Shogi - Checkmate and Winning The Game

Checkmate and Winning The Game

When a player makes a move such that the opposing king could be captured on the following turn, the move is said to give check to the king; the king is said to be in check. If a player's king is in check and no legal move by that player will get the king out of check (which is necessary whenever possible), the checking move is also checkmate (tsumi 詰み) and effectively wins the game. The losing player should resign out of courtesy at this point, although in practice this rarely happens, as a player will concede defeat as soon as loss is inevitable.

To give the warning "check!" in Japanese, one says "ōte!" (王手). However, this is an influence of international chess and is not required, even as a courtesy.

A player is not allowed to give perpetual check.

In professional and serious amateur games, a player who makes an illegal move loses immediately.

There are two other possible, if uncommon, ways for a game to end: repetition (千日手 sennichite) and impasse (持将棋 jishōgi).

If the same game position occurs four times with the same player to play, the game is considered a draw. (This used to be that it happened if a sequence caused repetition thrice.) For two positions to be considered the same, the pieces in hand must be the same as well as the positions on the board. However, if this occurs with one player giving perpetual check, then that player loses.

The game reaches an impasse if both kings have advanced into their respective promotion zones and neither player can hope to mate the other or to gain any further material. If this happens, the winner is decided as follows: Each rook or bishop scores 5 points for the owning player, and all other pieces except kings score 1 point each. (Promotions are ignored for the purposes of scoring.) A player scoring fewer than 24 points loses. (If neither player has fewer than 24, the game is no contest—a draw.) Jishōgi is considered an outcome in its own right rather than no contest, but there is no practical difference.

As this impasse generally needs to be agreed on for the rule to be invoked, a player may refuse to do so, on the grounds that he/she could gain further material or position before an outcome has to be decided. If that happens, one player may force jishōgi upon getting his king and all his pieces protected in the promotion zone.

In professional tournaments the rules typically require drawn games to be replayed with colors (sides) reversed, possibly with reduced time limits. This is rare compared to chess and xiangqi, occurring at a rate of 1–2% even in amateur games. The 1982 Meijin title match between Makoto Nakahara and Hifumi Kato was unusual in this regard, with jishōgi in the first game (only the fifth draw in the then 40-year history of the tournament), a game which lasted for an unusual 223 moves (not counting in pairs of moves), with an astounding 114 minutes spent pondering a single move, and sennichite in the sixth and eighth games. Thus this best-of-seven match lasted ten games and took over three months to finish; Black did not lose a single game and the eventual victor was Kato at 4–3.

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