Maka dai dai shogi
Encyclopedia
Maka daidai shōgi is a large board variant
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). The game dates back to the 15th century and is based on dai dai shogi
Dai dai shogi
Daidai 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.-...

 and the earlier 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...

. The three Edo-era sources are not congruent in their descriptions of the pieces not found in smaller games. Apart from its size and number of pieces, the major difference from these smaller games is the "promotion by capture" rule. A more compact modern proposal for the game is called hishigata shogi.

Objective

The objective is to capture the opponent's king or emperor. If a prince is in play, it too must be captured. Unlike standard 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...

, pieces may not be dropped back into play after being captured.

Game equipment

Two players, Black and White (or sente and gote), play on a board composed of squares in a grid of 19 ranks (rows) by 19 files (columns) with a total of 361 squares. The squares are undifferentiated by marking or color.

Each player has a set of 96 wedge-shaped pieces of 50 different types. In all, the players must remember 74 different moves. The pieces are of slightly different sizes, from largest to smallest (or roughly most to least powerful) they are:
  • 1 King
  • 1 Hook mover
  • 1 Capricorn
  • 1 Free king
  • 2 Dragon kings
  • 2 Dragon horses
  • 2 Rooks
  • 2 Bishops
  • 2 Side fliers
  • 1 Lion
  • 1 Lion dog
  • 1 She-devil
  • 1 Wrestler
  • 1 Guardian of the Gods
  • 1 Buddhist devil
  • 2 Violent oxen
  • 2 Flying dragons

  • 2 Old rats
  • 1 Right chariot
  • 1 Left chariot
  • 2 Vertical movers
  • 2 Side movers
  • 1 Phoenix
  • 1 Kirin
  • 2 Donkeys
  • 2 Knights
  • 1 Drunken elephant
  • 2 Blind tigers
  • 2 Ferocious leopards
  • 1 Reclining dragon
  • 2 Gold generals
  • 2 Silver generals
  • 2 Copper generals
  • 2 Tile generals

  • 2 Evil Wolves
  • 2 Iron generals
  • 2 Stone generals
  • 2 Reverse chariots
  • 2 Lances
  • 2 Earth generals
  • 2 Go betweens
  • 2 Blind bears
  • 1 Chinese cock
  • 1 Old monkey
  • 2 Angry boars
  • 2 Cat swords
  • 1 Coiled serpent
  • 1 Dark spirit
  • 1 Deva
  • 19 Pawns

Many 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 some pieces are one or two other characters, often in a different color (e.g., red instead of black); this reverse side is used 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.

Table of pieces

Listed below are the pieces of the game and, if they promote, which pieces they promote to. Of the 50 kinds of pieces, 21 promote to gold, 26 promote to new pieces (though some move like starting pieces, e.g. the free cat moves like a bishop, the free iron & gopher like a reverse chariot); and 3 do not promote (free king, dragon king, and dragon horse).
Maka dai dai pieces (arranged by setup position)
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 Promotes to
King 玉将 gyokushō *Emperor 自在天王 jizai tennō
Deva 提婆 daiba *Teaching king 教王 kyōō
Dark spirit 無明 mumyō *Buddhist spirit 法性 hōsei
Gold general 金将 kinshō *Free gold 奔金 honkin
Silver general 銀将 ginshō *Free silver 奔銀 hongin
Copper general 銅将 dōshō *Free copper 奔銅 hondō
Iron general 鉄将 tesshō *Free iron 奔鉄 hontetsu
Tile general 瓦将 gashō *Free tile 奔瓦 honga
Stone general 石将 sekishō *Free stone 奔石 honseki
Earth general 土将 doshō *Free earth 奔土 hondo
Lance 香車 kyōsha Gold
Drunken elephant 酔象 suizō *Prince 王子 ōji
Blind tiger 盲虎 mōko *Free tiger 奔虎 honko
Ferocious leopard 猛豹 mōhyō *Free leopard 奔豹 honpyō
Coiled serpent 蟠蛇 banja *Free serpent 奔蛇 honja
Reclining dragon 臥龍 garyū *Free dragon 奔龍 honryū
Chinese cock 淮鶏 waikei *Wizard stork 仙鶴 senkaku
Old monkey 古猿 koen *Mountain witch 山母 sambo
Cat sword 猫刄 myōjin *Free cat 奔猫 honmyō
Reverse chariot 反車 hensha Gold
Lion 獅子 shishi *Furious fiend 奮迅 funshin
Kirin 麒麟 kirin *Great dragon 大龍 dairyū
Phoenix 鳳凰 hōō *Golden bird 金翅 kinshi
Evil wolf 悪狼 akurō *Free wolf 奔狼 honrō
Blind bear 盲熊 mōyū *Free bear 奔熊 honyū
Angry boar 嗔猪 shincho *Free boar 奔猪 honcho
Old rat 老鼠 rōso *Bat 蝙蝠 kōmori
Lion dog 狛犬 komainu Gold
Wrestler 力士 rikishi Gold
Guardian of the Gods 金剛 kongō Gold
Buddhist devil 羅刹 rasetsu Gold
She-devil 夜叉 yasha Gold
Flying dragon 飛龍 hiryū Gold
Violent ox 猛牛 mōgyū Gold
Knight 桂馬 keima Gold
Donkey 驢馬 roba Gold
Free king 奔王 hōnnō
Capricorn 摩羯 makatsu Gold
Hook mover 鉤行 kōgyō Gold
Dragon king 龍王 ryūō
Dragon horse 龍馬 ryūme
Bishop 角行 kakugyō Gold
Vertical mover 竪行 shugyō Gold
Side flier 横飛 ōhi Gold
Side mover 横行 ōgyō Gold
Left chariot 左車 sasha Gold
Right chariot 右車 usha Gold
Rook 飛車 hisha Gold
Pawn 歩兵 fuhyō Gold
Go between 仲人 chūnin *Free goer 奔人 honnin

Setup

Below is a diagram showing the setup of one player's pieces. The way one player sees their own pieces is the same way the opposing player will see their pieces.

Board layout
                                     
                                     
                                 
横飛 横飛
      飛龍 飛龍      
               
           



Board layout
                                     
                                     
          GB               GB          
p p p p p p p p p p p p p p p p p p p
R LC SM SF VM B DH DK Ca FK HM DK DH B VM SF SM RC R
Dn   N   VO   FD BD W LD GG SD FD   VO   N   Dn
  OR   AB   BB   EW Kr Ln Ph EW   BB   AB   OR  
RV   CS   CC   Co FL BT DE BT FL RD   OM   CS   RV
L E St T I C S G Dv K DS G S C I T St E L



Legend
AB: Angry Boar B: Bishop BB: Blind Bear
BD: Buddhist Devil BT: Blind Tiger C: Copper General
Ca: Capricorn CC: Chinese Cock Co: Coiled Serpent
CS: Cat Sword Dv: Deva DE: Drunk Elephant
DH: Dragon Horse DK: Dragon King Dn: Donkey
DS: Dark Spirit E: Earth General EW: Evil Wolf
FD: Flying Dragon FK: Free King FL: Ferocious Leopard
G: Gold General GB: Go-between GG: Guardian of the Gods
HM: Hook Mover I: Iron General K: King
Kr: Kirin L: Lance LC: Left Chariot
LD: Lion Dog Ln: Lion N: Knight
OM: Old Monkey OR: Old Rat p: Pawn
Ph: Phoenix R: Rook RC: Right Chariot
RD: Reclining Dragon RV: Reverse Chariot S: Silver General
SD: She-devil SF: Side Flier St: Stone General
SM: Side Mover T: Tile General VM: Vertical Mover
VO: Violent Ox W: Wrestler


Game play

The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to differentiate the sides during discussion of the game, but are not literally correct.) A move consists of moving a piece on the board and potentially promoting the piece. Each of these options is detailed below.

Movement and capture

Most pieces in the game move in a unique manner. The kings, drunken elephants, blind tigers, ferocious leopards, reclining dragons, Chinese cocks, old monkeys, evil wolves, generals, angry boars, cat swords, coiled serpents, dark spirits, Devas, go betweens and pawns only move one square at a time. If an opponent's piece occupies a square that is a possible destination for the moving piece, the opponent's piece may be captured by placing the moving piece on that square, and removing the opponent's piece from the board. If a friendly piece (that is, a piece controlled by the same player) occupies the square, the moving piece may not move in that direction.

The lion dog, she-devil, wrestler, guardian of the Gods, Buddhist devil, violent ox, flying dragon and old rat can move along a limited number of free squares in certain directions.

The lion, kirin, phoenix, donkey and knight jump, that is, they can move over any intervening piece, whether friend or foe.

The free king, dragon king, dragon horse, chariots, rook, bishop, side flier, movers and lance can move any number of squares along a straight line, limited by the edge of the board. If an opponent's piece intervenes, it may be captured by moving to that square, and removing it from the board. 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 hook mover and Capricorn can move any number of squares along a straight line, then any number of squares along a perpendicular straight line limited by the edge of the board. If an opponent's piece intervenes, it may be captured by moving to that square, and removing it from the board. 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. Although they have the ability to move in two directions in one move, they are not required to. These pieces cannot move unless they make a capture.

The pawn, lance, stone general, iron general, and knight can only move forward. Therefore if one reaches the furthest rank (or the furthest two ranks in the case of the knight), it is unable to move further, it must remain there until captured.

Pieces move either orthogonally (that is, forward, backward, or to the side, 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 lion and knight are exceptions.

First rank

  • King 玉将
    • The king can move one square in any direction, orthogonal or diagonal.

  • Deva 提婆
    • The Deva can move one square orthogonally left.
    • It can move one square diagonally forward.
    • It can move one square diagonally backward to the right.

  • Dark spirit 無明
    • The dark spirit can move one square orthogonally right.
    • It can move one square diagonally forward.
    • It can move one square diagonally backward to the left.

  • Gold general 金将
    • A gold general can move one square in one of the four orthogonal directions; or
    • One square diagonally forward, giving it six possibilities.
    • It cannot move diagonally backward.

  • Silver general 銀将
    • A silver general can move one square in one of the four diagonal directions; or
    • One square straight forward, giving it five possibilities.

  • Copper general 銅将
    • The copper general can move one square orthogonally forward or backward; or
    • It can move one square diagonally forward.

  • Iron general 鉄将
    • The iron general can move one square forward, orthogonally or diagonally.

  • Tile general 瓦将
    • The tile general can move one square diagonally forward or orthogonally backward.

  • Stone general 石将
    • The stone general can move one square diagonally forward.
    • Because it cannot move orthogonally or backward, a stone general can only reach less than half the squares on the board.

  • Earth general 土将 and go-between 仲人
    • The earth general and go-between can move one square orthogonally forward or backward.
    • These pieces and their promotions have the same range of movement, thus it is unnecessary to give them separate names. The only differences are the names and placement on the starting setup.

  • Lance 香車
    • A lance can move any number of free squares orthogonally forward.

Second rank

  • Drunken elephant 醉象
    • The drunken elephant can move one square in any direction, orthogonal or diagonal, except orthogonally backward.

  • Blind tiger 盲虎
    • The blind tiger can move one square in any direction, orthogonal or diagonal, except orthogonally forward.

  • Ferocious leopard 猛豹
    • The ferocious leopard can move one square in one of the four diagonal directions; or
    • It can move one square orthogonally forward or backward.

  • Coiled serpent 蟠蛇
    • The coiled serpent can move one square orthogonally forward or backward; or diagonally backward.

  • Reclining dragon 臥龍
    • The reclining dragon can move one square in one of the four orthogonal directions or diagonally backward.

  • Chinese cock 准鶏
    • The Chinese cock can move one square orthogonally sideways or backward; or diagonally forward.

  • Old monkey 古猿
    • The old monkey can move one square in one of the four diagonal directions or orthogonally backward.

  • Cat sword 猫刄
    • The cat sword can move one square in one of the four diagonal directions.
    • Because it cannot move orthogonally, a cat sword can only reach half the squares on the board.

  • Reverse Chariot 反車
    • The reverse chariot can move any number of free squares orthogonally forward or backward.

Third rank

  • Lion 獅子
    • The lion can move one square in any direction, orthogonal or diagonal; one or two times in one turn. That is, it can move in another direction after its first move.
    • It can capture on each move.
    • It can return to the square it started from after its first move, allowing the player to "skip" a turn.
    • It can capture one piece on any adjacent square without moving ("igūi") during a turn.
    • It can jump over an adjacent square and onto the second square in any direction, orthogonal or diagonal.
    • It can also jump at an angle intermediate between orthogonal and diagonal; amounting to one square orthogonally forward, sideways or backward plus one square diagonally in that direction, in a single motion.
    • The restrictions for capturing a lion in 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...

       do not apply in maka dai dai shogi.

  • Kirin 麒麟
    • A Kirin can move one square in one of the four diagonal directions; or
    • It can jump to the second square in one of the four orthogonal directions.
    • Because of its unusual movement, an unpromoted Kirin can only reach half the squares on the board.

  • Phoenix 鳳凰
    • The phoenix can move one square in one of the four orthogonal directions; or
    • It can jump to the second square in one of the four diagonal directions.

  • Evil Wolf 悪狼
    • The evil wolf can move one square orthogonally sideways or forward; or diagonally forward.

  • Blind bear 盲熊
    • The blind bear can move any number of free squares orthogonally backward; or
    • It can move one square in one of the four diagonal directions.

  • Angry boar 嗔猪
    • The angry boar can move one square in one of the four orthogonal directions.

  • Old rat 老鼠
    • The old rat may have moved one or two squares diagonally forward or orthogonally backward.

Fourth rank

  • Lion dog 狛犬
    • The lion dog has a triple-step move in any direction, orthogonal or diagonal. However, unlike the lion, it is constrained to one of these directions. It can jump, and need not take all three steps:
      • It can move one, two, or three squares in any one direction, potentially capturing pieces on each square.
      • It can snatch a piece from an adjacent square without moving (or, equivalently, move to an adjacent square and return) (igui).
      • It can jump an adjacent square, and optionally continue to the third square in that direction, potentially capturing twice.
      • It can jump two squares, landing on the third in that direction.

  • Wrestler 力士
    • The wrestler can move up to three squares in one of the four diagonal directions, or
    • It can move one square orthogonally sideways.

  • Guardian of the Gods 金剛
    • The guardian of the Gods can move up to three squares in one of the four orthogonal directions; or
    • It can move one square diagonally forward.

  • Buddhist devil 羅刹
    • The Buddhist devil can move up to three squares diagonally forward; or
    • It can move one square orthogonally sideways or backward.

  • She-devil 夜叉
    • The she-devil can move one or two squares in one of the four diagonal directions; or
    • It can move up to five squares in one of the four orthogonal directions.

  • Flying dragon 飛龍
    • The flying dragon can move one or two squares in one of the four diagonal directions.
    • Because it cannot move orthogonally, a flying dragon can only reach half the squares on the board.

  • Violent ox 猛牛
    • The violent ox can move one or two squares in one of the four orthogonal directions.

  • Knight 桂馬
    • A knight jumps at an angle intermediate between orthogonal and diagonal, amounting to one square forward plus one square diagonally forward, in a single motion. That is, it has a choice of two forward destinations.
    • The knight ignores intervening pieces on the way to its destination, though its destination square must of course be either empty, or occupied by an opponent's piece (in which case the opponent's piece is captured), just as with any other moving piece.

  • Donkey 驢馬
    • The donkey can move one square in one of the four orthogonal directions; or
    • It can jump to the second square orthogonally forward or backward.

Fifth rank

  • Free king 奔王
    • The free king can move any number of free squares in any direction, orthogonal or diagonal.

  • Capricorn 摩羯 (摩𩹄)
    • The Capricorn can make the equivalent of two moves of a bishop: It can move any number of free squares in one of the four diagonal directions, then any number of free squares in a perpendicular direction.
    • It is not required to make a perpendicular move.
    • It cannot move unless it makes a capture.
    • It may only capture once, and cannot continue after capturing.

  • Hook mover 鉤行 (釣行, 鈎行)
    • The hook mover can make the equivalent of two moves of a rook: It can move any number of free squares in one of the four orthogonal directions, then any number of free squares in a perpendicular direction.
    • It is not required to make a perpendicular move.
    • It cannot move unless it makes a capture.
    • It may only capture once, and cannot continue after capturing.

  • Dragon king 龍王, 竜王 ryūō
    • A dragon king can move any number of free squares in one of the four orthogonal directions; or
    • It can move one square in one of the four diagonal directions.

  • Dragon horse 龍馬, 竜馬 ryūma, ryōma, ryūme
    • A dragon horse can move any number of free squares in one of the four diagonal directions; or
    • It can move one square in one of the four orthogonal directions.

  • Bishop 角行
    • A bishop can move any number of free squares in one of the four diagonal directions.
    • Because it cannot move orthogonally, a bishop can only reach half the squares on the board.

  • Vertical mover 竪行
    • The vertical mover can move any number of free squares orthogonally forward or backward; or
    • It can move one square orthogonally sideways.

  • Side flier 横飛
    • The side flier can move any number of free squares orthogonally sideways; or
    • It can move one square in one of the four diagonal directions.

  • Side mover 横行
    • The side mover can move any number of free squares orthogonally sideways; or
    • It can move one square orthogonally forward or backward.

  • Left chariot 左車
    • The left chariot can move any number of free squares orthogonally forward.
    • It can move any number of free squares diagonally forward to the left.
    • It can move any number of free squares diagonally backward to the right.
    • It can move one square orthogonally backward.

  • Right chariot 右車
    • The right chariot can move any number of free squares orthogonally forward.
    • It can move any number of free squares diagonally forward to the right.
    • It can move any number of free squares diagonally backward to the left.
    • It can move one square orthogonally backward.

  • Rook 飛車
    • The rook can move any number of free squares in one of the four orthogonal directions.

Front ranks

  • Pawn
    • The pawn can move one square forward.

  • Go between 仲人
    • The go between is identical to the earth general: It can move one square orthogonally forward or backward.

Promotion

Pieces that can promote only have the option to promote when they capture an unpromoted enemy piece. If a piece captures a promoted piece, it must promote if able. Promotion is indicated by turning the piece over after it moves, revealing the character for the promoted piece. There are no promotion zones; dots on the board that usually represent promotion zones are present after the sixth rank only as a placement guide for initial setup.

Promoting a piece has the effect of changing how that piece moves. (See above for what each piece promotes to.)

Pieces which are already promoted cannot promote again, except as follows:

Any piece, promoted or not, that captures a Deva or Teaching king (a promoted Deva) promotes to a Teaching king. This is effected by replacing it on the board with the captured piece. Similarly, any piece that captures a Dark spirit or Buddhist spirit (a promoted Dark spirit) promotes to a Buddhist spirit.

Pieces on the 4th, 5th, and 6th ranks which promote, as well as the outside pieces of the 1st and 2nd ranks, promote (or perhaps demote) to Gold. New powers that appear as a result of promotion of the other pieces are as follows:
  • Twelve of the pieces in the first and second ranks, as well as the go-between, become "free" when promoted, meaning that they move in the same directions as in their unpromoted state, but are free to move an unlimited number of squares in those directions. They are:
    • Free gold 奔金
    • Free silver 奔銀
    • Free copper 奔銅
    • Free iron 奔鉄
    • Free tile 奔瓦
    • Free stone 奔石
    • Free earth 奔土
    • Free tiger 奔虎
    • Free leopard 奔豹
    • Free serpent 奔蛇
    • Free (reclining) dragon 奔龍 ?
    • Free cat 奔猫
    • Free goer/gopher 奔人


Pieces with entirely new powers are:
  • Emperor 自在天王
    • The emperor can jump to any unprotected square on the board.
    • It can jump to a protected square if a prince is in play (not recommended).
    • It cannot capture a protected piece, (e.g., placing it in check with a capture, whether or not a prince is in play) even if this move will win the game.
    • If a prince is not in play and both players have an emperor, then the emperor cannot move to a square that is not protected by a friendly piece. That is, the emperor must be protected from the other emperor at all times.

  • Teaching king 教王
    • The teaching king can move as either a lion dog or as a free king. However, in Western descriptions, this has been said to be a modern innovation, with the traditional move said to simply be that of a free king.
      • It can move as a free king, free-ranging in any one direction, orthogonal or diagonal.
      • It has a triple-capture move in any direction, orthogonal or diagonal.

  • Buddhist spirit 法性
    • The Buddhist spirit can move as a lion or as a free king.
      • It can move as a free king, free-ranging in any direction, orthogonal or diagonal.
      • It has a double-capture move in any combination of directions, orthogonal or diagonal.

  • Prince 王子, 太子
    • The prince can move one square in any direction, orthogonal or diagonal.
    • If a king or emperor is in play, it may move into check (not recommended).

  • Wizard stork 仙鶴
    • The wizard stork can move any number of free squares in the four diagonal directions or orthogonally forward; or
    • It can move one square orthogonally backward.

  • Mountain witch 山母
    • The mountain witch can move any number of free squares in the four diagonal directions or orthogonally backward; or
    • It can move one square orthogonally forward.

  • Furious fiend 奮迅
    • The furious fiend can move as a lion or as a lion dog.

  • Great dragon 大龍
    • The great dragon can move any number of free squares orthogonally sideways.
    • It can move one or two squares orthogonally forward or backward.
    • It can move one, two or three squares in the four diagonal directions.

  • Golden bird 金翅
    • The golden bird can move any number of free squares orthogonally forward or backward.
    • It can move one or two squares orthogonally sideways.
    • It can move one, two or three squares in the four diagonal directions.

  • Free wolf 奔狼
    • The move of the free wolf is uncertain.

  • Free bear 奔熊
    • The free bear can move any number of free squares in the four diagonal directions or orthogonally sideways; or
    • It can jump two squares diagonally forward.

  • Free boar 奔猪
    • The free boar can move any number of free squares in the four diagonal directions or orthogonally sideways.

  • Bat 蝙蝠 kōmori (rarely Sino-Japanese
    Sino-Japanese
    Sino-Japanese, or Kango in Japanese, refers to that portion of the Japanese vocabulary that originated in the Chinese language or has been created from elements borrowed from Chinese. Some grammatical or sentence patterns can also be identified with Sino-Japanese. Sino-Japanese vocabulary is...

     hempuku)
    • The bat can move any number of free squares orthogonally forward or diagonally backward.

Check and mate

When a player makes a move such that the opponent's king, emperor or prince (sole one in play) could be captured on the following move, the move is said to give check to the king, emperor or prince; the king, emperor or prince is said to be in check. If a player's king, emperor or prince is in check and no legal move by that player will get the king, emperor or prince out of check, the checking move is also a mate, and effectively wins the game. If a player has both a king (or emperor) and prince in play, then the player need not move only one out of check.

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...

 to the sole objective piece.

Game end

A player who captures the opponent's king (or emperor, which is a promoted king) or prince (when the other is already gone) wins the game. In practice this rarely happens; a player will resign when loss is inevitable and the king (emperor) or prince will be taken on the opponent's next move (as in International Chess) because of the tradition that it is seen as an embarrassment to lose.

A player who makes an illegal move loses immediately. (This rule may be relaxed in casual games.)

Another possible (but fairly uncommon) way for a game to end is repetition (sennichite). 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.)

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
Algebraic 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 differs in several respects. Modifications have been made for maka dai dai shogi.

A typical example is P-8g.
The first letter represents the piece moved (see above).
Promoted pieces have a + added in front of the letter. (e.g., +OM for a mountain witch (promoted old monkey). 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 19s 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 lion captures by 'igūi’, the square of the piece being captured is used instead of the destination square, and this is preceded by the symbol '!'. If a double or triple capture is made, then it is added after the first capture.

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, CSx7c= indicates a cat sword 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.

Hishigata shogi

Sean Humby created a variant of Maka daidai shogi called Hishigata shogi. (See the external link below.) It was motivated by criticisms that maka dai-dai takes a very long time to finish, and that the more interesting pieces have little opportunity for play. The only difference is in the setup, which places the opposing pieces close together and leaves the armies' rear flanks exposed, though Humby recommends that the teaching king be played as the weaker Western variant (as a free king).

Setup

In the hishigata setup, only one rank is left empty between the opposing armies. This is indicated with a darker shading in the diagram below.
                                                                                              
                   
                       
                           
                               
                                   
                                     
                                     
                               
                               



                                                                                              
          SM LC AB I Co I AB RC SM          
            S N EW R EW N S            
              G Kr K Ph G              
                BB DE BB                
                  W                  
                                     
                                     
              B   Ca   B              
                Dv FK DS                



Legend
AB: Angry Boar B: Bishop BB: Blind Bear
Ca: Capricorn Co: Coiled Serpent Dv: Deva
DE: Drunk Elephant DS: Dark Spirit EW: Evil Wolf
FK: Free King G: Gold General I: Iron General
K: King Kr: Kirin LC: Left Chariot
N: Knight Ph: Phoenix R: Rook
RC: Right Chariot S: Silver General SM: Side Mover
W: Wrestler


See also

  • Shogi variant
    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...

  • Wa shogi
    Wa shogi
    Wa 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 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...

  • Heian dai shogi
    Heian dai shogi
    Heian dai shogi large chess') is an early large board variant of shogi as it was played in the Heian period. The same 12th century document which describes the Heian form of shogi also describes this variant...

  • 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...

  • Tenjiku shogi
    Tenjiku shogi
    Tenjiku 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 shogi
    Dai dai shogi
    Daidai 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.-...

  • Tai shogi
    Tai shogi
    Tai shogi is a large-board variant of shogi . The game dates to the 15th century and is based on earlier largeboard shogi games...

  • Taikyoku shogi
    Taikyoku shogi
    Taikyoku 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...


External links

The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
x
OK