shogi kakugen

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PAWN (1) A Pawn is Worth a Thousand Generals (Ippu Atai Senkin) vocabulary: ippu=one pawn, atai=worth, sen=a thousand, kin=gold (1) There are far more positions than you'd think in which a Pawn in hand makes a big difference. Look at Diagram 1. White has formed a usual Yagura castle less one Silver. With Black's Knight on 2e, a Pawn drop on 3c will be quite effective. If you have a Pawn in hand, that is. Thus, a Pawn in hand could be compared to a thousand Gold pieces. Diagram 1. Black to move. The most likely moves to follow are: P*3c Nx3c Nx1c+ ... After Black's P*3c, White could play G-3a, but that would leave bad shape for White. So, Nx3c is a natural move, avoiding loss of

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Page 1: Shogi Kakugen

PAWN (1)

A Pawn is Worth a Thousand Generals (Ippu Atai Senkin)

vocabulary: ippu=one pawn, atai=worth, sen=a thousand, kin=gold

(1)

There are far more positions than you'd think in which a Pawn in hand makes a big difference. Look at Diagram 1.

White has formed a usual Yagura castle less one Silver. With Black's Knight on 2e, a Pawn drop on 3c will be quite effective. If you have a Pawn in hand, that is. Thus, a Pawn in hand could be compared to a thousand Gold pieces.

Diagram 1. Black to move.

The most likely moves to follow are:

P*3c Nx3c Nx1c+ ...

After Black's P*3c, White could play G-3a, but that would leave bad shape for White. So, Nx3c is a natural move, avoiding loss of

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material. Note the next move: Nx1c+. In the wrong direction, you say? No, this is right.

There will follow:

... Lx1c P-1d Lx1d Lx1d ...

By following the natural moves, Black will have a breakthrough along the first file.

Back at the Diagram 1, if you have more than one Pawn, you could also play as follows:

P*3c Nx3c Nx3c+ G4c-

3c N*2e G3c-

4c P*3c

When your opponent has formed a yagura castle, make sure you have at least one Pawn in hand before playing N-2e.

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(2)

Diagram 2 shows where White played Px2d after Black's P-2d. Now what will be the next move using a Pawn in hand to attack White's yagura castle?

Diagram 2 Up to ...Px2d

P*2e is the move you should remember. When playing double fortress opening (both sides play the yagura castle), a joining-Pawn tesuji (to drop a Pawn on the square just in front of an opposing Pawn with the goal of its being captured) can be quite effective when applied in the enemy's King file.

To Black's P*2e, White cannot but respond by Px2e, otherwise Black will play Px2d and again a solid foothold so that he can next play Nx2e.This will be good for Black. Then White will have to play S-2d to prevent from loss of material, to which Black can reply Nx1c+.

1) If White responds with Lx1c, Bx2d will do. 2) If Nx1c, again Bx2d will do the trick. Either way, Black will be able to continue undermining the yagura camp. 3) If Kx1c, P*2e will be the most severe blow for White. Remember, when the opponent's King gets in your Bishop's path,

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attack the interposing piece. This is one of the most important patterns.

When playing yagura, most White players tend to play Sx2d instead of Px2d after Black's P-2d, thereby avoiding the joining-Pawn tesuji. This will give you an idea how effective the Pawn drop can be.

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(3)

Diagram 3.

Against the Mino-castle, on Diagram 3, where would you drop your Pawn?

P*6b is the crucial move. If White plays G-5b, he will allow the Pawn to promote onto 6a. So he will have to play G-7a, only to meet:

Rx7a+ Kx7a P-6a+ ...

Rx7a+ is the decisive move. White has no choice but to play Kx7a. Then you go on to play P-6a+, double checkmate! White's King will be forced to mate whatever he may play.

If you cannot drop your Pawn along the 6th file, check if you can on the 5th file. P*5b will also be a very effective move (diagram 4).

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Diagram 4. Up to P*5b.

You will then promote the Pawn on 6a, agaianst which White will play G-7a, then you pull the tokin back to 5b. The Mino-castle is sure to fall.

What if White plays Gx5b at Diagram 4? You know it. R-7a+ will lead to exactly the same position as above.

If you are thinking of playing P*5c instead of P*5b, you should remember White's P*5a will turn the table around.

When playing against the Mino-castle, attack the Gold on 6a. This is the golden rule.

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(4)

Sometimes a Pawn in hand could decide a game. Look at Diagram 5. Black played Px2d, to which White played R-3b, inadvertently giving Black a windfall.

Diagram 5. Up to ... R-3b

P*3c. This is called a focal point Pawn drop. The square in question is guarded by three White pieces. See for yourself that White cannot save himself from loss of the material whichever way he may respond.

Diagram 6 also shows how devastating a focal point Pawn drop can be.

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Diagram 6. Up to ... Px2d

P*4b.

If Bx4b, Black can play Bx4d gaining the Silver for free. If Rx4b, Black can play Rx2d.

When you drop a Pawn in the square where more than one piece is in defense, it should block one of them, thereby undermining the whole defense.

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(5)

Diagram 7 shows where a static-Rook versus ranging-Rook game gets into the mid-stage. Note that Black's Pawn along the 4th file is missing from the board, and is in hand instead. This is a solid advantage for Black, giving him an opportunity to put the proverb to good use.

Diagram 7. Up to ... G-6c

Moves after Diagram 7:

P-2d Px2d P*2b ...

Since he has a Pawn in hand, Black can begin his attack on the 2nd file by P-2d. If White plays Bx2b after P*2b, Black can play Rx2d, a favorable turn for Black.

If White does not respond to P*2b and play something else, Black can play Px2a+, taking the Knight and then the Lance for free.,p> If, after Diagram 7, White plays Bx2d in response to P-2d, P*2b will still be a good move. After White plays N-3c, Black's P-2a+ will follow. White cannot take the promoted Pawn, for the Silver on 4d will be taken for free.

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Suppose White plays something elsewhere, how would you as Black play next? +Px1a? That wouldn't be a bad idea, but there is an even better move. +P-2b and then +Px2c will be more devastating to the opponent. This line of moves is what we call "authentic line".

Look at Diagram 7 again. Attack on the second file aiming at a crucial Pawn drop will give White a big headache. White may have to think of resigning even before he gets into the endgame.

When playing static Rook against ranging Rook, ask yourself how you can play Rx2d, for this could often steer the game in your favor. Also check whether you can play P*2b with the prospect of promoting the Pawn and letting it work.

When you get into similar positions as above, which I'm sure you will, please remember those check points I raised.

Shogi Tidbits (1) What annoyed Meijin Satoh?

The answer is (b). A tiger standing against a bamboo grove is not an uncommon design for hanging scrolls, but for Yasumitsu Satoh's gentle temperament it was too much to take? Maybe a tiger alone wouldn't have been much of a problem. After all, he had to take care of both the tiger and Habu, whose famous Habu-nirami(Habu's glare) is said to be less frequent these days, but still may flash at any minute.

Satoh lost the game. It was his third consecutive loss in the Osho match before he made a lackluster exit after one more loss. But all four games were very tight and exciting. I won't be surprised if Satoh wins another four games in a row against Habu, which is secretly what I hope to see.

Habu's style: From the 2000 Kio-Sen Game 1

Habu looked invincible when he beat Meijin Satoh by 4-0 in the Osho-sen a few weeks ago, but I secretly feared he might lose in the first game of the Kio match, because in the past he often collapsed

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when he appeared at his very best, much to his fans' chagrin. But he won. Ingeniously? Yes. Beautifully? Well...

White: MORIUCHI/Black: HABU

Diagram. Up to 48...Gx2c. How would you play here? R-7b+? That's what Habu originally thought, according to the Shukan Shogi(Feb.23), but that would have been a no-no for Black. Moriuchi would have responded with P*4b. Then there will have followed: P*4c, P-9g+,Kx9g, B*6d, P*7e, G-7c. No-win postion for Habu. So, he played P*3d, followed by Sx3d, Nx2c+, Kx2c. Then G*4b! What a move! If I play like this, it may elicit snickering from the opponent. It IS threatmate to be sure, beginning with R-2a+, since White doesn't have a Gold as an interposer. But that's just it. Wouldn't it be a tad too simple for a professional's tactic? But this is Habu's style. G*4b is mediocre and certainly not beautiful. But he doesn't dismiss a mediocre move just because it looks so.

Then they played:

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51.G*4b B*5d 52.L*5h S*7g 53.Sx7g Px7g+ 54.Gx7g Bx7g+ 55.Rx7g+ P-6f 56.S*3b K-3c 57.B*5a K-4d 58.G-4c Sx4c 59.Rx2d S-3d 60.P*4e Kx4e 61.B-3c+ N*8f 62.+Rx8f resigns Habu's real reason for playing G*4b with conviction lay in 58.G-4c. Because he knew the above moves were inevitable, he concluded G*4b was the only move to play then. Habu once said, "There's no freedom in the endgame, " meaning ANY strong players think exactly the same way in the endgame. Would Moriuchi have agreed?

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PAWN (2)

A Pawn-anchored Gold is more solid than a rock. (Kinzoko no Fu iwa yori katashi.)

Vocabulary: -zoko (soko)=bottom, no=of, with iwa=rock, katashi= be solid

(1)

When your opponent attacks with a promoted Rook, remember that a Pawn-anchored Gold makes a solid guard.

Diagram 1. Up to ... L8d

Diagram 1 shows where White has just dropped a Lance on 8d. Together with the promoted Rook on the bottom row, White aims to attack your King directly. The expected line of moves is: Lx8g, Kx8g, +Rx8i.

Here P*5i is the move Black should play. This is the harder-than-a-rock Pawn, a bulwark against the promoted Rook.

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Diagram 2. Up to P*3i.

Look at diagram 2. Here you see a Pawn-anchored Silver. In this case White can drop a Pawn on 3h, so it may not seem as solid as a Pawn-anchored Gold. Still, White will need to play Px3i+ and +P-3h in order to get the promoted Rook's path open. In the meantime, you can play some effective moves.

Take note how an anchor Pawn makes sturdy defense in either case.

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(2)

Sometimes a Pawn-anchored Gold can be as brittle as a sandcastle.

Diagram 3 shows where Black interposed a Pawn after White's R*3i, which was also anchoring the Gold on 5h. In this case, however, there was a problem.

Diagram 3. Up to P*5i.

Moves after Diagram 3:

... P*5g G-6h Rx5i+

White's P*5g reveals where the problem lies. Black cannot respond with Gx5g which will only allow White to play Rx5i+, a fatal fork, so Black has to play G-6h, to which White can reply by promoting his Rook on 5i taking the Pawn. After this, if Black plays K-8h, White will play P-5h+. A happy position for White.

Look at Diagram 3 again. The correct move here is K-8h.

I will show you another dubious anchor Pawn. Look at Diagram 4.

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Diagram 4. Up to P*5i.

Black has just dropped a Pawn on 5i after White's +R-3i, check. This was a grievous mistake on Black's part. White will then drop a Lance along the 5th file, L*5e, with which Black cannot cope because he cannot use another Pawn on the same file.

So, in Diagram 4, you should play S-5i, so that you can drop a Pawn in case of L*5e.

Always beware of a Lance drop when you drop an anchor Pawn.

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Drop the Lance on the back rank. (Kyo wa gedan kara ute)

vocabulary: kyo (kyosha)=Lance, wa=as for, gedan=bottom rank, kara=from, ute=to drop (imperative)

(1)

The Lance dropped on the first rank has eight squares to go to. If dropped on the second rank, it can only go to one square. When in doubt, drop the lance as far back as you can.

Diagram 1. Up to ... S-5g+

Diagram 1 is from the endgame between the static Rook anaguma (Black) and the ranging Rook (White). How should Black play next? Where would you drop your Lance?

L*6i.

Are you aware that White has no Pawn in hand? When you drop a Lance, make sure that the Lance won't be killed by the opponent's Pawn drop. In the position above, not only does the Lance target the Gold on 6b, but also eliminates White's +S-6g. So, this is a very good move both in offense and defense.

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White will then play G-7a, but Black can now drop a Knight on 6d, forking Gold and Silver. Note that you cannot just drop a Knight on 6d, which happens to be on the +B's path.

The Lance dropped from the first rank can be far more effective than the one dropped farther up the board.

(2)

Diagram 2.

Where would you, as Black, drop your Lance in Diagram 2? L*1g may have been the first idea that came to your mind. It's not entirely a bad idea. You could then play L-1b+ to chase the King and R-1c+ afterwards. But this line of moves is what we call "heavy," meaning slow and less efficient.

L*1i is a much better move. Even if White plays K-3a in the hopes of running away to a safe place, it will be of no avail. Since White has nothing in hand other than a Pawn, he/she cannot escape from R-1a+, checkmate.

When you build up a strategy using a Rook and a smaller piece, you usually place the smaller piece ahead of the Rook for a breakthrough, but when you have a Lance in hand, the Rook can go first.

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(3)

Diagram 3. Up to ... S-6c

Diagram 3 shows the double fortress (double Yagura) opening, where Black is about to attack with the Spearing the Sparrow tactic. Please note how the Lance plays the crucial role from here. Moves from Diagram 3:

N-2e S-2d Nx1c+ Sx1c P-1d Sx1d Lx1d Lx1d Rx1d L*1a

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Diagram 4. Up to ...L*1a.

With N-2e, Black begins to attack the 1st file. If White plays S-2d after Black's P-1d, there will follow: P-2e, Sx2e, P-1c+---good for Black. So White has to play Sx1d. Then after Lx1d, Lx1d, Rx1d, White drops a Lance on 1a, which looks quite promising on White's part. Moves from Diagram 4:

P*1c Lx1c Bx1c+ Nx1c L*3i …

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Diagram 5. Up to L*3i.

The last move in the above diagram, L*3i, is what you should remember, the latest joseki. Drop the Lance from the bottom. Now the third file is the target. Moves after Diagram 5:

… N-7c P-3e Px3e L*3d N*3c Lx3e …

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Diagram 6. Up to Lx3e. White's N-7c may not appear to be a very good move, but there doesn't seem to be a more favorable alternative to play here. Black attacked the vulnerable part of the Yagura castle, starting with P-3e followed by double Lance attack on the third file, which led to a good position for Black.

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KNIGHT (1)

Drop the Knight Well Back. (Keima wa hikaete ute)

Vocabulary: Keima=Knight, wa=as for, hikaete=reservedly, in the rear, ute= to drop

(1)

Diagram 1.

Diagram 1 shows part of the position from the static Rook versus ranging Rook game. White's King is in an odd square, but this actually happens when White plays Kx2b after Black's Bx2b+, Bishop exchange.

Now is the good time for Black to drop a Knight, but where?

N*2f. (Diagram 2)

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Diagram 2. Up to N*2f.

N*2f illustrates the Knight dropped well back, so that it can leap onto 3d, forking King and Gold.

White cannot allow his/her Gold to be taken. A Gold general should be by the King in guard.

K-3b Nx3d G-4a B*2b …

If White plays G-3c on Diagram 2, Black will play N-4e, another fork.

After White's K-3b, a natural move, Black goes on to play Nx3d. If White plays G-4a, B*2b will do. There'll be no stopping Black's Bx1a. If White plays G-3c, Black can still play B*2b. Then, Gx3d and Bx1a will follow, leading to a favorable position for Black.

When you cannot drop a Knight where it can fork, see if you can drop it further back. You may come up with a smart move.

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(2)

A knight comes in handy when attacking the Mino-castle. Look at Diagram 3, where Black has just dropped a Knight on 8f. Surprisingly, this very move is threatmate to the seemingly unshakable Mino-castle.

Diagram 3. Up to N*8f.

Moves to mate are: N*7d, Px7d, Nx7d, K-9b, S*9c, Kx9c, B*8b, Followed by, a) K-8d, G*7e, or b) K-9b, Bx9a+, Kx9a, G*8b.

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Diagram 4.

Diagram 4 shows a similar position as Diagram 3. Again N*8f is a smart move. If you have a Pawn in hand, you can attack from the 9th file. If you have more pieces in hand, you can just play N-7d, mate.

Lastly let me show you how a Knight works in the edge attack.

Diagram 5.

Moves from Diagram 5:

P-9e Px9e P*9c Lx9c P*9d Lx9d N*8f ...

The basic pattern of the edge attack begins with P-9e followed by P*9c.

If you have more Pawns in hand, you can play P*9b before P*9c, which will give your opponent no choice.

After luring White's Lance up to 9d, you play N*8f claiming the Lance. A very promising prospect on your part.

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When playing with the Mino-castle, you should remember that it is a sturdy castle when attacked from the side, but from the edge it could be pretty vulnerable.

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KNIGHT (2)

The Knight that jumps high falls prey to a Pawn. (Keima no takatobi Fu no ejiki)

Vocabulary: Keima=Knight, no=of, takatobi=high jump, Fu=Pawn, ejiki=prey

Beginners invariably seem to love this piece which leaps forward in two directions. When played prematurely, however, a Knight can be easy prey for a Pawn.

Diagram 1

N-4e may give you a good feeling, momentarily. But White will then play S-4b, aiming at a later P*4d. That will be one Knight of yours that falls prey to a Pawn.

If Black did not have a Pawn on 5g, you could play N-4e. After S-4b, you can drop a P on 5d, thereby you can exchange your N for White's S in the future. Material gain means a lot in the beginning phase.

Back on Diagram 1, you need to do something before playing N-4e. Which is...?

From Diagram 1: P-3e

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P-3e is an important move to play here. By pushing a Pawn to be taken, you can drop a Pawn in hand on the 3rd file.

Moves thereafter:

... Px3e P*3c ...

After P*3c, if White responds with Bx3c or Gx3c, you can play N-4e forking the two pieces of higher value. What if White plays Nx3c? Yes, P*3d. You've learnt a lesson.

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Use the Silver like a Plover (moving zig-zag). (Gin wa chidori ni tsukae.)

Vocabulary: gin=silver, wa=as for, chidori=a plover, ni=as, like, tsukae (imperative)=to use

A flock of plovers in flight looks like cross-stitches. Hence, a Silver piece used like a plover refers to a move diagonally forward or rearward, rather than straight ahead.

From Diagram 1, let me show you how you should redress the awkward positioning of the Silver in front of your Pawn.

Diagram 1. Up to ...K-3a.

Moves from Diagram 1:

P-3e Px3e Sx3e P*3d S-4f K-2b S-3g S-6d S-3f ---> Diagram 2

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Diagram 2. Up to S-3f.

You start with exchanging Pawns on the 3rd file, then play S-3g, and then S-3f so that you can next play N3g and B-4f, which will be an ideal position on your part. Not only is there no ill-positioned Silver in front of your Pawn, but all your pieces are prepared to attack.

Diagram 3. Up to ...S-4c.

On Diagram 3, you cannot afford to leave the Silver on 4f as it is.

Moves after Diagram 3: S-3g P-5d

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S-3f ---> Diagram 4

Diagram 4. Up to S-3f.

Now that you get to the above position (Diagram 4), you can safely follow your instincts and play the natural moves like P-4f and N-3g. Then the position will take care of itself.

Diagram 5 shows where Black is about to play deftly from the fifth-file vanguard Pawn opening. Pay attention to the right Silver.

Diagram 5. Up to (b)S-4f.

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A) ..... N-7c P-3e Px3e Sx3e P*3d P-2d B) ..... P-5d G5h-6g Px5e S4fx5e P*5d S-6f Sometimes it is a good idea to shift the Silver from right to left as in B depending on the opponent's move.

Remember that a Silver is like a midfielder moving swiftly around the mid-ranks in preparation for a major attack.

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Silver (2)

Silver at the head of the (opponent's) Knight is the standard move. (Keisaki no gin joseki nari)

Vocabulary: Kei=Knight, saki=ahead, no=of, joseki=standard pattern, nari (declarative)=to be

Diagram 1. Up to ....N*2d

Diagram 1 shows where White has just dropped a Knight on 2d. It may not seem particularly alarming, but is in fact a threatmate, starting from N*3f. Black has to prevent that, but how?

N*4h? Indeed, a Knight drop can be effectively defended by a counter-drop of the same piece, sometimes. But in this case, it will allow White to continue his/her attack by P-1e. If you respond with Px1e, White's N*1f will bring a near-mate position. See for yourself that your N on 4h will only block your own King.

You may come up with G*2f on Diagram 1, which will also cover the edge. Not a bad idea, but what if White plays L*2e? You cannot respond with G*2e. If you do, White will proceed to carry out the original plan: N*3f...mate.

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The move to play here is S*2e.

See how the Silver covers both squares the opponent's Knight threatens: 3f and 1f.

Moves after Diagram 1: ...... G*3e Sx2d White's G*3e aims to take the Silver, but you can go on to get rid of the menacing Knight to kill the threat. Remember that a Knight at the head of the opponent's Knight not only covers both squares under threat, but also can take the Knight itself when necessary.

Do not, therefore, drop a Bishop instead of a Silver. Apparently they have a similar function, but in this case, a Bishop is helpless when White plays G*3e.

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Save the Gold till the end (for the coup de grace). (Kin wa todome ni nokose.)

Vocabulary: kin=Gold, wa= as for, todome=a decisive blow, ni=for, nokose (imperative)=to leave, save

A Gold is a valuable piece in checkmate.

Diagram 1.

How will you brinkmate White's King?

S*5c

Instead of using a Gold, you should narrow the King's escape by dropping a Silver first.

With nothing in hand, White cannot escape from mate. If K-4a or K-6a, a Gold dropped at the head of the King will finish the game.

If you drop a Gold instead of a Silver on 5c, there will follow: K-6a, S*6b, K-7b... You'll let the King escape.

Suppose you have no Golds in hand in Diagram 1, you will need three Silvers to finish:

S*5c K-4a

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S*3c Brinkmate -a(Diagram 2)

Diagram 2.

Please remember, where there is no Gold available, it is not easy to get access to the King.

Lastly, the following diagram shows a tsume problem. This will pretty much recapitulate what I said above.

Diagram 3. A three-move tsume problem.

Solution: R*1a, Kx1a, G*2b

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Entice the Gold diagonally forwards.

(Kin wa naname ni sasoe)

Vocabulary: kin=Gold, naname ni=diagonally, sasoe (imperative)=to lure

A Gold can move diagonally forward, but needs two moves to get back to where it was.

Diagram 1.

White's King is in the Yagura castle. How will you go about to attack the Yagura?

P*5d

A Pawn dropped like this is called a dangling Pawn. It is very effective here.

P*4b is another possibility. However, you will need two more moves (P-4a+ and +P-4b) to make it work. If you play P*5d in the first place, your next intended move, P-5c+, will do the job more quickly.

So, in response to P*5d, White will have to play Gx5d: a Gold lured diagonally forward.

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P*4c (Diagram 2)

Diagram 2. Up to P*4c.

The second Pawn drop on 4c is quite devastating, which is again luring the Gold on 3b diagonally forward. ..... Gx4c +P-5c (Diagram 3)

Diagram 3. Up to +P5c

The last move in Diagram 3 is check and claiming a Gold at the same time, which leaves White almost defenseless.

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Remember that dangling Pawns can lure Golds away from the King.

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With a Gold on your back rank, you can sacrifice the Rook.

(Ichidan kin ni hisha sute ari)

Vacabulary: ichidan=the first (bottom) rank, kin=Go ld, ni=in (...ni ari=exist in...), hisha=Rook, sute=throwing away

(1)

When your camp is well-protected against a Rook drop, you can sacrifice your Rook. This is what the proverb teaches.

Diagram 1.

When a Gold is on the first rank as in Diagram 1, there's no room for a Rook drop. The combination of the Silver on 3h and the Gold on 4i makes a strong defense against a Rook drop.

A Silver on the first rank, in contrast, makes an ill-shaped defense.

Diagram 2 shows where a Silver and two Golds are placed around the King, building up a sturdy guard. On the other hand, the right side of the camp is weaker.

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Diagram 2.

White will drop the Rook on 3i.

Provided the opponent has a Rook in hand, your King is safer in Diagram 1 than Diagram 2. This is one of those ironies in shogi that you should keep in mind: A seemingly sturdy castle with Silvers and/or Golds closely around the King can invite a dangerous Rook drop.

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(2)

Diagram 1. Up to ....S*6g

Diagram 1 is from an actual game where White has just dropped a Silver on 6g. Black wants to play Sx5d, but White will respond with P*5f thereby closing up the Rook's path. How would you play here?

Rx5d

Black has two Golds on the first rank, which is a strong defense against a Rook drop. So, Black resorted to an aggressive move: Rx5d. This made White's Silver on 6g look pointless, since the Silver was intended to restrict Black's Rook.

Moves thereafter: ..... Gx5d Sx5d B-1c P*6d (Diagram 2)

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Diagram 2. Up to P*6d

Black's Silver is now edging up on White's King, while White's Bishop and Silver on 6g are idle pieces. The position above is in Black's favor in spite of Black's material loss (a Gold for a Rook).

Take note that White's B-1c was a good move in his bad position, placing the Bishop on a better square and giving the King more breathing space. However, Black's next move, P*6d, was even better, gaining ground for further attack.

A Rook is a strong piece and you may well be reluctant to let it fall into your opponent's hand, but provided your camp has no hole for a Rook drop, the sacrifice of it is certainly a possibility to be considered.

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The Gold pulled back is bound to be a good move. (Kin wa hiku te ni koshu ari)

Vocabulary: Kin=Gold, wa=as for, hiku=to pull back, te=a move, ni=in, koshu=a good move, ari (declarative)=to be

(1)

Pull back your Gold on the back rank, and your defense will be stronger. Sometimes it may turn out to be a better move than you expect.

Diagram 1 is from a title match by professional players. How would you play here as Black?

Diagram 1. Up to ....P-8d.

Black played G-3i, anticipating a Rook exchange. Then he moved the Gold onto 4i, thereby strengthening his defense. There followed a flamboyant show of exchanging both Rooks and Bishops (Diagram 2). The position is well-balanced, but take note that Black's camp allows no space for a Rook drop.

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Diagram 2. Up to ....Gx3d.

Below is another example in which the maxim in question was put to good use. Unlike above, this is a joseki position in the central Rook against static Rook opening.

Diagram 3. Up to ....R7b.

Moves from Diagram 3: G-7i P-7e Px7e Rx7e R-7h (Diagram 4)

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Diagram 4. Up to R-7h.

G-7i is exactly what the proverb teaches: to mend the unguarded space, which was at the same time preparing for Black's own Rook to come to 7h. Therefore, this was the best move to play here. Diagram 4 shows that Black has nothing to worry about in case of a Rook exchange. He/she can next play P-6e or B-8h, thereby taking the initiative of the game.

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(2)

Diagram 1 shows White has just dropped a Rook in your camp. Your yagura-castle is still intact, but you cannot be too optimistic about that, since White still has a Rook and a Silver in hand.

Diagram 1. Up to .....R*3h.

White will next play Rx7h, to which Black will have to respond with Kx7h. Then there will follow S*6i, Kx6i, R*4i, which will practically finish the game. (Diagram 2)

Diagram 2. Up to ....R*4i.

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From Diagram 2, Black's K-7h won't do. G*7i will end the game.

Back in Diagram 1, there is one move you can play to get yourself out of danger, which is...?

G6g-6h.

By placing two Golds side by side to guard your King, you can buy time. In the yagura-opening, you are supposed to place your Gold on 6g, but when you get into the endgame, the Gold had better be on 6h for the defense.

I might add that S-6h instead of G6g-6h is less preferable, even if it may appear to be similar in effect. There is a well-known endgame tesuji against the Yagura: S*6i, to which S-6h is hardly well-prepared.

Just remember that a Gold functions better when sitting in the back rank.

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With Gold and Silver Reversed (Gold above Silver), You Are Bound To Get Trouble. (Kin gin no gyakkei wa akkei nari.)

Vocabulary: kin=gold, gin=silver, no=of, gyakkei=reversed form, akkei=bad form, nari (declarative)= to be

(1)

A Silver above a Gold is the normal shape.

Diagram 1.

In Diagram 1, Black has assumed the vanguard Pawn at the head of the King. Since the Silver is above the Gold, they connect and have good shape.

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Diagram 2.

If a Gold is placed above instead of a Silver, as in Diagram 2, this is what is called akkei (bad shape). The King may appear to be guarded by three Generals, but it is hardly safe. Firstly, the Generals are not so well connected with each other as in Diagram 1. Secondly, the 7i square is not covered by either General, which means the whole castle can be quite useless when White attacks from the side with a Rook dropped on the first rank.

Diagram 3.

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In Diagram 3, a Silver is on 6g instead of 7h and a Gold on 7h instead of 6g. This is a little better than Diagram 2. But in view of the function of Generals, the one on the upper front should be the Silver, since it is the piece with which you act on your first offensive.

Now, we will look into how the Pawn-exchange on the 6th file will further affect the already ill-shaped formation.

From Diagram 1, you can play: P-6e, Px6e, Sx6e, P*6d, S-7f. No problem resulted from the exchange. From Diagram 3, however, if you play likewise: P-6e, Px6e, Gx6e, P*6d, G-6f, your Gold will end up blocking your own Bishop's path. You will have to play an extra move, G-7f, to fix the bad shape.

As there are exceptions to every rule, "Silver on top of Gold" can work against you at times, but more often it will lead you to the right track. That's what the basics are all about.

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Diagram 1.

Diagram 1 shows the Yagura castle, Kin-Yagura to be exact, which is known to be sturdy when attacked from above. Diagram 2 is a variation in which the Silver is on 6g instead of 7g, where the Gold was in Diagram 1. You may find the two Golds, one on top of another along the 7th file, sufficiently tight. You might also notice that the Gold on 7h is doubly secured, i.e., by the Gold on 7g and the Silver on 6g. But there is a deadly defect here. Let me show you by means of how White plays from this position.

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Diagram 2. ......... P-8f When Black responds with Px8f, White will next play P*8e. If Gx8f instead, White's P*8e will be even more devastating.

Look at Diagram 1 again. You will see White's P-8f is nothing to fear. You can play Sx8f. When White plays P*8e, you can pull your Silver back to 7g, which will demonstrate one major difference between a Silver and a Gold. Let me add, though, in the endgame when your Silver is no longer on 7g, the Gold on 6g should be moved to G7g to protect the King. With your two Golds on 7g and 7h, your opponent should have a hard time working out a threatmate.

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In the Opening the Bishop is Stronger than the Rook (Joban wa hisha yori kaku.)

Vocabulary: joban=opening, wa=as for, hisha=Rook, ...yori=than..., be preferable to..., kaku=Bishop

Diagram 1. Up to Bx5e.

Diagram 1 is from a Yagura opening where White has just exchanged Pawns on 5e.

Here White has, roughly speaking, two ways to deploy his pieces, depending on where the Bishop is placed.

Plan A K-6i S-5d P-2f B-2b P-2e P-6d Plan A aims at attacking the King's head directly, with the Bishop back on 2b. Plan B K-6i S-5d P-2f R-5b

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P-2e B-7c In Plan B, White pulls the Bishop to 7c, aiming to deploy forces in the central area while applying pressure on Black's base.

In the opening stage, where to move the Bishop is very important in deciding which strategy to take. Whether your strategy is offense-oriented or defense-oriented determines where the Bishop should be placed.

Another example to show you how vital the Bishop's position can be when you are about to move into the middlegame.

Diagram 2. Up to B-7c.

In diagram 2, White has just played B7c, giving priority to defense. The Bishop here is for restricting Black's offensive formation.

On the other hand, the Bishop pulled to 4b (Diagram 3) is for applying pressure on Black's King, therefore an offensive move.

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Diagram 3. Up to S-8d.

In either case, remember that the Bishop plays a central role in deciding your major plan in the middlegame.

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At a very early stage of the game where your Golds and Silvers are still in their original positions, the Bishop can count more than the Rook does.

Diagram 1 shows where White has just opened the way for the opening called Masuda-style Ishida-ryu opening.

Diagram 1. Up to K-6h.

From Diagram 1, White can play P-3f. Then there will be a Bishop-exchange followed by White's B*5e (Diagram 2). You may think White has gained the lead.

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Diagram 2. Up to B*5e.

Moves from Diagram 2: B*7g Bx2h+ Sx2h S-2b B*7g is the move to play here. Black takes a Bishop in exchange for a Rook, which is not a material loss. After White's S-2b, there is a very good move on Black's part, which is...?

B*6e (Diagram 3)

Diagram 3. Up to B*6e.

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With B*6e, Black is certain to get the Bishop promoted somewhere. White, on the other hand, cannot play Rx3f (Black will play Bx2b+). White cannot drop a Rook in the Black's camp, either.

In the above example, Black gained the lead by a Rook-Bishop exchange, but I should add that generally it is better not to resort to the exchange at an early stage.

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Oppose Bishop with Bishop. (Kaku niwa Kaku.)

Vocabulary: Kaku=Bishop, ... niwa=in response to ...

(1)

When attacked by a Bishop drop, you can often kill exactly the same threat that your opponent aims at.

Diagram 1 Up to B*8h.

Diagram 1 shows White, who has already forfeited a Knight, has just dropped a Bishop on 8h. A daring move. Kx8h would only invite White to play Rx6i+, which would be too devastating for Black. When left unattended, White will play Bx9i+, promoting the Bishop on a very good square on top of taking a Lance. Moves from Diagram 1: B*7g Bx7g+ Sx7g B*7g is the move to play. White has nothing else but play Bx7g+, after which Black can play Sx7g making everything AOK.

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Diagram 2. Up to B*5e.

B*5e in Diagram 2 can be a dangerous move. If you play either S8h or N7g, it will only allow White to play Bx8h or Bx7g so that he can next play Rx6i+.

You should know the right move to play by now. Yes, B*8h.

What if White plays B*5e again after Bx8h+, Sx8h? Again Bishop for Bishop will apply: B*7g. Then there will follow: Bx7g, Sx7g. See? Now you don't even have a "wall Silver" problem, which might be the cause of embarrassment at a later stage.

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Let me present a position from a Kaku-gawari (Exchanging Bishops opening) game. You will see how the proverb is put to use in an actual game.

Diagram 3. Up to B*5d

Diagram 3 shows where White, in an attempt to cope with Black's bo-gin (climbing Silver), has just dropped a Bishop on 5d. If P2d, Px2d, Sx2d as Black intends to play, White can then drop a Pawn on 2g blocking the Rook's path.

So, the move Black should play in Diagram 3 is...?

B*3h.

B*3h in response to B*5d. This was first played by Kozo Masuda in 1955, and now is the move you should know (joseki) when playing bo-gin.

Moves from Diagram 3: B*3h P-1d P-2d Px2d Sx2d P*2g

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You don't have to worry about your Silver being repelled by White's P1d. You can keep your offense along the second file. What if White plays P*2g? Calm down, this is where you have to keep your cool. Moves thereafter: Bx2g Sx2d Bx5d Px5d Rx2d --->Diagram 4

Diagram 4. Up to Rx2d.

After your Bx2g White will take your Silver on 2d, apparently for free, but you can take White's Silver back by playing Bx5d and Rx2d.

Look at Diagram 4. White has no Pawn in hand, which means it will not be easy for White to defend the second file. Having "Bishop for Bishop" well applied, Black has a very good position here.

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Pull the Horse to your own Camp. (Uma wa jijin ni)

Vocabulary: Uma=Horse, wa=as for, jijin=one's own camp, ni=to

(1)

The Horse can be surprisingly difficult to use in offense. It should be far more effective if the Horse is placed in your own camp threatening the opponent's camp from afar. This is the idea behind the proverb.

Diagram 1. Up to ...R*2i.

Diagram 1 shows where White has just dropped a Rook on 2i. If Black plays likewise: R*4a, White will then play P*2b blocking the path of Black's Horse. (See Diagram 2)

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Diagram 2. ...P*2b

If the Dragon instead of the Horse was in White's camp as in Diagram 3, Black can play +R2i after P*2b. In this way Black can place the Dragon on a vital point in just one move. But in Diagram 2, Black has to play two moves, i.e.,+B1b and +Bx3d, before the Horse comes to a good square.

You should always be prepared for the opponent's blocking Pawn drop.

Diagram 3. Up to ...P*2b

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Back in Diagram 1, the move you should play is +B6f. (Diagram 4) See for yourself that the Horse is on a very good square both in offense and defense.

Diagram 4. Up to +B6f.

Moves after Diagram 4: ... Rx1i+ P9e Px9e P*9c Lx9c P*9d N*8f

After Diagram 5, if White plays Lx9c, you can go on to play P*9d. White will respond with Lx9d, then you can play N*8f, claiming a Lance on 9d and a Pawn on 7d at the same time. This is a quite favorable position for you.

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Diagram 5. Up to N*8f.

With the Horse behind, the edge attack is quite effective.

Remember this all results from the Horse being pulled back in your own camp.

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(2)

The following position (Diagram 1) is from a professional title match. The move which can be called the quintessence of the proverb above actually decided the game.

Diagram 1. Up to ...N4g+ The game began with the Hineri-bisha opening which led to a wild middlegame, with both players vying to set their own Rooks free from their entangled positions (sabaku). Diagram 1 shows where White has just played N4g+, closing in on Black's camp. Since the King's guard is rather thin, White's S*5i or +N5h could be quite devastating. Moves from Diagram 1: +B7g --->Diagram 2

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Diagram 2. Up to +B7g.

By carrying out what the proverb teaches, Black's camp was duly reinforced. Moves from Diagram 2: ... S*5h G4d --->Diagram 3

Diagram 3. Up to G4d

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Black's G4d was a calm and calculated move, making good use of an idle piece and clearing the Rook's path,which will enable him to play P*3h, when necessary, to block White's Rook. Moves from Diagram 3: ... Sx6g= +Bx6g +N5h +Bx5h Rx5h+ L*8f resign --->Diagram 4

Diagram 4.Up to L*8f.

White did not have much choice left. He took the Bishop and played +N5h. Next came a beautiful countermove from Black that finished the game. He took the Knight and then dropped a Lance on 8f, giving White's King forced mate. Moves to mate: ... P*8c Lx8c+ Kx8c N*7e K7d S*8e Kx8e N7g K8d G*8e

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The Dragon had better be inside. (Ryu wa soto yori uchi.)

Vocabulary: Ryu=promoted Rook, wa=as for, soto=outside, ...yori=rather than ..., uchi=inside

The promoted Rook is most destructive when it has penetrated deep inside the opponent's camp.

Every shogi piece is meant to move forward, so an attack from the front can be coped with more easily than one from the side. Therefore, the promoted Rook can be quite effective as a tool to threaten from the side.

Diagram 1.

Diagram 1 shows where each player has promoted his Rook. What the proverb teaches is that the promoted Rook deeper within the opponent's territory is better. The reason is...

P*2i.

Black can drop a Pawn on 2i thereby blocking the promoted Rook's path. White will then play +R1h, but in this case, the promoted Rook would do a much better job in the bottom rank.

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Now look at Diagram 2.

Diagram 2.

In the above Diagram, White's promoted Rook is even closer, on 4i. It will be your turn to face difficulty when White drops a Pawn on 4a.

Generally speaking, the big pieces like Rooks and Bishops function better when placed at a distance and aim at the opponent's King from afar, but when both you and your opponent have the promoted Rook in each other's camp, it would help you if you could place yours closer to the opponent's castle.

Remember, the promoted Rook is also good for defense.

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A Tokin on 5c cannot lose. (Gosan no Tokin ni make wa nashi.)

Vocabulary: go=5, san=3, no=of, on, Tokin=promoted Pawn, ni=be at, make=loss, wa=as for, nashi=no, nothing

(1)

Of all the promoted pieces, Tokin or the promoted Pawn enjoys the greatest increase of power. That you have a promoted Pawn is good, but one around the central area will be especially valuable.

In Diagram 1 you have a Tokin on 5c. How would you play here to hem in White's King?

Diagram 1.

B*5d aims at the Gold on 3b. This is threatmate: Bx3b, Kx3b, G*4c,K2b, R*3b. And there is nothing White can do to escape.

Even if you have only one Pawn in hand in Diagram 1, you can still play a very good move making the most of the Tokin on 5c.

P*4c.

A Pawn on 4c can be promoted on 4b, thereby you can undermine White's defense.

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When you attack using the Tokin, all you give up to the opponent is just a plain Pawn. This is really the best policy you can ever dream of.

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Diagram 2.

In Diagram 2, Black's Tokin is on a very good square threatening White's Mino castle. What would be the best way to continue your attack?

S*6b

This is threatmate: S*7a, Gx7a, Sx7a=, Kx7a, G*6b... Even if White responds with Gx6b, +Px6b will be another threatmate.

You could drop a Rook on the 1st or 2nd row in Diagram 1 so that you can continue your attack from +P6b or +Px6c.

With your Tokin sitting dangerously close to his castle, White will find it very hard to cope with your attack.

What if you have only one Pawn in the above Diagram?

P6d Px6d P*6c Your line of attack should be making another Tokin along with the pivotal Tokin on 5c.

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Thus, Tokin on 5c is effective either for the Yagura or the Mino castle. Except for the Anaguma (bear-hug) castle, that is. Against Anaguma, the Tokin on 5c seems less disruptive, since the King in Anaguma sits one step farther away, which can seem a lot farther away in the actual game.

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A Tokin is Faster Than You Think. (Tokin no oso haya.)

Vocabulary: Tokin=promoted Pawn, no=of, oso=(basic form, osoi) be slow, haya=(basic form, hayai) be fast

(1)

The proverb, literally meaning that Tokin is slow but fast, teaches that it may take time to drop a Pawn and promote it, but once you've made a Tokin, you may be surprised at how it gives impetus to the attack.

Diagram 1 is from an actual game. White has dropped a Pawn on 4a blocking Black's Dragon's path. How would you play here?

Diagram 1. Up to P*4a.

P*2c Strikes you as slow? But actually it's a very good move. Moves after Diagram 1: ... B*2h P2b+ Bx1i+ +P3b

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Seeing there was no way to prevent Black from playing P2b+, White dropped a Bishop on 2h, while Black went on with his intended course. Further moves: ... R6b Rx4a G5d +P4b +Bx2i +P5a --->Diagram 2

Diagram 2. Up to +P-5a.

White cannot allow Black to capture his valuable piece in exchange for a Tokin. Even if the Tokin attack may seem to start from a distance, it is fast enough as long as the opponent has to respond to it. Moves after Diagram 2: ... G7a +P5b R6c Sx4e Sx4e N*7e --->Diagram 3

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Diagram 3. Up to N*7e.

Black succeeded in capturing a Rook, leading the game to a winning position.

The Tokin attack, when successfuly applied, is fast enough to give you a pleasant surprise.

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Diagram 1. Up to S7d.

Diagram 1 shows where both players have adopted the double fortress opening. With White's S7d, there is a hole in White's camp. How would you play here?

P*7b

White cannot take this Pawn. If he does, you can play Bx9a+.

You may think P*7c will be equally good. In this case, however, White can play P6d, good defense.

Moves from Diagram1: P*7b B-5c P-7a+ Bx7a P*7e --->diagram 2

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Diagram 2. Up to P*7e.

If White plays B5c like above, he may be able to defend Black's P7a+, but after P7a+, Bx7a, Black can play P*7e, claiming the Silver for free.

After Black's P*7b, White may play P6d, which will launch the following moves: P7a+, N7c, +P8a. Thus, this is the least destructive position for White, but he will certainly lose the Lance.

Creation of a Tokin may not be powerful enough to lead to an overwhelming predominace at once, but it will certainly get you to a favorable position. This is the spirit of the proverb: The Tokin may seem slow, but is fast.