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Shogi, or Shougi (Japanese:将棋)
is one of a family of strategic
board games of which
chess and
xiangqi are also members, which originated from the
6th century
Indian game of
chaturanga or a close relative thereof. Shogi is native to
Japan, and is sometimes called Japanese chess.
Rules of the game
Objective
The objective is to capture your opponent's king.
Game equipment
Two players, Black and White (or Sente and Gote), play on a board
comprised of squares in a grid of 9 ranks (rows) by 9 files
(columns). The squares are undifferentiated by marking or colour.
Each player has a set of 20 pieces, listed below.
- 1 king
- 2 gold generals
- 2 silver generals
- 2 knights
- 2 lances
- 1 bishop
- 1 rook
- 9 pawns
Most of the English-language names are chosen to correspond to their
rough equivalents in Western chess, not necessarily as translations of the
Japanese names.
Each piece has its name in the form of two Japanese characters marked
on its face. On the reverse side of each piece (other than kings and gold
generals) are one or two other characters, often in a different colour
(e.g., red instead of black); this reverse side is used to indicate that
the piece has been promoted during play. The pieces do not differ in
colour, but instead each piece is shaped to show its direction, and this
determines who controls the piece during play. See
Shogi Pieces and Symbols for pictures of the pieces, both
normal and promoted.
Many people who are not Japanese have been deterred from learning shogi
due to the perceived difficulty of learning the Japanese characters used
on the pieces. This has lead to the development of "westernized" (or
"international") pieces, which replace the Japanese characters with more
intuitive symbols. But players soon learn to recognize the Japanese
pieces, so westernized pieces have never become very popular.
Here is a table of the pieces, with their Japanese representation:
| Piece |
Kanji |
Romaji |
Unicode |
Hiragana |
Meaning |
| White king |
王 [将] |
ou [shou] |
738b [5c06] |
おう [しょう] |
king |
| Black king |
玉 [将] |
gyoku [shou] |
7389 [5c06] |
ぎよく [しょう] |
jade
general |
| Rook |
飛 [車] |
hi [sha] |
98db [8eca] |
ひ [しゃ] |
flying
chariot |
| Promoted rook |
竜 |
ryuu |
7adc |
りゅう |
dragon |
| Bishop |
角 [行] |
kaku [gyo] |
89d2 [884c] |
かく [ぎょう] |
angle mover |
| Promoted bishop |
馬 |
uma |
99ac |
うま |
horse |
| Gold general |
金 [将] |
kin [shou] |
91d1 [5c06] |
きん [しょう] |
gold general |
| Silver general |
銀 [将] |
gin [shou] |
9280 [5c06] |
ぎん [しょう] |
silver general |
| Promoted silver |
成銀 |
narigin |
6210 9280 |
なりぎん |
completed silver |
| Knight |
桂 [馬] |
kei [ma] |
6842 [99ac] |
けい [ま] |
laurel horse |
| Promoted knight |
成桂 |
narikei |
6210 6842 |
なりけい |
completed laurel |
| Lance |
香 [車] |
kyou [sha] |
9999 [8eca] |
きょう [しゃ] |
fragrant chariot |
| Promoted lance |
成香 |
narikyou |
6210 9999 |
なりきょう |
completed
fragrance |
| Pawn |
歩 [兵] |
fu [hyou] |
6b69 [5175] |
ふ [ひょう] |
foot soldier |
| Promoted pawn |
と [金] |
to [kin] |
3068 [91d1] |
と [きん] |
reaches/changes to gold |
English speakers sometimes refer to promoted bishops and promoted rooks
as horses and dragons, after their Japanese names, and
often use the Japanese word tokin for promoted pawns. Silver
generals and gold generals are commonly referred to simply as silvers
and golds.
Setup
Each side places all his pieces in the positions shown below, with
their direction facing toward the opponent.
- In the rank nearest the player:
- The king is placed in the centre file.
- The two gold generals are placed in the adjacent files to the
king.
- The two silver generals are placed adjacent to each gold general.
- The two knights are placed adjacent to each silver general.
- The two lances are placed in the corners, adjacent to each knight.
- In the second nearest rank, each player places:
- The bishop in the same file as the knight on the player's left.
- The rook in the same file as the knight on the player's right.
- In the third nearest rank, the nine pawns are placed one in each
file.
Game play
The players alternate making a move, with Black moving first (the
pieces are not differentiated by colour, so the only effect of choosing
Black or White is to decide who plays first, and to differentiate the
sides during discussion about the game.) A move consists of moving a piece
on the board and optionally promoting the piece, or dropping a captured
piece onto an empty square of the board. Each of these options is detailed
below.
Movement and capture
Each piece moves in a distinct way. No piece except the knights may
move over an intervening piece. If an opponent's piece intervenes where a
piece may move, the opponent's piece may be captured by moving
the piece to occupy the square where the opponent's piece was and removing
the opponent's piece from the board. If a friendly piece (controlled by
the same player) intervenes where a piece may move, the piece is limited
to moves that stop short of the intervening piece (or no move at all in
that direction if the intervening piece is adjacent).
King
A king can move one square in any direction, forward, backward,
horizontally, or any diagonal.
Gold general
A gold general can move one square in any of the following directions:
forward, backward, horizontally, or diagonally forward (left or right).
The piece does not move diagonally backward.
Silver general
A silver general can move one square in any of the following
directions: forward, or any diagonal.
Knight
A knight can move one square forward and one square diagonally left or
right, in a single motion. It cannot move backward.
The knight is the only piece that can ignore (jump)
intervening pieces on the way to its destination, though its destination
square must be either empty, or occupied by an opponent's piece (in which
case the opponent's piece is captured).
Lance
A lance can move any number of squares forward. It cannot move
backward.
Bishop
A bishop can move any number of squares in any diagonal.
Rook
A rook can move any number of squares forward, backward, or
horizontally.
Pawn
A pawn can move one square forward. It cannot move backward.
Promotion
A player's promotion zone consists of the three ranks furthest
from the player. If a piece's move begins or ends in the controlling
player's promotion zone, then that player may choose to promote
the piece at the end of the turn. Promotion is indicated by turning the
piece over after it moves, to show the character for the promoted piece.
Promoting a piece has the effect of changing how that piece moves until
it is removed from the board. Each piece promotes as follows:
- A king or a gold general cannot promote, nor can pieces which are
already promoted.
- A silver general, knight, lance or pawn, when promoted, loses its
normal movement and gains the movement of a gold general.
- A bishop or rook, when promoted, keeps its normal movement and gains
the ability to move one square in any direction (like a king).
If a pawn, knight or lance reaches the furthest rank, it must be
promoted, since it would otherwise have no legal move on subsequent turns.
For the same reason, a knight reaching the penultimate rank must be
promoted.
When captured, pieces lose their promoted status.
Dropping
Captured pieces are retained and can be brought back into play under
the capturing player's control. On any move, instead of moving a piece on
the board, a player can take a piece he has previously captured and place
it on any empty square, facing the opponent. The piece now counts as any
other piece controlled by that player. This is termed dropping
the piece, or just a drop.
Pieces that are dropped in the promotion zone cannot be promoted as a
result. Promotion requires that piece making a normal movement on a
subsequent turn, as detailed under "Promotion", above.
A pawn, knight or lance may not be dropped on the furthest rank, since
it would have no legal move on subsequent turns. Similarly, a knight may
not be dropped on the penultimate rank.
A pawn cannot be dropped into the same file as another (unpromoted)
pawn controlled by the same player. (A player who already has a pawn on
every file is therefore not allowed to drop a pawn anywhere.)
A pawn cannot be dropped directly in front of the opponent's king if
the opponent would have no way to prevent his king being captured on the
next move. (In other words, a pawn cannot be dropped to give immediate
mate.)
Check and mate
When a player makes a move such that the opponent's king could be
captured on the following move, the move is said to give check to
the king; the king is said to be in check. If a player's king is
in check and no legal move by that player will get the king out of check,
the checking move is also a mate, and effectively wins the game.
A player is not allowed to give
perpetual check.
Game end
A player who captures the opponent's king wins the game. In practice
this rarely happens; a player will resign when loss is inevitable.
A player who makes an illegal move loses immediately. (This rule may be
relaxed in casual games.)
There are two other possible (but fairly uncommon) ways for a game to
end: repetition (sennichite) and impasse (jishogi).
If the same position occurs four times with the same player to play,
then the game is no contest. (Recall, however, the prohibition against
perpetual check.) For two positions to be considered the same, the pieces
in hand must be the same, as well as the position on the board.
The game reaches an impasse if both kings have advanced into their
respective promotion zones and neither player can hope to mate the other
or to gain any further material. If this happens then the winner is
decided as follows: each rook or bishop scores 5 points for the owning
player, and all other pieces (except kings) score 1 point each. Promotions
are ignored for the purposes of scoring. A player scoring less than 24
points loses. If both players have at least 24 points, then the game is no
contest.
Games which are no contest are usually counted as draws in amateur
tournaments, but in professional tournaments the rules typically require
the game to be replayed with colours reversed (possibly with reduced time
limits).
Handicaps
Games between players of disparate strength are often played with
handicaps. In a handicap game, one or more of White's pieces is removed
before the start of play, and White plays the first move of the game. Note
that the pieces removed at the beginning play no further part in the game
- they are not available for drops.
Common handicaps, in increasing order of size, are as follows:
- Lance: remove White's left lance
- Bishop: remove White's bishop
- Rook: remove White's rook
- Rook and lance: remove White's rook and left lance
- Two pieces: remove White's rook and bishop
- Four pieces: remove White's rook, bishop and both lances
- Six pieces: remove White's rook, bishop, both lances and both
knights
Other handicaps are also occasionally used. The relationship between
handicaps and differences in rank is not universally agreed upon; several
different systems are in use.
Game notation
The method used in English-language texts to express shogi moves was
established by George Hodges in
1976. It is derived from the
algebraic notation used for chess, but differs in several respects.
A typical example is P-8f. The first letter represents
the piece moved: P = pawn, L = lance,
N = knight, S = silver, G
= gold, B = bishop, R = rook, K
= king. Promoted pieces have a + added in front of the
letter. e.g., +P for a tokin (promoted pawn). The
designation of the piece is followed by a symbol indicating the type of
move: - for an ordinary move, x for a
capture, or * for a drop. Next is the designation for the
square on which the piece lands. This consists of a number representing
the file and a lowercase letter representing the rank, with 1a
being the top right corner (as seen from Black's point of view) and
9i being the bottom left corner. (This method of
designating squares is based on Japanese convention, which, however, uses
Japanese numerals instead of letters. For example, the square 2c is
denoted by 2三 in Japanese.)
If a move entitles the player to promote the piece, then a +
is added to the end to signify that the promotion was taken, or an
= to indicate that it was declined. For example, Nx7c=
indicates a knight capturing on 7c without promoting.
In cases where the above notation would be ambiguous, the designation
of the start square is added after the designation for the piece in order
to make clear which piece is meant. For example, in the initial position
Black has two golds which can be moved to the square 5h
in front of the king, and these are distinguished as G6i-5h
(moving the left one) and G4i-5h (moving the right one).
Moves are commonly numbered as in chess. For example, the start of a
game might look like this:
1. P-7f P-3d
2. P-2f G-3b
3. P-2e Bx8h+
4. Sx8h S-2b
In handicap games White plays first, so Black's move 1 is replaced by
an
ellipsis.
Shogi books in English
- Shogi for Beginners (1984) by John Fairbairn
- Guide to Shogi openings: Shogi problems in Japanese and English
(1983) by Aono Teruichi, translated by John Fairbairn
- Better Moves for Better Shogi (1983) by Aono Teruichi,
translated by John Fairbairn
- The Art of Shogi (1997) by Tony Hosking
- Habu's Words (2000) by Habu Yoshiharu, translated by
Takahashi Yamato and Tony Hosking
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