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=== 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|千日手}} ''sennichite''), ''impasse'' ({{lang|ja|持将棋}} ''jishōgi''), and an ''illegal move'' ({{lang|ja|反則手}} ''hansokute''). The first two – repetition and impasse – 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''' | – | kg | | | | | | | | | gsl| | | | | | | | | | | | | | | | | | | | bs | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | – | <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'' 詰み) 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 – 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' (負けました ''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 § 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''' | 角桂歩歩 | 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 | 金歩歩 | }} * Violating the ''Two Pawns'' (''nifu'') restriction (See [[#Drops|§Drops]] 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 135–136</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 [[Kōsuke 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:大逆転将棋|大逆転将棋]].</ref><ref>{{cite web |title=豊川孝弘 vs. 田村康介 NHK杯 |website=将棋DB2 |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''' (千日手 ''sennichite,'' lit. "moves for a thousand days"), as long as the positions are not due to [[perpetual check]]. Perpetual check (連続王手の千日手) 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 – 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 1–2% 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''' (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> ==== Draws in tournaments ==== {{shogi diagram | floatright | '''Impasse position of Katoh vs Nakahara 1982''' | 銀<sub>1</sub> 桂<sub>2</sub> 香<sub>2</sub> 歩<sub>7</sub> | pls| | | | ts | | | | | | ks | | | ds | | | | | | | hs | | | | | | | | gs | ls | | | | ts | | | | | | | | hs | | | | | | tg | | | rah|pnsl| pg | | | | | gg | tg | | | gg | psg | | | | | | | kg | sg | | | | | | dg | | | | png | 金<sub>1</sub> 銀<sub>1</sub> 歩<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 1–2% 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 13–14 (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: 158–161)</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 4–3. {{clear}}
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