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== Rules == === Objective === The usual goal of a game is for one player to [[checkmate]] the other player's king, winning the game. === Movement === Most shogi pieces can move only to an adjacent square. A few may move across the board, and one jumps over intervening pieces. The lance, bishop, and rook are ''ranging'' pieces: They can move any number of squares along a straight line limited only by intervening pieces and the edge of the board. If an opposing piece intervenes, it may be captured by removing it from the board and replacing it with the moving piece. If a friendly piece intervenes, the moving piece must stop short of that square; if the friendly piece is adjacent, the moving piece may not move in that direction at all. <div class="floatright"> {| |- | [[File:Shogi king.jpg|thumb|none|100px|The king]] | {| class="wikitable" style="width:107px; font-size:95%;" |- | style="width:20px;"| โ | style="width:20px;"| โ | style="width:20px;"| โ | style="width:20px;"| โ | style="width:20px;"| โ |- style="text-align: center;" | | style="background:#d0d0f0;"| โ | style="background:#d0d0f0;"| โ | style="background:#d0d0f0;"| โ | |- style="text-align:center;" | | style="background:#d0d0f0;"| โ | style="background:#e0e0e0;"|{{lang|ja|็}} | style="background:#d0d0f0;"| โ | |- style="text-align:center;" | | style="background:#d0d0f0;"| โ | style="background:#d0d0f0;"| โ | style="background:#d0d0f0;"| โ | |- | โ | | | | |} | [[File:Shogi rook.jpg|thumb|none|100px|The rook]] | {| class="wikitable" style="width:107px; font-size:95%; text-align:center;" |- | style="width:20px;"| โ | style="width:20px;"| โ | style="width:20px; background:#f0c0c0;"| โ | style="width:20px;"| โ | style="width:20px;"| โ |- | โ | โ | style="width:20px; background:#f0c0c0;"| โ | โ | โ |- | style="width:20px; background:#f0c0c0;"| โ | style="width:20px; background:#f0c0c0;"| โ | style="background:#e0e0e0;"|{{lang|ja|้ฃ}} | style="width:20px; background:#f0c0c0;"| โ | style="width:20px; background:#f0c0c0;"| โ |- | โ | โ | style="width:20px; background:#f0c0c0;"| | | โ | โ |- | โ | โ | style="width:20px; background:#f0c0c0;"| | | โ | โ |} |- | [[File:Shogi bishop.jpg|thumb|none|100px|The bishop]] | {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center;" | style="width:20px; background:#f0c0c0;"| โฒ || style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px; background:#f0c0c0;"| โฑ |- style="text-align:center;" | โ || style="background:#f0c0c0;"| โฒ || โ || style="background:#f0c0c0;"| โฑ || โ |- style="text-align:center;" | โ || โ || style="background:#e0e0e0;"| {{lang|ja|่ง}} || โ || โ |- style="text-align:center;" | โ || style="background:#f0c0c0;"| โฑ || โ || style="background:#f0c0c0;"| โฒ || โ |- style="text-align:center;" | style="background:#f0c0c0;"| โฑ || โ || โ || โ || style="background:#f0c0c0;"| โฒ |} | [[File:Shogi gold.jpg|thumb|none|100px|The gold general]] | {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center;" | style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ |- style="text-align:center;" | โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || โ |- style="text-align:center;" | โ || style="background:#d0d0f0;"| โ || style="background:#e0e0e0;"| {{lang|ja|้}} || style="background:#d0d0f0;"| โ || โ |- style="text-align:center;" | โ || โ || style="background:#d0d0f0;"| โ || โ || โ |- style="text-align:center;" | โ || || || || |} |- | [[File:Shogi silver.jpg|thumb|none|100px|The silver general]] | {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center;" | style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ |- style="text-align:center;" | โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || โ |- style="text-align:center;" | โ || โ || style="background:#e0e0e0;"| {{lang|ja|้}} || โ || โ |- style="text-align:center;" | โ || style="background:#d0d0f0;"| โ || โ || style="background:#d0d0f0;"| โ || โ |- style="text-align:center;" | โ || โ || โ || โ || โ |} | [[File:Shogi knight.jpg|thumb|none|100px|The knight]] | {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center;" | style="width:20px;"| โ || style="width:20px; background:#f0f0b0;"| โ || style="width:20px;"| โ || style="width:20px; background:#f0f0b0;"| โ || style="width:20px;"| โ |- style="text-align:center;" | โ || โ || โ || โ || โ |- style="text-align:center;" | โ || โ || style="background:#e0e0e0;"| {{lang|ja|ๆก}} || โ || โ |- style="text-align:center;" | โ || โ || โ || โ || โ |- style="text-align:center;" | โ || โ || โ || โ || โ |} |- | [[File:Shogi lance.jpg|thumb|none|100px|The lance]] | {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center;" | style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px; background:#f0c0c0;"| โ || style="width:20px;"| โ || style="width:20px;"| โ |- style="text-align:center;" | โ || โ || style="background:#f0c0c0;"| โ || โ || โ |- style="text-align:center;" | โ || โ || style="background:#e0e0e0;"| {{lang|ja|้ฆ}} || โ || โ |- style="text-align:center;" | โ || โ || โ || โ || โ |- style="text-align:center;" | โ || โ || โ || โ || โ |} | [[File:Shogi pawn.jpg|thumb|none|100px|The pawn]] | {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center;" | style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ || style="width:20px;"| โ |- style="text-align:center;" | โ || โ || style="background:#d0d0f0;"| โ || โ || โ |- style="text-align:center;" | โ || โ || style="background:#e0e0e0;"| {{lang|ja|ๆญฉ}} || โ || โ |- style="text-align:center;" | โ || โ || โ || โ || โ |- style="text-align:center;" | โ || โ || โ || โ || โ |} |} </div> {| class="wikitable" |- | colspan="2" style="background:#e0e0e0;" | '''Notation''' |- | style="width:20px; text-align:center; background:#d0d0f0;"| โ || Steps to an adjacent square |- | style="width:20px; text-align:center; background:#f0f0b0;"| โ || Jumps to a non-adjacent square, bypassing any intervening piece |- | style="width:20px; text-align:center; background:#f0c0c0;"| โ || rowspan=4 | Ranges along a straight line, crossing any number of empty squares |- | style="width:20px; text-align:center; background:#f0c0c0;"| โ |- | style="width:20px; text-align:center; background:#f0c0c0;"| โฒ |- | style="width:20px; text-align:center; background:#f0c0c0;"| โฑ |} A '''king''' (็/็) moves one square in any direction, [[Orthogonality|orthogonal]] or diagonal. A '''rook''' (้ฃ) moves any number of squares in an orthogonal direction. A '''bishop''' (่ง) moves any number of squares in a diagonal direction. Because they cannot move orthogonally, the players' unpromoted bishops can reach only half the squares of the board, unless one is captured and then dropped. A '''gold general''' (้) moves one square orthogonally, or one square diagonally forward, giving it six possible destinations. It cannot move diagonally backwards. A '''silver general''' (้) moves one square diagonally, or one square straight forward, giving it five possible destinations. Because an unpromoted silver can retreat more easily than a promoted one, it is common to leave a silver unpromoted at the far side of the board. (See [[#Promotion|Promotion]]). A '''knight''' (ๆก) jumps at an angle intermediate to orthogonal and diagonal, amounting to one square straight forward plus one square diagonally forward, in a single move. Thus the knight has two possible forward destinations. Unlike [[Knight (chess)|international chess knights]], shogi knights cannot move to the sides or in a backwards direction. The knight is the only piece that ignores intervening pieces on the way to its destination. It is not blocked from moving if the square in front of it is occupied, but neither can it capture a piece on that square. It is often useful to leave a knight unpromoted at the far side of the board. A knight ''must'' promote, however, if it reaches either of the two furthest ranks. (See [[#Promotion|Promotion]].) A '''lance''' (้ฆ) moves just like the rook except it cannot move backwards or to the sides. It is often useful to leave a lance unpromoted at the far side of the board. A lance ''must'' promote, however, if it reaches the furthest rank. (See [[#Promotion|Promotion]].) A '''pawn''' (ๆญฉ) moves one square straight forward. It cannot retreat. Unlike [[Pawn (chess)|international chess pawns]], shogi pawns capture the same way as they move. A pawn ''must'' promote if it arrives at the furthest rank. (See [[#Promotion|Promotion]].) In practice, however, a pawn is usually promoted whenever possible. There are two restrictions on where a pawn may be dropped. (See [[#Drops|Drops]].) All pieces but the knight move either horizontally, vertically, or diagonally. These directions cannot be combined in a single move; one direction must be chosen. Every piece blocks the movement of all other non-jumping pieces through the square it occupies. If a piece occupies a legal destination for an opposing piece, it may be ''captured'' by removing it from the board and replacing it with the opposing piece. The capturing piece may not continue beyond that square on that turn. Shogi pieces capture the same as they move. Normally, when moving a piece, a player snaps it to the board with the ends of the fingers of the same hand. This makes a sudden sound effect, bringing the piece to the attention of the opponent. This is also true for capturing and dropping pieces. On a traditional ''shogi-ban'', the pitch of the snap is deeper, delivering a subtler effect. {{clear}} === Promotion === {{shogi diagram | tright | '''A player's<br />promotion zone (yellow)''' | โ | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | yy | | | | | | | | | | | | | | | | | | | | | | | | | | | | ps | ps | ps | ps | ps | ps | ps | ps | ps | | bs | | | | | | rs | | ls | ns | ss | gs | aks | gs | ss | ns | ls | โ | }} A player's ''promotion zone'' consists of the furthest one-third of the board โ the three ranks occupied by the opponent's pieces at setup. The zone is typically delineated on shogi boards by two inscribed dots. When a piece is moved, if part of the piece's path lies within the promotion zone (that is, if the piece moves into, out of, or wholly within the zone; but ''not'' if it is dropped into the zone โ see [[#Drops|Drops]]), then the player has the option to ''promote'' the piece at the end of the turn. Promotion is indicated by turning the piece over after it moves, revealing the character of the promoted piece. Promoting a piece is usually not compulsory; however, if a pawn or lance is moved to the furthest rank, or a knight is moved to either of the two furthest ranks, that piece ''must'' promote (otherwise, it would have no legal move on subsequent turns). A silver general is never required to promote, and it is often advantageous to keep a silver general unpromoted (it is easier, for example, to extract an unpromoted silver from behind enemy lines: a promoted silver, with only one line of retreat, can be easily blocked.) Rooks, bishops and pawns are almost always promoted, as these pieces do not lose any of their powers upon promotion. {{shogi diagram | tright | '''Pieces that promote''' | โ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ts | ts | ts | ts | ts | ts | ts | ts | ts | | hs | | | | | | ds | | pls | pns | pss | | | | pss | pns | pls | โ | }} Promoting a piece changes the way it moves. The various pieces promote as follows: * A silver general, knight, lance, or pawn has its normal power of movement replaced by that of a gold general. * A rook or bishop keeps its original movement and gains the power to move one square in any direction (like a king). For a promoted bishop, this means it is able to reach any square on the board, given enough moves. * A king or a gold general does not promote; nor can a piece that is already promoted. When captured, a piece loses its promoted status. Otherwise promotion is permanent. A '''promoted rook''' (literally '''dragon king''' ({{nihongo krt||้พ็|ryลซล}}); shortended forms: {{nihongo krt||้พ|ryลซ}} and {{nihongo krt||็ซ|ryลซ}}) moves as a rook and as a king. It is commonly referred to as '''dragon'''. {{col-begin|width=auto}} {{col-break|valign=middle|gap=1em}} [[File:Shogi rook p.jpg|thumb|none|100px|The dragon king]] {{col-break|valign=middle|gap=1em}} {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center; height:29px;" | style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px; background:#f0c0c0;"| โ || style="width:29px;"| โ || style="width:29px;"| โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#f0c0c0;"| โ || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | style="background:#f0c0c0;"| โ || style="background:#f0c0c0;"| โ || style="background:#e0e0e0; color:red;"| {{lang|ja|้พ}} || style="background:#f0c0c0;"| โ || style="background:#f0c0c0;"| โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#f0c0c0;"| โ || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || โ || style="background:#f0c0c0;"| โ || โ || โ |} {{col-end}} A '''promoted bishop''' (literally '''dragon horse''' ({{nihongo krt||้พ้ฆฌ|ryลซma}}); shortened form {{nihongo krt||้ฆฌ|uma}}) moves as a bishop and as a king. It is commonly referred to as '''horse'''. {{col-begin|width=auto}} {{col-break|valign=middle|gap=1em}} [[File:Shogi bishop p.jpg|thumb|none|100px|The dragon horse]] {{col-break|valign=middle|gap=1em}} {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center; height:29px;" | style="width:29px; background:#f0c0c0;"| โฒ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px; background:#f0c0c0;"| โฑ |- style="text-align:center; height:29px;" | โ || style="background:#f0c0c0;"| โฒ || style="background:#d0d0f0;"| โ || style="background:#f0c0c0;"| โฑ || โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#e0e0e0; color:red;"| {{lang|ja|้ฆฌ}} || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || style="background:#f0c0c0;"| โฑ || style="background:#d0d0f0;"| โ || style="background:#f0c0c0;"| โฒ || โ |- style="text-align:center; height:29px;" | style="background:#f0c0c0;"| โฑ || โ || โ || โ || style="background:#f0c0c0;"| โฒ |} {{col-end}} A '''promoted silver''' (ๆ้ ''narigin''; alternate forms: ๅ จ, cursive ้), a '''promoted knight''' (ๆๆก ''narikei''; alternate forms: ๅญ, ไป, cursive ้), a '''promoted lance''' (ๆ้ฆ ''narikyล''; alternate forms: ๆ, ไป, cursive ้) and a '''promoted pawn''' (ใจ้ ''tokin''; alternate forms: ใจ, ไธช) all move the same way as a gold general. The promoted pawn is often called by its Japanese name '''tokin''', even by non-Japanese players. {{col-begin|width=auto}} {{col-break|valign=middle|gap=1em}} [[File:Shogi silver p.jpg|thumb|none|100px|The promoted silver]] {{col-break|valign=middle|gap=1em}} {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center; height:29px;" | style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#e0e0e0;color:red;"| {{lang|ja|ๅ จ}} || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || โ || style="background:#d0d0f0;"| โ || โ || โ |- style="text-align:center; height:29px;" | โ || โ || โ || โ || โ |} {{col-break|valign=middle|gap=1em}} [[File:Shogi knight p.jpg|thumb|none|100px|The promoted knight]] {{col-break|valign=middle|gap=1em}} {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center; height:29px;" | style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#e0e0e0;color:red;"| {{lang|ja|ๅญ}} || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || โ || style="background:#d0d0f0;"| โ || โ || โ |- style="text-align:center; height:29px;" | โ || โ || โ || โ || โ |} {{col-end}} {{col-begin|width=auto}} {{col-break|valign=middle|gap=1em}} [[File:Shogi lance p.jpg|thumb|none|100px|The promoted lance]] {{col-break|valign=middle|gap=1em}} {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center; height:29px;" | style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#e0e0e0;color:red;"| {{lang|ja|ๆ}} || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || โ || style="background:#d0d0f0;"| โ || โ || โ |- style="text-align:center; height:29px;" | โ || โ || โ || โ || โ |} {{col-break|valign=middle|gap=1em}} [[File:Shogi pawn p.jpg|thumb|none|100px|The promoted pawn]] {{col-break|valign=middle|gap=1em}} {| class="wikitable" style="width:107px; font-size:95%;" |- style="text-align:center; height:29px;" | style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ || style="width:29px;"| โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || style="background:#d0d0f0;"| โ || style="background:#e0e0e0;color:red;"| {{lang|ja|ใจ}} || style="background:#d0d0f0;"| โ || โ |- style="text-align:center; height:29px;" | โ || โ || style="background:#d0d0f0;"| โ || โ || โ |- style="text-align:center; height:29px;" | โ || โ || โ || โ || โ |} {{col-end}} === Drops === [[File:Shogi S09 3.jpg|thumb|Traditional piece stands for pieces in hand]] [[File:Shogi S09 1.jpg|thumb|Piece stands next to shogi board]] Captured pieces are retained '''in hand''' and can be brought back into play under the capturing player's control. The Japanese term for ''piece(s) in hand'' is either ๆใก้ง ''mochigoma'' or ๆ้ง ''tegoma.'' On any turn, instead of moving a piece on the board, a player may select a piece in hand and place it โ unpromoted side up and facing the opposing side โ on any empty square. The piece is then one of that player's active pieces on the board and can be moved accordingly. This is called ''dropping'' the piece, or simply, a ''drop''. A drop counts as a complete move. A drop cannot capture a piece, nor does dropping within the promotion zone result in immediate promotion. Capture and/or promotion may occur normally, however, on subsequent moves of the piece. '''Restrictions.''' There are three restrictions on dropping pieces; the last two of these apply only to pawns. # '''Piece with No Moves''' ({{langx|ja|[[:ja:่กใๆใฎใชใ้ง|่กใๆใฎใชใ้ง]]}} ''ikidokorononaikoma''): Pawns, lances and knights may not be dropped onto the last (9th) rank, and knights may not be dropped onto the penultimate (8th) rank; this is because such dropped pieces would have no legal moves on subsequent turns (as they can only move in the forward direction). # '''Two Pawns''' ({{langx|ja|[[:ja:ไบๆญฉ|ไบๆญฉ]]}} ''nifu''): A pawn may not be dropped onto a file (column) containing another unpromoted pawn of the same player (promoted pawns do not count). # '''Drop Pawn Mate''' ({{langx|ja|[[:ja:ๆใกๆญฉ่ฉฐใ|ๆใกๆญฉ่ฉฐใ]]}} ''uchifuzume''): A pawn may not be dropped to give an immediate [[checkmate]]. (This rule only applies specifically to pawns, drops ''and'' checkmates โ to clarify, a player ''may'' deliver an immediate checkmate by dropping a non-pawn piece, a player ''may'' checkmate a king with a pawn that is already on the board, and a pawn ''may'' be dropped to give an immediate [[Check (chess)|check]] as long as it does not also result in checkmate.) A corollary of the second restriction is that a player with an unpromoted pawn on every file is unable to drop a pawn anywhere. For this reason, it is common to sacrifice a pawn in order to gain flexibility for drops. Captured pieces are typically kept on a wooden stand (้งๅฐ ''komadai)'' which is traditionally placed so that its bottom-left corner aligns with the bottom-right corner of the board from the perspective of each player. It is not permissible to hide pieces from full view. It is common for players to swap bishops, which oppose each other across the board, early in the game. This leaves each player with a bishop in hand to be dropped later. The ability for drops in shogi gives the game tactical richness and complexity. The fact that no piece ever goes entirely out of play accounts for the rarity of draws. === Check === When a player's move threatens to capture the opposing king on the next turn, the move is said to ''give check'' to the king and the king is said to be ''in check.'' If a player's king is in check, that player's responding move must remove the check.<ref name="shogi2">{{cite web|url=http://www.shogi.or.jp/shogi/hon/05.html|script-title=ja:ๅๅใซใคใใฆ3.็ๆๆพ็ฝฎ|title=Hansoku ni Tsuite 3. ลtehลchi|language=ja|trans-title=About rule violations: 3. Leaving your king in check|publisher=ๆฅๆฌๅฐๆฃ้ฃ็ (Japan Shogi Association)|quote=็ๆใใใใใใใ, ็ใ้ใใใชใฉ, ๅฟ ใ็ๆใ้ฒใๆใๆใใชใใใฐใชใใพใใใ็ๆใใใใฃใฆใใใฎใซ้ใๆใๆใใฎใฏๅๅใงใ. [When your king is placed in check, the king must escape, etc. so you must play moves that prevent checks. If your king is in check, ignoring the check and playing a different move is a violation.]|access-date=17 December 2014|archive-url=https://web.archive.org/web/20140926053955/http://www.shogi.or.jp/shogi/hon/05.html|archive-date=26 September 2014}}</ref> Ways to remove a check include moving the king away from the threat, capturing the threatening piece, or placing another interposing piece between the king and the threatening piece. To announce check in Japanese, one can say ''ลte'' ({{lang|ja|็ๆ}}), however, this is an influence of international chess and is not required, even as a courtesy.<ref>{{cite web|url=http://www.shogi.or.jp/faq/index.html#rule|script-title=ja:ๅฐๆฃใฎใซใผใซใซ้ขใใใ่ณชๅ โ Q: ๅฏพๅฑไธญใซ็ๆใใใใใ, ๏ฝข็ๆใใใใใฎใซ,ใ็ๆใใจ็บๅฃฐใใชใใฎใฏๅๅใ ๏ฝฃใจ่จใใใพใใใใใฎใใใช่ฆๅฎใฏใใใฎใงใใใใใ|title=Shลgi no Ruru ni Kansuru Goshitsumon โ Q: Taikyokuchลซ ni ลte wo Kaketara, "ลte wo Kaketa noni, 'ลte' to Hasseishinai no wa Hansoku da" to Iwaremashita. Sonoyล na Kitei wa Aru no Deshลka.|trans-title=Questions about the Rules of Shogi โ Q: I've been told that not saying "Ote" when you place your opponent in check is against the rules. Is there really such a rule?|publisher=ๆฅๆฌๅฐๆฃ้ฃ็ (Japan Shogi Association)|quote=A: ใใพใซใใใใไธปๅผตใใใใๆนใใใใฃใใใใพใใ, ใใฎใใใช่ฆๅฎใฏไธๅใใใพใใใ [A: Occasionally you will hear such a thing being asserted, but there is absolutely no such rule at all.]|access-date=9 December 2014}}</ref> It may be common to announce ''ลte'' in beginner matches or for local rules to dictate that you have to announce it.<ref>{{Cite web |date=2018-09-26 |title=ใๅฐๆฃใฎใซใผใซใๅฏพๅฑๆใฎใใใผใซใคใใฆ {{!}} ใผใญใใๅงใใๅฐๆฃ็ ็ฉถๆ |url=https://shogi-joutatsu.com/archives/1127 |access-date=2022-08-12 |website=shogi-joutatsu.com |language=ja}}</ref><ref>{{Cite web |date=2017 |title=ๅฐๆฃๅ ฅ้๏ฝๅฐๆฃใฎใซใผใซใพใจใ๏ฝ |url=https://xn--pet04dr1n5x9a.com/%E5%85%A5%E9%96%80%E7%B7%A8/%E5%B0%86%E6%A3%8B%E3%81%AE%E3%83%AB%E3%83%BC%E3%83%AB.html |access-date=2022-08-12 |website=ๅฐๆฃ่ฌๅบง.com |language=ja}}</ref> Announcing a check vocally is unheard of in competitive tournaments.{{citation needed|date=October 2021}} === End of the game === The usual way for shogi games to end is for one side to checkmate the other side's king, after which the losing player will be given the opportunity to admit defeat. Unlike western chess or xiangqi, checkmate is almost always the result in shogi since pieces never retire from play, which gives the players a sufficient number of pieces to deliver checkmate. That said, there are three other possible ways for a game to end: ''repetition'' ({{lang|ja|ๅๆฅๆ}} ''sennichite''), ''impasse'' ({{lang|ja|ๆๅฐๆฃ}} ''jishลgi''), and an ''illegal move'' ({{lang|ja|ๅๅๆ}} ''hansokute''). The first two โ repetition and impasse โ are particularly uncommon. Illegal moves are also uncommon in professional games although this may not be true with amateur players (especially beginners). Unlike western chess, there is no tradition of offering a mutual [[draw by agreement]]. {| class="wikitable" ! Game End ! Win State |- | Checkmate || Loss |- | Resignation || Loss |- | Illegal move || Loss |- | Repetition || Draw |- | Impasse || Draw (usually) |- | Time forfeit || Loss |} ==== Checkmate ==== {{shogi diagram | floatright | '''Checkmate by Black''' | โ | kg | | | | | | | | | gsl| | | | | | | | | | | | | | | | | | | | bs | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | โ | <small>The most common basic checkmating patterns involve golds. This mating move is called "Gold on the Head." It is the solution to the most basic of mating problems.</small> }} If the king is in check and there is no possible move which could protect the king, the move is said to ''[[checkmate]]'' (''tsumi'' ่ฉฐใฟ) the king. Checkmate effectively means that the opponent wins the game as the player would have no remaining legal moves.<ref name="shogi2"/> (See also: [[tsumeshogi]], [[hisshi]].) {{clear}} ==== Resignation ==== The losing player will usually resign when the situation is thought to be hopeless and may declare the resignation at any time during their turn. Although a player may resign just after they are checkmated, playing up to the checkmate point rarely occurs in practice as players normally resign as soon as a loss is deemed inevitable. Similarly, if a player were to lose in an Entering King situation (see section below) by having less than 24 points (or by any of the other Impasse rules used by amateurs), then the player will usually resign before that point. In traditional tournament play, a formal resignation is required โ that is, a checkmate is not a sufficient condition for winning.<ref>Hosking (1997: 17)</ref> The resignation is indicated by bowing and/or saying 'I lost' (่ฒ ใใพใใ ''makemashita'') and/or placing the right hand over the piece stands. Placing the hand over the piece stand is a vestige of an older practice of gently dropping one's pieces in hand over the board in order to indicate resignation. In western practice, a handshake may be used. ==== Illegal move ==== In professional and serious (tournament) amateur games, a player who makes an illegal move loses immediately.{{efn | This is in contrast to western chess, which usually allows moves to be corrected with sometimes a less severe consequence of time penalty. However, the rules are complex. Cf. [[Rules of chess#Illegal move|Rules of chess ยง Illegal move]].}} The loss stands even if play continued and the move was discovered later in game. However, if neither the opponent nor a third party points out the illegal move and the opponent later resigned, the resignation stands as the result. Illegal moves include: {{shogi diagram | floatright | '''Toyokawa's televised Two Pawns''' | ่งๆกๆญฉๆญฉ | lg | ng | | sg | | | | ds | | | kg | sg | | | | | | | | pg | | pg | | | | ps | | pg | | pg | sg | | | | | | | | | | lg | | | pg | | ps | | ps | | ps | | ps | | ps | | ps | | ps | ss | | png| | | | | ks | gs | gs | | bs | dg | | ls | ns | | | | gs | | psl| ls | ้ๆญฉๆญฉ | }} * Violating the ''Two Pawns'' (''nifu'') restriction (See [[#Drops|ยงDrops]] above.) * Violating the ''Drop Pawn Mate'' (''uchifuzume'') restriction * Dropping or moving a piece to position where it cannot move (such as dropping a knight to an opponent's last two ranks, etc.) * Dropping a piece with its promoted value * Playing out of turn, e.g. making more than one move or white moving first instead of moving second. * Making [[perpetual check]] four times (cf. ''[[sennichite]]'') * Leaving one's king in check, or moving one's king into check * Moving a piece contrary to how its movements are defined (for example, moving a gold like a silver, or moving an unpromoted bishop off its legal diagonal) In friendly amateur games, this rule is sometimes relaxed, and the player may be able to take back the illegal move and replay a new legal move.<ref>{{cite web |url=http://www.shogi.or.jp/faq/taikyoku-kitei.html#hansoku |title=Hansoku |publisher=Shogi.or.jp |access-date=2018-06-05 |archive-date=2016-05-13 |archive-url=https://web.archive.org/web/20160513215556/http://www.shogi.or.jp/faq/taikyoku-kitei.html#hansoku |url-status=dead }}</ref><ref>Fairbairn (1986) pp 135โ136</ref> In particular, the Two Pawn violation is the most common illegal move played by professional players. The Two Pawn violation played by [[Takahiro Toyokawa]] (against [[Kลsuke Tamura]]) in the 2004 [[NHK Cup (shogi)|NHK Cup]] is infamous since it was broadcast on television. On the 109th move, Toyokawa (playing as Black) dropped a pawn to the 29 square while he already had a pawn in play on the board on the 23 square and, thus, lost the game.<ref>As shown on the 2005 [[NHK]] television special [[:ja:ๅคง้่ปขๅฐๆฃ|ๅคง้่ปขๅฐๆฃ]].</ref><ref>{{cite web |title=่ฑๅทๅญๅผ vs. ็ฐๆๅบทไป ๏ผฎ๏ผจ๏ผซๆฏ |website=ๅฐๆฃDB2 |url=https://shogidb2.com/games/59d601109a4db989007b77f5195d785077252191}}</ref> ==== Repetition (draw) ==== {{Main|Sennichite}} If the same game position occurs four times with the same player to move and the same pieces in hand for each player, then the game ends in a '''repetition draw''' (ๅๆฅๆ ''sennichite,'' lit. "moves for a thousand days"), as long as the positions are not due to [[perpetual check]]. Perpetual check (้ฃ็ถ็ๆใฎๅๆฅๆ) is an illegal move (see above), which ends the game in a loss in tournament play. In professional shogi, a repetition draw outcome is not a final result as draws essentially do not count. Each game can only end in either a win or loss.{{efn | This is a significant difference from western chess, in which a player can play specifically to obtain draws for gaining points.}} In the case of a repetition draw, professional shogi players will have to immediately play a subsequent game (or as many games as necessary) with sides reversed in order to obtain a true win outcome. (That is, the player who was White becomes Black, and vice versa.) Also, depending on the tournament, professional players play the subsequent game in the remainder of the allowed game time. Thus, aiming for a repetition draw may be a possible professional strategy for the White player in order to play the second replay game as Black, which has a slight statistical advantage and/or greater initiative. For instance, [[Bishop Exchange Fourth File Rook]] is a passive strategy for White with the goal of a repetition draw (as it requires two tempo losses โ swinging the rook and trading the bishops) while it is a very aggressive strategy if played by Black. Repetition draws are rare in professional shogi occurring in about 1โ2% of games and even rarer in amateur games. In professional shogi, repetition draws usually occur in the opening as certain positions are reached that are theoretically disadvantaged for both sides ([[reciprocal zugzwang]]). In amateur shogi, repetition draws tend to occur in the middle or endgame as a result of player errors. ==== Impasse ==== The game reaches an '''Impasse''' or '''Deadlock''' (ๆๅฐๆฃ ''jishลgi'') if both kings have advanced into their respective promotion zones โ a situation known as ็ธๅ ฅ็ (''ai-nyลซ gyoku'' "double entering kings") โ 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 โ a draw. In professional shogi, an Impasse result is always a draw since a player that cannot obtain the 24 points will simply resign. ''Jishลgi'' 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: 138โ139)</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 | Sลkan Itล II|ja| 3=ไผ่คๅฎ็ (3ไปฃ) | vertical-align=sup}}, and his brother, Sลkei ลhashi.<ref>{{cite magazine |date=1982 |last=Fairbairn |first=John |title=Champions of past & present (2) |magazine=Shogi |issue=35 |pages=9โ12}}</ref> =====Entering King===== {{shogi diagram | floatright | '''Black's king in an Entering King state''' | ่ง ้ ๆก ้ฆ | 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 | | | | | | | | | ้ ้ ๆก ้ฆ | }} 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''' (ๅ ฅ็ ''nyลซ 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>ๆป็ฌ, ็ซๅธ [Takise, Ryuji] and ็ฐไธญ, ๅฒๆ [Tanaka, Tetsuro]. 2012. ๅ ฅ็ๆๅใฎๅฐๆฃใใญใฐใฉใ ใฎไฝๆ [Development of entering-king oriented shogi programs]. ''Information Processing Society of Japan, 53'' (11), 2544โ2551.</ref> {{clear}} {{Col-begin | width=auto | class=floatright}} {{Col-2}} {{shogi diagram | | '''Kimura vs Toyoshima 2019''' | ๆก<sub>1</sub> ๆญฉ<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| | ้ฆ<sub>2</sub> ๆญฉ<sub>2</sub> | After 150 moves. }} {{Col-2}} {{shogi diagram | | '''Kimura vs Toyoshima 2019''' | ้<sub>1</sub> ้<sub>1</sub> ๆก<sub>2</sub> ๆญฉ<sub>3</sub> | | hs | | | | | | | | | ks | hs | | | | | | | | ssl| ts | | | | ds | | | ps | uah| | ps | | ps | | | gs | | dg | | | gg | | | lg | | | | | | | | | | | | | | | | tg | tg | | | | | | | gg | | | psg| lg | | | | | | | | plg| kg | ้<sub>1</sub> ๆก<sub>2</sub> ้ฆ<sub>1</sub> ๆญฉ<sub>9</sub> | After 285 moves. }} {{Col-end}} An example of Entering King occurred in the fourth game of the 60th [[ลi (shogi)|ลi]] 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:ๅฐๆฃ็ไฝๆฆ็ฌฌ4ๅฑ ๆจๆใๅใก2ๅ2ๆใซ|title=Shลgi ลisen Daiyonkyoku Kimura ga Kachi Nishล Nihai|language=ja|trans-title=Game 4 of the ลi 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=็ไฝๆฆไธ็ชๅ่ฒ ็ฌฌ๏ผๅฑใใฟใคใใซๆฆๆ้ทๆๆฐใฎ285ๆ๏ผ ๆจๆไธๅบไนๆฎตใ่ฑๅณถๅฐไน็ไฝใ้ใ๏ผๆพๆฌๅๆ๏ผ - Yahoo!ใใฅใผใน|website=Yahoo!ใใฅใผใน ๅไบบ|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 (27็นๆณ) rule used for some amateur tournaments.<ref>{{cite web|url=https://www.shogi.or.jp/faq/rules |title=ๅฐๆฃใฎใซใผใซใซ้ขใใใ่ณชๅ๏ฝใใใใ่ณชๅ๏ฝๆฅๆฌๅฐๆฃ้ฃ็ |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 (ใใฉใคใซใผใซ ''torairลซru''). 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>่ฟไปฃๅฐๆฃ magazine Nov 1983</ref><ref>ๅฐๆฃไธ็ magazine Aug 1996</ref> As an example, the popular [[:ja:ๅฐๆฃใฆใฉใผใบ|ๅฐๆฃใฆใฉใผใบ]] (Shogi Wars) app by [[HEROZ Inc.]] used the Try Rule up until 2014.<ref>{{Cite web|url=https://shogiwars.heroz.jp/|title=ๅฐๆฃใฆใฉใผใบ|website=ๅฐๆฃใฆใฉใผใบ}}</ref> (Now the app uses a variant of the 27-Point Declaration Rule โ 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(ๅฐๆฃ) -Lesson#16- Impasse" (at about 6.00 time marker)</ref> ==== Draws in tournaments ==== {{shogi diagram | floatright | '''Impasse position of Katoh vs Nakahara 1982''' | ้<sub>1</sub> ๆก<sub>2</sub> ้ฆ<sub>2</sub> ๆญฉ<sub>7</sub> | pls| | | | ts | | | | | | ks | | | ds | | | | | | | hs | | | | | | | | gs | ls | | | | ts | | | | | | | | hs | | | | | | tg | | | rah|pnsl| pg | | | | | gg | tg | | | gg | psg | | | | | | | kg | sg | | | | | | dg | | | | png | ้<sub>1</sub> ้<sub>1</sub> ๆญฉ<sub>6</sub> | <small> Katoh played +N-36, and Nakahara then agreed to a draw via impasse. Katoh has 29 points, Nakahara 25 points.</small> }} In professional tournaments, the rules typically require drawn games to be replayed with sides reversed, possibly with reduced time limits. They are rare compared to [[chess]] and [[xiangqi]], occurring at a rate of 1โ2% even in amateur games. The 1982 [[Meijin (shogi)|''Meijin'' title match]] between [[Makoto Nakahara]] and [[Hifumi Katoh]] was unusual in this regard with an impasse draw in the first ([[Double Fortress]]) game on April 13โ14 (only the fifth draw in the then 40-year history of the tournament). This game (with Katoh as Black) lasted for 223 moves with 114 minutes spent pondering a single move. One of the reasons for the length of this game was that White (Nakahara) was very close to falling below the minimum of 24 points required for a draw. Thus, the end of the endgame was strategically about trying to keep White's points above the 24-point threshold.<ref>Fairbairn (1986: 158โ161)</ref> In this match, ''sennichite'' occurred in the sixth and eighth games. Thus, this best-of-seven match lasted eight games and took over three months to finish; Black did not lose a single game and the eventual victor was Katoh at 4โ3. {{clear}} === Time control === Professional games are timed as in international chess, but [[professional shogi players]] are almost never expected to keep time in their games. Instead a timekeeper is assigned, typically an apprentice professional. Time limits are much longer than in international chess (9 hours a side plus extra time in the prestigious [[Meijin (shogi)|''Meijin'' title match]]), and in addition ''byลyomi'' (literally "second counting") is employed. This means that when the ordinary time has run out, the player will from that point on have a certain amount of time to complete every move (a ''byลyomi'' period), typically upwards of one minute. The final ten seconds are counted down, and if the time expires the player to move loses the game immediately. Amateurs often play with electronic clocks that beep out the final ten seconds of a ''byลyomi'' period, with a prolonged beep for the last five.
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