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Endgame · 速度計算

Who is faster.

Most lost shogi games are lost by defending a position that was already won, or attacking one that was already lost. The cure is arithmetic. Japanese players call it sokudo keisan, 速度計算, speed counting: how many free moves am I from mating, how many are they, and whose move is it. The answer tells you what to play before you have read a single line.

Tempo, not material

Because captured pieces come back as drops, an attacker never runs out of ammunition and a defender never runs out of walls. So the endgame is not decided by who has more; it is decided by who gets there first. A player a rook down who mates one move earlier has not won “despite” the rook. The rook was irrelevant.

The unit of that race is the threatmate, 詰めろ: a position where the attacker mates next move if left alone. Everything below counts in threatmates.

The count

A side’s count is the number of free moves it needs to deliver mate, assuming the opponent does nothing but pass. Japanese writes the count as N手すき, “N moves of slack.”

The procedure, on every move of the endgame:

  1. Their count against my king. If it is 0, I am mated whatever I do, unless I can mate first. If it is 1, I must answer the threat this move, unless I can mate first.
  2. My count against their king. If it is 0, mate. If it is 1, I have a threatmate available.
  3. Compare, and remember whose move it is. It is my move. If my count is less than or equal to theirs, I attack: I get there first. If my count is greater, I defend, and I look hardest for the defence that also lowers my count.

The whole of endgame judgement is those three lines, applied honestly. The hard part is not the arithmetic; it is counting your opponent’s attack as generously as your own.

One position, both counts

Black to move. Both dragons are two moves from a mate, both sides hold a gold, and the engine has counted both sides.

One position, both counts987654321abcdefghi their hand in hand
Black 2, White 2, Black to move. Black has no mate, but ▲+R-5b is a threatmate: count 2. White has no mate and no threatmate, but after △+R-4h the drop △G*7h would be mate: count 2. Equal counts, and the move decides.

The race, played out

Start position987654321abcdefghi
Start position

Step through the moves, or press play.

Tap a move to jump to it. Arrow keys work once the board has focus.

White’s correct reply was to defend: the engine finds exactly four true parries to ▲+R-5b, △G*2b, △G*3b, △G*4b, △+R-4b. Each one spends the gold or the dragon that White’s attack needed, so White’s own count rises, and Black keeps the initiative.

The threatmate that escapes a threatmate

The best defensive move in shogi is a parry that is itself a threatmate: tsumero-nogare no tsumero, 詰めろ逃れの詰めろ. It answers the opponent’s count and lowers your own in the same move, which is worth two tempi, and it is the move strong players look for first when they are behind in the race. None of White’s four parries above does that; each defends and nothing more.

Its opposite is the spite check: a check that gains nothing. In the position above White can throw the gold in with check, △G*7h, and Black simply takes it.

After △G*7h ▲Kx7h Black’s threatmate stands exactly as before, and White has lost the gold that made White’s own count 2. The engine confirms the mate threat is still there. A check that does not change the count is a free move for the other side.

Three ways to lose the count

Count in a real game.

The app marks every threatmate and brinkmate as it happens, on both sides of the board, so you can see your count change move by move.

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