NarutoRivals
Hello guest and wellcome to Naruto Rivals also known as NR. Here on NR we rp as our own characters not canons sorry guys. We also have 2 main rules that are.

1. Have Fun
2.HAVE FUN!

see ya

~Head admin: dawn~

NarutoRivals

This is an all out naruto rpg site.
 
HomeRegisterLog in

Share | 
 

 Asher Training

Go down 
AuthorMessage
Asher Nara
NR Chunin
NR Chunin
avatar

Posts : 241
Join date : 2009-09-02

Shinobi Infomation
Rank:: Chunin
Chakra Bar:
70/70  (70/70)
Health:
120/120  (120/120)

PostSubject: Asher Training   Sat Oct 17, 2009 6:19 pm

(Int)
asher walk to his book shelf and grab a shogi book and started to read it out loud
" The Yagura castle is considered by many to be the strongest defensive position in shogi. It has a strongly protected king; a well fortified line of pawns; and the bishop, rook, and a pawn all support a later attack by the rook's silver or knight. It is notoriously difficult to break down with a frontal assault, though it is weaker from the side. It is typically used against static rook openings that involve advancing the rook's pawn. However, one's opponent may just as easily adopt this defense, giving neither side an advantage.

There is a good deal of flexibility in the order of moves when building the Yagura defense, and the possibilities will not be listed here. The only point to keep in mind is that the generals should move diagonally, not directly forward. However, there is a strong intermediate position called the kani. It has the three pawns on the left side advanced to their final Yagura positions, and on the second rank all four generals are lined up next to the bishop, which is still in its starting position: |B|G|S|G|S| bishop-gold-silver-gold-silver. The king is moved one square to the left, behind the middle silver.

While forming the castle, the rook's pawn is often advanced two squares in preparation for a climbing rook assault on the opposing king. Another common preparation is to advance the adjacent silver's pawn square, allowing passage for both the rook's silver and knight. These offensive moves are not properly part of the castle, but the two-square pawn advance must be carried out early if there is to be room for it, and so it is often done while still castling.

A common attack against the Yagura defense is to advance the rook's knight directly forward, defended by the rook and with a pawn in hand, to attack the fortifications on either side of the castled king. If the defender has answered a lance's pawn advance on that side, a pawn may be dropped where the edge pawn had been. If the defending silver has moved or is not yet in position, a pawn may be dropped there." "this look like a good strategy"

_________________
Health: 120
Chakra: 70
Speed: 10
Dexterity: 10
Strength: 10
Intelligence: 71

Sparing matches
Won 0
lost 0
Back to top Go down
http://bleachshinigamiclash.forumotion.com/forum.htm
Dawn
Neo Akatsuki Leader/Uchiha Clan Killer
Neo Akatsuki Leader/Uchiha Clan Killer
avatar

Posts : 426
Join date : 2009-06-19
Age : 32

Shinobi Infomation
Rank:: Konohagakure Kage ( Hokage )
Chakra Bar:
260/260  (260/260)
Health:
400/400  (400/400)

PostSubject: Re: Asher Training   Sat Oct 17, 2009 6:22 pm

Intelligence + 20

_________________
Stats:
Health:450
Chakra: 260
Speed: 180 (200){220}
Dexterity: 167 (187){207}
Strength: 182 (202){222}
Intelligence:257 (277){297}
(Tomoe 3 Stats){Enternal Mangekyou}

Jutsus

Summon

Puppet
Back to top Go down
http://narutorivals.forumotion.com
Asher Nara
NR Chunin
NR Chunin
avatar

Posts : 241
Join date : 2009-09-02

Shinobi Infomation
Rank:: Chunin
Chakra Bar:
70/70  (70/70)
Health:
120/120  (120/120)

PostSubject: Re: Asher Training   Sat Oct 17, 2009 6:30 pm

(Int)
"Chapter 2 defensive position lets see.

defensive position that is considered easier for beginners, but still popular with professionals, is the Mino castle. The King is placed in a safe position, while the three generals work well to back each other up. This is sometimes used when a player chooses a bishop opening rather than the rook-pawn opening.

The Mino castle takes six moves to complete, not necessarily in this order:

Move the rook to the left side of the board, preferably to the sixth column. This move must be first.
Move the king to where the rook started, 3 moves.
Move the right-side silver general up one space, so it is now adjacent to the king.
Move the left-side gold general diagonally up and right so that it is protected by the other gold general, which has not yet moved.
(Optional) Move the edge pawn one, or even better two squares forward. This gives king an escape route at the end game.
this seems easy maybe I should use this on Kiza."

_________________
Health: 120
Chakra: 70
Speed: 10
Dexterity: 10
Strength: 10
Intelligence: 71

Sparing matches
Won 0
lost 0
Back to top Go down
http://bleachshinigamiclash.forumotion.com/forum.htm
Dawn
Neo Akatsuki Leader/Uchiha Clan Killer
Neo Akatsuki Leader/Uchiha Clan Killer
avatar

Posts : 426
Join date : 2009-06-19
Age : 32

Shinobi Infomation
Rank:: Konohagakure Kage ( Hokage )
Chakra Bar:
260/260  (260/260)
Health:
400/400  (400/400)

PostSubject: Re: Asher Training   Sat Oct 17, 2009 6:38 pm

Int + 5

_________________
Stats:
Health:450
Chakra: 260
Speed: 180 (200){220}
Dexterity: 167 (187){207}
Strength: 182 (202){222}
Intelligence:257 (277){297}
(Tomoe 3 Stats){Enternal Mangekyou}

Jutsus

Summon

Puppet
Back to top Go down
http://narutorivals.forumotion.com
Asher Nara
NR Chunin
NR Chunin
avatar

Posts : 241
Join date : 2009-09-02

Shinobi Infomation
Rank:: Chunin
Chakra Bar:
70/70  (70/70)
Health:
120/120  (120/120)

PostSubject: Re: Asher Training   Wed Oct 28, 2009 5:35 am

(int)
Asher saw a Go book and starte to read it
"Go opening theory The whole board opening is called Fuseki. An important principle to follow in early play is "corner, side, center." In other words, the corners are the easiest places to take territory, because two sides of the board can be used as boundaries. Once the corners are occupied, the next most valuable points are along the side, aiming to use the edge as a territorial boundary. Capturing territory in the middle, where it must be surrounded on all four sides, is extremely difficult. The same is true for founding a living group: Easiest in the corner, most difficult in the center.

The first moves are usually played on or near the 4-4 star points in the corners, because in those places it is easiest to gain territory or influence. (In order to be totally secure alone, a corner stone must be placed on the 3-3 point. However, if a stone is placed at a 4-4 point and the opponent invades, the first player can build a surrounding wall as the second (invader) is forming a live group, thus exerting strong influence on a large area.) After that, standard sequences (Joseki) can be used to develop corner positions, and extensions along the side can be made. Usually, the center area is kept empty the longest. Plays are usually on the third or fourth line—the second makes too little territory, while the fifth is too easily undermined by a play on the third. A play on the fourth line is directed more towards influence to the center, a play on the third line more towards making territory along the side."

"Life and death

A key concept in the tactics of Go, though not part of the rules, is the classification of groups of stones into alive, dead or unsettled.

At the end of the game, groups that cannot avoid being captured during normal play are removed as captures. These stones are dead. Groups can reach this state much earlier during play; a group of stones can quickly run out of options so that further play to save them is fruitless, or even detrimental. Similarly, further play to kill such a group is often of no benefit (except when securing liberties for an adjacent group), since if it remains on the board at the end of the game it is captured anyway. Thus groups can be considered "dead as they stand", or just dead, by both sides during the course of the game.

Groups enclosing an area completely can be harder to kill. Normally, when a play causes an area completely enclosed by the opponent to become filled, the group filling the area is captured since it has no remaining liberties (such a play is called "suicide"). Only if the last play inside the area would kill the enclosing group, thus freeing one or more liberties for the group that filled the space, can the play be considered. This can only be achieved if the liberties on the outside of the enclosing group have been covered first. Thus, enclosing an area of one or more liberties (called an eye) can make the group harder to kill, since the opponent must cover all of its external liberties before covering the final, internal liberty.

From this, it is possible to create groups that cannot be killed at all. If a group encloses two or more separate areas (two or more eyes), the opponent cannot simultaneously fill both of them with a single play, and thus can never play on the last liberty of the group. Such a group, or a group that cannot be prevented from forming such an enclosure, is called alive.

Groups which are not definitely alive nor definitely dead are sometimes called unsettled groups. Much of the tactical fighting in Go focuses on making one's own groups live, by ensuring they can make two eyes, and on making the opponent's groups die, by denying them two eyes.

Determining ahead of time whether a group is currently alive, dead, or unsettled, requires the ability to extrapolate from the current position and imagine possible plays by both sides, the best responses to those plays, the best responses to those responses, and so on. This is called reading ahead, or just reading, and it is a skill that grows with experience. Many players study books of life and death problems to increase their skill at reading more and more complicated positions.

In general, go players refer to analysis of positions as reading. One major purpose of reading is to be sure that a local position can be neglected for a while. For instance, a player may be able to make gains by playing for a certain patch of territory. Yet, this play may be worth only a few points, and thus deemed unnecessary, depending on the state of the game. With confidence in one's reading, it becomes much easier to set priorities and switch around the board. Not changing gears at the correct time can be a loss of opportunity."

_________________
Health: 120
Chakra: 70
Speed: 10
Dexterity: 10
Strength: 10
Intelligence: 71

Sparing matches
Won 0
lost 0
Back to top Go down
http://bleachshinigamiclash.forumotion.com/forum.htm
Kiza Hyuuga
The Hokage
The Hokage
avatar

Posts : 1048
Join date : 2009-07-20

Shinobi Infomation
Rank:: Konaha Chuunin
Chakra Bar:
95/95  (95/95)
Health:
125/125  (125/125)

PostSubject: Re: Asher Training   Wed Oct 28, 2009 2:13 pm

Intelligence +20

_________________
~Kiza Hyuuga - Konaha Chuunin - Head of Hyuuga Clan~
Jutsu List
(Byakugan Stats)
Health:125//Chakra:95
Speed:168(183)//Dexterity:130(145)//Strength:133(148)//Intelligence:83(98)

A few fun things to do if you get bored
Mafia Kings
Back to top Go down
Asher Nara
NR Chunin
NR Chunin
avatar

Posts : 241
Join date : 2009-09-02

Shinobi Infomation
Rank:: Chunin
Chakra Bar:
70/70  (70/70)
Health:
120/120  (120/120)

PostSubject: Re: Asher Training   Sun Nov 01, 2009 7:15 am

(INT)
Asher saw a History of shogi book and starte to read it
"It is not clear when shogi was brought to Japan. Traditionally India is believed to be an origin of shōgi. And, it was reformed to the chess of China(xiangqi), and introduced to Japan by way of China or a Korean peninsula. This is in contrast to the game of go, which was almost certainly brought to Japan in or around the Nara period, since a go board is stored in the treasury of Shōsōin. There are tales that relate that it was invented by Yuwen Yong of Northern Zhou, and that Kibi Makibi brought it back after visiting the country of Tang, but both these tales are likely to have been invented at the start of the Edo period by those keen to make a name for themselves as authorities on shogi.

There are several theories about when shogi spread to Japan, but the earliest plausible date is around the 6th century. It is thought that the pieces used in the shogi of the time were not the current five-sided pieces, but three-dimensional figures, as were used in Chaturanga. This parallels the changes in chess pieces, which are more representational and less abstract than those made earlier. However, a large problem with this theory is that as pieces in this form have never been found, let alone stored in the treasury of Shōsōin, there is little physical evidence supporting it.

Another theory gives a later date, stating that shogi was brought to Japan after the start of the Nara period. but as these games are different from shogi, for example in that pieces are placed on the intersections of lines, serious doubts about this theory remain. The games of makruk from Thailand and Cambodia and sittuyin from Myanmar have an elephant which moves in the same way as the silver general, but it is difficult to imagine how the game could have been spread by sea to Japan given the shipbuilding technology of the time, and there are therefore no clear answers.

One of the oldest documents indicating the existence of shogi is Kirinshō, written by Fujiwara Yukinari, a seven-volume work which contains a description of how to write the characters used for shogi pieces, but the most generally accepted opinion is that this section was added by a writer from a later generation. Shin Saru Gakuki, written by Fujiwara Akihira also has passages relating to shogi, and is regarded as the earliest document on the subject.

_________________
Health: 120
Chakra: 70
Speed: 10
Dexterity: 10
Strength: 10
Intelligence: 71

Sparing matches
Won 0
lost 0
Back to top Go down
http://bleachshinigamiclash.forumotion.com/forum.htm
Cut Hyuuga
NR Genin
NR Genin
avatar

Posts : 300
Join date : 2009-09-01

Shinobi Infomation
Rank:: Genin
Chakra Bar:
0/0  (0/0)
Health:
100/100  (100/100)

PostSubject: Re: Asher Training   Sun Nov 01, 2009 9:49 am

16 Int

_________________
Health: 100
Chakra: 70
Speed: 108
Dexterity:102
Strength: 108
Intelligence:51

With Byakugan
Health: 100
Chakra: 70
Speed: 118
Dexterity: 112
Strength: 118
Intelligence:61

Spoiler:
 
Back to top Go down
Asher Nara
NR Chunin
NR Chunin
avatar

Posts : 241
Join date : 2009-09-02

Shinobi Infomation
Rank:: Chunin
Chakra Bar:
70/70  (70/70)
Health:
120/120  (120/120)

PostSubject: Re: Asher Training   Wed Nov 04, 2009 9:18 am

Asher keep on reading the book history of Shogi
"The dictionary of common folk culture, Nichūreki, which it is estimated was created between 1210 and 1221, a collection based on the two works Shōchūreki and Kaichūreki, thought to have been written by Miyoshi Tameyasu, describes two forms of shogi, large shogi and small shogi. So as not to confuse these with later types of shogi, in modern times these are called Heian shogi (or Heian small shogi) and Heian dai shogi. Heian shogi is the version on which modern shogi is based, but it is written that one wins if one's opponent is reduced to a single king, apparently indicating that at the time there was no concept of pieces in the hand.

The pieces used in these variants of shogi consist of those used in Heian shogi: the king, gold general, silver general, knight, lance, and pawn, and those used only in Heian great shogi: the copper general, iron general, side mover, tiger, flying dragon, free chariot and go between. According to Kōji Shimizu, chief researcher at the Archaeological Institute of Kashihara, Nara Prefecture, the names of the Heian shogi pieces keep those of chaturanga (general, elephant, horse, chariot and soldier), and add to them the five treasures of Buddhism (jewel, gold, silver, katsura tree, and incense). There is also a theory by Yoshinori Kimura that while chaturanga was from the start a game simulating war, and thus pieces were discarded once captured, Heian shogi involved pieces kept in the hand.

In games around the world related to shogi, there have been changes in the rules with the passage of time, such as increasing the abilities of the pieces or their numbers, as winning strategies have been discovered, and the Japanese game of shogi is no exception to this.

Around the 13th century, the game of dai shogi, created by increasing the number of pieces in Heian shogi, was played, and the game of sho shogi, which adds the rook, bishop and drunken elephant from dai shogi to Heian shogi. Around the 15th century, as the rules of dai shogi had become too complicated, they were simplified, creating the game of chu shogi, which is close to the modern game. It is thought that the rules of modern shogi were fixed in the 16th century, when the drunken elephant was removed from the set of pieces. According to Shoshōgi Zushiki (諸象戯図式?), a set of shogi rules published in 1696, during the Ganroku period, it states that the drunken elephant piece was removed from the game of sho shogi by Emperor Go-Nara during the Tenmon period (1532 - 1555), but whether or not this is true is not clear.

As many as 174 shogi pieces have been excavated from the Ichijōdani Asakura Family Historic Ruins, which are thought to be from the latter half of the 16th century. Most of these pieces are pawns, but there is also one drunken elephant, leading to the hypothesis that in this period variations of shogi with and without the drunken elephant existed side by side.

One point of note in the history of this family of games is that it was during this period that the unique rule in Japanese shogi was developed whereby captured pieces could be returned to the board. It is thought that the rule of pieces in the hand was proposed around the 16th century, but there is also a theory that this rule existed from the time of Heian sho shogi.

In the Edo period, more types of shogi with yet more pieces were proposed: tenjiku shogi, dai dai shogi, maka dai dai shogi, tai shogi (also called "dai shogi", but termed "tai shogi" to avoid confusing the two) and taikyoku shogi. However, it is thought that these forms of shogi were only played to a very limited extent."

_________________
Health: 120
Chakra: 70
Speed: 10
Dexterity: 10
Strength: 10
Intelligence: 71

Sparing matches
Won 0
lost 0
Back to top Go down
http://bleachshinigamiclash.forumotion.com/forum.htm
Ayame Kaguya
NR Chunin
NR Chunin
avatar

Posts : 161
Join date : 2009-08-03
Age : 22
Location : Takigakure

Shinobi Infomation
Rank:: Genin
Chakra Bar:
100/100  (100/100)
Health:
170/170  (170/170)

PostSubject: Re: Asher Training   Thu Nov 05, 2009 6:16 am

17 Int

_________________
Stats:

Health: 170
Chakra: 100
Speed: 41
Dexterity: 45
Strength: 45 (+4 to physical attacks from Kaguya Bloodline)
Intelligence: 10

Jutsu List

My apperence
Spoiler:
 
Back to top Go down
Sponsored content




PostSubject: Re: Asher Training   

Back to top Go down
 
Asher Training
Back to top 
Page 1 of 1
 Similar topics
-
» Psyche [Training]
» Continuing Training
» Husband training (tag: Kev, Leslie)
» Training the Kanabo
» A Seeker of Training

Permissions in this forum:You cannot reply to topics in this forum
NarutoRivals :: Fighting :: Shinobi Training Grounds-
Jump to: