Shogi (Japanese Chess)
Created | Updated Jul 19, 2006
Introduction
Shogi, in it's modern form, is a board game similar to chess that is played on a 9x9 board. As in chess, the object of the game is to checkmate the enemy's King. In chess, pawns promote when they reach the last row on the opposite side of the board and can promote into any of the other pieces except the King. In shogi, nearly every piece can promote when entering, or leaving, their promotional zone (the last 3 rows on the opposite side of the board). Instead of being able to promote into any other piece, however, they can only promote into their specific promoted value. Unlike chess, pieces captued in shogi are not removed from play permenantly, but are considered to be 'in hand' for the capturer and can be 'dropped' back onto the board later to join their army.
The Pieces
Pieces are flat, wedge shaped, and all the same color. Symbols, typically kanji characters, are printed on the faces of the pieces to identify them. Players tell their pieces apart by which direction the wedge is pointing, your pieces point toward your opponant.
The King (K) - Moves exactly like a King in chess, one square in any of the eight directions. Does not promote.
The Rook (R) - Moves exactly like a Rook in chess, any number of unobstructed squares horizontally or vertically, stopping if it lands on and captures an enemy piece. Promotes to the Dragon King (DK, or R+), which moves like a Rook, but can also move 1 square diagonally.
The Bishop (B) - Moves exactly like a Bishop in chess, any number of unobstructed squares diagonally, stopping if it lands on and captures an enemy piece. Promotes to the Dragon Horse (DH, or B+), which moves like a Bishop, but can also move 1 square horizontally or vertically.
Pawn (P) - Can move one square directly forward only, and captures in the same manner that it moves. Shogi pawns do not move forward, but capture diagonally as chess pawns do. Promotes to a Tokin (T, or P+), which moves like a Gold General (see below).
Lance (L) - Moves any number of unobstructed squares straight forward, stopping if it lands on and captures a piece. A promoted Lance moves like a Gold General.
Knight (N) - Jumps to a position two squares forward, then one square lafet or right. This is similar to the 'L' shaped jump of a chess knight, but whereas a chess knight has 8 possible squares it can jump to, the shogi knight only has two. Promotes to a Gold General.
Gold General (G) - Can move one square horizontally, vertically, or diagonally forward. Does not promote.
Silver General (S) - Can move on square diagonally, or straight forwards. Promotes to a Gold General.
Initial Setup
9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | White | ||
---|---|---|---|---|---|---|---|---|---|---|---|
A | \ L/ | \ N/ | \ S/ | \ G/ | \ K/ | \ G/ | \ S/ | \ N/ | \ L/ | A | Black's Promotional Zone |
B | \ R/ | \ B/ | B | Black's Promotional Zone | |||||||
C | \ P/ | \ P/ | \ P/ | \ P/ | \ P/ | \ P/ | \ P/ | \ P/ | \ P/ | C | Black's Promotional Zone |
D | D | ||||||||||
E | E | ||||||||||
F | F | ||||||||||
G | / P\ | / P\ | / P\ | / P\ | / P\ | / P\ | / P\ | / P\ | / P\ | G | White's Promotional Zone |
H | / B\ | / R\ | H | White's Promotional Zone | |||||||
I | / L\ | / N\ | / S\ | / G\ | / K\ | / G\ | / S\ | / N\ | / L\ | I | White's Promotional Zone |
9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | Black |
Black moves first.
Promotion
When the opportunity for promotion araises, a piece moves with it's unpromoted movement until it finishes moving, then promotes. If a piece ends it's movement within it's promotional zone (PZ), or starts it's movement from within the PZ (even if ends it's movement outside the PZ), it has the opportunity to promote. If a piece leaves the PZ and chooses not to promote, then it will not have another opportunity until it re-enters the PZ. Once a piece has been promoted, it does not unpromote unless it is captured.
Although promoting is generally optional, there are situations where it is mandatory. A Pawn or Lance that reaches the last row must promote as niether of them would be able to make another legal unpromoted movement. A Knight that reaches either of the furthest two rows must promote for the same reason.
When a piece promotes, it's promoted movement replaces it's old movement. (Example: A promoted Knight doesn't move like a Gold General AND a knight, but only like the Gold General.)
When promoting, a pieces is flipped over to reveal it's promoted status. The symbols on the promoted side of the pieces are usually in red. They are generally entirely different symbols than on the unpromoted side as well.
Captures and Drops
As in chess, a player captures the other players piece by moving onto the same square as the captured piece. The captured piece is removed from the board and retained by the capturing player next to the board, on the right hand side, and the piece is said to be "in hand", and has become reserve units for the capturing player. If the captured piece had been promoted before capture, it looses it's promoted status.
On a players turn they may, instead of moving a piece, place a piece back onto the board from their hand. The piece may be placed (dropped) onto any empty square on the board (with three exceptions), even within the PZ. Pieces are always dropped in unpromoted status. A piece dropped within the PZ does not have the opportunity to promote until it moves on a later turn.
Two of the exceptions regarding drops involve the pawns. First, a pawn cannot be dropped onto a square that would place the enemy King in checkmate. Any other piece can be dropped to place the enemy King in checkmate. Second, a player cannot drop a second pawn onto a column that already contains an unpromoted pawn. You can have any number of promoted pawns in the same collumn, but only one unpromoted pawn. The third exception is that a piece cannot be dropped onto a square if the piece won't have a legal move. Last row for Pawns and Lances, last two rows for Knights.