Pronounced
“show´ gee” (hard “g” as in “geese”)
is the traditional chess of Japan. Modern shogi is approximately
as old as modern western chess (what we call chess),
about 500 years old. The game is probably derived primarily
from Chinese chess, xiangqi, but also has interesting similarities
to Thai chess, makruk.
Arrangement
The
pieces are arranged symmetrically, as shown above. You will
notice that there is slight variation in the calligraphy from
one set to another. Smaller sets and diagrams (as shown below)
usually use simplified or alternate characters. By comparing
the pieces shown above with those that follow, you will begin
to acquaint yourself with some of the possible variations in
calligraphy.
Similarities
to Other Forms of Chess
Like
other forms of chess, the object of shogi is to force capture
of the opposing king — to put him in checkmate. The two
players alternate, moving one piece in each turn, using the
characteristic moves of the various pieces. Some of these moves
are the same as those found in western chess — some are
different.
Unique
Features of Shogi
1)
The opposing armies are not indicated by different colors, but
by orientation on the board. Note that each piece always points
toward the opponent.
2)
All of the pieces, except for the king and gold (described below),
may promote to gain new powers. The promoted value is on the
flip side of the piece, and is often shown in red calligraphy,
usually written in a cursive style.
3)
What makes shogi truly unique among chess forms is this: On
a player’s turn to move, he may, instead of moving one
of the pieces on the board, choose to place one of the pieces
he has captured back into play.
Details
of these rules are given later; but first — the pieces:
The
Pieces and Their Moves
Below
are given the names of the pieces in western terms (for the
convenience of the western chess player), their Japanese names
and meanings, and the moves of each piece, both before and after
promotion.
King, “O-Sho,” and “Gyoku,”
Jade General and Great General :
Moves exactly like the king in western chess: one space in any
direction. The player must always move in such a way that this
piece is not threatened with capture. If he can not, the game
is lost.
Move of the King
Gold, “Kin-Sho,” Gold General:
One space in any direction except back-diagonal.
The gold does not promote.
Move of the Gold
Silver, “Gin-Sho,”* Silver
General:
One space diagonally or forward.
Promoted Silver, “Narigin”:
Moves the same as the gold.
Move of the Silver
Move of the Promoted Silver
Knight, “Kei-Ma,” Laurel Horse
:
One space forward, plus one space forward-diagonal. Like a western
chess knight — but only forward. This is the only piece
allowed to jump over other pieces in its path.
Promoted Knight, “Narikei”:
Also moves the same as the gold.
Move of the Knight
Move of the Promoted Knight
Lance, “Kyosha,“ Fragrant Chariot :
As many spaces as desired, but only forward.
Promoted Lance, “Narikyo” :
Again, the same move as the gold.
Move of the Lance
Move of the Promoted Lance
Bishop, “Kaku,” Angle Goer
:
The same move as the western bishop: as many spaces as desired
in any of the four diagonal directions.
Promoted Bishop, “Ryuma,” Dragon
Horse :
The move of the bishop or the move of the king.
Move of the Bishop
Move of the Promoted Bishop
Rook, “Hisha,” Flying Chariot
:
The same move as the western rook: as many spaces as desired
forward, backward, left or right.
Promoted Rook, “Ryu” Dragon
King :
The move of the
rook or the move of the king.
Move of the Rook
Move of the Promoted Rook
Pawn, “Fuhyo,” Foot Soldier :
One space forward. Unlike the western pawn, this pawn captures
using its normal forward move; it never moves diagonally.
Promoted Pawn, “Tokin” :
The same move as gold.
Move of the Pawn
Move of the Promoted Pawn
Captures
Captures
are made, as in western chess, by moving a piece
onto a square occupied by an opposing piece. The piece is
removed from the board and placed on the side of the board,
to the player’s right (or, traditionally, on a special
platform called koma).
Dropping Pieces into Play
If
a player has pieces “in hand” (those captured,
waiting off the board), he may choose, instead of moving one
of his pieces on the board, to place ( or “drop”)
one of these captured pieces into play, on any vacant square
of the board. The piece is always dropped with its unpromoted
value (black side) showing, even if it is dropped into the
promotion zone (as described below).
Promotion
The
7th, 8th and 9th rows (or ranks) on the board are the promotion
zone. These are, in other words, the three rows on the far
side of the board — the area in which the opponent’s
pieces are originally set up. When a move is made on the board
(not dropped), and the piece begins and/or ends its move within
the promotion zone, the player has the option of promoting
the piece. When the piece is promoted, it is flipped over,
to show its promoted value (red side). It maintains its promoted
value until it is captured, or until the end of the game.
A Few More Rules
Note
these special cases and their rules:
1)
A player may not drop a pawn onto a file (a column of squares
running front to back) which already contains one of his own
pawns. Only one pawn per file! This rule does not apply to
files occupied by promoted pawns.
2)
A pawn may not be dropped to give checkmate (winning the game)
on that move.
3)
No piece may be moved or dropped onto a square from which
it will have no possible future move. For instance, a pawn,
knight or lance can not be dropped onto the 9th row. A knight,
for the same reason, may not be dropped onto the 8th row.
If a pawn, knight or lance moves onto one of these rows, it
must promote, so that it will have a possible future move
from that square.
4)
None of the pieces, except the knight, may jump over another
piece as it moves.
*
Note in pronunciation: g is always hard as
in “geese” ; i is always pronounced
“ee”.