
Kotobuki, the 611-Move Tsume Shogi, and the Longest Problems Since
Kotobuki, the last problem in Ito Kanju's Shogi Zuko, mates in 611 moves. How it is built, and how its record fell to 873, 941 and finally 1,525 moves.
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StudyX Devlog articles tagged "Shogi365".

Kotobuki, the last problem in Ito Kanju's Shogi Zuko, mates in 611 moves. How it is built, and how its record fell to 873, 941 and finally 1,525 moves.

How shogi's hereditary houses presented problem collections to the shogunate, who Ito Sokan and Ito Kanju were, and how tsume shogi reached newspapers.

Build a 3-move tsume shogi problem backward from the mating position, fix a cook, and check every first check and every defence, using a small position.

How to choose the drop order when a tsume shogi problem gives you many pieces in hand, shown with a small mate in 5 and a mate in 3 made for this article.

Stuck on tsume shogi? Small mate-in-3 positions show five misreadings: forgetting blocks, moving a guard away, the strongest piece first, and more.

Practical tsume shogi starts from a position that could arise in a game. Two small mate-in-5 positions show how it differs from composed problems.

Aigoma is a piece dropped to block a check from a rook, bishop or lance. Illegal blocks, moved blocks, and how the piece and square change the result.

How shogi next-move problems (tsugi no itte) differ from tsume shogi in rules and skills trained, which to start with, and how to combine them.

Why declining promotion solves some tsume shogi problems, shown in two short mates, plus the uchifuzume reason for bishops and rooks.

When reading breaks down at 7-move tsume shogi: splitting long lines, working back from the mating shape, saying moves in notation, and when to move up.

How tsume shogi length relates to kyu and dan ranks, based on the Japan Shogi Association system. A rough guide, and why speed and accuracy matter more.

How to read the Japanese notation in tsume shogi answers, such as โฒ5ไบ้ๆ โณๅ็: squares, โฒโณ, ๅ, ๆ, ๆ and ไธๆ, with the Western equivalent like G*5b.

Why a different mating line is not accepted in tsume shogi: yozume (cooks), early mates and final-move alternatives, shown with a small 3-move problem.

A time guide by move count for when to look at a tsume shogi answer, how to tell your reading has stalled, and how to look at answers without guilt.

What to check in a first tsume shogi book: move count, number of problems, depth of explanations and diagrams, plus the second book and apps.

Should tsume shogi start with 1-move or 3-move problems? What each teaches, who should begin where, and how to go back when 3-move problems stop you cold.

Tsumero vs hisshi in the shogi endgame, how both relate to tsume shogi, and one position comparing a mere threat of mate with one that cannot be stopped.

For beginners who can check but not finish: the three basic gold mates in shogi, gold on the head, side and tail, with small positions and when each works.

For parents of children who have learned shogi: what to check before age, moving from 1-move to 3-move tsume, and how to help without knowing the answers.

The shogi drop pawn mate rule: its exact conditions, the pawn push mates and pawn checks that stay legal, the pinned case, and how tsume shogi avoids it.

Why a tsume shogi answer is the answer: longest defence, shortest mate, futile interpositions, leftover pieces, cooks and variations, with small positions.

Where tsume shogi helps in real games (mating shapes, endgame reading, sacrifices, king safety), what it cannot teach, and how to keep it up daily.

For players who solve mate in 3 by trial and error: gold on the head, and sacrifices that pull the king down, move a defender or hit a focal point.

A plain guide to tsume shogi for beginners: the rules that surprise newcomers, how to read a mate in 3 before you move, and when to move on to 5 and 7.

Shogi365 compared with tsume shogi books, the Japan Shogi Association's daily puzzle page and online shogi servers, and when each is the better choice.

Who benefits from Shogi365: beginners learning what mate looks like, players who finished their first mate-in-3 book, club players who lose won endgames, returning players, and anyone who wants a daily puzzle.

Ideas that make Shogi365 a daily habit: solve before reading the clock, count the king's escape squares, save hints for first moves, use failures, and when to move up a difficulty.

New to Shogi365? Read the four-page tutorial, start with a mate in 3, play the checks out on the board, use a hint without giving the move away, and solve the daily challenge.