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lesson-1.sho
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1994-09-01
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8KB
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339 lines
COM
This lesson is a commentary on an even game written especially for
beginners by a leading women professional, Takojima Akiko.
Adapted from Chapter 8 of `Shogi for Beginners,' by John Fairbairn.
ENDCOM
White: Human
Black: Human
Handicap: Even
Level 1
B 1 P7g-7f
COM
Opens the Bishop's diagonal. This is the most flexible first move, as it
allows one to play either a Static Rook or a Ranging Rook opening. Virtually
every shogi opening belongs to one of these two major groups.
ENDCOM
W 1 P8c-8d
COM
Opens the way for White's Rook. This is the most forceful first move, but
it practically commits one to a Static Rook Opening. In the Static Rook,
the Rook stays in its original file.
ENDCOM
B 2 S7i-6h
W 2 P3c-3d
B 3 P6g-6f
COM
Black's Bishop was threatened with Bx8h+, so Black blocks the
Bishop's diagonal with P-6f. If Black plays Bx2b+, then White
develops his Silver in a natural way with Sx2b.
ENDCOM
W 3 S7a-6b
B 4 S6h-6g
COM
Both player develop their Silvers before their Golds. This is
normal. The Silver's zigzag move navigates around Pawns easier,
while Golds cover gaps in the back ranks better.
ENDCOM
W 4 P5c-5d
B 5 P9g-9f
W 5 G6a-5b
COM
This prepares a defensive formation or castle called the
Boat Castle.
ENDCOM
B 6 R2h-5h
COM
In Ranging Rook openings the Rook is moved along the second rank to cover
another file, which often gives the name to that variation.
Here Black chooses a Central Rook.
ENDCOM
W 6 K5a-4b
B 7 K5i-4h
COM
When playing a Ranging Rook against a Static Rook, one usually moves
his King into a defensive position called the Mino Castle. Black starts to
do this now.
ENDCOM
W 7 K4b-3b
COM
White's Boat Castle is complete, but this may well transform into
a different castle later.
ENDCOM
B 8 K4h-3h
W 8 P1c-1d
B 9 P1g-1f
COM
Note the two 1-pawn pushes. The edge files are important as the
Kings are often very close to the edge. Pushing the 1-Pawns gives the King
more room to escape.
ENDCOM
W 9 P9c-9d
B 10 K3h-2h
W 10 S3a-4b
B 11 S3i-3h
COM
This move finishes the Incomplete Mino castle, using the
Silver and Gold nearest the King as his main defenders. The other Gold
would have to be on 5h to make the Complete Mino. Most good castles use
three generals to defend the King.
ENDCOM
W 11 P8d-8e
B 12 B8h-7g
W 12 S4b-3c
B 13 P4g-4f
W 13 P3d-3e
B 14 S3h-4g
COM
Note that Black's four generals are separated. This is unusual, as if a
sudden fight were to break out, he could be in trouble because of drops.
ENDCOM
W 14 S3c-3d
COM
White's Silver manoeuvre through 3c and 3d aims at the front of Black's
Mino Castle. Though strong against the side, the Mino Castle is weak at
the front.
ENDCOM
B 15 P5g-5f
W 15 S6b-5c
B 16 R5h-8h
COM
In Ranging Rook openings one often switches the Rook from file to
file to test the opponent's reaction.
ENDCOM
W 16 P4c-4d
B 17 G4i-3h
COM
Keeping the defending generals together, covering each other but still
allowing room is important. This is called `cohesion.'
ENDCOM
W 17 P4d-4e
COM
The Silver on 3d exerts power mainly on the 4th file, so
White chooses to start the middle game by pushing the 4-Pawn twice.
ENDCOM
B 18 P4fx4e
COM
When Pawn meets Pawn is often best to capture. If Black instead plays
G-5h, White plays Px4f; Sx4f, P*4e which ruins Black's flimsy castle.
ENDCOM
W 18 S3dx4e
B 19 P*4f
COM
Black has to play P*4f to forestall a White play here.
ENDCOM
W 19 S4e-3d
B 20 G6i-5h
W 20 P6c-6d
B 21 G5h-4h
COM
Black protects his loose (undefended) Gold by moving from 6i to 4h and
also strengthens his castle.
ENDCOM
W 21 B2b-3c
B 22 P7f-7e
W 22 K3b-2b
B 23 R8h-7h
W 23 G4a-3b
B 24 L9i-9h
W 24 G5b-4b
B 25 B7g-6h
W 25 P2c-2d
COM
At this point Black has slightly the easier game.
ENDCOM
B 26 P7e-7d
W 26 P7cx7d
B 27 R7hx7d
W 27 P*7c
B 28 R7d-7f
COM
After exchanging 7-pawns, Black parks his Rook at 7f. A Rook brought up
to the fourth rank is called a Floating Rook. It is a common move and
powerful in defense.
ENDCOM
W 28 P2d-2e
B 29 N8i-7g
COM
Moving the Knight behind the Rook like this is a very strong position.
ENDCOM
W 29 P5d-5e
B 30 P5fx5e
W 30 B3cx5e
B 31 S6g-5f
W 31 B5e-3c
B 32 P*7d
W 32 P7cx7d
COM
P*7d forces Px7d, otherwise Black breaks in with Px7c+, Nx7c; Rx7c+.
ENDCOM
B 33 P*5d
W 33 S5c-6b
COM
White cannot capture with the Silver, otherwise Black can win with Rx7d,
P*7c; Rx6d, P*6c; Rx5d, P*5c; Rx3d.
ENDCOM
B 34 R7fx7d
W 34 S6b-7c
B 35 R7d-7f
W 35 S3d-4c
COM
S-4c attempts to control the dangerous Black Pawn on 5d.
ENDCOM
B 36 P6f-6e
COM
P-6e gives White no respite.
ENDCOM
W 36 S4cx5d
COM
If White answers Px6e, Black plays Nx6e, which promises P-5c+ next.
ENDCOM
B 37 P6ex6d
COM
White gets rid of the troublesome Pawn on 5d, but Px6d creates another
just as awkward.
ENDCOM
W 37 P*6f
COM
P*6d is a typical shogi counter attack. If Sx6d instead, Black plays R-7a+.
ENDCOM
B 38 P4f-4e
COM
If instead Black moves his Silver on 5f, White will march in with P-6g+.
The danger for Black is that his Bishop is undefended and hemmed
in; P-4e helps it to escape.
ENDCOM
W 38 P*7e
B 39 R7fx7e
W 39 P*7d
B 40 R7e-7f
W 40 P8e-8f
COM
Seeing that Black Bx3e will cause problems for White, he tries to engineer
complications elsewhere. The liberal use of Pawns for such purposes is
a common feature of shogi. This is a critical move for White.
ENDCOM
B 41 P8gx8f
W 41 P7d-7e
B 42 R7fx7e
W 42 R8bx8f
COM
The point of White's counterplay is to bring his Rook into action. But
though his Rook is now almost certain to promote, Black can put even more
pressure on White.
ENDCOM
B 43 B6hx3e
W 43 P*8d
COM
White could prevent Black B-7a+ by playing P*5c instead, but then Black
can play R-8e and force an exchange of Rooks. The point of P*8d is to
stop the exchange.
ENDCOM
B 44 B3e-7a+
W 44 P*7d
B 45 +B7ax8a
COM
The drawback of White P*8d is that allows Black +Bx8a as the Rook no
longer defends this point.
ENDCOM
W 45 S5d-4c
B 46 R7e-6e
W 46 R8f-8h+
COM
This gives White a foothold in the enemy camp, but the cohesion of
Black's pieces around his King is almost perfect. Black still has time
to further his attack.
ENDCOM
B 47 P4e-4d
W 47 B3cx4d
COM
White has to play Bx4d and not Sx4d because of Black's Knight in hand.
If White Sx4d, then Black N*3d forks the King and the Gold.
ENDCOM
B 48 S5f-4e
W 48 P2e-2f
COM
White chooses to ignore the threat Black S-4e poses to his Bishop and
tries to snatch a lead in the mating race by attacking the head of the
King with P-2f.
ENDCOM
B 49 P2gx2f
COM
Taking the Pawn instead of the Bishop is natural in shogi.
The gain of a Bishop for a Silver would be outweighed by loss of cohesion
White Px2g+ would impose on Black's castle.
ENDCOM
W 49 P*2g
B 50 K2hx2g
W 50 +R8hx9h
COM
This move is away from the main action, but White needs pieces in hand.
Often a fight will take place in one part of the board just so
a player can get a piece in hand to use in another fight elsewhere.
ENDCOM
B 51 P3g-3f
COM
This move prevents a future White N*3e. Now Black can use his Knight
in hand with worrying about where it might be dropped after White
captures it.
ENDCOM
W 51 P6f-6g+
B 52 S4ex4d
W 52 S4cx4d
B 53 N*3d
COM
This Knight drop is the most critical move of the game.
ENDCOM
W 53 K2b-3c
B 54 N3dx4b+
W 54 G3bx4b
B 55 +B8a-5d
W 55 L*2c
COM
If White instead defends with S*4c, Black can win with B*2d, Kx2d;
R-2e, K-3c; G*2c, K-3d; G-2d mate.
ENDCOM
B 56 +B5dx4d
W 56 K3cx4d
B 57 B*5e
W 57 K4d-4c
COM
K-3d instead loses to G*4d, K-2d; B-4f. If S*5d instead, then Kx5d is
mated by G*4d.
ENDCOM
B 58 S*5d
W 58 K4c-3b
B 59 G*2b
W 59 K3b-4a
B 60 G2bx2c
COM
This is a professional move: it eliminates the last shred of danger to
Black's King.
ENDCOM
W 60 B*5i
B 61 P*4c
W 61 +P6g-5g
B 62 P4cx4b+
W 62 K4ax4b
B 63 L*4c
W 63 K4b-5a
B 64 G*5b
W 64 K5ax5b
B 65 P6d-6c+
COM
White resigns after this move.
ENDCOM
W 65 K5b-6a
COM
No matter where the White King flees he is doomed.
ENDCOM
B 66 +P6cx7c
W 66 K6a-7a
B 67 S*7b
COM
Checkmate.
ENDCOM
COM
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