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- 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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