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Tsumeshogi (詰将棋) is the Japanese term for a [[Shogi]] problem in which the goal is to [[checkmate]] the opponent's [[King (chess) |King]]. Tsume problems present a situation that might occur in a shogi game and the solver must find out how to achieve checkmate. It is similar to a [[chess problem]].
A '''tsumeshogi''' ({{lang-ja|詰将棋}}) is a Japanese [[shogi]] [[puzzle]], similar in concept to [[chess problem]]s.


==History==
==Rules==
The first ''tsumeshogi'' was made in [[Keichō]] era. Shogi champion Sokei Ohashi wrote the book "Shogi-Tsukurimono".


Tsume problems have set rules for how they must be completed. If the solver breaks any of the rules, he has not solved the problem correctly.
[[Category:Shogi]]


* The attacking side is Black (sente 先手); meaning, he plays first.
* The attacking side's King is usually not present on the board.
* All of the attacking side's moves must be checks.
* The attacking side must checkmate the opponent's King in the shortest number of moves.
* When checkmate is reached, the attacking side must not have any pieces in hand.
* The King's side must move in such a way to delay checkmate as long as possible.
* The King's side has in hand all pieces not in the board or in the attacking side's hand, not counting the other King.
* The King's side can drop any piece in hand to delay or prevent checkmate.
* The King's side may not resort to futile interpositions.


==Purposes of Tsume Problems==
{{board-game-stub}}
[[Image:Classictsume.gif|thumb|right|A classic Tsume problem whose composer is unknown. The answer is 1. +B-5b 2. S4ax5b 3. S*4b or 1. +B-5b 2. S6ax5b 3. S*6b.]]
Tsume problems can be used to fulfill one of two tasks: To train in shogi strategy or to be created as a work of art.

===Shogi training===

Tsume problems are considered very good training for playing shogi. They teach not only how to effectively checkmate the king but also to predict moves and plan out a long series of moves before achieving a goal. There are many websites and books dedicated to Tsume problems for this purpose.

===As a work of art===

Many shogi players for centuries have created Tsume problems with long and deliberate mating lines as artwork. They might consist of the pieces making geometric shapes, a theme which is used throughout the problem, the removal of all pieces on the board (called a Smoke Mate), a set number of moves, or any other thing the composer might wish to express. One of the most famous Tsume artists is Kanju Itou, who wrote Shogi Zukou (将棋図巧), a famous collection of artistic Tsume problems.

==External links==
* [http://www.youtube.com/watch?v=NVmoLdNG_1k How to play Shogi(将棋) -Lesson #30- Checkmate Problems]
* [http://seki.webmasters.gr.jp/en/tsume.html Tsume Shogi (Shogi Mating Problems)]
* [http://www.shogi.net/nexus/ladder/help.html Tsumeshogi Q&A]


[[ja:詰将棋]]
[[ja:詰将棋]]

Revision as of 03:28, 6 August 2009

Tsumeshogi (詰将棋) is the Japanese term for a Shogi problem in which the goal is to checkmate the opponent's King. Tsume problems present a situation that might occur in a shogi game and the solver must find out how to achieve checkmate. It is similar to a chess problem.

Rules

Tsume problems have set rules for how they must be completed. If the solver breaks any of the rules, he has not solved the problem correctly.

  • The attacking side is Black (sente 先手); meaning, he plays first.
  • The attacking side's King is usually not present on the board.
  • All of the attacking side's moves must be checks.
  • The attacking side must checkmate the opponent's King in the shortest number of moves.
  • When checkmate is reached, the attacking side must not have any pieces in hand.
  • The King's side must move in such a way to delay checkmate as long as possible.
  • The King's side has in hand all pieces not in the board or in the attacking side's hand, not counting the other King.
  • The King's side can drop any piece in hand to delay or prevent checkmate.
  • The King's side may not resort to futile interpositions.

Purposes of Tsume Problems

A classic Tsume problem whose composer is unknown. The answer is 1. +B-5b 2. S4ax5b 3. S*4b or 1. +B-5b 2. S6ax5b 3. S*6b.

Tsume problems can be used to fulfill one of two tasks: To train in shogi strategy or to be created as a work of art.

Shogi training

Tsume problems are considered very good training for playing shogi. They teach not only how to effectively checkmate the king but also to predict moves and plan out a long series of moves before achieving a goal. There are many websites and books dedicated to Tsume problems for this purpose.

As a work of art

Many shogi players for centuries have created Tsume problems with long and deliberate mating lines as artwork. They might consist of the pieces making geometric shapes, a theme which is used throughout the problem, the removal of all pieces on the board (called a Smoke Mate), a set number of moves, or any other thing the composer might wish to express. One of the most famous Tsume artists is Kanju Itou, who wrote Shogi Zukou (将棋図巧), a famous collection of artistic Tsume problems.