End of the game Shogi




1 end of game

1.1 checkmate
1.2 illegal move
1.3 repetition (draw)
1.4 impasse
1.5 draws in tournaments





end of game

the usual way shogi games end 1 side checkmate other side s king, after losing player given opportunity admit defeat. however, there 3 other possible ways game end: repetition (千日手 sennichite), impasse (持将棋 jishōgi), , illegal move (反則手). first 2 – repetition , impasse – particularly uncommon. illegal moves uncommon in professional games although may not true amateur players (especially beginners).


resignation. losing player resign @ point, although in practice play checkmate point occurs, players resign loss deemed inevitable. in traditional tournament play, formal resignation required—that is, checkmate not sufficient condition winning. resignation indicated bowing and/or saying lost (負けました makemashita) and/or placing right hand on piece stands. placing hand on piece stand vestige of older practice of gently dropping 1 s pieces in hand on board in order indicate resignation. in western practice, handshake may used.


checkmate









if king in check , there no possible move protect king, move said checkmate (tsumi 詰み) king. checkmate means opponent wins game player have no remaining legal moves. @ point, checkmated player resigns. however, in practice, defeated player resign when situation hopeless. (see also: tsumeshogi, hisshi.)


illegal move

in professional , serious (tournament) amateur games, player makes illegal move loses immediately. loss stands if play continued , move discovered later in game. however, if neither opponent nor third party points out illegal move , opponent later resigned, resignation stands result. in friendly amateur games, rule relaxed, , player able take illegal move , replay new legal move.


illegal moves include:



violating 2 pawns (nifu) restriction
violating drop pawn mate (uchifuzume) restriction
dropping or moving piece position cannot move (such dropping knight opponent s last 2 ranks, etc.)
making more 1 move (that is, playing out of turn)
making perpetual check 4 times (cf. sennichite)
moving 1 s king check
moving piece contrary how movements defined (for example, moving gold silver)

repetition (draw)

if same game position occurs 4 times same player move , same pieces in hand each player, game ends in repetition draw or sennichite (lit. moves thousand days ), long positions not due perpetual check. (perpetual check illegal move, ends game in loss in tournament play.)


in professional shogi, repetition draw outcome not final result draws not count. there can 1 victorious through wins. significant difference western chess, in player can play obtain draws gaining points. in case of repetition draw, professional shogi players have play subsequent game (or many games necessary) sides reversed in order obtain true win outcome. (that is, player white becomes black, , vice versa.) also, depending on tournament, professional players play subsequent game in remainder of allowed game time.


thus, aiming repetition draw may possible professional strategy white player in order play second game black, has slight statistical advantage and/or greater initiative. instance, bishop exchange fourth file rook passive strategy white goal of repetition draw (as requires 2 tempo losses – swinging rook , trading bishops) while aggressive strategy if played black.


repetition draws rare in professional shogi occurring in 1–2% of games , rarer in amateur games. in professional shogi, repetition draws occur in opening positions reached theoretically disadvantaged both sides (zugzwang). in amateur shogi, repetition draws tend occur in middle or endgame result of player errors.


impasse

the game reaches impasse or deadlock (jishōgi) if both kings have advanced respective promotion zones , neither player can hope mate other or gain further material. impasse can result in either win or draw. if impasse happens, winner decided follows: each player agrees impasse, each rook or bishop, promoted or not, scores 5 points owning player, , other pieces except kings score 1 point each. player scoring fewer 24 points loses. (if neither player has fewer 24, game no contest—a draw.) jishōgi considered outcome in own right rather no contest, there no practical difference.


as impasse needs agreed on rule invoked, player may refuse , attempt win game in future moves. if happens, there no official rule verdict of game.


amateur resolutions. however, amateur games there various guidances. fairbairn reports practice (considered rule shogi association west) dispute resolved either player moving friendly pieces promotion zone , game ends points tallied.


another resolution 27-point (27点法) rule used amateur tournaments. 1 version of player has 27 or more points winner of impasse. version 27-point declaration rule. instance, declaration rule on online shogi site, 81dojo, player wants declare impasse win must (i) declare intention win via impasse, (ii) have king in enemy camp (the promotion zone player), (iii) 10 other pieces must in promotion zone, (iv) not in check, (v) have time remaining, , (vi) must have 28 points if black or 27 points if white. if of these conditions met, impasse declarer win game regardless of whether opponent objects.


yet resolution refusal agree impasse so-called try rule (トライルール). in case, after both kings have entered corresponding promotion zones, player first moves king opponent s king s start square (51 black, 59 white) first winner.


draws in tournaments









in professional tournaments, rules typically require drawn games replayed sides reversed, possibly reduced time limits. rare compared chess , xiangqi, occurring @ rate of 1–2% in amateur games.


the 1982 meijin title match between makoto nakahara , hifumi katoh unusual in regard impasse draw in first (double yagura) game on april 13–14 (only fifth draw in 40-year history of tournament). game (with katoh black) lasted 223 moves 114 minutes spent pondering single move. 1 of reasons length of game white (nakahara) close falling below minimum of 24 points required draw. thus, end of endgame strategically trying keep white s points above 24-point threshold. in match, sennichite occurred in sixth , eighth games. thus, best-of-seven match lasted 8 games , took on 3 months finish; black did not lose single game , eventual victor katoh @ 4–3.









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