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or ''tsume'' 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 constructed and completed. If the solver breaks any of the rules, he has not solved the problem correctly. If the composer breaks any rules, he has not constructed a tsumeshogi. * The attacking side is ; 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. * When checkmate is reached, the attacking side must not have any pieces in hand. * White (the defender, or the side with the king) must move in such a way to delay checkmate as long as possible. * White has in hand all pieces not in the board or in the attacking side's hand, not counting the other King. * White can drop any piece in hand to delay or prevent checkmate. * White may not resort to futile interpositions, i.e., dropping pieces just to slow down the mating attack without essentially changing any of the moves in the solution. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Tsumeshogi」の詳細全文を読む スポンサード リンク
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