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<style> h1 { color: brown; } th, td { margin: 0 auto !important; border: 3px solid black !important; table-layout: fixed !important; width: 25% !important; } .info { color: #CC4444; } .dangerous { color: red; } .image { margin: 0 auto; display: flex !important; } .text-center { text-align: center !important; display: flex !important; align-items: center !important; justify-content: center !important; } </style> # 神奇的打入—打入規則 ![社長の將棋駒湯](https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/refs/heads/main/social-card.png) <center>最新將棋教學已轉移至<a href="https://komasoup.asobigoma.com/" target="_blank">社長の將棋駒湯</a>,HackMD 的將棋筆記不會再更新</center> <br/> <br/> <br/> <br/> 歡迎大家來到第四篇。 本篇旨在:了解日本將棋獨特的打入,打入基本規則與打入之限制 ## 持ち駒[^noun1]與打入 在日本將棋中,吃掉的棋駒並不會從這局中消失,而是變成<span class="dangerous">**持ち駒**</span> 存放在駒台上,供未來<span class="dangerous">**打入**</span>使用 :::warning :information_source: **小總結** | 名詞 |解釋 | 用途 | | :--------: | :--------: | :--------: | | 持ち駒 | 放在駒台的棋駒 | 同樣為自己的棋駒,但可以依喜歡的時間、位置打入 | |打入 |動詞,將位於駒台的持ち駒<br>放置於棋盤的動作| 打入與移動棋駒在將棋中具有等同的一手即都會消費一手 ::: 每一手裡可以選擇<span class="dangerous">移動棋駒</span>或是<span class="dangerous">打入</span> :::info :information_source: **小知識** 在西洋棋、象棋中,目標都是吃掉對方的國王,但直接吃掉國王很難,一般 都會將慢慢**消耗對方兵力**作為小目標。 而消耗兵力指的就是吃掉對方其他棋駒,吃掉對方一枚棋駒,對方就少了一枚棋駒攻擊或是防禦。 但在將棋不是,我方飛車被對方吃掉,不僅是我方少了一枚飛車進攻,<span class="dangerous">對方會有兩台飛車!</span> <hr> 下棋其實就是<span class="dangerous">模仿真實打仗</span>。除了模擬真實作戰,也可以訓練佈陣、戰型、作戰方針等能力。 在古代打仗,**如果俘虜了對方的士兵,應該拿來幫助我們作戰; 搶奪對方的馬匹,應該要插上我們的國旗** &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;——孫子兵法 並沒有 這才是正常的戰爭啊!仔細想想在西洋棋、象棋中捕獲對方棋駒,不是變自己的而是直接消失,在了解過孫子兵法(孫武:就沒有咩)提到的古代打仗後,是不是感覺怪怪的啊(~~沒有,我西洋棋還是下得很開心:smile:~~) <hr> 也是因為在將棋裡有打入還有偏複雜的升級規則,導致在棋類複雜度(遊戲複雜度)中,遠大於西洋棋還有象棋 | 棋種 | 狀態空間複雜度 | 博弈樹複雜度 | | -------- | -------- | -------- | | 日本將棋 | <span class="dangerous">71</span> | <span class="dangerous"> 226 </span> | | 西洋棋 | 47 | 123 | | 中國象棋 | 40 | 150 | | 19路圍棋 | 171 | 360 | <span class="text-center">*資料來源為維基百科<br>因為圍棋屬性與其它棋種不同,所以不做排名*</span> ::: ## 打入規則 1. 吃掉的棋駒,不論升級與否,皆會變回未升級狀態 <img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/eaten-1.png" width="330"><img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/eaten-2.png" width="330"> <span class="text-center">*可以看到,對方吃掉龍馬<br>但駒台放的是角行<br>*</span> 2. 打入限制一,不得重疊棋駒 <img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/overlap.png" width="500" class="image"><span class="text-center">*圖中我方想打入角行,可以發現除了雙方的棋駒的位置,其餘都是亮點*</span> 3. 打入限制二,步兵、香車、桂馬有打入之段的範圍 > 只有棋駒為**步兵、香車、桂馬**才有可能觸發(因為它們不能往後面撤退) > - 步兵、香車 > 由於步兵與香車只能向前,若打入在敵陣**底段**的話,則該棋子會沒地方可走!所以敵陣底段是不能打入步兵、香車的。 > - 桂馬 > 由於桂馬也只能向前**跳**,若打入在敵陣**一段目**或**二段目**的話,則該棋子會沒地方可走!所以敵陣一段目或二段目是不能打入桂馬的。 <img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/limit.png" width="500" class="image"><span class="text-center">*圖中我方想打入步兵,可以發現除了打入限制一,在底段也不能打入*</span> 4. 打入限制三,同筋二步 二步的全稱為「**同筋二步**」,是指在同一條筋上已有自己一枚步兵的情況下打入第二個步兵。 <img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/nifu.png" width="500" class="image"> <span class="text-center">*圖中我方想打入步兵,可以發現除了打入限制一、限制二,還必須不能二步*</span> > :::info > :information_source: **小提醒** > 若一條筋上是存在**と金**,不是步兵的情況下,會算二步嗎?<br> > 不會。顧名思義「二步」為兩枚**步兵**同時存在,成變為と金後則**不再被當成步兵看待**。<br> > 所以你當然可以這樣: > <img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/nifu-to-1.png" width="330"><img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/nifu-to-2.png" width="330"> 5. 打入限制四,打步詰 > 打步詰說白一點就是「打入步兵詰死對方玉將」 > 要滿足三個條件 > > * 「打」入 > * 「步」兵 > * 「詰」死 > > 我們來看一下範例: > <img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/uchifutsume.png" width="500" class="image"><span class="text-center">*只用前面的三格限制,不能說明9三這格不能打入步兵,該限制是由這裡的<span class="dangerous">打步詰</span>引發*</span> > :::info > :bulb: **小撇步** > 只要上述任何一個條件不滿足,則不會判定違反則手: > 1. 走步詰 > <img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/move-fu-tsumi.png" width="500"> > 2. 打其它棋駒詰 > <img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/uchikintsume.png" width="500"><span class="text-center">*打金詰*</span> > 3. 打步王手 > <img src="https://raw.githubusercontent.com/Crossing-Void/Shogi-notes/main/4.shogi-reuse/uchifuoute.png" width="500"> [^noun1]: 持ち駒:持ち駒(もちごま),中文翻成持駒,為雙方駒台上的棋駒

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