Tsume Shougi - Kamiki Godan (Japan)

Tsume Shougi - Kamiki Godan (Japan)0

Tsume Shougi - Kamiki Godan (Japan)Play retro game Tsume Shougi - Kamiki Godan (Japan) on your browser for free. Tsume shogi problems are always checked and hav...

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Tsume Shougi - Kamiki Godan (Japan)

Play retro game Tsume Shougi - Kamiki Godan (Japan) on your browser for free. Tsume shogi problems are always checked and have a strict forced mate. They think that the player is close to a mate and will lose if they can't check every move to force a mate sequence. This is like a real game of shogi, where the ending is basically a race to mate with each other.

How to play Tsume Shougi - Kamiki Godan (Japan)

Another type of connected shogi problem is a hiss "bunkmate" problem, which is a checkmate problem where the goal is to "bunkmate" and then "checkmate" the opponent, which lets the player make one or more moves without checking.

Another type is the tsugi no itte "best next move" problem, which is not checkmate and the goal is to find the next best move(s) that will give you an edge. This could be an opening or middlegame strategy, or it could be an endgame that is close to checkmate.

Rules:

These problems have rules that say how they should be put together and solved. It is not right for the solver to follow any of the rules in order to complete the task. The author has not made a tsume shogi if he breaks any rules.

  • The offensive side is black, which means he gets to go first.
  • Most of the time, the attacking side's king is not on the board.
  • They can't make any moves that would attack.
  • To avoid checkmate for as long as possible, the blank (the defender, or side with the king) must move in a certain way. Also, the blank should use up all of Black's pieces in hand if they are there.
  • If you don't count Black's other king, the blank has all the pieces that aren't on the board or in enemy hands.

Blank can drop any piece he has in his hand to stop or delay checkmate. It is not okay to drop a piece if it doesn't change the situation. This is called "futile interposition." (This rule is more important than the rule that says to delay checkmate as long as possible.)
If the person who wrote the problem did it right, Black can't make a mate line longer than the number of moves given in the problem. For example, you can't make a mate in 65 puzzles into a mate in 225.

Controls Guide

Use arrow key and try some key ( Shift, Enter, Z, X, A, S , Q, E, R, T, G, F, H ) to controls the game.