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==== Impasse ==== The game reaches an '''Impasse''' or '''Deadlock''' (持将棋 ''jishōgi'') if both kings have advanced into their respective promotion zones – a situation known as 相入玉 (''ai-nyū gyoku'' "double entering kings") – and neither player can hope to mate the other or to gain any further material. An Impasse can result in either a win or a draw. If an Impasse happens, the winner is decided as follows: each player agrees to an Impasse, then each rook or bishop, promoted or not, scores 5 points for the owning player, and all other pieces except kings score 1 point each. A player scoring fewer than 24 points loses. (Note that in the start position, both players have 27 points each.) If neither player has fewer than 24, the game is no contest – a draw. In professional shogi, an Impasse result is always a draw since a player that cannot obtain the 24 points will simply resign. ''Jishōgi'' is considered an outcome in its own right rather than no contest, but there is no practical difference. As an Impasse needs to be agreed on for the rule to be invoked, a player may refuse to do so and attempt to win the game in future moves. If that happens, there is no official rule about the verdict of the game.<ref>Fairbairn (1986: 138–139)</ref> However, in amateur shogi, there are different practices most of which force a win resolution to the Impasse in order to avoid a draw result. The first draw by Impasse occurred in 1731 in a [[Handicap (shogi)|bishop handicap game]] between the seventh [[Lifetime Meijin]], {{Interlanguage link multi | Sōkan Itō II|ja| 3=伊藤宗看 (3代) | vertical-align=sup}}, and his brother, Sōkei Ōhashi.<ref>{{cite magazine |date=1982 |last=Fairbairn |first=John |title=Champions of past & present (2) |magazine=Shogi |issue=35 |pages=9–12}}</ref> =====Entering King===== {{shogi diagram | floatright | '''Black's king in an Entering King state''' | 角 銀 桂 香 | kg | ng | gg | | | | | ks | | lg | sg | gg | | ts | ts | ts | hs | | | pg | pg | pg | ts | | pg | pg | pg | pg | | | | pg | pg | | | | | ps | ps | | | | | rg | rg | ps | | gs | ss | ps | | ps | | | | | ns | | | | | | | | | | | | | | | | ls | | | | | | | | | 金 銀 桂 香 | }} As a practical matter, when an opponent's king has entered a player's own territory especially with supporting defending pieces, the opponent's king is often very difficult to mate given the forward attacking nature of most shogi pieces. This state is referred to as '''entering king''' (入玉 ''nyū gyoku''). If both players' kings are in entering king states, the game becomes more likely to result in an impasse. In the adjacent diagram example, although White's king is in a strong [[Bear-in-the-hole castle]], Black's king has entered White's territory making it very difficult to mate. Therefore, this position favors Black.<ref>滝瀬, 竜司 [Takise, Ryuji] and 田中, 哲朗 [Tanaka, Tetsuro]. 2012. 入玉指向の将棋プログラムの作成 [Development of entering-king oriented shogi programs]. ''Information Processing Society of Japan, 53'' (11), 2544–2551.</ref> {{clear}} {{Col-begin | width=auto | class=floatright}} {{Col-2}} {{shogi diagram | | '''Kimura vs Toyoshima 2019''' | 桂<sub>1</sub> 歩<sub>4</sub> | hs | | | hs | pg | | | | | | | | | | sg | gg | | | pg | | | ns | ps | ng | sg | | pg | | | | | ds | pg | | pg | | | | | | | | pg | | | ps | | ps | ps | | | gg | dah| | | ps | ss | | | | | kgl| | | ks | gs | gs | | ps | | psg| | ls | ns | | | | | rg | plg| | 香<sub>2</sub> 歩<sub>2</sub> | After 150 moves. }} {{Col-2}} {{shogi diagram | | '''Kimura vs Toyoshima 2019''' | 金<sub>1</sub> 銀<sub>1</sub> 桂<sub>2</sub> 歩<sub>3</sub> | | hs | | | | | | | | | ks | hs | | | | | | | | ssl| ts | | | | ds | | | ps | uah| | ps | | ps | | | gs | | dg | | | gg | | | lg | | | | | | | | | | | | | | | | tg | tg | | | | | | | gg | | | psg| lg | | | | | | | | plg| kg | 銀<sub>1</sub> 桂<sub>2</sub> 香<sub>1</sub> 歩<sub>9</sub> | After 285 moves. }} {{Col-end}} An example of Entering King occurred in the fourth game of the 60th [[Ōi (shogi)|Ōi]] title match between [[Masayuki Toyoshima]] and [[Kazuki Kimura]] held on August 20{{ndash}}21, 2019. After being unsuccessful in attacking Kimura and also in defending his own king within his camp, Toyoshima (playing as White) moved his king away from Kimura's attacking pieces by fleeing up the second file, ultimately entering his king into Kimura's camp by move 150. Although Toyoshima had achieved Entering King, he still had only 23 points{{mdash}}one point shy of the required 24 points for an [[#Impasse|Impasse]] draw{{mdash}}while Kimura (Black) had 31 points. Toyoshima then spent the next 134 moves trying to bring his point total, which fluctuated between 17 and 23, up to the necessary 24. By the 231st move, the game had reached a Double Entering Kings state, and by move 285 Kimura had successfully kept Toyoshima's point total at bay. Here, Toyoshima with 20 points (and Kimura at 34 points) resigned.<ref>{{cite web |title=King's War - 60th Oi title match, seven-game series, game 4 |website=live.shogi.or.jp |url=http://live.shogi.or.jp/oui/kifu/60/oui201908200101.kif }} 2019/08/20 09:00 to 2019/08/21 21:12</ref><ref>{{cite news|last=Mizuta|first=Yukihiro|url=https://www.kobe-np.co.jp/news/sougou/201908/0012628486.shtml|script-title=ja:将棋王位戦第4局 木村が勝ち2勝2敗に|title=Shōgi Ōisen Daiyonkyoku Kimura ga Kachi Nishō Nihai|language=ja|trans-title=Game 4 of the Ōi title match: Kimura wins to even match at two games apiece|date=August 21, 2019|newspaper=[[Kobe Shimbun]]|access-date=August 22, 2019}}</ref> Incidentally, this game broke the record of longest game in a title match.<ref>{{Cite web|url=https://news.yahoo.co.jp/byline/matsumotohirofumi/20190821-00139300/|title=王位戦七番勝負第4局、タイトル戦最長手数の285手! 木村一基九段が豊島将之王位を降す(松本博文) - Yahoo!ニュース|website=Yahoo!ニュース 個人|access-date=2019-08-22|archive-date=2023-04-10|archive-url=https://web.archive.org/web/20230410211417/https://news.yahoo.co.jp/byline/matsumotohirofumi/20190821-00139300|url-status=dead}}</ref> {{clear}} =====Amateur resolutions===== For amateur games, there are various guidances with little standardization. [[John Fairbairn (writer)|Fairbairn]] reports a practice in the 1980s (considered a rule by the now defunct Shogi Association for The West) where the dispute is resolved by either player moving all friendly pieces into the promotion zone and then the game ends with points tallied.<ref>Fairbairn (1986: 139)</ref> Another resolution is the 27-Point (27点法) rule used for some amateur tournaments.<ref>{{cite web|url=https://www.shogi.or.jp/faq/rules |title=将棋のルールに関するご質問|よくある質問|日本将棋連盟 |publisher=Shogi.or.jp |access-date=2018-06-05}}</ref> One version of this is simply the player who has 27 or more points is the winner of the Impasse. Another version is a 27-Point Declaration rule. For instance, the Declaration rule on the online shogi site, [[81Dojo]], is that the player who wants to declare an Impasse win must (i) declare an intention to win via Impasse, (ii) have the king in the enemy camp (the promotion zone for that player), (iii) 10 other pieces must be in the promotion zone, (iv) not be in check, (v) have time remaining, and (vi) must have 28 points if Black or 27 points if White. If all of these conditions are met, then the Impasse declarer will win the game regardless of whether the opponent objects.<ref>{{cite web|url=http://81dojo.com/documents/Rules_and_Manners_of_Shogi#27-point_Declare_System |title=Rules and Manners of Shogi - 81Dojo Docs |publisher=81dojo.com |access-date=2018-06-05}}</ref> Yet another resolution to Impasse is the so-called Try Rule (トライルール ''torairūru''). In this case, after both kings have entered their corresponding promotion zones, then the player who first moves the king to the opponent's king's start square (51 for Black, 59 for White) first will be the winner.<ref>近代将棋 magazine Nov 1983</ref><ref>将棋世界 magazine Aug 1996</ref> As an example, the popular [[:ja:将棋ウォーズ|将棋ウォーズ]] (Shogi Wars) app by [[HEROZ Inc.]] used the Try Rule up until 2014.<ref>{{Cite web|url=https://shogiwars.heroz.jp/|title=将棋ウォーズ|website=将棋ウォーズ}}</ref> (Now the app uses a variant of the 27-Point Declaration Rule – although it differs from the variant used on the 81Dojo site.) The idea of the "Try Rule" was taken from [[rugby football]] (see [[Try (rugby)]]).<ref>https://www.youtube.com/watch?v=EriI9bxyDHY "How to play Shogi(将棋) -Lesson#16- Impasse" (at about 6.00 time marker)</ref>
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