Heian dai shogi
Encyclopedia
Heian dai shogi is an early large board variant
of shogi
(Japanese chess) as it was played in the Heian period
. The same 12th century document which describes the Heian form of shogi also describes this variant. Unfortunately, this description does not give enough information to actually play the game, but this has not stopped people from attempting to reconstruct this early form of shogi. A fairly complete and playable reconstruction is outlined here.
Each player has a set of 34 wedge-shaped pieces of 13 different types. In all, the players must remember 13 different moves. The pieces are of slightly different sizes. From largest to smallest (most to least powerful) they are:
Many of the English names were chosen to correspond to rough equivalents in Western chess, rather than as translations of the Japanese names.
Each piece has its name in the form of two kanji
written 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 color (e.g., red instead of black); this reverse side is turned up to indicate that the piece has been promoted during play. The pieces of the two sides do not differ in color, but instead each piece is shaped like a wedge, and faces forward, toward the opposing side. This shows who controls the piece during play.
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Each side places his pieces in the positions shown below, pointing toward the opponent.
That is, the first rank is
or
Each piece on the game moves in a characteristic pattern. Pieces move either orthogonally (that is, forward, backward, left, or right, in the direction of one of the arms of a plus sign, +), or diagonally (in the direction of one of the arms of a multiplication sign, ×). The knight is an exception in that it does not move in a straight line.
If a piece that cannot retreat or move aside advances across the board until it can no longer move, it must promote. This applies to the pawn, lance and knight upon reaching the furthest rank.
Some pieces are capable of several kinds of movement, with the type of movement most often depending on the direction in which they move. The movement categories are:
The step movers are the king, generals, fierce tiger, go between and the 13 pawns on each side.
The ranging pieces are the flying dragon, side mover, free chariot and lance.
Promoting a piece has the effect of changing how that piece moves until it is removed from the board. Each piece promotes as follows:
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.
It should be noted to players of chu shogi
and dai shogi
that the copper general and iron general move differently in this game from how they move in the other two games.
, and effectively wins the game.
A player is not allowed to give perpetual check
.
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 (千日手 sennichite) and impasse (持将棋 jishōgi).
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.)
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.
, but modifications have been made for heian dai shogi.
A typical example is P-8f.
The first letter represents the piece moved: P = pawn, L = lance, N = knight, GB = go between, FC = free chariot, FT = fierce tiger, I = iron, C = copper, SM = side mover, S = silver, G = gold, FD = flying dragon, K = king. Promoted pieces have a + added in front of the letter, for example +P for a promoted pawn. The designation of the piece is followed by a symbol indicating the type of move: - for an ordinary move or x for a capture. 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 13m 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.
Moves are commonly numbered as in chess.
Shogi variant
Many variants of shogi have been developed over the centuries, ranging from some of the largest chess-type games ever played to some of the smallest...
of shogi
Shogi
, also known as Japanese chess, is a two-player board game in the same family as Western chess, chaturanga, and Chinese Xiangqi, and is the most popular of a family of chess variants native to Japan...
(Japanese chess) as it was played in the Heian period
Heian period
The is the last division of classical Japanese history, running from 794 to 1185. The period is named after the capital city of Heian-kyō, or modern Kyōto. It is the period in Japanese history when Buddhism, Taoism and other Chinese influences were at their height...
. The same 12th century document which describes the Heian form of shogi also describes this variant. Unfortunately, this description does not give enough information to actually play the game, but this has not stopped people from attempting to reconstruct this early form of shogi. A fairly complete and playable reconstruction is outlined here.
Objective
The objective of the game is to capture your opponent's king or to capture all the other pieces, leaving a bare king. Unlike standard shogi, pieces may not be dropped back into play after capture.Game equipment
Two players, Black and White (or 先手 sente and 後手 gote), play on a board ruled into a grid of 13 ranks (rows) by 13 files (columns) for a total of 169 squares. The squares are undifferentiated by marking or color.Each player has a set of 34 wedge-shaped pieces of 13 different types. In all, the players must remember 13 different moves. The pieces are of slightly different sizes. From largest to smallest (most to least powerful) they are:
- 1 king
- 2 flying dragons
- 2 gold generals
- 2 silver generals
- 1 side mover
- 2 copper generals
- 2 iron generals
- 2 fierce tigers
- 2 free chariots
- 1 go between
- 2 knights
- 2 lances
- 13 pawns
Many of the English names were chosen to correspond to rough equivalents in Western chess, rather than as translations of the Japanese names.
Each piece has its name in the form of two kanji
Kanji
Kanji are the adopted logographic Chinese characters hanzi that are used in the modern Japanese writing system along with hiragana , katakana , Indo Arabic numerals, and the occasional use of the Latin alphabet...
written 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 color (e.g., red instead of black); this reverse side is turned up to indicate that the piece has been promoted during play. The pieces of the two sides do not differ in color, but instead each piece is shaped like a wedge, and faces forward, toward the opposing side. This shows who controls the piece during play.
Setup
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13 | | 12 | | 11 | | 10 | | 9 | | 8 | | 7 | | 6 | | 5 | | 4 | | 3 | | 2 | | 1 | |
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香 車 |
桂 馬 |
鉄 将 |
銅 将 |
銀 将 |
金 将 |
玉 将 |
金 将 |
銀 将 |
銅 将 |
鉄 将 |
桂 馬 |
香 車 |
一 |
奔 車 |
飛 龍 |
猛 虎 |
横 行 |
猛 虎 |
飛 龍 |
奔 車 |
二 | ||||||
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
三 |
注 人 |
四 | ||||||||||||
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五 | ||||||||||||
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六 | ||||||||||||
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七 | ||||||||||||
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八 | ||||||||||||
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九 | ||||||||||||
注 人 |
十 | ||||||||||||
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
歩 兵 |
十 一 |
奔 車 |
飛 龍 |
猛 虎 |
横 行 |
猛 虎 |
飛 龍 |
奔 車 |
十 二 |
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香 車 |
桂 馬 |
鉄 将 |
銅 将 |
銀 将 |
金 将 |
玉 将 |
金 将 |
銀 将 |
銅 将 |
鉄 将 |
桂 馬 |
香 車 |
十 三 |
Each side places his pieces in the positions shown below, pointing toward the opponent.
- In the rank nearest the player:
- The king is placed in the center 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 copper generals are placed adjacent to each silver general.
- The two iron generals are placed adjacent to each copper general.
- The two knights are placed adjacent to each iron general.
- The two lances are placed in the corners, adjacent to each knight.
That is, the first rank is
L | N | I | C | S | G | K | G | S | C | I | N | L |
or
香 | 桂 | 鉄 | 銅 | 銀 | 金 | 玉 | 金 | 銀 | 銅 | 鉄 | 桂 | 香 |
- In the second rank, each player places:
- The side mover in the same file as the king.
- The fierce tigers in the same files as the silver generals.
- The flying dragons in the same files as the knights
- The free chariots in the same files as the lances.
- In the third rank, the thirteen pawns are placed one in each file.
- In the fourth rank, the go between is placed in the same file as the side mover.
Game play
Two players alternate in making a move, with Black moving first. (The pieces are not differentiated by color; the traditional chess terms "Black" and "White" are only used to indicate who plays first, and to differentiate the sides during discussions of the game.) A move consists of moving a piece either to an empty square on the board or to a square occupied by an opposing piece, thus displacing (capturing) that piece; and optionally of promoting the moving piece, if all or part of its move lies in the promotion zone.Movement and capture
An opposing piece is captured by displacement: That is, if a piece moves to a square occupied by an opposing piece, the opposing piece is displaced and removed from the board. A piece cannot move to a square occupied by a friendly piece, that is, by another piece controlled by the moving player.Each piece on the game moves in a characteristic pattern. Pieces move either orthogonally (that is, forward, backward, left, or right, in the direction of one of the arms of a plus sign, +), or diagonally (in the direction of one of the arms of a multiplication sign, ×). The knight is an exception in that it does not move in a straight line.
If a piece that cannot retreat or move aside advances across the board until it can no longer move, it must promote. This applies to the pawn, lance and knight upon reaching the furthest rank.
Some pieces are capable of several kinds of movement, with the type of movement most often depending on the direction in which they move. The movement categories are:
Step movers
Some pieces move only one square at a time. (If a friendly piece occupies an adjacent square, the moving piece may not move in that direction; if an opposing piece is there, it may be displaced and captured.)The step movers are the king, generals, fierce tiger, go between and the 13 pawns on each side.
Jumping piece
The knight can jump, that is, it can pass over any intervening piece, whether friend or foe, with no effect on either.Ranging pieces
Many pieces can move any number of empty squares along a straight orthogonal or diagonal line, limited only by the edge of the board. If an opposing piece intervenes, it may be captured by moving to that square and removing it from the board. A ranging piece must stop where it captures, and cannot bypass a piece that is in its way. If a friendly piece intervenes, the moving piece is limited to a distance that stops short of the intervening piece; if the friendly piece is adjacent, it cannot move in that direction at all.The ranging pieces are the flying dragon, side mover, free chariot and lance.
Promotion
The promotion zone is the 'enemy camp', the farthest three ranks of the board, which are mostly occupied by the opposing player's pieces when the board is first set up. When a promotable piece makes a move within the promotion zone—including entering, leaving, or moving entirely within the zone,—it has the option of "promoting" to a more powerful rank. Promotion is effected by turning the piece over after it moves, revealing the name of its promoted rank. The characters inscribed on the backs of the pieces to indicate promoted rank may be in red ink. Promotion is not mandatory if the unpromoted piece could move further on a later turn, and in some cases it may be beneficial to leave the piece unpromoted. Promotion is permanent and promoted pieces may not revert to their original rank.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 flying dragon, when promoted, keeps its normal movement and gains the ability to move one square in any direction (like a king). This means the flying dragon is now able to reach any square on the board, given enough moves.
- All other pieces, when promoted, lose their normal movement and gain the movement of a gold general.
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.
Individual pieces
Following are diagrams that indicate the movement of each piece. Pieces are listed roughly in order, from nearest to furthest rows.It should be noted to players of chu shogi
Chu shogi
Chū shōgi is a board game native to Japan. It is similar to modern shogi in its rules and game play. Its name means "mid-sized shogi", from a time when there were three sizes of shogi variants in regular use. Chu shogi seems to have been developed in the early 14th century as a derivative of dai...
and dai shogi
Dai shogi
Dai shōgi is a board game native to Japan. It is similar to standard shogi in its rules and game play. Dai shogi is only one of several large board shogi variants. Its name means large shogi, from a time when there were three sizes of shogi games...
that the copper general and iron general move differently in this game from how they move in the other two games.
Notation | |
○ | Steps to an adjacent square |
☆ | Jumps to a non-adjacent square, bypassing any intervening piece |
│ | Ranges along a straight line, crossing any number of empty squares |
─ | |
\ | |
/ |
Piece Kanji Kanji Kanji are the adopted logographic Chinese characters hanzi that are used in the modern Japanese writing system along with hiragana , katakana , Indo Arabic numerals, and the occasional use of the Latin alphabet... Rōmaji |
King 玉将 gyokushō | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Text description of piece movement. | EWLINE
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Step: The king can step one square in any direction, orthogonal or diagonal. | EWLINE
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Gold General 金将 kinshō | Silver General 銀将 ginshō | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Step: The gold general can step one square in one of the four orthogonal directions; or, one square diagonally forward, giving it six possibilities. | EWLINE
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Step: The silver general can take one step diagonally, or else directly forward, giving it five possibilities. | EWLINE
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Copper General 銅将 dōshō | Iron General 鉄将 tesshō | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Step: The copper general can take one step in any of the four orthogonal directions. | EWLINE
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Step: The iron general can step one square in one of the three forward directions; or, one square sideways, giving it five possibilities. | EWLINE
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Knight 桂馬 keima | Lance 香車 kyōsha | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Jump: The knight jumps at an angle intermediate between orthogonal and diagonal, amounting to one square forward plus one square diagonally forward, in a single motion, ignoring any intervening piece. That is, it has a choice of two forward destinations. A knight that reaches the furthest rank must promote. |
EWLINE
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Range: The lance can move any number of free squares directly forward. It cannot return and must promote upon reaching the farthest row. |
EWLINE
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Side Mover 横行 ōgyō | Fierce Tiger 猛虎 mōko | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Range: The side mover can move any number of free squares orthogonally sideways. Step: It can step one square directly forward. |
EWLINE
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Range: The fierce tiger can step one square along any of the four diagonal directions. | EWLINE
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Flying Dragon 飛龍 hiryū | Free Chariot 奔車 hansha | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Range: The flying dragon can move any number of free squares along any one of the four diagonals. Because it cannot move orthogonally, it can only reach half the squares on the board. |
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Ranging: The free chariot can move any number of free squares directly forward or backward. | EWLINE
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Pawn 歩兵 fuhyō | Go Between 注人 chūnin | ||||||||||||||||||||||||||||||||||||||||||||||||||||
The pawn can only step one square directly forward. It must promote upon reaching the farthest rank of the board. |
EWLINE
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Step: The go between steps one square directly forward or backward. | EWLINE
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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 it out of check, the checking move is also mateCheckmate
Checkmate is a situation in chess in which one player's king is threatened with capture and there is no way to meet that threat. Or, simply put, the king is under direct attack and cannot avoid being captured...
, and effectively wins the game.
A player is not allowed to give perpetual check
Perpetual check
In the game of chess, perpetual check is a situation in which one player can force a draw by an unending series of checks. Such a situation typically arises when the player who is checking cannot deliver checkmate; while failing to continue the series of checks gives the opponent at least a chance...
.
Game end
A player who captures the opponent's king or all the other pieces (bare king) wins the game unless the opponent’s bare king can bare the player’s king on the next move, in which case the game is a draw. In practice this winning condition rarely happens, as a player will resign when checkmated, as otherwise 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 (千日手 sennichite) and impasse (持将棋 jishōgi).
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.)
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.
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 chessAlgebraic chess notation
Algebraic notation is a method for recording and describing the moves in a game of chess. It is now standard among all chess organizations and most books, magazines, and newspapers...
, but modifications have been made for heian dai shogi.
A typical example is P-8f.
The first letter represents the piece moved: P = pawn, L = lance, N = knight, GB = go between, FC = free chariot, FT = fierce tiger, I = iron, C = copper, SM = side mover, S = silver, G = gold, FD = flying dragon, K = king. Promoted pieces have a + added in front of the letter, for example +P for a promoted pawn. The designation of the piece is followed by a symbol indicating the type of move: - for an ordinary move or x for a capture. 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 13m being the bottom left corner. (This method of designating squares is based on Japanese convention, which, however, uses Japanese numerals
Japanese numerals
The system of Japanese numerals is the system of number names used in the Japanese language. The Japanese numerals in writing are entirely based on the Chinese numerals and the grouping of large numbers follow the Chinese tradition of grouping by 10,000...
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.
Moves are commonly numbered as in chess.
See also
- Shogi variantShogi variantMany variants of shogi have been developed over the centuries, ranging from some of the largest chess-type games ever played to some of the smallest...
- Heian shogiHeian shogiHeian shōgi is a predecessor of modern shogi . Some form of chess almost certainly reached Japan by the 9th century, if not earlier, but the earliest surviving Japanese description of the rules dates from the early 12th century...
- Wa shogiWa shogiWa shogi is a large board variant of shogi in which all of the pieces are named for animals. It is played either with or without drops.- Game equipment :...
- Chu ShogiChu shogiChū shōgi is a board game native to Japan. It is similar to modern shogi in its rules and game play. Its name means "mid-sized shogi", from a time when there were three sizes of shogi variants in regular use. Chu shogi seems to have been developed in the early 14th century as a derivative of dai...
- Dai shogiDai shogiDai shōgi is a board game native to Japan. It is similar to standard shogi in its rules and game play. Dai shogi is only one of several large board shogi variants. Its name means large shogi, from a time when there were three sizes of shogi games...
- Tenjiku shogiTenjiku shogiTenjiku shogi is a large-board variant of shogi . The game dates back to the 15th or 16th century and was based on the earlier chu shogi, which itself was based on dai shogi.- Objective :The objective of the game is to capture the opponent's king and, if present, the crown prince, which counts as...
- Dai dai shogiDai dai shogiDaidai shōgi is a large board variant of shogi . The game dates back to the 15th century and is based on the earlier Dai shogi. Apart from its size, the major difference is in the range of the pieces and the “promotion by capture” rule. It is the smallest board variant to use this rule.-...
- Maka dai dai shogiMaka dai dai shogiMaka daidai shōgi is a large board variant of shogi . The game dates back to the 15th century and is based on dai dai shogi and the earlier dai shogi. The three Edo-era sources are not congruent in their descriptions of the pieces not found in smaller games...
- Tai ShogiTai shogiTai shogi is a large-board variant of shogi . The game dates to the 15th century and is based on earlier largeboard shogi games...
- Taikyoku shogiTaikyoku shogiTaikyoku shōgi is a large board variant of shogi . The game was created around the mid 16th century and is based on earlier large board shogi games. Before the rediscovery of taikyoku shogi in 1997, tai shogi was believed to be the largest playable chess variant ever...