Shogi glossary

Mate problem (tsume shogi)

In shogi, a mate problem (tsume shogi) is a puzzle in which the attacker must checkmate the king using only checks, and the length counts both sides' moves, so 'mate in 3' means attacker, defender, attacker.

A puzzle where every attacking move is check until mate; moves of both sides are counted.

The rules of a tsume problem

Every attacking move must be check. The defender always chooses the reply that delays mate the longest, and by convention may use any piece that is neither on the board nor in the attacker's hand to interpose. Normal shogi rules still apply, so pawn-drop mate is illegal, and many problems are built around that rule.

Counting for chess players

Mate lengths are always odd, because the attacker makes both the first and the last move. A shogi mate in 3 is what a chess problem would call mate in two: two attacking moves with one defense in between. Short problems of 1, 3 and 5 moves teach the basic patterns, while composed problems can run much longer.

Why players solve them

Tsume trains the reading the endgame demands, where spotting a forced mate decides the game. It also builds a library of shapes, such as the gold on the head or a rook dropped from a distance, that turn up again and again in real games.

A mate-in-3 tsume shogi puzzle (Black to move). Solve it on the board →

FAQ

Does a tsume problem allow quiet moves?

No. Every attacking move must give check. Puzzles that ask for a quiet threat with no defense are a different type, built around the brinkmate (hisshi).

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 “mate problem” explained when they happen on your board.

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