Fuseki (game) is my tentative reconstruction of the first missing link between Seega or and Go if Seega were to have evolved from Go.
- Follow the rules of Go until Black or White would win.
- Instead of Black or White winning now, the next player to place a stone may move a stone either one intersection diagonally or up to whatever number Black or White agree orthogonally, optimally most likely within +/- 1/6 way from the middle towards either the Shogi King or Dragon (King), including into apparent suicide, unless opposing stones have it isolated and in Atari. The Atari rule is less necessary when the stones move closer to like kings.
- If Atari is in effect, an isolated stone may only escape to capture.
- A player normally captures an opposing stone by sandwiching it between their own diagonally or horizontally and vertically.
- The edges of the board are neutral so that a player may not normally capture an opposing stone by sandwiching it between their own and the corner.
- As a courtesy, a captured stone should not be removed immediately if the rules and position would allow it itself to capture or connect.
- The game ends when only one player remains able to make a legal move and this player wins.
5x5 - 1 4 6x6 - 2 4 7x7 - 2 5 8x8 - 2 6 9x9 - 3 6 10x10 - 3 7 11x11 - 3 8 12x12 - 4 8 13x13 - 4 9 14x14 - 4 10 15x15 - 5 10 16x16 - 5 11 17x17 - 5 12 18x18 - 6 12 19x19 - 6 13 20x20 - 6 14 21x21 - 7 14 22x22 - 7 15 23x23 - 7 16 24x24 - 8 16 25x25 - 8 17 26x26 - 8 18 27x27 - 9 18 28x28 - 9 19 29x29 - 9 20
Special Tactics 1a and 1b : Dango and Empty Triangles
Contrary to Go, dango and empty triangles are not so bad shape in the movement phase of Fuseki due to the de-emphasis of eyes. Dango are always defensive. However, the necessary intermediate step of empty triangles creates linear attacks to the opposite side of the empty triangle.
Inspired by Go, a chain may be attacked from underneath, on the axis where a stone is already above, by moving another stone along this axis towards this stone. This will capture the stone immediately adjacent to the newly occupied intersection along this axis. A chain attacked orthogonally must be sandwiched along the opposite axis for a capture to occur.
Friendly stones may push each other through opposing stones to crush them against the edge or corner of the board or a third friendly stone. In this case, horizontals and verticals only matter when they are the route of attack. Any number of opposing stones may be crushed in this way, but only the one at the far end of the chain is removed. Note: Two of three possible nominal push throughs to a corner can be called push throughs to an edge without loss of clarity.
Special Strategy 1: Wedge
Inspired by the basic instinct of connecting against a peep, the counterintuitive looking wedge allows friendly stones to push each other through perpendicular to an opposing jump or push opposing stones through perpendicular to a friendly jump. Being like the push through, the wedge may use the edge or corner of the board to capture stones.
Special Strategy 2: Cross-Cut
If the cross-cut looks as counterintuitive as the wedge, there is a good reason for this appearance: It is more obliquely explained as a wedge perpendicular to a kosumi. The exceptional nature of the cross-cut is the moving stone can be pushing itself through to capture the opposing stones. Due to the exceptional nature of the cross-cut, a player must capture every opposing stone to win by capture.
The next two links progressively remove the off-axis stones from the requirements for capturing orthogonally. They also cease to enforce captures made during placement, instead removing them after the last placement if at all. Interestingly enough, optimal Go play on a 5x5 board is proven to lead to a (nearly) balanced number of and at endgame with prisoners taken only once for each side for at least the off-center openings input into Erik van der Werf's MIGOS program and no proven solution nor current best guess gives a ratio of : more than one stone worse than 2:1 (6x6 yields 17 v. 12 or 14 v. 13 for Black and strangely 7*7 appears to yield an ideal endgame distribution with less than 17 on either side). Seega gives Black and White matching numbers of kelb to set up as they please. Petteia basically removes the incomplete line of soldiers from this game.