1. The development of modern Tenjiku rules

About 2000 Colin Adams found out that sente. (the side that starts the game) gets an almost won position by playing correctly. Late in 2000 therefore Edi Werner ...
2MB taille 69 téléchargements 725 vues
1. The development of modern Tenjiku rules In 1694 the book Sho shogi zushiki was published by Buddhist monks. It describes for the first time the following shogi variants: Wa, Ko, Taikyoku and Tenjiku, in addition to the older Japanese shogi variants (Heian variations, Chu, Dai, Dai dai, Tai and Maka dai dai). On the basis of earlier texts and board structure analysis it is very likely that these four new shogi variants were not created until the second half of 17th century. I also suppose that Tenjiku was the youngest of this new variations, with a creation date around 1660-1680. In 1983 TSA (The Shogi Association) and George Hodges came with rule regulations for Tenjiku shogi. Since several rules and piece movement were not clear Hodges had to make some interpretations. In 1997 Colin Adams wrote a book about Tenjiku shogi. His book contained four changes from the TSA, and his new lion hawk move, and move repetition prohibitions, soon became widely accepted. About 2000 Colin Adams found out that sente (the side that starts the game) gets an almost won position by playing correctly. Late in 2000 therefore Edi Werner suggested to allow the generals to beat their equal and superior rank generals (but not jumping over them). Colin Adams analyzed Werner's new general, rule and concluded that gote (the other side) achieves balance. Later, around 2005 David Harper found even more compelling wins for sente under the old rules. For more detailed discussion General rule change see article by David Harper's home page (Lucky dog pages): http://www.luckydog.pwp.blueyonder.co.uk/games/tenjiku/history.htm It is precisely these three changes from the TSA rules that have formed the basis for the "new Tenjiku." TSA 1983

Cant't capture equal gen. Threefold repetition Win for the agressor Jumping generals

FD next too opp. FD

Only FD burns

Lionhawk

Without dobble capture

Free eagle

Without catsword move

Adams 1997

Can't capture equal gen.

Modern rules 2004+

Can capture equal gen. Not allowed

Not allowed FD and other pieces burns Only FD burns Lion + bishop Lion + bishop Without catsword move With catsword

1

2

Hierarchy rules: 1) Great General (can jump over everything other the opposing GG) 2) Vice General (can jump over everything other the opposing GG and VG) 3) Rook Generals and Bishop Generals (can jump over everything other the opposing GG, VG, RG and BG)

2. Tenjiku shogi analyze of a common quick attack variation 1.p7k (Diagram) Black threatens VG2g mate!

3

1…SE3f Only move! The logical 1…p2f is force mate after 2.VG3h (Little diagram) Aiming for 1h. Notice that blacks BG also covers the 1h square!

2...SE3f 3.VG1h (nice VG sacrifice) 3...SE1h 4.BG1h#! 2.BG8k With the idea 3.BG3f p3f 4.VG2g# 2…p4f Oppening up the diagonal of water buffalo so it covers the key square 2g. 3.FD6k (Diagram over potential weak squares that can be atacked by oponents fire demon) 4

Getting the fire demons out is very important both as the attacking and defending resource. The most vulnerable squares for white are both on the 1) flanks 3e and 14e since the demon can take there without beeing taken him self, and 2) the sentral squares around the Great general 7e, 8e and 9e. In order to protect 3e and 14e it is joseki to play the bishops …B15b and B12b making the chariot soldiers (14b and 3b) cover the 14e and 3e squares. Preventing the sentral squares is most effectively done with yout own firedmon. 3…p10f White takes the counter measures, threatning VG mate on 15j. 4.SE14k The only move again as 1…SE3f was for white. 4…BG9f 5.p13k The classical answer. The last on the fashion front is Colin Adams’ 5.SE16k playd also by Kokosz. 5…FD11f Earlier people played mainly 5…RG7m+, and after 6.FK or Ln 7m folowed with 6…p8f and the 7c fire demon is ready to meat blacks 7.FD6h with …FD7f. However this move got refuted by my powerfull novelty 6.FD6h! sacrifising RG. For example: Nikolas Mellem vs. Coli Adams (2012) continued: 5...RG7m+ 6.FD6h VG16k 7.p16k RG9m* 8.FD9e FD10c-9e 9.p9k 1:0. 6.FD6h (Diagram)

5

Help! Blacks main target are the squares on e-row (9e, 8e og 7e). The goal is to burn whites GG and thereafter take the advantage of the weakened 8-line where the white kings stands. If white do not act the following variation occures: 7.FD8e! Burning down whites general arsenal. 7…FD7c-8e 8.VG2g Sacrifice that makes place to blacks GG so it can enter the 8line and mate whites king. 8…SE!2g 9.GG8m# (Little diagram)

6

White must act! 6…BGk14 Checking the king, but what is the point of this move? Is not BG stronger than SE? The point will be seen in whites next move. 7.WB14k But not 7.p14k?? as in the game Armin Liebhart- Nikolas Mellem (2011) that ended 7…FD5l! 8.FK5l VG15j# 7…FD8f (Diagram)

White has reached his goal. His fire demon protects the vital 9e, 8e and 7e and leaves the jumping generals safe. The FD exhange on 8f is bad for black, he earns three worthless pawns and gives white some beatiful opened lines and diagonals. Now the point of whites former move 6…BG14k becomes clear. If the BG was left on 9e black would play 8.FD8f burning down whites BG! The diagram position is equal.

3. Two Tenjiku PBeM games Nikolas A. Mellem (kokosz) Colin P. Adams (lionhawk) March 2012 – Courier PBeM game (1) 1.p7k SE3f 2.BG8k p4f 3.FD6k p10f 4.SE14k BG9f 5.SE16k RG7m+ This move is called March defense where the name originates from March 2010 when the trio Adams, Harper and Werner analyzed the variation thinking of it as an improvement to other moves. However…

7

6.FD6h!! This new move I found while playing gote against Lavlei. Suddenly the idea hit me: What will I do if sente just play 6.FD6h ?! I started to analyze and could not find any defense for gote, so I went for the symmetrical variation after 5…FD11f. This RG sac idea completely changes the outlook of the whole Quick attack variation as it refute the text and makes the symmetrical variation the the only playable variation. 6…VG16k 7.p16k +RG9m* 8.FD9e FD10c-9e The logical response, although objectively 8…FD7c-9e 9.RG10c+ FK10c avoided mate. In this variation sente has VG and BG for gotes SE which is something like VG up in a settled position. Translating it to western chess it would be something like: (39/320)*12 = 1,46 advantage, which would make it approximately a winning position. 9.p9k! Easy-looking killer. Sente threatens now both 10.VG14g# and VG sac-check (2g/14g) followed by 11.RG8m#

8

In lack of any defense Colin resigned. 1:0

Nikolas Axel Mellem (Norway 1973) vs. Armin Liebhart (Austria 1786) Tenjiku championship by PBeM 2014 http://www.gamerz.net/pbmserv/TenjikuShogi/TenjikuShogi.php?1439 1.p7k SE3f 2.BG8k p4f The main move, however I have due to blacks next move started playing 2...SE1f instead! 3.BG3f! Novelty. The point comes in next move. 3...VG3f But not: 3...p3f? 4.VG2g# 4.FD8k!! Diagram.

9

The nice new idea I suddenly found some weeks ago! Taking the FD loses. Against bot_btiger (game 1448) the game continued: 4...p8f 5.FD4g VG6f?? 6.VG2g VG5d 7.FD6e FD3g 8.FD8b cremate! The must be some stronger moves than 5...VG6f of course, however deviating with 2...Se1f in second move seems a lot easier 4...GG8k Here 4...WB8k ends in mate after: 5.VG2g# 5.VG8k! Another important tactical pint – The VG covers the GG so GG can give a check on 8d without fearing the RG8d move. Secondly the VG can capture WB if necessary. 5...RG8d Here Lunaris surely thought that he had hindered the GG check, however as mentioned earlier the VG creates a shield for GG. Bogus (game 1430) continued with 5...Kr5b but that ended also in a forced mate after: 6.VG3f! p3f 7.GG8m K7b 8.GG2g#! Analyze diagram:

10

Back to the Lunaris game. 6.GG8m!# Diagram. 1:0

Mate! Gotes RG can not jump over sentes VG and the gotes king have neither any escape routes. The game is suddenly over.

11

Standings in Tenjiku PBeM Championship by 1. May 2014 (starting date 2. April 2014):

12

Fire demon from the japanese animated film by Hayao Miyazaki:: Howl's Moving Castle (2004).

13