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doesnt make sense, if it's impossible due to the rules of shogi then it's not worth mentioning since we are discussing shogi and not shogi-prime with a different set of rules
Auvon (talk | contribs)
Changing short description from "Type of position in chess-like games" to "Type of position in shogi and related games"
 
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{{Short description|Type of position in shogi and related games}}
In [[shogi]], '''brinkmate''' or '''hisshi''' (必至 "desperation, inevitability" or 必死 "sure kill") is the situation in which an unavoidable 詰め ''tsume'' [[tsumeshogi|checkmate]] sequence will be created by the player's next move. (Note that in shogi ''tsume'' is defined as strictly forced mate sequences with constant checks.)
'''Brinkmate''' is the situation in which an unavoidable [[tsumeshogi|checkmate]] sequence will be created by the player's next move.


In [[shogi]], brinkmate is known as '''hisshi''' (必至 "desperation, inevitability" or 必死 "sure kill"). Note that in shogi ''tsume'' is defined as strictly forced mate sequences with constant checks. The checkmating sequence itself (after the brinkmate) is known as a 詰め ''tsume.''
''Hisshi'' differs from the situation in which a checkmate sequence is only being threatened to be created in the next move but is still avoidable if the opponent defends correctly. This situation is known as '''threatmate''' or 詰めろ '''tsumero''' ("threatened mate"). Thus, ''hisshi'' is an indefensible ''tsumero.''


Brinkmate differs from the situation in which a checkmate sequence is only being threatened to be created in the next move but is still avoidable if the opponent defends correctly. This situation is known as '''threatmate''' or, in Japanese, 詰めろ '''tsumero''' ("threatened mate"). Thus, brinkmate is an indefensible threatmate.
The only way to prevent a loss from a ''brinkmate'' is for a player to not give their opponent a chance to actually create the ''tsume'' checkmate sequence and instead initiate their own ''tsume'' (with constant checks) before their opponent's move. (Thus, a good exemplification of the saying ''[[the best defense is a good offense]].'') Some brinkmates involve tsumes that needs two conditions to be met in order to defend (e.g. two mates are threatened). The defending side could give a check and simultaneously meet one condition (which is only possible in shogi games, not in ''brinkmate'' problems), and the satisfy the other condition.


The only way to prevent a loss from a brinkmate is for the defender to not give their opponent a chance to actually create the checkmate sequence and instead initiate their own mating sequence (with constant checks) before their opponent's move. (Thus, a good exemplification of the saying ''[[the best defense is a good offense]].'')
Although the terms ''brinkmate'' and ''threatmate'' were coined to translate the Japanese terms, the concepts can equally be applied to [[western chess]] and other chess-like games. (See: [[#Western chess|§Western chess]] below.)

Some brinkmates involve tsumes that needs two condition to be met in order to defend (e.g. two mates are threatened). The defending side could give a check and simultaneously meet one condition (which is only possible in shogi games and brinkmate problems involving two kings), and then satisfy the other condition.

Although the terms ''brinkmate'' and ''threatmate'' were coined to translate the Japanese terms in shogi, the concepts can equally be applied to [[western chess]] and other chess-like games. (See: [[#Western chess|§Western chess]] below.)


In [[xiangqi]], ''threatmate'' (催殺 "to expedite mating", often abbreviated as 殺) and ''brinkmate'' (絕殺 "absolute (indefensible) threatmate") are also common terms.
In [[xiangqi]], ''threatmate'' (催殺 "to expedite mating", often abbreviated as 殺) and ''brinkmate'' (絕殺 "absolute (indefensible) threatmate") are also common terms.
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Figure 1 shows a classic ''hisshi'' problem.{{sfn | Fairbairn | 1986 | p=29–30}} Here, Black does not have a way to immediately checkmate White's king or to immediately create a tsume forced mating sequence. However, Black can create ''hisshi'' by moving and promoting his/her silver to the 74 square, that is 1. S-74+ (Fig. 2).
Figure 1 shows a classic ''hisshi'' (brinkmate) problem.{{sfn | Fairbairn | 1986 | p=29–30}} Here, Black does not have a way to immediately checkmate White's king or to immediately create a tsume forced mating sequence. However, Black can create ''hisshi'' by moving and promoting their silver to the 74 square, that is 1. S-74+ (Fig. 2).
{{clear}}
{{clear}}


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White has two possible ways to attempt to defend against this threat.
White has two possible ways to attempt to defend against this threat.


But, since this is ''hisshi'' and not merely ''tsumero'', all attempts are futile as explained below.{{efn | An exception could be if Black has their king on 34, then White could drop their bishop on 61 to check and simultaneously defend.}}
But, since this is ''hisshi'' and not merely ''tsumero'' (threatmate), all attempts are futile as explained below.{{efn | An exception could be if Black had their king on 34, then White could drop their bishop on 61 to check and simultaneously defend. When the black king is present, White might defend by chasing the king to a square where White could check and simultaneously defend}}

If White tries to defend the 83 square by dropping a defender (such as a gold) to 82 (Fig. 5), then Black can initiate a 3-move forced mating sequence starting from 2. G*83 (Fig. 6).
If White tries to defend the 83 square by dropping a defender (such as a gold) to 82 (Fig. 5), then Black can initiate a 3-move forced mating sequence starting from 2. G*83 (Fig. 6).


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Figure 9 displays a ''hisshi'' problem based on a real shogi game <ref>https://www.youtube.com/watch?v=s5JF89Ayzyg</ref><ref>https://www.bilibili.com/video/av54473010/</ref>. Here, again Black doesn't have an immediate mating sequence, since 1. B-14 K-42, 2. G*41 K-52 and the king escapes. But Black can create ''hisshi'' by preventing the king from going that way by dropping his/her silver to the 52 square, that is 1. S*52 (Fig. 10).
Figure 9 displays a ''hisshi'' problem based on a real shogi game.<ref>{{Cite web|url=https://www.youtube.com/watch?v=s5JF89Ayzyg|title = Famous Shogi Games: HABU vs KATOU (Jan. 9th, 1989)|website = [[YouTube]]}}</ref><ref>{{Cite web|url=https://www.bilibili.com/video/av54473010/|title=【将棋】 羽生善治 VS 加藤一二三 解说:永井英明&米长邦雄_哔哩哔哩_bilibili}}</ref> Here, again Black doesn't have an immediate mating sequence, since 1. B-14 K-42, 2. G*41 K-52 and the king escapes. But Black can create ''hisshi'' by preventing the king from going that way by dropping their silver to the 52 square, that is 1. S*52 (Fig. 10).
{{clear}}
{{clear}}


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The first adjacent diagram has an example of ''tsumero'' that is not ''hisshi.'' It is now White's turn to play. Although Black has a possible checkmate in their next move by dropping their gold to the 82 square, White can defend against this by dropping a gold to 71 defending the 82 square. With this move, White has removed the threat of Black's ''tsumero.'' If Black dropped their gold to 82 now, then White would simply capture it and attack Black's other gold (that is, 1...G*71, 2. G*82 Gx82).
The first adjacent diagram has an example of ''tsumero'' (threatmate) that is not ''hisshi'' (brinkmate). It is now White's turn to play. Although Black has a possible checkmate in their next move by dropping their gold to the 82 square, White can defend against this by dropping a gold to 71 defending the 82 square. With this move, White has removed the threat of Black's ''tsumero.'' If Black dropped their gold to 82 now, then White would simply capture it and attack Black's other gold (that is, 1...G*71 2.G*82 Gx82).


In the second diagram, there is an additional pawn positioned on the 73 square. This difference gives Black ''hisshi'' (as well as ''tsumero''). Any defense attempt by White (fleeing or dropping a defending piece) will fail. White's 1...G*71 will be met with 2. G*72 Gx72, 3. Px72+ (''tsumi''). There are similar mate sequences if White tries 1...R*32, 1...G*82, etc. Similarly, it is impossible for White's king to escape with 1...K-71.
In the second diagram, there is an additional pawn positioned on the 73 square. This difference gives Black ''hisshi'' (as well as ''tsumero''). Any defense attempt by White (fleeing or dropping a defending piece) will fail. White's 1...G*71 will be met with 2.G*72 Gx72 3.Px72+ (''mate''). There are similar mate sequences if White tries 1...R*32 1...G*82, etc. Similarly, it is impossible for White's king to escape with 1...K-71.
{{clear}}
{{clear}}


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<div class{{=}}"center">{{aligned table | cols=4
<center>
{{aligned table | cols=4
| 1. | S*72 | &nbsp; |
| 1. | S*72 | &nbsp; |
}} </center>
}} </div>
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<div class{{=}}"center">{{aligned table | cols=4
<center>
{{aligned table | cols=4
| 1. | S*72 | &nbsp; | R*87
| 1. | S*72 | &nbsp; | R*87
| 2. | +B-71 | &nbsp; | K-92
| 2. | +B-71 | &nbsp; | K-92
| 3. | S-81 (''tsumi'') | &nbsp; | &nbsp; }} </center>
| 3. | S-81 (''tsumi'') | &nbsp; | &nbsp; }} </div>
}}
}}
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'''Silver on the belly''' (腹銀 ''haragin'' "belly-silver") is a basic brinkmate [[Shogi tactics#Tactics|tactic]] in shogi. This tactic positions a silver (by moving there or by dropping) directly on either side of the opponent's king. The adjacent diagram shows a typical silver on the belly brinkmate. Here the silver is placed on the 72 square. There are two threatmates, Sx83 (either promoted and unpromoted) and +B-71, and White cannot defend both. For instance, if White moves 1...R-87, then 2.+B-71 will mate, and if White moves 1...B*53, then the 2.Sx83 (either promoted and unpromoted) is mate.
'''Silver on the belly''' (腹銀 ''haragin'' "belly-silver") is a basic brinkmate [[Shogi tactics#Tactics|tactic]] in shogi. This tactic positions a silver (by moving there or by dropping) directly on either side of the opponent's king. The adjacent diagram shows a typical silver on the belly brinkmate. Here the silver is placed on the 72 square. There are two threatmates, Sx83 (either promoted and unpromoted) and +B-71, and White cannot defend both. For instance, if White moves 1...R-87, then 2.+B-71 will mate, and if White moves 1...B*53, then the 2.Sx83 (either promoted and unpromoted) is mate.
{{clear}}

=== Defending a two king brinkmate ===

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{{shogi diagram
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| '''Example 1'''
| ''all the rest''
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| 金
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<div class{{=}}"center">{{aligned table | cols=4
| 1. | G*52 | &nbsp; |
}}</div>
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{{shogi diagram
| floatright
| '''defense with Horse'''
| ''all the rest''
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<div class{{=}}"center">{{aligned table | cols=4
| 1. | G*52 | &nbsp; | B*27
| 2. | S-38 | &nbsp; | B-72+
}} </div>
}}
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In example 1, there is no way to directly stop the mate, the 61, 62, 81 and 82 squares all needs to be protected, which could only be done by a dragon or horse. But white doesn't have a dragon or horse on the board, but he can make one by checking on the first move by dropping his bishop on 27. After Black moves his silver to block the check, the bishop can promote to 72 and defend. After this, if black goes 3. P-63+, white can drop his second bishop on 85, forking the king and the promoted pawn, and then take the promoted pawn (whether the black king in on 49 or 58).
{{clear}}
{{clear}}


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{{Chess diagram small
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|Position after Qh6!!
|Position after Qh6!
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{{Chess diagram small
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|Position after Qf7!!
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|Position after ...Qa3?
|Position after ...Qa3?
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| | | | | |qd| |
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|This is a brinkmate, but black has Qf1+ and Qf2+. He can also play Qh2+ or Qg1+ to force stalemate.
|This is a brinkmate, but black has Qf1+ and Qf2+ to force a [[ Threefold_repetition | repetition draw]]. He can also play Qh2+, Qg1+, or Qg2+ to force a [[stalemate]].
}}
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{{Chess diagram small
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|Position after Qh6!!
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|1. Qh6!! brinkmate. If 1... gxh6, 2. Nxh6 is mate.
|1. Qh6! brinkmate. If 1... gxh6, 2. Nxh6 is mate.
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|1. Qg5! g6 2. Qh6!! brinkmate.
|1. Qg5! g6 2. Qh6 brinkmate.
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|1. Rb4!! Kh8 2. Qh6! Rg8 3. Rb8!! brinkmate.
|1. Rb4!! Kh8 2. Qh6 Rg8 3. Rb8! brinkmate.
}}
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==Bibliography==
==Bibliography==


* {{cite book | last=Fairbairn | first=John | title=Shogi for beginners | year=1986 | edition=2nd | publisher=[[Ishi Press]] | ref=harv | isbn=978-4-8718-720-10}}
* {{cite book | last=Fairbairn | first=John | title=Shogi for beginners | year=1986 | edition=2nd | publisher=[[Ishi Press]] | isbn=978-4-8718-720-10}}
* {{cite book| last=Kitao | first=Madoka | title=Ending attack at a glance | year=2014 | publisher=Nekomado | translator-last=Kawasaki | translator-first=Tomohide | isbn=978-4-9052-2513-3}}
* {{cite book| last=Kitao | first=Madoka | title=Ending attack at a glance | year=2014 | publisher=Nekomado | translator-last=Kawasaki | translator-first=Tomohide | isbn=978-4-9052-2513-3}}


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* Shogi Shack:
* Shogi Shack:
** [http://www.shogishack.net/pages/tsumi-and-hisshi/abc-of-hisshi.html ABC of Hisshi]
** [https://web.archive.org/web/20150109234916/http://www.shogishack.net/pages/tsumi-and-hisshi/abc-of-hisshi.html ABC of Hisshi]
** [http://shogishack.net/pages/tsumi-and-hisshi/simple-hisshi/ Simple Hisshi] · 1-move and 3-move hisshi problems
** [http://shogishack.net/pages/tsumi-and-hisshi/simple-hisshi/ Simple Hisshi] · 1-move and 3-move hisshi problems
* HIDETCHI's YouTube video: [https://www.youtube.com/watch?v=ZGegZbVPYgU How to play Shogi (将棋): Lesson #31: Threatmate and Brinkmate]
* HIDETCHI's YouTube video: [https://www.youtube.com/watch?v=ZGegZbVPYgU How to play Shogi (将棋): Lesson #31: Threatmate and Brinkmate]

Latest revision as of 08:59, 14 December 2023

Brinkmate is the situation in which an unavoidable checkmate sequence will be created by the player's next move.

In shogi, brinkmate is known as hisshi (必至 "desperation, inevitability" or 必死 "sure kill"). Note that in shogi tsume is defined as strictly forced mate sequences with constant checks. The checkmating sequence itself (after the brinkmate) is known as a 詰め tsume.

Brinkmate differs from the situation in which a checkmate sequence is only being threatened to be created in the next move but is still avoidable if the opponent defends correctly. This situation is known as threatmate or, in Japanese, 詰めろ tsumero ("threatened mate"). Thus, brinkmate is an indefensible threatmate.

The only way to prevent a loss from a brinkmate is for the defender to not give their opponent a chance to actually create the checkmate sequence and instead initiate their own mating sequence (with constant checks) before their opponent's move. (Thus, a good exemplification of the saying the best defense is a good offense.)

Some brinkmates involve tsumes that needs two condition to be met in order to defend (e.g. two mates are threatened). The defending side could give a check and simultaneously meet one condition (which is only possible in shogi games and brinkmate problems involving two kings), and then satisfy the other condition.

Although the terms brinkmate and threatmate were coined to translate the Japanese terms in shogi, the concepts can equally be applied to western chess and other chess-like games. (See: §Western chess below.)

In xiangqi, threatmate (催殺 "to expedite mating", often abbreviated as 殺) and brinkmate (絕殺 "absolute (indefensible) threatmate") are also common terms.

Shogi

[edit]

Example 1

[edit]

Figure 1 shows a classic hisshi (brinkmate) problem.[1] Here, Black does not have a way to immediately checkmate White's king or to immediately create a tsume forced mating sequence. However, Black can create hisshi by moving and promoting their silver to the 74 square, that is 1. S-74+ (Fig. 2).

From this position, Black is threatening to drop their gold in hand to 83 in their next move to render an immediate mate.

Even if White were to try to remove Black's promoted silver with ...Px74 (Fig. 3), this does nothing to prevent the simple mate in one with G*83 (Fig. 4).

White has two possible ways to attempt to defend against this threat.

But, since this is hisshi and not merely tsumero (threatmate), all attempts are futile as explained below.[a] If White tries to defend the 83 square by dropping a defender (such as a gold) to 82 (Fig. 5), then Black can initiate a 3-move forced mating sequence starting from 2. G*83 (Fig. 6).

Subsequent moves are 2...Gx83, 3. +Sx83 (tsumi).

If White's king tries to flee to the 82 square (Fig. 7), then Black can initiate a 3-move mating sequence starting from 2. +S-83 (Fig. 8).

Subsequent moves are 2...K-71, 3. G*72 (tsumi).

Alternately, instead of 2. +S-83, Black could move P-83+ for another 3-move forced mating sequence, then 2...K-71, 3. G*72 (tsumi).

Example 2

[edit]

Figure 9 displays a hisshi problem based on a real shogi game.[2][3] Here, again Black doesn't have an immediate mating sequence, since 1. B-14 K-42, 2. G*41 K-52 and the king escapes. But Black can create hisshi by preventing the king from going that way by dropping their silver to the 52 square, that is 1. S*52 (Fig. 10).

Black has 8 threats: 2. S*41, 2, S*43, 2. G*43, 2. G*22, 2. S*21, 2. S*23, 2. G*23, and 2. B-14. There is no way to defend all of them with one piece, so White only has two good options to remove them. One way is to move the king to 42 (Fig. 11). But then, Black can drop his gold on the head of the king (2. G*43), and after 2...K-31, Black mates with 3. S-32 silver on the head mate.

And if White takes the silver by the gold or rook, then the White king's escaping route to 52 is blocked. Therefore, the mate sequence is 2. B-14 K-42, 3. G*41 K-43, 4. S*54 (tsumi). Without the silver sacrifice to 52, White could escape to 52 after 2. G*41.

Hisshi vs tsumero

[edit]

The first adjacent diagram has an example of tsumero (threatmate) that is not hisshi (brinkmate). It is now White's turn to play. Although Black has a possible checkmate in their next move by dropping their gold to the 82 square, White can defend against this by dropping a gold to 71 defending the 82 square. With this move, White has removed the threat of Black's tsumero. If Black dropped their gold to 82 now, then White would simply capture it and attack Black's other gold (that is, 1...G*71 2.G*82 Gx82).

In the second diagram, there is an additional pawn positioned on the 73 square. This difference gives Black hisshi (as well as tsumero). Any defense attempt by White (fleeing or dropping a defending piece) will fail. White's 1...G*71 will be met with 2.G*72 Gx72 3.Px72+ (mate). There are similar mate sequences if White tries 1...R*32 1...G*82, etc. Similarly, it is impossible for White's king to escape with 1...K-71.

Silver on the belly tactic

[edit]

Silver on the belly (腹銀 haragin "belly-silver") is a basic brinkmate tactic in shogi. This tactic positions a silver (by moving there or by dropping) directly on either side of the opponent's king. The adjacent diagram shows a typical silver on the belly brinkmate. Here the silver is placed on the 72 square. There are two threatmates, Sx83 (either promoted and unpromoted) and +B-71, and White cannot defend both. For instance, if White moves 1...R-87, then 2.+B-71 will mate, and if White moves 1...B*53, then the 2.Sx83 (either promoted and unpromoted) is mate.

Defending a two king brinkmate

[edit]

In example 1, there is no way to directly stop the mate, the 61, 62, 81 and 82 squares all needs to be protected, which could only be done by a dragon or horse. But white doesn't have a dragon or horse on the board, but he can make one by checking on the first move by dropping his bishop on 27. After Black moves his silver to block the check, the bishop can promote to 72 and defend. After this, if black goes 3. P-63+, white can drop his second bishop on 85, forking the king and the promoted pawn, and then take the promoted pawn (whether the black king in on 49 or 58).

Western chess

[edit]

Brinkmates (hisshi) and threatmates (tsumero) are also found in western chess.

Position after Qh6!
abcdefgh
8
f8 black rook
g8 black king
f7 black pawn
h7 black pawn
f6 white pawn
g6 black pawn
h6 white queen
8
77
66
55
44
33
22
11
abcdefgh
Black has no way to prevent Qg7#. This position is brinkmate (hisshi).
Position after Qf7!
abcdefgh
8
f8 white knight
h8 black king
f7 white queen
h7 black pawn
f6 black knight
8
77
66
55
44
33
22
11
abcdefgh
Despite the fact that no matter what move is played, there will be a mate, this is not a brinkmate because this is not even a threatmate (tsumero). However, black is in zugzwang and must move either his knight allowing Qxh7# or his h-pawn allowing Ng6#.
Position after ...Qa3?
abcdefgh
8
g8 black bishop
h8 black king
e7 black rook
g7 black pawn
h7 black pawn
f6 black pawn
h5 white pawn
h4 white knight
a3 black queen
b3 white pawn
c3 black pawn
d3 white pawn
e3 black pawn
a2 white pawn
c2 white pawn
e2 white pawn
b1 white king
c1 white knight
d1 white queen
e1 white rook
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
White has no way to avoid ...Qb2#, but white can play 1. Ng6+ hxg6 2. hxg6+ Bh7 3. Rxh7+ Kg8 4. Rh8+ Kxh8 5. Rh1+ Kg8 6. Rh8+ Kxh8 7. Qh1+ Kg8 8. Qh7+ Kf8 9. Qh8#
Position after Qh6
abcdefgh
8
g8 black king
h8 black knight
f7 black pawn
h7 black pawn
f6 white pawn
g6 black pawn
h6 white queen
g5 white pawn
h3 white pawn
f2 black queen
h1 white king
8
77
66
55
44
33
22
11
abcdefgh
This is a brinkmate, but black has Qf1+ and Qf2+ to force a repetition draw. He can also play Qh2+, Qg1+, or Qg2+ to force a stalemate.
Position after Qh6
abcdefgh
8
e8 black rook
g8 black king
f7 black pawn
h7 black pawn
f6 white pawn
g6 black pawn
h6 white queen
c5 black bishop
8
77
66
55
44
33
22
11
abcdefgh
This is a tsumero but not a hisshi. ...Bf8 stops Qg7#.
Position after Qh6!
abcdefgh
8
f8 black rook
g8 black king
f7 black pawn
h7 black pawn
f6 white pawn
g6 black pawn
h6 white queen
c5 black bishop
8
77
66
55
44
33
22
11
abcdefgh
This is a tsumero and a hisshi. Black cannot play ...Bf8 to defend Qg7# because his rook is there. ...Bd4 doesn't help.
Brinkmate in 1
abcdefgh
8
f8 black rook
g8 black king
d7 black queen
f7 black pawn
g7 black pawn
h7 black pawn
f6 white bishop
g6 black knight
f5 white knight
f4 white queen
8
77
66
55
44
33
22
11
abcdefgh
1. Qh6! brinkmate. If 1... gxh6, 2. Nxh6 is mate.
Brinkmate in 2
abcdefgh
8
f8 black rook
g8 black king
f7 black pawn
g7 black pawn
h7 black pawn
f6 white pawn
f4 white queen
8
77
66
55
44
33
22
11
abcdefgh
1. Qg5! g6 2. Qh6 brinkmate.
Brinkmate in 3
abcdefgh
8
f8 black rook
g8 black king
a7 black queen
f7 black pawn
h7 black pawn
d6 white knight
f6 white pawn
g6 black pawn
c5 black pawn
e5 white pawn
a4 white pawn
f4 white rook
g4 white pawn
e3 white queen
f3 white pawn
8
77
66
55
44
33
22
11
abcdefgh
1. Rb4!! Kh8 2. Qh6 Rg8 3. Rb8! brinkmate.

See also

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Notes

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  1. ^ An exception could be if Black had their king on 34, then White could drop their bishop on 61 to check and simultaneously defend. When the black king is present, White might defend by chasing the king to a square where White could check and simultaneously defend

References

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  1. ^ Fairbairn 1986, p. 29–30.
  2. ^ "Famous Shogi Games: HABU vs KATOU (Jan. 9th, 1989)". YouTube.
  3. ^ "【将棋】 羽生善治 VS 加藤一二三 解说:永井英明&米长邦雄_哔哩哔哩_bilibili".

Bibliography

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