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《单击石》_俄文版五手两打总论"ЗВОН КАМНЕЙ " “ Click of STONES ” Mikhail Kozhin Alexander Nosovsky Moscow 1997 TABLE OF CONTENS The foreword 3 Renju-software 6 1. 1-st Vertical debut 7 2. 1-st Diagonal debut 14 3. 2-nd Diagonal and Vertical debuts 26 4. 3-rd Vertical debut 32 5. 3-rd Dia...

《单击石》_俄文版五手两打总论
"ЗВОН КАМНЕЙ " “ Click of STONES ” Mikhail Kozhin Alexander Nosovsky Moscow 1997 TABLE OF CONTENS The foreword 3 Renju-software 6 1. 1-st Vertical debut 7 2. 1-st Diagonal debut 14 3. 2-nd Diagonal and Vertical debuts 26 4. 3-rd Vertical debut 32 5. 3-rd Diagonal debut 41 6. 4-th Vertical debut 46 7. 4-th Diagonal debut 48 8. 5-th Vertical debut 56 9. 5-th Diagonal debut 60 10. 6-th Diagonal and Vertical debuts 73 11. 7-th Vertical debut 80 12. 7-th Diagonal debut 84 13. 8-th Vertical debut 88 14. 8-th Diagonal debut 97 15. 9-th Vertical debut 107 16. 9-th Diagonal debut 130 17. 10-th Vertical debut 139 18. 10-th Diagonal debut 143 19. 11-th Vertical debut 157 20. 11-th Diagonal debut 165 21. 12-th Vertical debut 167 22. 12-th Diagonal debut 172 23. 13-th Vertical debut 188 24. 13-th Diagonal debut 189 THE FOREWORD This book is written by the authors first of all for you - young generation renju players. We hope, that you can critical to consider possible(probable) mistakes, - " It is impossible to grasp immense! ". By prototype of this book was the booklet of Takahashi Sagara, entitled by Russian Federation renju, " From a debut to Middle ". The booklet of Sagara represented a series of the journal publications in a magazine " Renju Sekai ", united in the book by desire of Russians, published translations of these clauses as a booklet and then translated by Swedish Federation into English. In Japan such books are absent ! On an extent approximately 15 years this booklet made the basic luggage of any serious player. However renju developed and now much from the contents of this booklet is obsolete. It is necessary also to note, that the booklet was created during the former debut rules at which greater attention was given 1-st and 5-th to diagonal debuts. Initially not designed on the edition as the book, it frequently sins by an incorrectness of the references and fragmentariness. Now other debuts are investigated also deeper. All this has raised the question about creation of the book, which could become desktop for the following generation renju players. The authors have taken this hard work on themselves and represent on your court result of two-year work. Dear readers be critical to the resulted diagrams, some of them probably require the deeper analysis! Mikhail Kozhin The champion of the world in a command championship of the world 1996 Alexander Nosovsky The double champion of the world in game on correspondence The vice-president of Renju International Federation (RIF). © According to “ by the Law on the copyright ”, reprint of the book, use of its fragments or translation on other languages, and also use as an electronic database for computers, without the consent of the authors, will be infringement of the copyrights. " Click of Stones " " In our country, - has told Alice, - If you want something to achieve, You should run very quickly during long time! " " It is the very slow country! - the Queen, - has told Here it is necessary to run to keep the place. If you want something to achieve, You should run twice faster! " L. Kerrol " Alice in Other side of Glass " Given epigraph from a famous fairy tale very precisely describes the surprising country renju, in which as, and in a fairy tale to go forward it is necessary to run twice faster, than your friends - contenders. If you stop, will be pleased to the victory, you will be outstripped by the whole group of the players. In this book we have tried to give a fundamental sight on development of game in debuts. Your task - to study a material and to go further, both in the party of a deepening of variants, and in the party of the critical attitude to development resulted in the given book. Advice to the reader: Before critically to consider the given variants, study games earlier were played in tournaments and remember - “ New is the well forgotten old ”. The knowledge of debuts as anywhere is important in renju. If you know debuts poorly, playing not optimum for black, you allow the contender to deprive you of advantage of the first move, and you see renju game with asymmetrical rules! If you play white, the ignorance of a debut can simply be resulting in a defeat, and if will not result, you will test strong pressure on the part of the contender all games and early or late will be mistaken. However it is necessary to distinguish moves made on ignorance and moves made as home preparation - novelty. Advice to the Reader: the home analysis a first means of preparation renju player. - Think out moves, designate by their capital letters of the alphabet and analyze. From ten moves, considered by you, it is necessary there will be one, which you will fail to deny! The application of novelties is original art. It is possible to show a novelty in anything to a non-significant companionable game, and it is possible to play it and in a key game Qualification tournament. It is necessary only to be able to estimate this or that novelty. It happens so, that the novelty which has been thought up by you, is not solved force. Such novelties usually are expedient for applying, when you play with the short control of time. There are novelties requiring strategic answer. Advice to the Reader: Remember, that the application of a novelty always both sides sharply the weapon, can so appear, that your contender already has solved it up to you. Then you need only to thank him for a science. First, and most important, basic opponent during competition are not your opponent, and you! To this conclusion the authors came after long-term studying renju. Only by overcoming yourselves, you receive satisfaction from game (we not we consider here cases, when your opponent admits mistakes). One of the most widespread errors, is underestimation of the opponent Many players, meeting with the players, which "image" not so high, as their own, subconsciously to hope for a mistake, is chosen by not optimum ways of development and when it does not occur, in turn, play not on a position and lose. Can seem paradoxical, but to win, it is not necessary to want to win! Playfully it refers to as “ as Will to not to a loss ”, and is serious, when the player wants to win a party, in his head the think on a prize and as a consequence turn, he cannot concentrate in a sufficient degree. Most important during game to achieve the necessary level of concentration, and to not distract from game on walking on a hall, conversations with other participants and so forth. The complete concentration allows to achieve clearness of mind, for you there is an easy account of long variants, control of interaction of items and crossings, you see all board as a whole, instead of its separate flanks and parts. Noticing any discrepancy of your contender, you are capable to develop interaction of stones and by connecting all flanks, to achieve a victory. All strong players know this condition, who runs into him after long drinking, who is simply per any day feels unusual inflow of forces and clearness of mind, someone " had game " etc. The difference the strongest Japanese and European players are, that they are capable, with the help of the certain receptions, to run into this condition at the desire. The recommended Literature: 1. ​ "Renju for Beginners" A. Nosovsky, A.Sokolsky . 2. ​  “ From the opening to the Middle" by T. Sagara. RENJU - Software The authors of the book recommend to ALL the computer programs: The development of computer engineering has allowed using it by preparation renju players. Some players run in euphoria, considering, that the computer can replace their own efforts and abilities. This is error! However, to reduce expenses of time to the analysis of a position and to store in a kind, convenient for you, of record of games, the computer really can. And similar opportunities we recommend to take advantage: 1. ​ The game Program The program "Solver-Win" - game program on renju, playing by the strength 1-st Dan, has a regulator of force of game, excellent design. For the strong players - irreplaceable assistant in the home analysis. By placing a position, you receive an opportunity to invent moves, and the draft analysis for you will execute the computer. However, remember, the program well counts only tactical positions and the certificate of the found victory is the sum of estimation 39997 and above. The program "Solver-Win" the program on renju working in environment Windows 3.1 and developed program “Solver-95” for Windows-95. The program allows working with several tasks, for example, while "Solver-Win" analyzes a position from one of protection, you can start other protection, thus simulating the analytical work. - theoretical analysis 4-th - 6-th of the most interesting continuations. In a network Internet, you can meet the similar program, hardly with other name and design “Renju for Windows”, but with the same force of game, with the same format of files. pos. 2 Programs of work with a Database The program "RenBase-95" allows instantly to find played before a games on created of a position, shows statistics earlier played of games, carries out search and selection of parties on a Surname of the player, tournament, index of the Qualifier of debuts. In the program there is an opportunity of loading of files of the early programs for of a type: .ren, .dbf, .pos, .buf, and also opportunity of addition new files to the basic base, - is carried out also subscription to reception of new files of last tournaments on electronic mail. For amateurs of the polygraphists editions and electronic books placed in the network Internet, are stipulated a laser seal and function allowing to cut out any piece of a board from “RenBase-95” and an insert in any Editor - of the type Microsoft Word or Adobe Acrobat. The given book is printed with the help of the program “RenBase-95”. The program supports any fonts. Internet URL the address a RIF < http: // www.lemes.se/renju / > The 1-st Vertical debut “ a Cold Star ” For players wishes at once to attack 1D quite approaches, it is rather dynamical also skill it to play consists in aspiration black to connect top and bottom stones, and the protection white is constructed on longer resistance to this. Basically black can play and not following the theories given a debut allows trying various moves, in any case you will not lose, and simply will give to the contender to balance chances. The transition in 3I is most played in tournament parties. 1.1 In the diagrams submitted below, 4 moves A, B, C, D, E, F are considered. The most widespread answers are E, F. 1.2 ​ First variant 4-th move; Position, common with 11D debut. The 5-th move allows carrying out classical attack on diagonals. If 8-15, 9-A. If 6-7, 7-B, completely suppressing the contender. 1.3 ​ Another the 5-th move; and with it at black - easy game. If 6-9, 7-7, 8-10, 9-15 or 11. If 5-13, the after 6-15 there can be difficulties. It is possible 5-7, but there - it is more complex 1.4 ​ Second variant 4-th of a move. Key moves - 7-th and 15-th, after them all is simply. If 12-A, 13-14. If 6-B, 7-C, 8-D, 9-E, (8-9, 9-6). If 6-C, 7-6. 1.5 A stronger 6-th move for white, but black still win. If 10-22, 11-10, 12-23, 13-12, 14-11, 15-A, 16-B, 17-C. 1.6 Alternative the 5-th move also wins. If 6-9, 7-A. 1.7 ​ One more effective 5-th move. The 6-th and 8-th moves - the strongest, nevertheless, further - by VCT. 1.8 ​ Third variant 4-th move. Win black, both basic move 5-A, and alternative 5-5. If 8-B, 9-9, 10-10, 11-C. If 18-A, 19-19. 1.9 ​ Fourth variant 4-th move, Stronger. The 5-th basic move, with it black win. If 18-A, 19-22. If 12-B, 13-14, 14-C, 15-D. 1.10 ​ Another the 10-th move. After 16-th it seems, that the attack has exhausted, but the key move 17 follows (!). 1.11 ​ Another the 6-th move, Also with victory for black. 1.12 ​ Alternative the 5-th move. In "Sagara" is not considered and in real parties practically did not meet, however, to find here acceptable game black rather not easy. The 5-th move - apparently, unique, keeping advantage. On the 8-th move follows three, then 11-th (!) A move - key to a position. If 16-A, 17-B; If 14-C, 15-D, 16-14, 17-E, being not afraid threats above. If 12-13, 13-12, 14-F, 15-G, 17-B. 1.13 ​ This the 8-th move - strongest. At black it is not visible advantages at an attack by moves 9-A, B or 12, therefore it is necessary to try 9-9; The 10-th move - strongest answer, But after the 11-th move (!) The position - is declined for the benefit of black. If 10-13, 11-12. It is necessary to notice, that if the more arising move 5-A was made, the game black could become unsimply. The move 5-7, creating item pressure deserves attention also. 1.14 ​ Fifth variant 4-th of a move. The 5-th move - basic; black win after the long forced variant. If 14-28, 15-A, 17-17. If 18-B, 19-33, 20-22, 21-24, 22-19, 23-C. 1.15 ​ Another the 8-th move. The forced attack at black is not present also they are compelled to give a white respite 11-th by a move. Nevertheless, after 19-th they win. If 16-17, 17-A. 1.16 ​ Another the 6-th move. The 12-th move perhaps the strongest, but black, by winning back a pair of three, 19-th by a move grasps space. If 8-9, 9-8, 10-A, 11-B, 12-14, 13-C (or 12-D, 13-10). 1.17 Alternative the 5-th move essentially changes character of game: the diagonal attacks concede a place to power pressure. The position after 8-t moves can occur from 11I of a debut with shift. In reply to the 10-th move black attack by 11-th move (!) Also win. If 14-16, 15-14, 17-22, 18-B, 19-C. If 12-13, 13-12, 15-A, 16-B, 17-18. If 12-16, 13-22, 14-B, 15-13. If 6-D, look D1.8. 1.18 ​ Another the 10-th move, also with decisive overweight black. If 12-13, 13-12, 15-A. 1.19 ​ The third 10-th move, In reply to which black 13-th and 15-th by moves build a typical attacking design " magic chest ". Due to presence of large number of connections, after a pause 19 the advantageous position turns out. If 16-19, 17-18. If 14-A, 15-15. If 10-11, 11-D. If 8-B, 9-C. 1.20 ​ One more the 5-th move recommended "Sagara". However, because of influence of edges of a board, the attack black can be complicated. 1.21 ​ Sixth, basic variant 4-th of a move - transition in 3I a debut. With basic 5-th by a move black have the long forced victory. If 18-A, 19-18. 1.22 ​ Another the 8-th move. The activity white essentially recovers game. The move 14-14 - is better, than 14-23. If 17-A, white catch on foult 4х4. If 18-26, 19-27, 20-28, 21-B, 23-C. By attack with 18-th till 22-nd white compel the contender to win by VCF , but in reply to the 28-th move the 29-th move follows (!)! - remarkable escaping from foult 3х3. It is possible also 11-15, but then 12-12, 13-13, 14-16, 15-A, 16-26, 17-27, 18-D, then, despite of powerful advantage, the victory of black is complicated. 1.23 ​ Another the 6-th move. After a number of good pauses, black receive perspective base for attack. 1.24 ​ Alternative the 5-th move does not give a black direct victory, and best that they can receive here is an item advantage. After the 6-th move the position can occur and from 2I of a debut; there, in D3.19-3.22, the move 7-11 will be considered. 7-7 - Other interesting move. White from the very beginning try to attack, but 13-th follows (!) - original escaping from фола, then the position becomes hardly better for black. 1.25 One more the 7-th move creating the most typical position of the given variant. Here large open space for creativity both black, and white, besides is felt influence of edges of a board, as against others of the 7-th moves a little. Up to the 13-th move more or less standard, is farther - on taste. The move 17-17 seems to best. If 14-A, abundance of the 15-th moves: 15-B, C (creating a symmetric position), D, 15; the initiative - at black, but without decisive overweight. 1.26 ​ Some more variants 6-th of moves are disassembled in other debuts: Move 6-E - in 2I a debut, D3.7-3.11; Move 6-15 - in 4I a debut, D7.34. Since this diagram, the strongest 6-th move will be considered. On the 7-th move the natural answer - 8, then is possible to try various variants; on the diagram the position with the initiative black turns out. It is possible 16-A or 14-16. Strong move also 13-G. It is possible 10-B - this is a good move. If 9-C, 10-D or 10-10, 11-11, 12-14, 14-E. If 9-13, 10-A, 11-10, 12-D, 13-C, 14-F (and if 12-9, the position from the previous diagram) can turn out. The approximately same game at 9-10. 1.27 ​ Sharper 7-th move. Play four by 8-th move, similar, not for the benefit of white - to keep a position; they should make a un nice 14-th move, leaving in an indistinct defense. If 10-11, 11-10, 12-A, 13-B - and at black very strongly. 1.28 ​ This the 8-th move - stronger protection. The 10-th move - one of possible, After 11-th at black - small overweight. It is possible 12-A. If 10-A, 11-B; if 10-C, 11-D. 1.29 ​ On the diagram - most popular development of the given variant. Actually, this position - same with given earlier on D1.25, especially if to play 12-17. Poorly 16-A because of 17-B. If 10-12, 11-10, 12-C, 13-13. If 9-10, 10-9 or 10-12, then the position is similar with D1.26. There are rather rare such moves 9-13 and 9-15 playing in real games, however, despite of the unpretentiousness, it is good moves allowing black to supervise a position. 1.30 ​ This interesting the 8-th move till now is investigated few more; Various variants 9-thof moves are offered below. The character of game here essentially differs from 8-10 and is designed for mutual activity. In reply to the 9-th move, white try to use foult motives, but after 11-th are compelled to play by force, weakening the position; after 21-st they are compressed inside. If 14-16, 15-A, 16-B, 17-C and at black it is enough strongly. 1.31 ​ This the 10-th move is stronger, than 10-13, To 16-th to a move white the position seems to be equal. Interesting move 12-15, but then after 13-A, 15-12, 17-B black begin at the left beautiful attack finished victory in area of the 40-th moves (wishing can find independently). Probably, a quite good move will appear 11-13. 1.32 ​ Another the 9-th move; The 10-th move - natural answer. In reply to constraining 12-th, black after 15-th achieve a perspective position. It is possible 15-A, 16-B, 17-15, 18-C. Perhaps, it is better for white will be 12-13, 13-D, 14-14, 15-E. One more interesting move - 9-F, on it the answer, also 10-10. 1.33 ​ And one more the 9-th move. With 10-th till 14-th - typical series of moves, then at black - very strong position. For 15-th there are many good items, down to direct attack. It is possible 10-11, then not bad 11-13, 12-A or 10, 13-B, 14-C, 15-14 (or 14-D). The 1-st Diagonal debut - “Asteroid” There were times, when was existed “ Masters Rule ”. It meant, that the parties were played with purpose of a debut by white and with granting of black two variants of the fifth moves on a choice. It allowed white to have rather high chances to not lose a party, choosing basically 1I, 5I. or 3D. Therefore, the debut is rather well investigated, it carries rather easy game for white, under condition of good knowledge by them of the theory. Practically, any withdrawal black with thin footpath of the theory, is fraught with final attack white. However, the victory white not easy and, as a rule, is carried out about application of pauses. By beating off all attacking of development black, white, as a rule, begin pressure on opposite flank, where there are all basic events. To tell, that black lose, means, palter by soul. Shorter, white play to win, black to receive a draw in game. However, remember, one incorrect move for white on a track through a bog and.... 2.1 In the diagrams 4 moves A, B, C, D, E are considered. If 4-E, look 3D a debut. 2.2 ​ First variant 4-th of a move - knight development. Very much rare meets in real parties because of presence of stronger moves. The 5-th move - basic. Despite of apparen
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