figure 3 – up to 19iG*4e Of course this proverb does not apply only to two-piece games. In delayed fights the Bishop is the main performer. Fig.i1 is a position from the double (or mutual) Yagura. Sente has just pushed P4e. This position favours him. Figure 1 – up to P4e The reason Sente stands better is that he has a natural attack flowing from his Bishop on 2f, Knight on 3g and Pawn on 4e. Gote, on the other hand, has his Silver on 6d and Knight on 7c in poor positions: he cannot attack with P7e; Px7e, Sx7e because of the Pawn drop at the head of his Knight. What is most distinctive about Sente's Bishop is its position on the right-hand side of the board. There is in fact another proverb: “In delayed fights, switch the Bishop to the right.”, which is simply an alternative to the proverb heading this section. The Bishop has arrived at 2f in this case by means of a manoeuvre christened by Kaneko (9-dan) the 'four move Bishop' (yontekaku), which is common in the Yagura opening. In this the Bishop goes from 8h in four moves to 2f via 7i, 6h, 5i, (the first move, to 7i, is called the retreating Bishop – hikikaku). A slight digression may be useful here for western readers. Shogi openings culminate in 'early fights' or 'delayed fights' depending on how long players spend on their development before initiating the middle game (usually signalled by Pawn pushes onto the fifth rank against opponent's Pawns on the fourth rank). Generally the nature of the opening chosen dictates the kind of fight, although it is often a feature of Static Rook openings that they can easily lead to either kind of game. The Yagura is a long drawn-out opening where both players are hesitant to attack until the opponent makes a slip. The middle game has started in Fig.i1 with 1iP4e. If Gote takes this Pawn he suffers 3iB7a+, 4iR8d; 5iNx4e, 6iS4d; 7iS4f – see Fig. 2: Figure 2 – up to 7iS4f with P3e, Px3e; P*3c to follow. Therefore Gote has to think of something better. Oppose a Bishop with a Bishop! Moves from Fig.i1: 1i… 2iB5c │ 5iBx5c+ 6iSx5c 3iR2i 4iPx4e │ 7iNx4e see Fig.i3: Figure 3 – up to 7iNx4e Still better for Sente. Sente's 3iR2i: it is a common technique to pull the Rook back to the first route. This is to prevent drops, which of course are now imminent because middle game exchanges are in the offing. It is a golden rule to attack with Rook, Bishop, Silver and Knight, but in practice this is not always possible. To be able to achieve this kind of attack, as in Fig.i1, implies success. Let's look at the probable continuation of Fig.i3: 7i… 8iB*4g │ 15iS*4a 16iR5a 9iR2h 10iBx3f+ │ 17iSx3b+ 18iKx3b 11iNx5c+ 12iGx5c │ 19iB6b+ and wins. 13iB*7a 14iR5b │ see Fig.i4: Figure 4 – up to 19iB6b+ If you can carry out this attack properly all the way from Fig.i1, you would be at least a strong middle-kyu player. The exchange of Bishops is bad for the Ranging Rook side. It was mentioned above (p.i35) that it is usually bad for a Ranging Rook player to exchange Bishops. That advice has acquired the status of a proverb. But there is a catch here. In Fig.i1, Sente is the Ranging Rook side (Central Rook), whereas Gote has a Static Rook. Gote has just played P*5d. Figure 1 – up to P*5d Although the Bishops are off Sente has nothing to fear. He has a Pawn in hand, his King is safely castled and his Silver and Knight on the left are well placed for attack. On top of that Sente can actually use his Bishop more profitably than Gote. Moves from Fig. 1: 1iR8i 2iP6d │ 9iP9e 10iPx9e 3iP8f 4iPx8f │ 11iP*9b 12iLx9b 5iP*8e 6iP3e │ 13iB*9a see Fig.i2: 7iRx8f 8iP*8c │ Figure 2 – up to 13iB*9a Sente would probably win from here. Although this kind of attack would probably spring to the mind of most novices, you should note that switching the Rook's file is common in Ranging Rook openings and that the techniques you see here for gaining control of a file with a Rook and for dropping the Bishop are standard and should be learned. So we have seen an example where the proverb doesn't work. The point is, until about the late 1960's, this proverb, although obviously never fool-proof, was for most practical purposes quite correct. Since then however, Ranging Rook openings have dominated the professional scene and have been subjected to intense re-scrutiny. As a result ways have been found of combating Bishop drops, and the proverb is thus no longer strictly accurate. Nevertheless, novices would do well to heed it. The watchtower Bishop is often a good move. A watchtower Bishop is a Bishop dropped in one's own camp but aiming at points within the opponent's zone. In Fig.i1 Gote is playing the left-side fourth file Rook with Bishops off. Sente has a Static Rook. This is a case where the proverb discussed in the previous section does not apply, but Gote has made life worse for himself by having just played P7d. Figure 1 – up to P7d Although P7d is bad, it is interesting to consider why. One reason is that it exposes the King's ear (7c) to attack from a Bishop drop, as we shall see in a moment. But another factor is that over the past decade (1970's), as the Ranging Rook openings have blossomed, the Static Rook side, thrown onto the defensive and thus forced to find better defensive measures, has generally come up with better ways of making good shape. Inevitably then the Ranging Rook side finds it difficult to start an attack and is prone to zugzwang like moves such as P7d. The Static Rook sides better shape refers mainly to the more secure position of his King. The left- side Mino adopted by Sente in Fig.i1, is a recent development along these lines. The general principle is that if the Static Rook side can weather the middle game satisfactorily, the better position of his King will ensure his victory in the endgame. You can possibly guess that Sente's next move in Fig.i1 will be the watchtower Bishop; B*3g (followed by B*7c; N8e or by G6c; P6e). But had you been able to spot that move without any clues you would be regarded as 5-kyu or better. This is a semi-standard test you can try in the club. It is worth thinking about the merits of the Watchtower Bishop and when you have done that, you may well be able to appreciate the connoisseur's move in the following figure (Fig.i2). But before leaving Fig.i1, consider another proverb “If the Bishops are off don't push the fifth-file Pawn.”. Gote has quite correctly kept his Pawn on 5c. Had he played P5d he would have made possible the drop B*3a. This proverb is easy to overlook but is more useful than novices realise. Now the connoisseurs move. What is Sente's next move in Fig.i2? The answer is given in the following text. This position is from a game played in 1774 between Amano Sofu (Sente) and Itō Soin. It was one of the ceremonial 'castle games' played in front of the Shogun every November. Figure 2 Sofu's next move was 1iB*1h! Play continued: 1i… 2iG4b │ 5iS5f 6iG6b 3iS4h-5g 4iK3b6 │ 7iR5h see Fig. 3: Figure 3 – up to 7iR5h with a winning advantage. 6 Given as K3g in the original. I have assumed K3b was meant. The Peeping Bishop. 'Peeping' (nozoki) is a technical term used only of the Bishop. It refers to a Bishop on the edge file probing into the opponent's camp. It is of course rather like a Watchtower Bishop. In Fig.i1, Sente has just played a Peeping Bishop, 1iB9g (from 8h). Figure 1 – up to 1iB9g This is now a standardopening move discovered by the late Yamada (9-dan). The likely continuation is: 2iR4a; 3iB8f, 4iS4c; 5iS6f, 6iG4b; 7iB6h, 8iG3b; 9iP2d, see Fig. 2: Figure 2 – up to 9iP2d One of the many reasons for pushing the edge Pawns is to prevent a Peeping Bishop on 1e or 9e. But of course pushing the edge Pawns allows a Bishop to peep at 1c or 9g! Wrong-diagonal Bishop. A Bishop dropped so that it can never return as a plain Bishop, to its original square (8h or 2b) is called a Wrong-diagonal Bishop (sujichigai-Kaku). It is not especially important except in the wild openings called after it, eg: 1iP7f 2iP8d │ 9iS8h 10iBx7g+ 3iP2f 4iP8e │ 11iSx7g 12iS2b 5iP2e 6iG3b │ 13iB*4e see Fig.i1: 7iB7g 8iP3d │ Fig. 1 – up to 13iB*4e Sente is grabbing an early Pawn at the expense of his development. Fig.i2 shows the start of the Wrong-diagonal Bishop line of Sakata's Opposing Rook opening. These openings are out of fashion at the present time (late 1970's). Figure 2 – up to B*6e The promoted Bishop see-saw. Fig.i1 is a tsume-shogi problem. Try it before looking at the answer: ignore the circles for the time being. Figure 1 Sente starts with S*7b, K9a; P*9b, Kx9b; Sx8c+, K8a; B7b+, K9a; +B7c ( P*9b is illegal), K8a; +B6c, K9a; +B6d, K8a; +B5d, K9a; +B5e, K8a; +B4e, K9a; +B4f, K8a; +B3f. Using the promoted Bishop like this in a zig-zag see- sawing motion, Sente captures the Knight on 2g and then retraces his steps over the circled squares in exactly the same way. Gote can interpose any number of Pawns between the Bishop and the King and Sente has to interrupt his see-sawing motion to capture them, but he can always eventually resume the see-saw and will, in the course of time, end up with the position in Fig.i2. Figure 2 Mate then follows with +S7b, K9b; N*8d, Sx8d; +B8b. The see-sawing Bishop appears only in tsume-shogi, of course. There is a similar theme using a zig-zagging promoted Rook. Summary. Here is a list of proverbs which have been encountered in this section, plus a couple of others which are no more than corollaries of those already given: The head of the Bishop is its weak point. In openings with early fights the Bishop is better than the Rook. Oppose Bishop with Bishop. A promoted Bishop is worth three generals. Withdraw a promoted Bishop to your owb zone. The Bishop's diagonal is hard to close. Don't put the King on the opposing Bishop's diagonal. Against the Ranging Rook put the King on the second rank (where it is safer against Bishop checks). In delayed fights the Bishop is the main performer. In delayed fights switch the Bishop to the right. The exchange of Bishops is bad for a Ranging Rook side (but not always). The watchtower Bishop is often a good move. If the Bishops are off don't push the fifth-file Pawn. Learn also the four-move Bishop, the peeping Bishop and the wrong-diagonal Bishop. All about the Gold. (Shogi 18, John Fairbairn) [78] Hisshi [80] Shepherding Finesse [81] Soft-shoe shuffle [82] The Flying Gold (Takokin) [83] The Climbing Gold (Bokin) [86] The Wall Gold (Hekikin) [87] The Anchored Gold (Hekikin) [87] Kintaden [88] Summary The Gold is the defender par excellence. The reason it is superior to the Silver in defence is not just because it covers one more square – it is also because it covers two more squares. Figure 1 Consider the Gold and Silver at the top of Fig.i1. Here, the Gold covers two more squares. The Gold also provides complete cover all around it. But if, as at the bottom of the diagram, the Gold and Silver move forward one square, the Gold increases its range by only one square and leaves two weak squares behind it. In contrast the Silver improves its position considerably. In short, the ratio of squares covered falls from 5:3 to 6:5 so that, bearing in mind the weaknesses behind, away from the back rank the Gold is worth little more than the Silver. To be exploited fully the Gold often has to be kept back. Figure 2 This gives a useful rule of thumb: For good shape keep the Gold behind the Silver. In Fig.i2 therefore, position A is normally superior to position B, and C is superior to D. There are even deeper implications exemplified by these two proverbs: Pulling back a Gold is often the best move. A rear rank Gold is strong against Rook drops. A perfect illustration of the first proverb can be seen in the situation from the Bishop handicap game Sakurai vs. Nakahara in Fig.iA: Figure A – up to G5c Sente's next move was 57iG6g-6h. It is possible to see many such moves in games of Oyama. His predilection for pulling back Golds in defence when other players would probably attack was a talking point when he was playing. The second proverb is very important. The position of the Golds determines whether it is good to exchange Rooks or Bishops or one for the other. An example will be given below. Gold as a defender – yes, that's straightforward, even if we don't always know how to create good shape. Gold as an on-the-board attacker – that's much harder to grasp. But the Gold does indeed have many uses in attack without having to rely on the drop, and the use of the Golds in this way is a sure sign of the higher class of play. Fig.i3 shows a position from a game between Mori (Sente) and Tsukuda. We are about to see a perfect use of the Gold in attack but also an example of very long range strategy. Gote's Gold has recently moved from 4a to 5b where it prevented a Rook drop, and this allowed Sente to drop his Rook at 4a and promote out to 4d. But Gote has in mind an attacking role for his Gold on 5b and this involves harassing Sente's Rook. Figure 3 – up to R4d+ First, Gote plays Px3g+ then, after Kx3g, G4c. We now skip a few moves. Suffice it to say that Sente's Rook was driven back inside his own territory by Gote's Gold coming up to 3d. It is easy to see how this occurred. Eventually the position of Fig.i4 was reached. Figure 4 – up to P6d The Gold on 3d has done its job of chasing away the Rook to a useless position (despite its promotion), but now seems idle. However, Gote's plan enters its second stage: This Gold next moved via 4d~5d~6e to 74iG7f. Thus, we come to Fig.i5: Figure 5 – up to 74iG7f Moves from Fig. 5: 75iLx7f 76iPx7f │ 85iK5i 86i+Px6g 77iG8g 78iL*8f │ 87iS*6e 88i+Px5h 79iK7i 80iLx8g+ │ 89iKx5h 90iS*6g 81iK6h 82iP6g+ │ resigns see Fig.i6: 83iBx6g 84iP7g+ │ Figure 6 – up to 90iS*6g; Resigns The reasons Sente resigned were: 1 If Kx6g: B*4i; X5h, N7g; K6f G*7e mate 2 If K4h: B*5i; Kx5i, G*5h mate 3 If K4i: +Rx6e; Nx6e, G*5h; K3i, S4h; K3h, B*4i mate Note that in each variation the Gold is decisive. There would be no mate if this Gold were a Silver. Note also that Gote, who was never in danger has not moved his other Gold off the back rank! The sequence above exemplifies these proverbs: Without Golds there is no defence. Without a Gold there is no mate. Save a Gold for the last (as in alternate lines 1 & 2 above). The last of these proverbs is supremely important. In Fig.i6, Gote was able to win with just one Gold in hand. Had this been even a Rook or a Bishop he could not have delivered the coup de grace. You will see applications of this proverb too in many mating problems. A Gold is so useful in mating nets that it often pays, of course, to promote another piece to a Gold. Accepting that the Gold can also be an attacking piece, let us now look at three specific ways of using the piece in this way: Hisshi. Figure 1 In Fig.i1 Sente's King is in danger from +Px6h, but this is not check so that he has time to find a hisshi. You might think he has mate, but after B4b+, K2b; G*3b, K1c; +B3a, Gote's King escapes to 1d, exploiting the fact that Sente's Pawn on 2e is over- extended(play this through on the board to see this). The right move is G4a! Clearly Gote cannot capture: K4a loses to G*4b. Gote therefore runs away to avoid the threatened mate: K2b. Then B3a+, K1b; G*3b, is hisshi. Fig.i2 shows another application of this principle. It is Sente to move. Obviously he has to think about the mate against his own King. Figure 2 Here, you must know how to defend against a Gold (a +P in this case). The only move is P*5h, to gain time. Gote only has P*6g to maintain his threat but that gives Sente a breathing space, and he gets hisshi with G*3b Note the power of Gote's +P on the third rank even though Sente wins. It is impossible for the King to run behind it, and it is this kind of Gold that often defeats a sitting King. Shepherding finesse. In Fig.i1, Sente can force a mate by using the Golds as sheep dogs. Figure 1 G*7b is the shepherd's move (okuritesuji) and it wins. Gote has to take ( Kx7b) but then he is escorted to his doom in the corner as follows: Rx5b+, G*6b; G*8b, Kx8b; +Rx6b, G*7b; S*9c, Lx9c; G*9b, Kx9b; +Rx7b, X*8b; and mate next move. Soft-shoe shuffle. The type of Gold move illustrated here does not have a special name in Japanese, which is surprising as it is very common. Figure 1 – Soft-shoe shuffle Sente starts with G*4a, K3b; G3a, then he starts shuffling along the back rank with continuous checks, gobbling up pieces simply to clear the way for his Rook to promote and mate: K2b; Gx2a, K1b; Gx1a, K2b; R2a+ mate. There are some special terms to do with Golds which should be explained: The Flying Gold (Takokin). This refers to a unique Gold move against the Third-file Rook Ishida variation (ie: Rook on 7f – it can also develop from the Twisting Rook via 2f). It is so unexpected that an amateur would never be expected to find it. It is the Gold on 5d in Fig.i1. Figure 1 – up to G5d This is just one of those moves that has to be learnt. There is no message behind it that can be applied to other positions (it is called a Flying Gold because it is like a kite on a string held by the Bishop – the Gold has in fact come from 3c). The Climbing Gold (Bokin). By analogy with the Climbing Silver (Bogin) there is a Gold of that ilk, ie: a Gold that climbs up the Rook file. Figure 1 The position in Fig.i1 arose in a game Nakahara (Sente) vs. Oyama in the 9th 10-dan tournament. Sente has just played 1iG2g which prevents 2iS7b for then: 3iG2f, 4iP9d; 5iP1e, 6iPx1e; 7iGx1e ++(?). See Fig. 2: Figure 2 – up to 7iGx1e Oyama chose therefore to continue with 2iP2d; 3iPx2d, 4iRx2d; 5iG2f (the Climbing Gold), 6iP4e; 7iPx4e, 8iR7d; 9iK7g, 10iR5d; 11iS5f with a close game. See Fig. 3: Figure 3 – up to 11iS5f The Wall Gold (Hekikin). A Gold that blocks the escape of the King towards the edge is a Wall Gold. Wall Silvers exist too. They are evidence of very bad shape and if you are ever forced to make a wall general you will find that it pays to remove it as soon as you get the chance, even before attacking. The position in Fig.i1 is an example of a Wall Gold. Sente would do well to play G7h as soon as he can. Figure 1 The Anchored Gold (Sokokin). A Pawn-anchored Gold is a Gold with a Pawn dropped behind it on the first rank as in Fig.i1. Figure 1 A Lance-anchored Gold is similar with a Lance replacing the Pawn. Proverbially this is stronger than a rock. Kintaden. In two-piece handicap games there are opening lines for Sente where he creates a column of three generals on the 4th file. Normally there are two Silvers and this is referred to as Gintaden, but if Golds predominate it becomes Kintaden. It is not very common. In conclusion, you are urged to study carefully the aggressive lure of the Golds by Gote in handicap games. There is plenty of material available for this study. Summary. Think of the Gold as a defender that likes to attack. Take care in positioning it in relation to the Silvers and always be prepared to move your Golds – even backwards – to repair bad shape. Learn these proverbs: Pulling back a Gold is often the best move. A back-rank Gold is strong against Rook drops. If your Golds are on the back rank consider a Rook sacrifice (follows from the above). Gold and Silver the wrong way round is bad shape. Silvers before Golds. Without Golds there is no defence. Without a Gold there is no mate. Save a Gold for last. A Pawn-anchored Gold is more solid than a rock. Draw the Gold diagonally forward. Learn also the 'shepherd's move' and the 'soft-shoe shuffle'. All about the Silver. Shogi No. 19 The Silver as having an unusual way of moving. The Japanese liken it to the plover – on land a plover walks in zig-zags and likes to rest on the waves of an incoming tide, rushing forward, then rolling back only to come rushing in again. The plover is a good analogy for the Shogi Silver, which finds it easy to push forward into confused attacking positions and the to zig-zag back out again, before re- entering the fray once more. At the same time its zig- zag gait can make it look very cumbersome when not in its natural environment, especially in defence. The most distinctive feature of the Silver is, indeed, its power to move diagonally, especially backwards. This is seen in the opening. The right Silver often goes from 3i via 4h and 3g to 2f and the left Silver from7i via 6h and 5g to 4f or 6f. Unlike the Gold the Silver can return behind a Pawn and can therefore out in front of the Pawns to join in an attack. In addition if the Silver gets to the promotion zone it has the option of becoming a Gold or staying as a distinctive piece which is almost strong as the Gold anyway. This extra power makes the Silver especially useful for exposing weaknesses in the enemy camp. It is possible therefore, to regard the Silver as primarily an attacking piece. As such, it has three main roles: • The Stab in the back. • Flanking the enemy King • Not promoting Let's look at example of each of these: The stab in the back. Figure 1 – up to R5a! Fig.i1 is from a novice's game – Sente has just played P7f, to which Gote has responded R5a! This is an important move for Gote. If the Rook stays on 5a and Gote moves, say K7b, Sente will play Bx4d, and after Px4d use the captured Silver to play S*4a! This is the stab in the back, or the splitting Silver attack (warifuchi). If Gote plays R5b7, he gets into trouble after Sx3b+, Rx3b; P2d, see Fig.i1a. 7 R4b in the original, a mistake for R5b, I think? Figure 1a – up to P2d This is why R5a (or R5i) is such a common move in the Central Rook opening. The stab in the back is to be feared and guarded against at all times in the opening, but it is a blunt tool in the endgame, as the following example illustrates (see Fig.i2). Figure 2 – Sente to play Though Sente's Rook can be captured with S*7i; K6g, Sx8h+; (and this is a great loss of material), Sente has no fear of being mated. The stab in the back is not specific enough here in the endgame. Flanking the enemy King. If, in Fig.i2 Gote captures the Rook, Sente will then play S*3b hisshi – Fig.i2a. Figure 2a – up to S*3b Flanking the King with a dropped Silver is a very common tesuji and one that is easy to overlook. Here, if Kx3b, G*3a leads to mate. Alternatively if, S4b; then +Rx2a, K3c; +Rx2c mate – Fig.i2b. Figure 2b – +Rx2c, mate. The value of the flanking Silver is well shown; its effectiveness on the back diagonals where other pieces are defective makes it so useful. If, for example a Gold is dropped next to a King, the King will very easily be able to dodge behind the Gold. Of course, a flanking Silver drop is not check and that often seems a great defect, but the power of the Silver once dropped is so great that it gives enough scope to overcome thedefect. In Fig.i3, Gote is threatening immediate mate with +Px8h. In contrast, Sente has no immediate mate: the flanking Silver S*3b is too slow. Figure 3 The obvious defending move S*7i fails to Nx8h; Sx8h, N*7f, but, because of the hisshi power inherent in the flanking Silver, Sente does have a way to win – S7i! This apparently nonsensical move works because it (a) defends 8h, (b) keeps a Silver in hand, (c) tempts the promoted Pawn forward. If +Px7i, the lack of backward power stumps Gote. +Px7i is answered by S*3b, which now works. Another application of this principle can be seen in Fig.i4 – Sente to play, what is his next move... Figure 4 – Sente to play in an Entering Kings situation. Again, the answer is to drop a King-flanking Silver: +R2b, Kx2b; S*3b. After this we have: L1b; +B3a, K1a; +Bx2a, mate. To promote or not to promote?. Now, a look at a more difficult situation invovinh not promoting the Silver when the opportunity arises. Figure 5 – to promote or not to promote? Here, the difficulty for Sente is that his own King is in more danger, on the face of it, than Gote's King. For instance, if +R5a, then: +Bx7i; Kx7i, S*7h; K8h, S*8g; K9i, S8i+; Kx8i, +P7h; K9i, +P8h; mate. Sente should play G*3c, then follows Nx3c; Sx3c=, K2a; S3b=, K1b; +Rx2c, mate. If either Sx3c+ or S3b+, no mate follows. The unpromoted Silver is a common theme in Shogi. Here is a famous old tsume-shogi problem. Try it – solution on the next page: 1iS*4b 2iK2b │ 7iG*2b 8iGx2b 3i+Px3b 4iGx3b │ 9iSx2b+ 10iKx2b 5iS*3a 6iK1b │ see Fig.i5! The position is exactly the same as Fig.i5, at least as far as the upper right-hand corner of the board is concerned, and the solution now is (obviously) exactly as for Fig.i5. Shape. The discussion of the Silver so far has (effectively) been a discussion of Silver tesuji. Now let us consider shape (kokei). Silver shape relative to the Gold was dealt with in 'All about the Gold' (p.i66 et. seq.), so in this section we will consider Silver shape in relation to Pawns (very important) and Knights. In many openings it is sensible to follow the proverb which advises us to “Push the Pawns on the odd- numbered files.”. The reason is that in this way, the Silvers gain maximum mobility for retreating as well as advancing. This is so straight-forward and is illustrated so well well in virtually all openings that no further illustration is necessary here, but do be aware of the Fukoshigin and Fuuchigin. Fukoshigin/Fuuchigin. Fuuchigin refers to a Silver entrenched behind three Pawns. Fukoshigin refers to a silver in front of a Pawn. The two positions, which are highly significant in opening theory are shown in the figure below. Fuuchigin (bottom) and Fukoshigin You should endeavour to master the pros and cons of these apparently trivial shapes, and remember the useful proverb “Oppose a fukogishin with a Pawn.”. Of course, Silvers will not be allowed to move through the Pawns in an unrestricted way. Reverting to tesuji for a moment, consider the 'Silver pincer' tesuji, in which a Silver is trapped between two opposing Pawns as shown below – Pe4 traps the Silver on e5 – it cannot move without being captured: The Silver pincer tesuji – Pe4 traps the Silver on e5! The next step here is to strike at the head of the Silver by dropping a Pawn on f5 – the Silver will certainly be captured Proverbs. The head of a Silver is a vital point. Golds and Silvers the wrong way round is vulgar style. Not promoting rarely hurts a Silver. The Silver is the Rooks infantry. Oppose a Reclining Silver.8 Attack with Rook, Knight, Bishop and Silver. Defend against Knights with Silvers. The Silvers are pivot pieces in both attack and defence. To get a Gold in hand use the stab in the back. A clumsy Climbing Silver attack gives the opponent a free holiday. Advance Pawns and Silvers side-by-side. Use the Silvers on a zig-zag route. Silver in front of Knight is joseki. Oppose Vanguard Silvers with a Pawn. The best Silver drop is often at the side of the enemy King. If the Silvers and Golds go high let the King go forward with them. 8 A Reclining Silver is a Silver on 4e or 6e, and should be opposed with a Pawn or another Reclining Silver. All about the Lance. We are sometimes puzzled by the strange collection of tools in the workshops of old-style craftsmen. There may, for instance, be an outlandish contraption of solid iron with four six-inch prongs, all at different angles which, we learn was used by blacksmiths for getting seeds out of birds nostrils! But no matter how much we might laugh, in the end we have to admit that it is the ideal tool for the job. The Lance is like that. It seems so unwieldy and useless, yet set it to do the job it does best, and nothing can beat it. It has a specific job in defence. Not only does it defend the edge Pawns (in for example, Rook and Lance handicap openings), by covering it, but it also defends by just being where it is. A common middle-game tactic is to capture a Lance, for use elsewhere, but just as important is the tactic of displacing a Lance to create dropping points behind it for Rook or Bishop. But as a defensive piece a Lance is usually passive – it just stays there. Its greatest value once in-hand is as an attacking piece. Drop the Lance as far back as possible. A Lance obviously exerts more power, the more squares it covers. The 'as possible' is important. In the tsume- shogi problem below, Sente clearly cannot drop the Lance further back than 2d. Figure 1 – where to drop the Lance? You may wish to try this problem. The kernel of the solution is on the following page – don't peep. The first move is L*2d but then you have to see that Gote's best defence is S*2c. Then Sente wins with P*2b. The final solution is 15 moves, Japanese style. But – returning to the subject of Lance drops – that is quite obvious. Less obvious is the corollary that the best way to defend against the Lance is to pull it forward. The next figure shows both aspects well. What is your suggestion for Sente's best sequence? Figure 2 – drop far back and pull forward... Sente should play P1e, Px1e; P*1c (keep the Lance on 1i back and pull the Lance on 1a forward), Lx1c; P*1b and Sente wins. The next example is a little harder. Figure 3 S2f then P*1e is too slow an attack here, so a Lance drop is called for. The beginner's instinct (since he loves his Rook and doesn't want to expose it) is to play L*1g. This by no means a bad move, but L*1i is better, L*1g is inferior – why? Because of K2b followed by K3a.The Lance can get in and promote, but by then the King will have emigrated. It is common in amateur games to see Lances promoted on the edge but stranded for the rest of the play. If Sente plays L*1i, K2b is too slow against a Promoted Rook. Gote's only defence is B*1e but Sente then profits from S2f. The Lance's worst enemy is an interposed Pawn. Figure 1 – Lance drops on 8f and 2h The Lance drops on 8f and 2h have their maximum value in both cases in Fig. 1, because Gote's Pawns cannot interfere. Dropping anything else to interpose allows Sente to gain material profit. The only point that needs stressing, however, is that it is often best to drop a Pawn as near as possible to the Lance – sometimes you will even drop several Pawns in a row at the head of the Lance to drag it forward to where it is weakest. Moreover, dropping a Pawn near or in the promotion zone increases its potential, and for that reason it is sometimes best to drop a Lance further forward than usual. The Lance is strongest in combination with other pieces. To say a piece's strength increases if it is used with others sounds platitudinous,but we must remember that a Lance is the least valuable piece except for the Pawn (in general) and is therefore one of the most to be feared in exchanges, and also that the Lance is one of the few pieces exerting its power from a distance, which makes defending against it particularly difficult. First, an example with doubled Lances: Figure 1 – doubled Lances In this case, L*9h is an edge attack against a Mino castle. This forces Gote to defend with S*8d. Committing this Silver to the edge leaves Gote weak at the back, so Sente can now continue with P4a+. What if Gote refuses to defend with S*8d (or any other move)? How does Sente continue then? The winning move is then N*9c! Next, the relationship between Lance and Rook. Figure 2 – Lance-Rook relationship The best move here is not P*1c, despite the legendary power of a promoted Pawn – anyway, Gote would play P*1a – but L*1i. The Lance is most useful as a supporting piece. It is more important to promote the mobile Rook (after K3a: R1a+) even though the Lance may then seem to have become redundant. But consider it in this way: Sente has promoted his Rook at the cost only of losing a Lance out-of-hand. As mentioned earlier, novices often want to drop a Lance in front of their Rook, because they prefer to use the Lance as cannon fodder while the Rook sits at the back waiting to come in later and mop up the exhausted enemy forces. What a waste of a Rook! But of course there are many tactical sequences where a Lance does precede a Rook. It is difficult to better the following example from a Spearing the Sparrow attack: Sente can capture the Rook. Figure 1 – Spearing the Sparrow – up to N7c Nx1c+ gives Sente a Lance in hand, so that he can prepare a pin on 8h. This move – L*8h is the decisive move. Saving the Bishop with B4b lets Sente capture the Rook in return for his Bishop. 7 Do bear in mind that moving a Lance forward to get a Rook behind it costs a move, and it can leave an ugly hole... Do not neglect the strategical implications of the Lances. Accepting that a Lance is especially powerful in combination, this means that if, as a result a tactical manoeuvre, you get a Lance in hand you should seriously consider the type of attack where you concentrate many pieces on one square. From this idea, derives the proverb “L*8f is joseki.”. More of that later. Similarly, of course, if you decide you can attack only at one weak point you must consider a tactical diversion to get a Lance in hand. All about the Knight. (Shogi 30) [118] Joining Knights [122] Three Knights [125] Sacrifice hit [130] The side-stepping Knight [132] Achilles heel [135] Kimura's Joseki [138] Down with the demons [142] Holding Back [144] Double entendre [146] Summary Although the Shogi Knight may seem deplorably weak to Western Chess players, in the hands of a good player it is a powerful tool. It is no accident that the founder of the greatest of the Shogi schools of Edo times, Ohashi Sekei, had Knight (kei) in his name. He was so called because of his fame in handling Knights. The source of the Knight's power is not its ability to fork as such – after all, most other pieces can fork too – nor is its ability (again not unique) to attack a piece without being under attack itself. Rather it lies in having a combination of these abilities at close quarters... and (most important) in that it is impossible to defend against a Knight by interposing a piece. Joining Knights. These abilities are exemplified by the Joining Knights attack, which refers to the case when a Knight in hand is used in tandem with a Knight on the board. More specifically, in order to bring the Knight on the board to a square where it would be more effective, but where it would be captured at present, a Knight is dropped on that square as a sacrifice. Figure 1 In Fig.i1 1iN*7d is the Joining Knights finesse. Then will follow 2iPx7d; 3iNx7d (the point), 4iK7c; 5iN*6e, 6iK8d; 7iG*7e, 8iK9d; 9iP9e, mate. (see Fig. 2) Figure 2 – up to 9iP9e mate The Joining Knights attack is often the only way to attack a Mino castle, where it is usually impossible to check the King no matter how many pieces other than Knights you have in hand. Fig.i3 shows an example from a pro-amateur game. Sente can unleash a decisive mating attack because of his Knight in hand. Figure 3 The game went: 1iN*4d (it doesn't have to be check), 2iP8i+; 3iP*5h, 4iG3b-4b; 5iS*3b, Gote resigns. (see Fig. 4) Figure 4 – up to 5iS*3b Three Knights. Whilst two Knights together can make a joust, with three or more Knights you can launch a strong attack to checkmate the opposing King. There is a Shogi proverb: “With three Knights there is always a mate.”, and though like all proverbs it is an exaggeration it does often apply. It did in fact apply in Fig.i1 on page 118. Fig.i1 shows an example with four Knights. This example illustrates a very famous problem called 'The four Knight mate.' from Edo times. Figure 1 In Fig.i1 we are already part way through the solution but there is still a long way to go: 1iN*2f 2iK1c │ 9iN3d 10iK3a 3iN2e 4iK1b │ 11iN4c= 12iK4a 5iN2d 6iK2a │ 13iN3c= see Fig.i2: 7iP2b+ 8iKx2b │ Figure 2 – up to 13iN3c=, mate It is of course unusual to mate with Knights alone. Sacrifice hit. Another common way to use a Knight is as a sacrifice for the greater good of your game. Here is an example of this when storming a Fortress. Figure 1 Sente's first move here is almost standard: 1iN*2d. With this the Fortress crumbles. If Gote answers by withdrawing his Gold, 2iG4c-4b, he ends up brinkmated after 3iNx3b+, 4iGx3b; 5iG*4c, 6iGx4c; 7iS*3b, see Fig. 2 (the Flanking Silver, a standard brinkmating technique). Figure 2 – up to 7iS*3b There is no answer to 9i+B3a theni11iSx2a. If however, Gote takes the Knight there are some interesting variations. 2iPx2d is the only possibility and Sente has to continue 3iPx2d. The danger from this Pawn is so great that Gote now has to play 4iSx2d, but then comes 5iRx2d, 6iP*2c; 7iS*3a (see Fig.i3). Figure 3 – up to 7iS*3a Now 8iGx3a clearly loses to 9iRx2c+, mate. 8iK3c is better but after 9i+Bx3b, 10iKx3b; 11iG*2b, 12iK4a; 13iRx2c+, Sente has a highly satisfactory position. See Fig. 4: Figure 4 – up to 13iRx2c+ Instead of 9i+Bx3b Sente has another powerful attack in 9iS*2b, 10iKx2d; 11i+Bx3b. See Fig 5: Figure 5 – up to 11i+Bx3b The side-stepping Knight. A very common technique is, when your Knight is opposed by an enemy Knight, to side-step and move your Knight to the square that is no longer protected by the opponent's Knight. Figure 1 – up to N3c Gote has just played N3c. This should trigger in Sente the automatic response of considering 1iNx1c+, the Side-stepping Knight (rather than the novices' 1iNx3c+). In fact, this move, as often happens, is well worth considering – it wins! 1i… 2iLx1c │ 7iRx1c+ 8iSx1c 3iP1d 4iLx1d │ 9iBx1c+ 10iK2a 5iRx1d 6iP*1c │ 11iS*1b mate Figure 2 – up to 11iS*1b mate Achilles heel. The Knight, though, is far from being all powerful. Just as in war the cavalry were often foiled by humble foot soldiers, so the Shogi Knight is often brought down by the Pawn. The Knight's weak point is its head. A piece at the head of a Knight is quite safe from the Knight and we must note in passing the very common technique of posting a Silver there, not only to protect the Silver but also to cover the only two squares attacked by the Knight (see diagram below: a Bishop may replace the Silver). But the Silver only occasionally captures the Knight it confronts. How much better it is to oppose the Knight with a Pawn, and then to capture it. Freeing the square at the head of an advanced opponent's Knight so that can be occupied by a dropped Pawn is a common theme in theearly middle game. Here is an example from a two-piece game: Figure 1 – up to 1iP7e Sente has just played 1iP7e. 2iPx7e now loses the Knight to 3iP*7d. Letting Sente play 3iPx7d (after, say, 2iP1d) does the same. 4iK6c gives only a temporary respite: 5iB*5a gets rid of the King. It is probably worth mentioning that the object is not really to win the Knight – Shogi is too subtle to allow crude materialism to prevail – but to get a foothold in the opponent's camp. Thus after 1iP7e, 2iPx7e; 3iP*7d, (say 4iP*8e) the threat is 5iP7c+, to create a seed piece for the mate (say 6iPx8f) 7iB*6c, 8iK4b; 9iG*4a, a mate that makes no use at all of the Knight. See Fig.i2: Figure 2 – up to 9iG*4a Kimura's Joseki. There is a perfect illustration of this PxN theme in a famous opening now known as Kimura's joseki. Figure 1 It is a variation of the Bishop exchange line of the Reclining Silver. Fig.i1 was thought for a long time to favour Gote. The problem for Sente was that as soon as he attacked, Gote easily found an opportunity, through getting a Pawn in hand, to attack and win the Knight on 3g with P*3f. But the 14th Lifetime Meijin found an immolation of Pawn sacrifices which neatly turned the tables. 1iP4e, 2iPx4e; 3iP3e, 4iS4d (for a long time this was the move that was felt to give Gote the advantage: Px3d loses to P*3f); 5iP7e! (Kimura's move – it had been tried before but no-one else had found the follow- up), 6iPx7e; 7iP2d, 8iPx2d; 9iRx2d, 10iP*2c; 11iR2h, 12iB*6c; 13iP1e, 14iPx1e; 15iP*1c. See Fig.i2: Figure 2 – up to 15iP*1c By putting pressure on the head of Gote's Knight (7d) Sente was able to find time to begin a skillful edge attack. The sequence of five sacrifice Pawn pushes on the 4th, 3rd, 7th, 2nd and then 1st files, gives this joseki its other name: the 4-3-7-2-1 opening! Down with the demons. Though an advanced Knight is plagued by Pawns there is an unusual opening where it can be a stunning weapon. It is a trap, to which the answer just has to be memorised, and is characterised by a Western Chess player's kind of Knight move. Figure 1 – up to 7iN6e After the opening moves 1iP7f, 2iP3d; 3iN7g?!, 4iP8d; 5iP7e, 6iP8e; Sente plays 7iN6e. The obvious reply, 8iS6b doesn't do very well: 9iR7h, 10iP6d; 11iBx2b+, 12iSx2b; 13iB*5e, ++ (see Fig.i2): Figure 2 – up to 13iB*5e threatening next both 15iBx6d and 15iP7d. There are variations. For instance: 1iP7f, 2iP3d; 3iN7g?!, 4iP8d; 5iN6e, 6iS6b (even one move earlier it doesn't help Gote); 7iP7e, 8iP6d; 9iBx2b+, 10iSx2b; 11iB*5e, 12iB*3c; 13iBx6d, 14iG6a-5b; 15iP7d (or R7h), 16iG6c; 17iR7h, ++ (the threat is, after 18iGx6d then: 19iPx7c+, 20iNx7c; 21iNx7c+, 22iSx7c; 23iRx7c+, and wins, see Fig. 3). Figure 3 – up to 23iRx7c+ In both cases, the correct answer to N6e is not to play S6b but G6b. Thus, from Fig. 10: 8iG6b; 9iR7h, 10iP6d; 11iBx2b+, 12iSx2b; 13iB*5e, 14iG6c! This defends simultaneous- ly against Bx2b+ and Bx6d, and against Nx5c+, The Silver could not defend with such versatility. Of course after this proper defence the Knight on 6e goes the way of all advanced horse flesh. This opening is called the Demon Slayer and its reputa- tion when Gote makes a mistake in defending is so awe- some that, it is said, even the great Sakata Sankichi, famed for his back-to-the-wall fighting, would run away bare footed. Holding Back. Since, as should be clear by now, an advanced Knight can be a liability, it is often best to drop Knights with restraint, that is near your own side of the board, and try to give it an effective move on the board. Knight drops that score bullseyes by forking two pieces tend to occur only in novices games. The Knight drop in Fig.i1 is typical good play. Figure 1 – up to N*2f This move is often used by the Ranging Rook side against Static Rook. Rather than going for a quick kill inside the enemy camp the Knight does its work from a distance. The threat is Nx3d and Gote can defend only by making bad shape with G3c (and then Sente can play N4e). Restrained Knight drops are typical features of professional play. You can try to find the move that won the following game for Futakami, 9-dan (Sente). Figure 2 – up to S2f All moves, even N*5f, leave the position unclear, probably even. N*6f wins. Double entendre. So far we have looked at the Knight mainly as an attacker, but it is a marvellous defender, as experience as Gote in any handicap game will show. It is because of its value in defending the edge just as much as because of its weakness when advanced too far that the Knight is commonly left at home. But there is an interesting two-way proverb that illustrates another facet of the Knights defensive power: “A King at the head of a Knight is difficult to mate.”. A King in front of its own Knight (a common position in many castles) has its ears (its weak points on the forward diagonals) covered. But strangely the proverb works the other way too. A King at the head of an opponent's Knight is also hard to mate. Figure 1 – up to N*3e In Fig.i13 the correct response to N*3e is for the King to go to the head of the enemy Knight: K3f. All other moves allow mate. Even if Gote had replaced his N*3e with N*1e, the same principle applies: K1f is the only move to save the King. Hiding the King at the head of a checking Knight is rarely a permanent escape, but it usually gives a one- move breathing space which in the large number of games that end in a mating race (semeai) is obviously crucial. Summary. Knights are useful in both attack and defence. Their power stems from the fact that pieces cannot be interposed as a defence against a Knight's threat. In attack Knights are often used in the Joining Knights finesse, though if there are more than two Knights available there may be some other unexpected resource. Knight sacrifices are common, as is the side-stepping Knight. But Knights used in attack, through being advanced, are susceptible to debilitating Pawn drops and they can often be neutralised by a Silver at the head. It is often wisest not to drop Knights very far forward. Proverbs. Knights fork. The Mino is weak against Knights. Attack with Rook, Bishop, Knight and Silver. Knights like to be sacrificed. Don't run away from a fork. Knights and Silvers must always think twice before promoting. The side-stepping Knight foils the best laid plans. Before dropping a Knight, move it back. A King in front of a Knight is difficult to mate. Bishops and Knights are weak in the head. Knights work well in tandem. An advanced Knight is at the mercy of Pawns. Glossary of Shogi Terms. I have shown the Romanised form (Rōmaji), (in a few cases, the kanji) and the commonly-used Western term – literal meanings are usually not given. Shogi Pieces In this case, the kanji are shown also. Sente (先手) Black Gote (後手) White Gyoku (玉將) Black King O (王將) White King Hi (飛車) Rook Ryu (龍王) Dragon (promoted Rook) Kaku (角行) Bishop Uma (龍馬) Horse (promoted Bishop) Kin (金將) Gold Gin (銀將) Silver Narigin (成銀) Promoted Silver Kei (桂馬) Knight Narikei (成桂) Promoted Knight Kyō (香車) Lance Narikyō (成香) Promoted Lance Fu (歩兵) Pawn Tokin (と金) Promoted Pawn Piece quality In ascending order: kaki-goma kanji are painted directly onto the surface of the piece, usually with lacquer hori-goma kanji are inscribed into the pieces and lacquer is applied hiriume-goma kanji are inscribed into the pieces and lacquer is applied until it is flush with the surface of the piece moriage-goma kanji are inscribed into the pieces and lacquer is applied until it stands proud of the surface of the piece Shogi Openings and Attacks (joseki) Note that the same term is sometimes used to describe both an opening strategy (joseki) and a castle(gakoi). Ibisha Static Rook Aiibisha Double Static Rook Furibisha Ranging Rook Aifuribisha Double Ranging Rook Yagura Fortress Sō yagura Complete Fortress Kata yagura Incomplete/Half Fortress Aiyagura Double Fortress Shikenbisha 4th file Rook Ai/Sankenbisha Double/3rd file Rook Nakabisha Central Rook Mukaibisha Opposing Rook Hineribisha Twisting Rook Chikatetsubisha Subway Rook Tatefu Rook on Pawn Bōgin Climbing Silver Bōkin Climbing Gold Aigakari (Double) Wing attack Kakugawari Bishop exchange opening Kakutōfu Bishop's Head Pawn, a.k.a. Kakutōfuzuki Bishop's Head Pawn Push Sujichigai-Kaku (primitive) Parallel Bishop ai/Yokofudori Double/Side Pawn(capture) Ukibisha Floating Rook Sodebisha Sleeve Rook or Sidestepped Rook or Sideways Rook or Right 3rd file Rook Suzumezashi Spearing the Sparrow Koshikakegin Reclining Silver Tsuno gin Horn Silver (Central Rook) Gatchangin Clanging Silvers Shogi Castles Gakoi Castle – generic term Yagura Fortress Gangi Snow Roof Fortress Ginyagura Silver Fortress Kinyagura Gold Fortress Anaguma Bear in the hole Minogakoi Mino Taka mino High Mino Gin kanmuri Silver Crown Kata mino Incomplete Mino Funagakoi Boat Hayagakoi Quick Yagura Edo Quick Castle/Wall Castle Kanigakoi Crab Kinmusou Gold Excelsior which is the same as: Nimaikin Twin Gold Hishigakoi Lozenge Castle General Shogi Terms Aji potential ajikeshi erasure/loss of potential akukei bad shape atsumi thickness boyomi countdown of time shogi-ban the Shogi board fugire with no Pawns in hand furigoma Pawn-tossing (ritual to decide who plays Sente; one player throws five pawns and if a majority of five land face up, he is Sente) hisshi brinkmate problems hoshi the four circular dots which divide the board into 'camps'. Sometimes known as 'the four stars' igyoku sitting King jishogi game deadlocked by impasse (ie: both Kings have entered the enemy camp and cannot be mated), leading to a piece count to decide the winner joseki established principles of Shogi, 'standard' opening sequences kakugen Shogi proverbs kakukokan Bishop swap or exchange karanari empty promotion, ie: promoting without a capture katachizukuri making one's position look as good as possible before resigning kifuzu 'thorn-in-the-flesh' Pawn kokei/ryoku good shape koma the Shogi pieces komada side table for the storing of captured ('in-hand') pieces komafukuro piece bag komahako piece box kuraidori Vanguard Pawn kuzushi castle-destroying techniques narisute promotion sacrifice nifu having two unpromoted Pawns on the same file (which is illegal) nimaigae exchanging one piece for two pieces nozoki peeping (Bishop) nyugyoku entering King(s) nyūjō the process of castling ougyoku Two Kings mating problem okiritesuji shepherding finesse onigorosho demon slayer otebisha Rook-and-King fork sabaki development resulting from exchange of pieces semeai mutual attack: attacking race sennichite endless repetition shitate the junior (less experienced) player in handicap games. (a.k.a. Sente) shōgi Shogi, General's chess sujichigai-Kaku wrong-diagonal Bishop tanegoma seed piece tarashi/tarefu the act of dangling a Pawn; tarefu is the dangled Pawn tataki striking Pawn teikijin promotion zone tesuji sequence of 'clever' moves tonshi sudden death by checkmate while pursuing checkmate yourself tsume-shogi mating problems uwake the senior (more experienced) player in handicap games. (a.k.a. Gote) yoseai a position from which a final kill can be administered Computer Shogi. Shogidokoro. There are quite a few Shogi programs around. For the English speaker, the best free one (in my opinion) is Shogidokoro. Shogidokoro is not itself a Shogi program, but rather a scaffolding/interface which allows the incorporation of Shogi game playing engines, the playing and recording of games9, and the display of the board and game statistics. You can even choose your own style of calligraphy on the pieces!10 Users can play against the computer, against another human player, or set the program to play against itself using the engine(s) loaded into the program. The program has the facility to play using time limits (boyomi), and you can also set up and solve tsumeshogi problems. It is also possible to set up and play handicap games. The following page shows a screenshot showing what the Shogidokoro program looks like in action. You can see the board and the komada at the side with the in-hand (captured) pieces displayed. It is also possible to see the time taken for both Black and White moves, and that it is Gote's (White) turn to move next. 9 Games can be saved using different formats, including ones which use simplified kanji for recording the moves. 10 Including pieces with single kanji, red promoted pieces, and 'Westernised' pieces. The game record is in the centre, and to the right of this is an area for making notes to be saved with the game. The remainder of the display is given over to the display of various statistics, search trees, etc. This display is typical of a modern Shogi program. Shogidokoro can load previously saved games, and using the tape-recorder style buttons on the display, ( ) it is possible to play through the games on either a single-move or continuous basis. The Shogidokoro program numbers moves individually. This is why in this document, I have usually numbered moves in this way – to facilitate the easy and unambiguous playing through of game situations using the program. Shogidokoro is downloadable from the following website: http://shogidokoro.starfree.jp/download.html The site may appear in Japanese or English (depending on how your browser is configured). The download link is the 3rd from the top of the page ( ダウンロード in Japanese). Shogidokoro comes with one engine – Lesserkai – this will need to be installed before use. Reijer Grimbergens web site contains instructions for downloading Reijers Spear engine. See: http://www.cloud.teu.ac.jp/public/CSF/grimbergen/research/SPEAR/spearmain.html Spear can be found at the 'Available releases' section. Other engines must be searched for on the internet (try 'Shogi engines' in your search box). Some of the diagrams in this document were created using screenshots from the Shogidokoro program. Shogidokoro is, as far as I know, available for Windows platforms only. In principle, Shogidokoro can be run on other architectures/operating systems using the WINE emulation system – see: https://www.winehq.org/. I https://www.winehq.org/ http://www.cloud.teu.ac.jp/public/CSF/grimbergen/research/SPEAR/spearmain.html http://shogidokoro.starfree.jp/download.html haven't tried this myself, but the only reports I have (June 2020) are that the WINE system itself does not work on the most recent versions of the MacOS operating system (Catalina 10.15). On Linux, the Shogidokoro menus do not display correctly – whether the program works is doubtful. For more about Shogidokoro, and computer Shogi in general, see the Wikipedia page 'Computer Shogi'. ShogiGUI. ShogiGUI is similar in some ways to Shogidokoro, as the screenshot below illustrates: This screenshot shows the position at the start of a two- piece handicap game (Gote gives up the two Lances at the start of the game). The display is similar to Shogidokoro – you can see the board, the komada for storing captured pieces, the move window, etc. However, ShogiGUI is more flexible and powerful than Shogidokoro: The notation used to record moves in the 'Move' window can be changed ShogiGUI can display 'hints' as to the next best move ShogiGUI has powerful game analysis features.11 Game engines can be 'fine-tuned'. ShogiGUI can be downloaded from: http://shogigui.siganus.com/ The interface of the program as downloaded is entirely in Japanese, but it can be converted to English (or German),12 althoughmuch of the fine detail in the display is still in Japanese. With some determination, there is no reason why the non-Japanese speaker should not use ShogiGUI, even if not all of its features are fully exploited. The program comes with one pre-installed game engine (GPSFish), and like Shogidokoro, other engines can be downloaded and installed – I have successfully installed Lesserkai. ShogiGUI seems better at setting up tsume-shogi problems than Shogidokoro. 11See: http://shogibond.nl/how-to-analyze-your-games-using-a-shogi-engine/ for a description of how to do this. 12 See: http://shogibond.nl/shogi-school/artikelen-van-hideaki-takahashi/gui-introductie/ or: http://shogibond.nl/wp-content/uploads/2016/08/GUI-Introduction.pdf for details of how to configure the program. I also have a copy of this PDF file. http://shogibond.nl/wp-content/uploads/2016/08/GUI-Introduction.pdf http://shogibond.nl/shogi-school/artikelen-van-hideaki-takahashi/gui-introductie/ http://shogigui.siganus.com/ http://shogibond.nl/how-to-analyze-your-games-using-a-shogi-engine/ Versions exist for use on Android computers (Japanese language only – seems to be a completely different interface to the Windows version). In principle, ShogiGUI can be run on other architectures/operating systems using the WINE emulation system – see: https://www.winehq.org/. I haven't tried this myself, but the only reports I have (June 2020) are that the WINE system itself does not work on the most recent versions of the MacOS operating system (Catalina 10.15). On Linux, the program does not display correctly. https://www.winehq.org/ Winboard (Alien Package). Also available for Windows machines is a Winboard package developed by H.G.Muller. This package can be downloaded from: http://hgm.nubati.net/WinBoard-Chu.zip and when unpacked gives access to several Shogi variants: Chu Shogi, Dai Shogi, Sho Shogi, Shogi and Tori Shogi. Once you have unpacked the program, simply click on the Black Knight's head icon to start up the program. You have the choice of using Western-style pieces or pieces with Japanese-style kanji. The screenshot shows the position at the start of a game: http://hgm.nubati.net/WinBoard-Chu.zip Steve Evans Shogivar Program. This Shogi variant software has been around since the 1990's. Originally available as a 32-bit PC implementation written in Visual Basic (you will need a very old PC, or 32-bit emulation plus the VB Library files to run this), it is now also available as a Linux port maintained by H G Muller. Downloadable in either form from: http://www.users.on.net/~ybosde/ The screenshot shows the position several moves into a human vs. computer game: http://www.users.on.net/~ybosde/ Phil Holland's Shogi Variants Program. For those interested in the Shogi variants, a variants program can be downloaded from Phil Hollands web pages: http://www.hollandnumerics.demon.co.uk/SHOGI.HTM Simply click on the Shogi Software icon, and download and unpack the SHOGIV41.ZIP file. You will also need to download the file MSAFINX.DLL as well. This program has only a text-based display. BCMGames/BCMShogi. Development of this program was 'frozen' by the author in ~2012. I had difficulty finding a version of the program which worked when downloaded and installed, though I finally tracked one down. As the program has not been updated since 2012, I have not given a download link here. http://www.hollandnumerics.demon.co.uk/SHOGI.HTM Shogi Game File Formats. Unfortunately, most of the computer programs described above use different formats for storing game records – a real can of worms!!! There is some overlap – for example, Shogidokoro will handle .CSA, .KIF, .Ki2 and .PSN formats (.PSN is the default). ShogiGUI will handle .CSA and .KIF formats (.KIF is the default).13 Winboard uses .PGN and .GAM formats to store games. Phil Hollands program uses .SHO format to store games. Steve Evans program appears to be unable to save games. It doesn't matter what these files look like, but it is clearly not possible to load the same game file into different programs – except in the case of Shogidokoro and ShogiGUI (.CSA or .KIF format). To avoid problems, you should pick a program and stick with it – I use Shogidokoro as it is able to handle more formats than any other program. 13 .KIF and .Ki2 formats are possibly best avoided as they both use Japanese characters. Shogi Equipment. Moderate quality Shogi equipment is available via numerous suppliers on Amazon/eBay. Rakuten in Japan seem to be a Japanese version of Amazon, and supply Shogi equipment – customer reviews of the company seem to be 'mixed'. For better quality equipment, you need a specialist trader. A short list follows. I have equipment/books from, and have dealt satisfactorily with those marked with a *: *iThe Shogi Foundation – Shogi books: http://www.shogifoundation.co.uk/ *iCzech Shogi Federation – suppliers of Shogi equipment, books and other Shogi equiment. The basic Shogi set includes a set of very nice hybrid pieces : http://shogi.cz *iAobo Shop – suppliers of Oriental board games, puzzles and books: http://en.aobo-shop.com/ * G. F. Hodges – Shogi equipment, variants, books, etc. Supplier of Shogi magazine as a PDF download. Tel: +44 (0)1234 211 286 http://en.aobo-shop.com/ http://shogi.cz/ http://www.shogifoundation.co.uk/ E-mail: George.hodges@talk21.com *iKurokigoishi Shop – suppliers of Oriental board games, including Shogi (Masters may be able to supply in the U.K.): http://shop.kurokigoishi.co.jp/en/category/10 *iMasters Traditional Games – suppliers of Oriental board games, including Shogi: https://www.mastersofgames.com/ *iNekomado Online Shop – suppliers of books and Shogi equipment: http://shop.nekomado.com/ Schaak en Go winkel het Paard – suppliers of books and Shogi equipment: https://www.schaakengo.nl/goshop-keima/shogi-889416/ Yutopian Enterprises: http://www.yutopian.com Ohishi-Tengudo Corporation – suppliers of high quality Shogi equipment: http://go.tengudo.jp/english/shogi.html Kiseido – suppliers of high quality Shogi equipment: http://www.kiseidopublishing.com/shogi/shogi_equipme nt.htm http://go.tengudo.jp/english/shogi.html http://go.tengudo.jp/english/shogi.html http://go.tengudo.jp/english/shogi.html http://www.yutopian.com/ https://www.schaakengo.nl/goshop-keima/shogi-889416/ view-source:http://shop.nekomado.com/ http://shop.kurokigoishi.co.jp/en/category/10 Tendo Sato Kei Shoten – suppliers of high quality Shogi equipment: http://shogi-koma.jp/index.html Horikoshi – suppliers of high quality Shogi equipment: http://www.shogi-horikoshi.com/ The Shogi Game Store – suppliers of high quality Shogi equipment: http://www5b.biglobe.ne.jp/~goban/english@shogi@ver sion.html Japanese Games Shop – suppliers of books and Shogi equipment: http://japanese-games-shop.com/ [no longer trading?] *iPentangle Puzzles and Games – suppliers of Shogi, Go and Xiang-chi equipment: http://www.pentangle-puzzles.co.uk/ [no longer trading?] Please note that I have no connection with, or financial interest in any of the organisations listed above. The information provided is based on the latest information I have from these organisations. For fuller information please contact the organisations direct. http://www.pentangle-puzzles.co.uk/ http://japanese-games-shop.com/ http://www5b.biglobe.ne.jp/~goban/english@shogi@version.html http://www5b.biglobe.ne.jp/~goban/english@shogi@version.html http://www.shogi-horikoshi.com/ http://shogi-koma.jp/index.html Downloadable and printable Shogi sets. If you want to 'do-it-yourself', I have created a set of templates for a simple Shogi board and pieces. These templates can be downloaded from the shared Dropboxfolder:14 https://www.dropbox.com/sh/2wicm2bnw5lv3t0/AADyepK_y_3e819UAbrwjJoza?dl=0 Download the file: DIY Shogi set.pdf When making a Shogi set with these templates, use good quality glue to stick the pieces and board to good quality mounting card. Trim the board, if desired, with a craft knife, and use sharp scissors to cut the pieces to shape, and you can make quite an acceptable set. 14 There are also free printable board and piece templates on the web site of T Gene Davis (http://genedavis.com/articles/shogi/), and on the Printable Games web site (https://www.printableboardgames.net/preview/Shogi). https://www.dropbox.com/sh/2wicm2bnw5lv3t0/AADyepK_y_3e819UAbrwjJoza?dl=0 https://www.printableboardgames.net/preview/Shogi http://genedavis.com/articles/shogi/ Bibliography and other Shogi resources. Items in my possession, or consulted by myself have been given a 'star rating' – maximum 5 stars – this is of course, entirely subjective, you may think differently! Books. Better Moves for Better Shogi, Teruichi Aono, (trans. John Fairbairn), Man to Man Books, 1983, 2377- 906053-2732. ★★★★★ Guide to Shogi Openings, Teruichi Aono (trans. John Fairbairn), Man to Man Books, 1983, 2377-906052- 2732. ★★★★★ Tsume Puzzles for Japanese Chess, T Gene Davis, 2011, 146369055X. ★★★★★ Shogi – How to Play, John Fairbairn, The Shogi Association, 1979. ★★★★★ (rare) Shogi for Beginners, John Fairbairn, The Ishi Press, 1989, 4-87187-201-7.15 ★★★★★ Habu's Words, Y Habu, The Shogi Foundation, 2000, 0 9531089 2 9. ★★★★★ Masters of Shogi, Y Habu & Tony Hosking, The Shogi Foundation, 978 09531089 4 7. ★★★★★ 15Shogi for Beginners is available in PDF format from at least one paid-for e-book service on the internet. The monthly subscription rate is more expensive than buying the book outright. Seems like a no-brainer to me... 4 Great Games, Tony Hosking, The Shogi Foundation, 1998, 0 9531089 1 0. The games are: Chess, Shogi, Go and Xiang ch'i. ★★★★★ The Art of Shogi, Tony Hosking, The Shogi Foundation, March 1997. ★★★★★ Classic Shogi, Tony Hosking, The Shogi Foundation, 2006, 0 9531089 3 7. ★★★★★ Ending Attack Techniques, Takashi Kaneko (trans. Tomohide Kawasaki), Nekomado, 2012, 978-4-905225- 03-4. ★★★★★ Storming the Mino Castle, Takashi Kaneko, (trans. Richard Sams), Nekomado, 2013, 978-4-905225-05-8. ★★★★★ Joseki at a Glance, Madoka Kitao (trans. Tomohide Kawasaki), At a Glance Series, 2011, 978-4-9052-2501- 0. ★★★★★ Edge Attack at a Glance, Madoka Kitao, (trans. Tomohide Kawasaki), At a Glance Series, 2012, 978-4- 9052-2502-7. ★★★★★ Sabaki at a Glance, Madoka Kitao (trans. Tomohide Kawasaki), At a Glance Series, 2013, 978-4-9052-2510- 2. ★★★★★ Ending Attack at a Glance, Madoka Kitao (trans. Tomohide Kawasaki), At a Glance Series, 2014, 978-4- 9052-2513-3. ★★★★★ Japanese-English Shogi Dictionary, Tomohide Kawasaki (a.k.a. Hidetchi), 2013, Nekomado, 978-4- 9052-2508-9. One-way only (Japanese to English) ★★★★★ Japanese Chess: The Game of Shogi, E. Ohara and Lindsay Parrott. Has received a very poor review on Amazon.com. First Step To Shogi, Space Sano, Oyama Memorial Museum, 1995. The following items contain articles or chapters of greater or lesser depth pertaining to Shogi and/or Shogi variants. The star rating reflects both the quality and quantity of material on Shogi: Board and Table Games from Many Civilizations, R C Bell, Dover, 1979, 0-486-23855-5. ★★★★★ Games Ancient and Oriental and How to Play Them, Edward Falkener, Dover, 1961 (originally published 1892), 486-20739-0. Of historical interest, but like many early publications, contains mistakes. ★★★★★ Chess Variations, John Gollon, Charles E Tuttle Company, 1985, 0-8048-1122-9. ★★★★★ The Great Shogi Games, George Hodges, The Shogi Association, 1978. ★★★★★ A description of Shogi variants larger than 15x15 squares. (rare) A History of Chess, H J R Murray, Skyhorse Publishing, 2012 (originally published 1913). Of historical interest, but like many early publications, contains mistakes. ★★★★★ The Encyclopaedia of Chess Variants, David Pritchard, available as a PDF from https://www.jsbeasley.co.uk. Contains a small amount of Shogi material of mixed quality. ★★★★★ New rules for classic games, R. Wayne Schmittberger, Wiley, 1992, 0471536210. Reputed to contain a good description of the rules of Chu-Shogi – I haven't seen this one myself. Books to Avoid. Unfortunately, there are a few really poor Shogi books in English. I have listed some of them here. Shogi – Japan's Game of Strategy, Trevor Leggett, Charles E Tuttle Company, 1966. Re-published as Japanese Chess, 2009, 978-4-8053-1036-6. Avoid this one! Truly awful diagrams, the notation system is a mess, contains at least one major/vital error and the advice given is usually highly suspect. ★★★★★ https://www.jsbeasley.co.uk/ Japanese Chess or Shogi Book of Board Game Strategy, John Sami Mamoun, independently published, 2021, 979-8712410125. Avoid this one! Uses Chess-like notation, a chequered board and diagrams with faux- Staunton style images. Clearly an attempt to force Shogi to look as much like Chess as possible. A truly appalling book. ★★★★★ Oriental Board Games, David Pritchard, Know The Game Series, 1977, 0-7158-0524-X. By the same author as Encyclopaedia of Chess Variants. Avoid this one! The same awful diagrams as Leggett, there is no notation system, contains many errors, and the advice given is usually highly suspect. ★★★★★ SHOGI (Japanese chess), Calogero A. Salomon, print- on-demand, 2019, 978-8831643177. Avoid this one! A very poor translation of an Italian original. The typesetting is woeful (the author clearly does not know how to use his publishing software), and many of the illustrations are distorted in either the horizontal or vertical direction. This is clearly a 'vanity' project by someone who wishes to practice their English. The price (~£20) is outrageous! ★★★★★ The History of Shogi. The history of Shogi is outlined in the April 1999 issue of the Japan Foundation Newsletter. This can be found here: https://web.archive.org/web/20151105233924if_/http://w ww.jpf.go.jp/j/publish/periodic/jfn/pdf/jfn26_5.pdf The Wikipedia article 'History of Shogi is also of interest: https://en.wikipedia.org/wiki/History_of_shogi Magazines. Here, the star rating reflects both the quality and quantity of the Shogi content. The late George Hodges published Shogi magazine from 1978-1986. A complete run of the 70 issues of the magazine is now available as a zipped download. To get details of how to access these magazines, go to: https://tinyurl.com/ShogiPriceList and use the contact details you will find there. This is a very valuable archive of Shogi material in English. ★★★★★ In the UK, The British Shogi Federation (BSF) published a magazine – Shoten – on a quarterly basis. I have numbers 38-61 inclusive. ★★★★★ https://en.wikipedia.org/wiki/History_of_shogi https://web.archive.org/web/20151105233924if_/http://www.jpf.go.jp/j/publish/periodic/jfn/pdf/jfn26_5.pdf https://web.archive.org/web/20151105233924if_/http://www.jpf.go.jp/j/publish/periodic/jfn/pdf/jfn26_5.pdf In the USA, The Ishi Press published a quarterly magazine, Shogi World in the late 1980s-early 1990s. I have numbers 1-9 inclusive. ★★★★★ Variant Chess magazine was published in the U.K. From 1990 to 2010. Contains several Shogi-related articles of mixed quality. Diagrams usually show rather silly 'westernised' forms of the pieces. Available as a single 1200 page download, or as individual issues from https://www.jsbeasley.co.uk. ★★★★★ Other Literature. Zen Culture, Thomas Hoover Heihō Kadensho(A Hereditary Book on the Art of War), Yagyū Munenori Go Rin No Sho (A Book of Five Rings), Miyamoto Musashi https://www.jsbeasley.co.uk/ Shogi on the Internet. Dropbox. I have recently created a Dropbox archive of Shogi material. This is located at: https://tinyurl.com/RogersShogiArchive16 When you connect to this shared folder, you should see a list of the contents of the folder – simply click on the required item and then on the Download button which should be visible at top right. Then click on 'Direct download' and select the location for the file. If you do not select an individual document and simply click the Download button when the DropBox page first appears, you should get a zipped download of all the 16 The full Dropbox URL is:: https://www.dropbox.com/sh/2wicm2bnw5lv3t0/AADyepK_y_3e819UAbrwjJoza?dl=0 https://tinyurl.com/RogersShogiArchive https://www.dropbox.com/sh/2wicm2bnw5lv3t0/AADyepK_y_3e819UAbrwjJoza?dl=0 documents in the folder (warning – this may be a large download). There is a wide range of Shogi related material here, including: a READ.ME file; paper templates for DIY sets for Shogi and some of the Shogi variants; plus a selection of edited digests of articles from magazines (including Shogi magazine) which cover many aspects of Shogi including Openings, Castles and castling, Shogi proverbs, tsume-shogi; other oriental board games; etc. Please browse and help yourself – that's what it's there for. Copyright material is included with the permission of the copyright holder – where I have been able to contact the copyright owner. Please explore this resource and let me have feed-back – this will help me improve the archive. Google Drive Archive. There is now an experimental 'mirror' of the Dropbox archive: https://tinyurl.com/GoogleShogiArchive If there are any problems with this, please let me know. https://tinyurl.com/GoogleShogiArchive Wikipedia. There is a great deal of information about Shogi on Wikipedia (https://en.wikipedia.org/wiki/Wikipedia). The entry-level Shogi listing is at: https://en.wikipedia.org/wiki/Shogi The Shogi information on Wikipedia is widely dispersed. This is not a criticism, but an observation – this is just the way Wikipedia works. The information is an extremely valuable resource. You will need to start Wikipedia and then enter the Shogi term in which you are interested into the Wikipedia search box. Try 'Shogi opening', 'Shogi castle', 'Shogi tesuji', etc. If you understand Japanese, you are laughing! Japanese Wikipedia has a wealth of articles on Shogi. If you do not understand Japanese, the English language pages mentioned above are very good – they are not direct translations of the Japanese pages, but there is usually an English page corresponding to each Japanese page, and the information on each page is pretty much the same. https://ja.wikipedia.org/wiki/%E3%83%A1%E3%82%A4%E3%83%B3%E3%83%9A%E3%83%BC%E3%82%B8 https://ja.wikipedia.org/wiki/%E3%83%A1%E3%82%A4%E3%83%B3%E3%83%9A%E3%83%BC%E3%82%B8 https://en.wikipedia.org/wiki/Shogi https://en.wikipedia.org/wiki/Wikipedia Internet fora and Web sites. Internet fora come and go – unfortunately. Websites which are largely information-only tend to be a little more permanent. Those listed below are available at the time of writing (see front cover for date). Traffic is low on all but the first of the three internet fora. The remaining URLs are basically information-only web sites. There is a Reddit Shogi forum with 3500+ subscribers: https://www.reddit.com/r/shogi/ 81Dojo World Shogi Forum: https://system.81dojo.com/en/forums BoardGameGeek Shogi forum: https://boardgamegeek.com/boardgame/2065/shogi Shogi.net. Contains teaching information, Shogi variant web pages, etc. Not very active: http://www.shogi.net/shogi.html Shogi.net proverbs pages. Contains list of Shogi proverbs and explanatory notes and diagrams illustrating the proverbs 'in use': http://www.shogi.net/kakugen/ http://www.shogi.net/kakugen/ http://www.shogi.net/shogi.html https://boardgamegeek.com/boardgame/2065/shogi https://system.81dojo.com/en/forums https://www.reddit.com/r/shogi/ Reijer Grimbergen's web page. Contains download instructions for Shogidokoro and for the Spear engine, plus some archived games: http://www2.teu.ac.jp/gamelab/ Eric Cheymol's web page. Contains Larry Kaufman's handicap notes plus some archived games: http://eric.macshogi.com/ A modern Shogi diagram generator – used for many of the diagrams in this document: http://wormz.free.fr/kifugen/ Shogi Playground – an alternative diagram generator which allows storage of games and recall via a unique URL. If this had been around when I started, I would probably have used it for my own diagrams: https://play.mogproject.com/ British Shogi Federation/Shogi London web pages: https://shogilondon.blogspot.com/ http://www.kittywompus.com/shogi/other_uk_shogi_eve nts/ Defunct web sites. 81 Square Universe. Disappeared ca. 2015. Contained active mail fora, lessons, videos, etc. Was a good place to find out more about WinBoard, amongst other things: http://81squareuniverse.com/ http://81squareuniverse.com/ http://www.kittywompus.com/shogi/other_uk_shogi_events/ http://www.kittywompus.com/shogi/other_uk_shogi_events/ https://shogilondon.blogspot.com/ https://play.mogproject.com/%20 http://wormz.free.fr/kifugen/ http://eric.macshogi.com/ http://www2.teu.ac.jp/gamelab/ Playing Shogi on the Internet. I'm not really familiar with playing Shogi 'live' (or otherwise) via the internet – I'm an 'across-the-board' player, but I have listed a couple of sites where this is possible: Shogi Playground Live. This site allows play without any formal registration, subscription, or divulging of personal information. It appears to do this by allowing a player to start a game, and allocating a unique URL to that game, which the player then shares with the opponent. The site is minimalist in its presentation, while at the same time being flexible enough to allow personalisation of boards and pieces in the display. The site is here: https://live.mogproject.com/ and the documentation here: https://mog-playground-docs.readthedocs.io/en/latest/ 81 Dojo. Besides a Shogi forum (p.179), the 81 Dojo web site also hosts an interactive Shogi application: https://81dojo.com/en/ https://81dojo.com/en/ https://mog-playground-docs.readthedocs.io/en/latest/ https://live.mogproject.com/ Videos. In February 2020, lady professional Karolina Styczyńska (5-dan) inaugurated a series of videos entitled 'Road to Shodan'. The first four of these can be seen at: https://youtu.be/bmH2hqRyR8A (Weak King falls easily) https://youtu.be/nrS3WnnWA6Qv (Fighting Anaguma) https://youtu.be/VOXX67hAHuM (Beating your rival) https://youtu.be/IfExOhAJmsw (Fooling the opponent) Typically, these themed videos last approximately 40 minutes – highly recommended. The whole series, which also includes an Introduction to Shogi, a discussion of Shogi notation, plus analyses of some professional games is available on the Shogi Harbour channel: https://www.youtube.com/channel/UCRnXG7CkKfEN6IINKcO_uBg In mid 2019, Chess Grandmaster Matthew Sadler and Women's International Master Natasha Regan produced an introductory Shogi video: https://www.youtube.com/watch?v=At6KWe7bCbg This lasts about 45 minutes and is an excellent introduction to the game. https://www.youtube.com/watch?v=At6KWe7bCbg https://www.youtube.com/watch?v=At6KWe7bCbg https://www.youtube.com/channel/UCRnXG7CkKfEN6IINKcO_uBg https://youtu.be/IfExOhAJmsw https://youtu.be/VOXX67hAHuM https://youtu.be/nrS3WnnWA6Qv https://youtu.be/bmH2hqRyR8A The second video in this series is at: https://www.youtube.com/watch?v=Eu6kRSkjp64 Another good source of Shogi videos is Hidetchi's YouTube channel: https://www.youtube.com/user/HIDETCHIThe channel includes a useful series of 40 short video films teaching the basic aspects of Shogi. Also included are series relating to Shogi Openings, Famous Shogi Games and Tsume Shogi. Connect to YouTube and enter 'hidetchi shogi lessons' into the search box and you should see the teaching videos listed. There is a lot more Shogi material on YouTube. https://www.youtube.com/user/HIDETCHI https://www.youtube.com/watch?v=Eu6kRSkjp64 Cover Page. Table of Contents Introduction. All about the King. Other useful proverbs arising from the discussion: Summary. All about the Bishop. In openings with early fights the Bishop is better than the Rook. Oppose Bishop with Bishop. The Bishops diagonal is hard to close. In delayed fights the Bishop is the main performer. The exchange of Bishops is bad for the Ranging Rook side. The watchtower Bishop is often a good move. The Peeping Bishop. Wrong-diagonal Bishop. The promoted Bishop see-saw. Summary. All about the Gold. Hisshi. Shepherding finesse. Soft-shoe shuffle. The Flying Gold (Takokin). The Climbing Gold (Bokin). The Wall Gold (Hekikin). The Anchored Gold (Sokokin). Kintaden. Summary. All about the Silver. The stab in the back. Flanking the enemy King. To promote or not to promote?. Shape. Fukoshigin/Fuuchigin. Proverbs. All about the Lance. Drop the Lance as far back as possible. The Lance's worst enemy is an interposed Pawn. The Lance is strongest in combination with other pieces. All about the Knight. Joining Knights. Three Knights. Sacrifice hit. The side-stepping Knight. Achilles heel. Kimura's Joseki. Down with the demons. Holding Back. Double entendre. Glossary of Shogi Terms. Shogi Pieces Shogi Openings and Attacks (joseki) Shogi Castles General Shogi Terms Computer Shogi. Shogidokoro. ShogiGUI. Winboard (Alien Package). Steve Evans Shogivar Program. Phil Holland's Shogi Variants Program. BCMGames/BCMShogi. Shogi Game File Formats. Shogi Equipment. Bibliography and other Shogi resources. Books. Books to Avoid. The History of Shogi. Magazines. Other Literature. Shogi on the Internet. Dropbox. Google Drive Archive. Wikipedia. Internet fora and Web sites. Playing Shogi on the Internet. Shogi Playground Live. 81 Dojo. Videos.