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How to Analyze Your Own Shogi Games


Intermediate · Improvement

A practical way to learn from every game: use the same focused review process after each result.

Once you know the rules, openings, and basic tactics, one of the most reliable ways to improve is to review the games you already played. A teacher can help, but you can begin independently with your game record and about ten focused minutes per game.

This guide gives you a concrete, repeatable review method. Work through it with one of your own games open in the interactive board further down the page.

What You Need: Your Game Record (Kifu)

A kifu is the move-by-move record of a game. Most apps and servers let you export or copy it. You will see it in one of three formats:

  • KIF / KI2 — formats used by many shogi applications. This board can read them, while USI is usually easiest for international players.
  • USI — the engine notation used by many apps, e.g. 7g7f 3c3d 2g2f.

All three work in the board below — just paste and replay. If your game is only on a screen, you can also re-enter the moves by hand.

The 5-Step Review Method

1
Replay the whole game once, quickly

Don’t analyze yet. Just step through it and recall the story: when did it feel comfortable, and when did it start to slip? Your feelings during the game are the first clue to where the real mistakes are.

2
Find the turning points

A game is usually decided by two or three moves, not forty. Mark the moments where the advantage clearly changed hands — a piece you lost for nothing, an attack that fizzled, a defense that came one move too late. Those are the moves worth studying.

3
Ask three questions at each turning point

Pause on the move and answer honestly:

  1. What did I miss — a threat, a better move, or a whole plan?
  2. Was it a one-move oversight, or a slow drift over several moves?
  3. What is the rule or pattern I can take to the next game?

4
Classify the mistake

At the improving level, most losses fall into four buckets. Naming the bucket tells you what to study next:

  • Opening / preparation — you left the book early or your shape was bad. → Study joseki.
  • King safety & timing — you attacked before your castle was finished. → “Castle first”.
  • Reading (yomi) error — you simply miscalculated a sequence. → Tsume and tactics.
  • Endgame speed — you grabbed material when you needed tempo. → “In the endgame, speed beats material”.

5
Let an engine check your reading — the right way

An engine is a checking tool, not a complete coach. Use it to test whether your chosen turning point changed the position, then explain why in human terms. Evaluation scales vary between engines and apps, so compare the position before and after the move on the same tool. Study clear swings; do not overreact to small differences between close alternatives. Extract one idea you missed instead of memorizing every engine move.

Replay Your Game Here

Paste your kifu (KIF, KI2, or USI) and step through it. Use the move list to jump straight to the turning points you marked in Step 2.

Tip: if nothing happens, check that the game is an even game (hirate) — handicap games aren’t supported yet.

A Worked Example: “Castle First”

A common turning point in improving-level games is an attack launched before the king is safe. The proverb is blunt: build your castle before you start fighting. When you review, look specifically for the move where you (or your opponent) opened hostilities with the king still sitting in the center.

Two classic proverbs to keep in mind as you review:

— “Open the battle with a pawn sacrifice.” Before a real attack, you usually need to open a file or a diagonal. If your attack stalled, check whether you skipped this preparation.

— “In the endgame, speed beats material.” Late in the game, being one move faster to the enemy king is worth more than a captured piece. Many “I was ahead and still lost” games are a defender’s tempo lost here.

Turn Analysis Into a Study Loop

The point of review isn’t to feel bad about one game — it’s to build a short list of recurring mistakes. Keep a running note like this:

  • Pattern: “I attack before castling.” → Fix: finish the Mino/Yagura first.
  • Pattern: “I miss back-rank mates.” → Fix: 5 tsume puzzles a day.
  • Pattern: “I take a pawn in the endgame instead of attacking.” → Fix: count the race, not the material.

After ten reviewed games, your list will repeat itself. Those repeats are exactly what to train — and they are the difference between staying at your rank and climbing out of it.


A Ten-Minute Review Template

A review becomes easier to repeat when each minute has a job. Use this template after a serious game, then shorten or extend it to match the position.

  1. Minutes 0–2: reconstruct without an engine. Mark the first moment when you felt uncertain, not only the move where the evaluation collapsed.
  2. Minutes 2–5: compare candidate moves. Write the move you played, one alternative, and the reply you expected from your opponent.
  3. Minutes 5–8: verify the critical position. Use an engine or stronger player to test the candidates on the same board and settings.
  4. Minutes 8–10: create one training task. Turn the lesson into a puzzle, opening note, or reminder for the next ten games.

Classify the Error Before You Study It

“Bad move” is too vague to guide practice. Give the error one primary label:

  • Board scan: you missed a check, capture, drop, or undefended piece.
  • Calculation: you saw the idea but stopped one reply too early.
  • Opening knowledge: you did not know the purpose of a standard move or pawn break.
  • Planning: your moves were legal and safe but did not improve the position.
  • Time use: the decision quality changed because you spent too long or moved too quickly.

Train the label that repeats. Three board-scan errors call for short tactical drills; three planning errors call for comparing plans in similar positions. This keeps engine analysis connected to a human skill.

Write a Note You Can Use Next Game

A useful note names the position cue and the response. Replace “castle earlier” with “when the center is closed and neither side has a forcing move, finish the basic Mino shape before pushing the attacking pawn.” The second version tells you when the lesson applies and when it may not.

Keep one sentence per game. Review the last ten sentences before your next session and circle any theme that appears more than once. That recurring theme becomes your next study priority.

Keep Going

This is part of our intermediate track for players who already know the basics:

Review one game today

Open your last loss, paste it into the board above, and find the one move you’d take back. That single move is your next lesson.

Quick Check

What is the best first review question?

Lesson Complete?

Save this step on this device and continue when you are ready.

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