Strategy Gaming Course  /  Week 1

Week 1, Tuesday

Chess

Foundations of strategy and tactical calculation

Perfect informationTwo-playerNo randomnessAbstract strategy

Chess strips strategy down to its most essential form. No dice, no hidden cards, no other players. Two minds, one board, and the same information available to both sides.

Today we cover the pieces and how they move, then the strategic vocabulary used throughout this course. We close by walking through one of the most famous games ever played. The rest of the week: play.

The pieces

Six pieces, six different logics

Each piece moves differently — and that difference is the whole game.

♙ Pawn value: 1

Moves forward only, captures diagonally. Humble but can promote to any piece upon reaching the far end.

♖ Rook value: 5

Slides any number of squares horizontally or vertically. Deadly on open files and in the endgame.

♘ Knight value: 3

The only piece that can jump over others. Moves in an L-shape: two squares one way, one the other.

♗ Bishop value: 3

Slides diagonally any number of squares. Always stays on one colour. Powerful in open positions.

♕ Queen value: 9

Combines the rook and bishop. The most powerful piece — but overusing it early is a classic mistake.

♔ King value: priceless

One square in any direction. The game ends when the king is trapped. Passive early, crucial in the endgame.

Topic: tactics

Core tactics

The building blocks of calculation

Fork

One piece attacks two opponent pieces at once. The opponent can only save one.

Pin

A piece cannot move because doing so would expose something more valuable behind it.

Skewer

The reverse of a pin. The valuable piece is attacked and must move, exposing what is behind it.

Discovered attack

Moving one piece out of the way unleashes a hidden attacker behind it.

Topic: strategy

Zugzwang

When being forced to move is a disadvantage

Zugzwang is the situation where any move a player makes worsens their own position. They would rather pass and do nothing — but the rules require a move. It appears most often in endgames, where the position is so finely balanced that touching any piece tips it into defeat.

This concept illustrates something profound: in strategy, doing nothing is sometimes the optimal move. The obligation to act can itself be a liability.

Real-world parallel: in negotiation, the side that needs to respond first is often at a structural disadvantage regardless of their actual position. Whoever speaks next loses. That is zugzwang.

You will see it in the Opera Game on the next slides — Fischer noted that by move 9, Black was "in what's like a zugzwang position." Every piece it could move made things worse.

Topic: strategy

The three phases

Each phase has its own strategic logic

Opening

Control the centre, develop pieces, castle early. The goal is to reach a good middlegame, not to win immediately.

Middlegame

Identify weaknesses, coordinate pieces, create imbalances. This is where most games are decided. Plans matter more than individual moves.

Endgame

The king becomes an active piece. Pawn promotion becomes central. Technique and precision matter more than creativity.

Topic: vocabulary

Strategic vocabulary

The language used throughout this course

Initiative

Being the one who sets the agenda

Tempo

A unit of time; the cost of a wasted move

Sacrifice

Giving up material for a positional gain

Compensation

What you gain to justify what you gave up

Imbalance

A structural difference between two positions

Prophylaxis

Preventing the opponent's plan before it starts

Historic game

Deep Blue vs Kasparov, 1997

Game 2, May 4, New York. Every move annotated.

Deep Blue 1-0 Kasparov
Ruy Lopez: Smyslov Defense (C93)  |  45 moves
Start White to move
About this game
Deep Blue plays White. Use the buttons below the board, arrow keys, or click any move in the list. Bold moves are key moments.

Explore more

Three landmark games

Each one introduced an opening still played today.

Start White to move
About this game

Practice

Chess puzzles

Apply what you have learned. Click a piece, then click where to move it.

Solved!

Tuesday summary

What we covered today

The rest of the week: play.

Six pieces, six logics

Pawn, rook, knight, bishop, queen, king. Each moves differently. Learning those differences is the foundation of everything that follows.

Tactics and phases

Forks, pins, skewers, discovered attacks. Opening: develop and castle. Middlegame: plan and execute. Endgame: activate the king.

Zugzwang

Sometimes doing nothing is the optimal move. The obligation to act can be a liability — in chess and in real strategic decision-making.

Deep Blue vs Kasparov

The game was won not with tactics but with patient positional pressure over 45 moves. Strategy, not calculation, decided it.

Play as many games as you can this week. After each one, identify one decision that changed the game. Next week: Shogi — same DNA as chess, but one rule changes everything.

Strategy Gaming Course  /  Week 2

Week 2, Tuesday

Shogi

Same skeleton as Chess — completely different logic

Perfect informationTwo-player9x9 boardDrop rule changes everything

Shogi and Chess share almost identical DNA — a grid, pieces with different movement rules, perfect information, no luck. But one rule in Shogi rewrites the entire strategic universe: captured pieces come back. When you capture an opponent's piece, you keep it and can drop it back onto the board as your own at any time.

Today we learn the pieces, understand what the drop rule means for strategy, and walk through key concepts. The rest of the week: play.

The pieces

Eight pieces — and most can promote

Every piece except the King and Gold can flip to a stronger form in the promotion zone.

王 King

One square in any direction. Game ends when checkmated. Cannot promote.

金 Gold General

One square in any direction except diagonally backward. Cannot promote — but all promotions become Gold.

銀 Silver General

One square diagonally or one square straight forward. Promotes to Gold movement.

桂 Knight

Two squares forward, one sideways — can jump. Cannot move backward. Promotes to Gold.

香 Lance

Any number of squares straight forward only. Promotes to Gold.

歩 Pawn

One square forward only. Promotes to Tokin (Gold). One pawn per file.

飛 Rook

Any number of squares horizontally or vertically. Promotes to Dragon King — adds one diagonal step.

角 Bishop

Any number of squares diagonally. Promotes to Dragon Horse — adds one orthogonal step.

Core rule

The drop rule

The one rule that changes everything

When you capture an opponent's piece in Shogi, you keep it in your hand. On any future turn, instead of moving a piece on the board, you can drop a piece from your hand onto any empty square as your own — ready to move immediately.

No material disappears

Capturing a rook does not remove it — it just changes hands. Material advantage is always temporary.

Attacks are sudden

A piece in hand can appear anywhere on the board in one move. Threats materialise with no warning.

Defence is dynamic

You can drop a piece to block a check, fill a gap in your castle, or launch an unexpected counter-attack.

Draws are almost impossible

Both sides always have pieces available to drop. Fewer than 1% of professional games end in draws.

Drop restrictions: you cannot drop a pawn to give immediate checkmate, cannot drop a pawn on a file where you already have an unpromoted pawn, and cannot drop a piece where it would have no legal move.

Core rule

Promotion zones and castles

Two structural concepts unique to Shogi

Promotion zone

The three rows furthest from a player. When any piece (except King and Gold) moves into, out of, or within this zone, the player may promote it. Pawns, lances, and knights must promote if they would otherwise have no legal move.

Castle

Compact defensive formations of golds and silvers around the king, usually in a corner. Common castles include the Mino Castle and the Yagura. The opening phase is almost entirely devoted to building your castle while positioning for attack simultaneously.

Sente / Gote

Sente means "having the move" — the initiative. Gote means "responding." Unlike Chess where White always moves first, sente in Shogi shifts back and forth. Maintaining sente while building your castle is the central tension of the opening.

Strategic concepts

What Shogi teaches that Chess does not

The strategic lessons that carry into the rest of the course

Drop

Placing a captured piece back onto the board as your own

Tsume

Checkmate — the forced sequence that ends the game

Sente

Having the initiative; forcing the opponent to respond

Tokin

A promoted pawn — cheap to obtain, powerful in attack

Castle

A defensive king formation built in the opening

Sabaki

Freeing cramped pieces through exchanges — piece flow

Tesuji

A skilled tactical move — the right move in a given position

Hand

Pieces captured and held ready to drop back into play

The core lesson: rules shape strategy completely. Chess and Shogi share almost identical DNA, but the drop rule produces a fundamentally different game. One rule change cascades into an entirely different strategic universe.

Tuesday summary

What we covered today

The rest of the week: play Shogi.

Eight pieces, six promotions

King, Gold, Silver, Knight, Lance, Pawn, Rook, Bishop. All except King and Gold can promote. All promotions except Rook and Bishop become Gold movement.

The drop rule

Captured pieces return as your own. No material ever disappears. Attacks can appear anywhere with no warning. Draws are nearly impossible.

Castles and sente

Build a castle to protect the king. Fight for sente. The opening is a race to castle safely while positioning for attack.

The strategic lesson

One rule change — drops — produces a completely different game. This is the course's first demonstration that rules shape strategy entirely.

Play Shogi this week on 81dojo.com — free, browser-based, and shows piece movement on hover. Next week: Go. The biggest mental shift of the course.