Tsume Shogi for Kids: What Age, and How Many Moves to Start With

The Japan Shogi Association runs the TableMark Childrenās Tournament (in Japanese), which is open to āelementary school children and younger, including preschoolersā. It is split into a lower-grade section (grade 3 and below) and an upper-grade section (grades 4 to 6), and the venue even has a ātsume shogi quiz cornerā. In Japan, plenty of children play shogi before they start school, and tsume shogi, the mating problems, is one of the ways in.
So from what age should a child try tsume shogi? I donāt think age is what decides it. In this post I write about what to look for instead, how many moves to start with, and how a parent can help without knowing the answers.
What to look for before age
Before starting tsume shogi, I think it helps to check that a child can do three things.
Knows how the pieces move. Tsume shogi is a game of counting what each piece controls. While the difference between gold and silver, or the way the knight jumps, is still fuzzy, a child can see the right move and still not understand why it is mate. I wrote about an order for learning the pieces in How shogi pieces move. If a 9Ć9 board feels like too much, you can start with Dobutsu Shogi.
Can tell check from mate. Check means the king could be taken next move. Mate means there is no way at all to get out of check. The king moves away, the checking piece is captured, or something is placed in between. When none of the three is possible, it is mate. If your child can say these three in their own words, that is enough.
Knows that captured pieces can be dropped. Many tsume shogi problems end with a drop from hand. If a child has never dropped a piece in a game, show them the rule once first: a captured piece becomes yours, and you can put it on almost any empty square.
It is fine if your child cannot read square names like 5äŗ at first. In Japanese diagrams the ranks are written in kanji numerals (äø, äŗ, äø), which small children find hard to read. At the start, a parent pointing and saying āhereā is enough.
Start with 1-move tsume
If you are starting, I think 1-move tsume is the right place.
A 1-move tsume is solved when a single move gives mate. Here is an example. Squares are written the Japanese way: 5äø means file 5, rank 1, and rank 1 is the defenderās back rank.
Position: Defenderās king on 5äø. Attackerās pawn on 5äø. In hand: a gold.
Dropping the gold on 5äŗ is mate. The gold covers the squares beside the king and diagonally in front of it, and the pawn on 5äø protects the gold, so the king cannot take it. The king is on the bottom rank, so it cannot step back either. This shape, a gold on the kingās head, is called é é (atama-kin). I collected the basic mating shapes in Basic checkmate shapes in shogi.
The good thing about 1-move tsume is that you do not have to read the opponentās reply. You only check, square by square around the king, whether it can escape after your move. That habit of checking is the most important part of thinking in tsume shogi. Books of 1-move tsume written for children are sold in Japan as well.
To be honest, Shogi365, the app I make, has no 1-move tsume. The easiest level is 3-move tsume. I left 1-move problems out as too easy, but for a child who has just learned shogi, I think 1-move problems first would be a gentler start. My suggestion is to begin 1-move tsume with a book, and move on to the appās 3-move problems once that feels comfortable.
When to move on to 3-move tsume
When your child solves 1-move tsume smoothly and can explain why it is mate, I think it is time for 3-move tsume. A good sign is whether they can say on their own, āit canāt run anywhere, and it canāt take.ā
A 3-move tsume is check, the defenderās reply, and mate. The difference from 1-move tsume is that you have to think about one move by the opponent. This is where many children get stuck. The correct first move often looks like giving a piece away for nothing, and adults do not see it at first either.
When your child is stuck, I think it is fine to set the pieces up on a real board and actually move them. Reading in your head can come later, once they are used to it. How to read a 3-move tsume is in Tsume shogi for beginners, and the common sacrifices are in Basic tsume shogi tesuji.
How to help without knowing the answer
A parent does not need to know much shogi to keep a child company with tsume. You do not have to give the answer. Being the one who asks questions is enough.
Ask them to name every check. In tsume shogi, every attacking move is a check. If you ask, āTell me all the moves that give check,ā your child will look for candidates in order. They go through the pieces they can drop and the pieces they can move, one by one, so there is less random guessing.
Ask them to count the kingās escapes. When your child has chosen a move, ask, āThen where can the king go?ā If you watch them check the squares around the king one by one with a finger, you can see where they missed something even without knowing the answer.
Look at the answer together at the end. Only open the bookās solution after your child has decided, āThis is mate.ā If they were right, ask them to say once more why it is mate. If not, set up the correct move on the board and check together how the king loses its escapes.
Short sessions are fine. Even a few problems a day, kept up, help the shapes become visible. I wrote about how tsume helps in real games in Does tsume shogi make you stronger?.
If you use the app
Shogi365 is a tsume shogi app with 1,000 puzzles each of 3-, 5-, 7- and 9-move tsume. Here are the facts that seem relevant when a child uses it.
- Moves that are not checks cannot be played. If you try, the board flashes red and shows āThat move is not a check.ā It does not count as a failure.
- Any check can be played, right or wrong, and the defender replies automatically. If there is no mate within the move count, the app shows āNo mateā¦ā, and you can retry up to three times. Even if the parent does not know the answer, the board decides whether it is mate.
- A hint lights up the piece to move and the square it goes to. The player still makes the move.
- In Settings, āShow legal movesā marks the squares the selected piece can reach. Piece faces can be shown in two characters (ę©å µ) or one character (ę©).
- The daily challenge comes from the 3-, 5- and 7-move levels. For children, I think starting from the Easy level (3-move tsume) suits them better.
The App Store age rating is 4+, and the app shows ads. The ads can be removed with a one-time purchase. On an iPad, Appleās Ask to Buy and Screen Time settings can stop children from buying things without asking. I wrote about them in Preventing kidsā in-app purchases on iPad.
