Shogi glossary
Check
Japanese: 王手
In shogi, a check (ōte, 王手) is any move that attacks the enemy king, threatening to capture it next move. The player in check must deal with it immediately; leaving the king in check is illegal.
A move that attacks the enemy king.
How to answer a check
There are three answers: move the king to a safe square, capture the checking piece, or block a long-range check from a rook, bishop or lance by putting a piece in between. Unlike in chess, the blocking piece can be dropped from your hand; this is called interposing (aigoma). A knight check, or a check from an adjacent piece, cannot be blocked.
In official games a move that leaves your own king in check counts as an illegal move and loses on the spot. There is no need to announce check aloud.
Checks and drops
Because pieces in hand can be dropped almost anywhere, checks can arrive from unexpected directions, and a check often doubles as a fork. When the second target is the rook, the fork has its own name: oute-bisha.
Tip
More checks are not always better. Chasing a king with checks can push it into open space where it escapes; a quiet move that threatens mate is often stronger.
Try it · from “Check, Checkmate and Illegal Moves”
Get out of check.
FAQ
What is the difference between check and checkmate in shogi?
A check attacks the king but leaves at least one legal answer: moving, capturing or blocking. Checkmate is a check with no legal answer, and it ends the game.
Related
Terms:
Lessons: Check, Checkmate and Illegal Moves · Mate Threats and Brinkmate · Defense Basics: Interposing and Running Early
I don't do defense. Hope you brought a castle!
Learn it by playing
20 interactive lessons, 10,000 tsume puzzles and eight AI rivals — and every game you play is reviewed in plain English, with terms like “check” explained when they happen on your board.
Free on iPhone & Android. Coming soon to the App Store and Google Play. Privacy