CHESMAYNE

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Chu Shogi

                              Kendo

Also see ‘Shogi’ and ‘Tori’ in this dictionary

Chu Shogi is played on a 12 x 12 board and the promotion zone comprises the four ranks furthest away from each player.  It is played without drops.  The 12 x 12 board looks like this - unchequered……. 

The board is 12 cells/squares by 12, but otherwise is the same as a Shogi board.  The circular points [dots] are to mark ‘promotion zones’ and to enable you to visually divide the board up easily.  The letters and numbers are for notational purposes eg, the top right cell is A01, the bottom left is L12, and so on.   As usual, black [:A] plays ‘up’ the board, and white [:B] plays ‘down’ the board.   The files are lettered 01 to 12 and the ranks are lettered A to L.   There are 144 cells/squares on this board.  There are 21 MPs/mps in the ISP and 8 types of promoted piece [listed in the tables below], making a total of 29 types of MPs/mps used in Chu Shogi.  

               Initial Starting Position – ISP – for Chu Shogi

LA02

FL02

CG02

GG02

SG02

DE01

KI

GG01

SG01

CG01

FL01

LA01

 12

RC02

BS02

BT02

KY01

PH01

BT01

BS01

RC01

 11

SM02

VM02

RO02

DH02

DK02

FK01

LN01

DK01

DH01

RO01

VM01

SM01

 10

JP12

JP11

JP10

JP09

JP08

JP07

JP06

JP05

JP04

JP03  

JP02

JP01

 09

GB02

GB01

 08

 07

 06

GB01

GB02

 05

JP01

JP02

JP03

JP04

JP05

JP06

JP07

JP08

JP09

JP10

JP11

JP12

 04

SM01

VM01

RO01

DH01

DK01

LN01

FK01

DK02

DH02

R002

VM02

SM02

 03

RC01

BS01

BT01

KY01

PH01

BT02

BS02

RC02

 02

LA01

FL01

CG01

SG01

GG01

KI

DE01

GG02

SG02

CG02

FL02

LA02

 01

  A

 B

 C

 D

 E

 F

 G

 H

 J

 K

 L

 M

 

       Also known as ‘Middle Shogi’.  Chu Shogi, played on a 12 x 12 board is seen by connisseurs as the ultimate form of the game.  The traditional Japanese version of this board game is unchequered. :A commences the game on the top ranks of the board.   Promotion occurs on the top and bottom four ranks of cells for each player – Ranks-01, 02, 03 and 04 for :A.  Promotion is also optional.  ‘Drops’ are not permitted in Chu Shogi.   MPs/mps that are captured are removed from play. The objective of the game is to capture your opponent’s KI or all of the MPs/mps except the KI.  Perpetual check (+PC) is not permitted.   A typical game may run to 150+ moves.  If a player has promoted a DE (Drunk Elephant) to a CP (Crown Prince) it is necessary to capture the CP as well as the KI to win the game.   The LN (Lion) is considered the strongest MP on the board.   Three types of MP/mp are used in Chu Shogi:

01 Step movers - nine different types.

02 Line movers - nine different types.

03 Leapers - three different types.

 

Left: Kimono Dance.  Right: Man in front of Lantern

There are a total of 92 MPs/mps.  29 types and 46 per side which are as follows: 

Name Monogram

01 - 2 x Drunk Elephant DE1, DE2

02 - 1 x Free King FK1

03 - 1 x KI (the King is not numbered)

04 - 1 x Kylin KY1

05 - 1 x Lion LN1

06 - 1 x Phoenix PX1

07 - 2 x Bishop JB1, JB2

08 - 1 x Blind Tiger BT1

09 - 2 x Copper General CG1, CG2

10 - 2 x Dragon Horse DH1, DH2

11 - 2 x Dragon KI DK1, DK2

12 - 2 x Ferocious Leopard FL1, FL2

13 - 2 x Go-Between GB1, GB2

14 - 2 x Gold General GG1, GG2

15 - 2 x Spearman SP1, SP2

16 - 2 x Reverse Chariot RC1, RC2

17 - 2 x Rook JR1, JR2

18 - 2 x Side Mover SM1, SM2

19 - 2 x Silver General SG1, SG2

20 - 2 x Vertical Mover VM1, VM2

21 - 12 x Samurai SA1 to SA12

 

Left: Children.  Right: Japanese Fans. 

Promoted/Enrobed pieces

22 - Flying Stag FG1

23 - Horned Falcon HF1

24 - Soaring Eagle SE1

25 - Crown Prince CP1

26 - White Horse WH1

27 - Whale WE1

28 - Free Boar FB1

29 - Flying Ox FO1

 

Left: Pond with Carp.  Right: Traditional Dancer. 

 ISP of Chu Shogi

SP02 FL02 CG02 SG02 GG02 DE01 –KI- GG01 SG01 CG01 FL01 SP01 -12

RC02 ---- JB02 ---- BT02 PH01 KY01 BT01 ---- JB01 ---- RC01 -11

SM02 VM02 JR02 DH02 DK02 FK01 LN01 DK01 DH01 JR01 VM01 RC01 -10

SA12 SA11 SA10 SA09 SA08 SA07 SA06 SA05 SA04 SA03 SA02 SA01 -09

---- ---- ---- GB02 ---- ---- ---- ---- GB01 ---- ---- ---- -08

---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- -07

---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- -06

---- ---- ---- GB01 ---- ---- ---- ---- GB02 ---- ---- ---- -05

SA01 SA02 SA03 SA04 SA05 SA06 SA07 SA08 SA09 SA10 SA11 SA12 -04

SM01 VM01 JR01 DH01 DK01 LN01 FK01 DK02 DH02 JR02 VM02 SM02 -03

RC01 ---- JB01 ---- BT01 KY01 PH01 BT02 ---- JB02 ---- RC02 -02

SP01 FL01 CG01 SG01 GG01 –KI- DE01 GG02 SG02 CG02 FL02 SP02 -01

                                 -A-- -B-- -C-- -D-- -E-- -F-- -G-- -H-- -J-- -K-- -L-- -M--

#

Chu Shogi Jap. Name

Eng. Name Monogram

 ISP Cell  Position

:A

:B

 Enrobed/Promoted to:

01

2 x Kakugyo

Bishop

 BS

K10 - K03

B10 - B03

Dragon Horse – DH

02

2 x Moko

Blind Tiger

BT

  K08 –K05

B08 – B05

Flying Stag – FS

03

2 x Dosho

Copper General

CG

L10 – L03

A10 – A03

Side Mover – SM

04

2 X Ryume

Dragon Horse

DH

J09 – J04 

C09 – C04

Horned Falcon – HF

05

2 x Ryuo

Dragon King

DK 

J08 – J05

C08 – C05

Soaring Eagle - SE

06

1 x Suizo

Drunk Elephant

DE 

L06

A07

Crown Prince – CP

07

2 x Mohyo

Ferocious Leopard

FL

L11 – L02

A11 – A02

Bishop – BS

08

1 x Hon’o

Free King

FK

J06

C07

Does not promote

09

2 x Chunin

Go Between

GB

H09 – H04

E09 – E04

Drunk Elephant – DE

 10

2 x Kinsho

Gold General

GG

L08 – L05

A08 – A05

Rook – RO

 11

1 x Osho

King

KI

L07

A06

Does not promote

 12

1 x Kirin

Kylin

KY

K07

B06

Lion – LN

 13

2 x Kyosha

Lance

LA

L01 – L12

A01 – A12

White Horse – WH

 14

1 x Shishi

Lion

LN

J07

C06

Does not promote

 15

12 x Fuhyo

Jap. Pawn

JP

I01 – I12

D01 – D12

Gold General – GG

 16

1 x Hoo Phoenix

PH 

K06

B07

Free King – FK

 17

2 x Hansha

Reverse Chariot

RC 

K01 – K12

B01 – B12

Whale - WE

 18

2 x Hisha

Rook

RO

J03 – J10

C03 – C10

Dragon King – DK

 19

2 x Ogyo

Side Mover

SM

J01 – J12

C01 – C12

Free Boar – FB

 20

2 x Ginsho

Silver General

SG 

L04 – L09

A04 – A09

Vertical Mover – VM

 21

2 x Kengyo Vertical Mover

VM

J02 – J11

C02 – C11

Flying Ox – FO

#

 Promoted Piece Name

Monogram

 ISP              Status

 

22

Taishi

  Crown Prince

           CP

Drunk Elephant

DE

23

Hiroku

Flying Stag

FS

Blind Tiger

BT 

24

Higyu

Flying Ox

FO

Vertical Mover

VM

25

Honcho

    Free Boar

         FB

Side Mover

SM

26

Kakuo

Horned Falcon

HF

Dragon Horse

DH 

27

Tokin

Promoted Pawn

PP

Japanese Pawn

JP 

28

Hiju

Soaring Eagle

SE

Dragon King

DK

29

Keigei

Whale

WE

Reverse Chariot

RC

30

Hakku

White Horse

WH

Lance

LA

In what follows, the moves of the MPs/mps are described as if the MPs/mps were ‘black’, ie: playing ‘up’ the board.  The diagrams below are scanned in (with permission) from the leaflet describing Chu Shogi, which is supplied by G F Hodges. The quality of the scanned images leaves something to be desired, but this is unavoidable due to the resolution of the scanner I am using.   To get the move for the white move, simply rotate all directions (and the piece!) through 180 degrees.   A circle means that the piece can move to the cell/square so marked (step mover).  An arrow means the piece may move any number of cells/squares in that direction (ranging mover).   A cross means that the piece may move to that cell/square, jumping other pieces if necessary (jumping mover).  

There are three types of MP/mp:

01 Step movers

02 Ranging movers

03 Jumping movers

Kakugyo (Bishop)

The Kakugyo moves any number of squares/cells in a diagonal direction.   Initially, each side has two Kakugyo.   Blacks Kakugyo are sited at K10 and K03, whites Kakugyo at B10 and B03.   The Kakugyo promotes to a Dragon Horse. 

The Moko (Blind Tiger)

The Moko moves one cell/square in any direction except north.  Initially, each side has two Moko.  Blacks Moko are situated at K08 and K05, whites Moko at B08 and B05.   The Moko promotes to a Flying Stag. 

The Dosho (Copper General)

The Dosho moves one cell/square in a north-west, north, north-east or south  direction.   Initially, each side has two Dosho.   Blacks Dosho are situated at L10 and  L03, whites Dosho at A10 and A03.   The Dosho promotes to a Side Mover. 

The Ryume (Dragon Horse)

The Ryume may move any number of cells/squares in a diagonal direction, plus one cell orthogonally.   Initially, each side has two Ryume.   Blacks Ryume are situated at J09 and J04, whites Ryume at C09 and C04.   The Ryume promotes to a Horned Falcon.  

The Ryuo (Dragon King)

The Ryuo may move any number of cells/squares in an orthogonal direction, plus one cell diagonally.   Initially, each side has two Ryuo.   Blacks Ryuo are sited at J08 and J05, whites Ryuo at C08 and C04.   The Ryuo promotes to a Soaring Eagle. 

The Suizo (Drunk Elephant)

The Suizo moves a single cell/square in any direction except south.  Initially, each side has a single Suizo.   Blacks Suizo is situated at L06, whites at A07.   The Suizo promotes to a Crown Prince. 

The Mohyo (Ferocious Leopard)

The Mohyo moves one cell/square in any of the forward or backwards directions, that is, n-w, n, n-e, s-w, s, s-e.   Initially, each side has two Mohyo.   Blacks Mohyo are situated at L11 and L02, whites at A11 and A02.   The Mohyo promotes to a Bishop. 

The Hon’o (Free King)

The Hon’o noves any number of cells/squares in any orthogonal or diagonal direction.   Initially, each side has one Hon’o.   Blacks Hon’o is situated at J06, whites at C07.  The Hon’o does not promote. 

The Chunin (Go-between)

The Chunin moves one cell/square orthogonally forwards or backwards, ie: north or south.   Initially, each side has two Chunin.   Blacks Chunin are situated at H09 and H04, whites at E09 and E04.   The Chunin promotes to Drunk Elephant. 

The Kinsho (Gold General)

The Kinsho moves one cell in any direction except the two backwards diagonals, ie, 1 cell in a n-w, n, n-e, e, s, w direction.   Initially, each side has two Kinsho.   Blacks Kinsho are situated at L08 and L05, whites at A08 and A05.   The Kinsho promotes to Rook. 

The Osho (King)

The Osho moves one cell/square in any direction.   Each side has one Osho.  Blacks osho is situated at L07, whites at A06.   The Osho does not promote. 

The Kirin (Kylin)

The Kirin may move (jumping if necessary) two cells/squares in an orthogonal direction (n, s, e, w) or one cell/square in a diagonal direction (n-w, n-e, s-e, s-w).   Initially, each side has one Kirin.   Blacks Kirin is located at K07, whites at B06.   The Kirin promotes to a Lion. 

Kyosha (Lance)

The Kyosha may move any number of cells/squares in a forwward (ie, north) direction.   Initially, each side has two Kyosha.   Blacks Kyosha are located at L01 and  L12, whites at A01 and A12.   The Kyosha promotes to White Horse. 

The Shisi (Lion)

The Shishis move is complicated.   The Shishi may move to a cell/square or jump directly to a cell (1), capturing or not the Shishi may capture at a (1) cell/square  and then move to an adjacent (1) or (2) cell/square without further capture.   The Shishi may capture two enemy MPs/mps at adjacent (1) and (1) or (1) and (2) cells.   The Shishi may capture at a (1) cell/square and then return to its starting position, thus capturing without moving position, thus skipping a move. 

Each side has one Shishi.   Blacks Shishi is located at J07, whites at C06.   Each side has one Shishi.   Blacks Shishi is located at J07, whites at I06.  

The Shishi does not promote.   The Shishi may also capture a MP/mp on a (1) cell/square, and then return to its original cell/square, or move to a (1) cell/square and then back to its original cell/square (effectively passing). 

Information relating to capture of a Shishi (from Adrian King): Shishi capture restrictions are as follows……. 

These rules strongly discourage exchanges of Shishis, and since the Shishi is the most powerful piece on the board, the Shishi capture restrictions significantly affect the play of the game.

The Fuhyo (Pawn)

The Fuhyo may move one cell/square forward (ie, north).   Initially, each side has 12 Fuhyo.   Blacks Fuhyo are located at I01 to I12, whites at D01 to D12.   The Fuhyo promotes to a gold general. 

The Hoo (Phoenix)

The Hoo may move one cell/square orthogonally (n, s, e, w) or two cells/squares diagonally (jumping if necessary).   Each side has one Hoo.  Blacks Hoo is located at at K06, whites at B07.  The Hoo promotes to a Free King. 

The Hansha (Reverse Chariot)

The Hansha may move any number of cells/squares orthogonally forward or backward (ie, north or south).   Each side has two Hansha.  Blacks Hansha are located at K01 and K12, whites at B01 and B12.   The Hansha promotes to a Whale. 

The Hisha (Rook)

The Hisha may move any number of cells/squares in an orthogonal direction (ie: n, s, e, w).   Each side has two Hisha.   Blacks Hisha are located at J03 and J10, whites at C03 and C10.   The Hisha promotes to Dragon King. 

The Ogyo (Side Mover)

The Ogyo may move one cell/square forwards or backwards (north, south) or any number of cells/squares sideways (east, west).   Each side has two Ogyo.   Blacks Ogyo are located at J01 and J12, whites at C01 and C12.   The Ogyo promotes to a Free Boar. 

The Ginsho (Silver General)

The Ginsho may move one cell diagonally or orthogonally forwards or one cell diagonally backwards, ie, n-w, n, n-e, s-e, sw.   Each side has two Ginsho.   Blacks Ginsho are located at L04 and L09, whites at A04 and A09.   The Ginsho promotes to a Vertical Mover. 

The Kengyo (Vertical Mover)

The Kengyo may move any number of cells/squares orthogonally forwards or backwards (north or south) or one cell orthogonally sideways (west or east).   Each side has two Kengyo.   Blacks Kengyo are situated at J02 and J11, whites at B02 and  B11.   The Kengyo promotes to a Flying Ox. 

The following pieces appear for the first time as promoted pieces

The Taishi (Crown Prince)

The Taishi may move one cell/square in any direction (n, n-e, e, s-e, s, s-w, w, n-w).   The Taishi is a promoted Drunk Elephant. 

The Hiroku (Flying Stag)

The Hiroku may move any number of cells/squares orthogonally forwards or backwards (north or south), or one cell diagonally backwards or forwards (n-e, s-e, s-w or n-w), or one cell/square orthogonally sideways (west or east).   The Hiroku is a promoted Blind Tiger. 

The Higyu (Flying Ox)

The Higyu may move any number of cells/squares diagonally or orthogonally backwards or forwards.   The Higyu is a promoted Vertical Mover. 

The Honcho (Free Boar)

The Honcho may move any number of cells diagonally forwards or backwards or orthogonally sideways.   The Honcho is a promoted Side Mover.  

The Kakuo (Horned Falcon)

The Kakuo may move any number of cells/squares in any diagonal or orthogonal direction except forwards.   Orthogonally forwards, it may move to (2) with a jump or to (1).  The Kakuo is a promoted Dragon Horse. 

The Kakuo may also capture a piece on a (1) cell/square, and then return to its original cell/square.   The Kakuo may also capture a piece on a (1) cell/square, and then move to a (2) cell/square, also capturing ie, capturing 2 MPs/mps at one move. 

The Tokin (Promoted Pawn)

The Tokin moves one cell/square in any direction except the two backwards diagonals, ie, 1 cell in a n-w, n, n-e, e, s, w direction.   The Tokin is a promoted pawn. 

The Hiju (Soaring Eagle)

The Hiju may move any number of cells/squares orthogonally sideways or forwards (n, s, e or w), or diagonally backwards (s-e or s-w), or diagonally forward (n-w or n-e) to a (1) cell/square or a (2) cell/square with a jump.   The Hiju is a promoted Dragon King. 

The Hiju may also capture a piece on a (1) cell/square, and then return to its original cell/square.   The Hiju may also capture a piece on a (1) cell/square, and then move to a (2) cell/square, also capturing ie, capturing 2 MPs/mps at one move. 

The Keigei (Whale)

The Keigei may move any number of cells/squares orthogonally backwards or forwards (north or south), or diagonally backwards (s-e or s-w).   The Keigei is a promoted Reverse Chariot. 

The Hakku (White Horse)

The Hakku may move any number of cells/squares orthogonally backwards or forwards (north or south), or diagonally forwards (n-e or n-w). The Hakku is a promoted Lance.   

Notation

Chu shogi notation is the same algebraic form as that of Shogi.   The diagram below was scanned in (with permission) from the leaflet describing Chu Shogi, which is supplied by G Hodges.   At the start of play, the board is set up like this - Japanese symbols are used for the MPs/mps……. 

Chu Shogi Rules

Chu-shogi rules are the same as for normal Shogi except that drops are not allowed. 

There are other ways of deciding the game, including:

You can capture all of your opponent’s pieces except his King. 

The old texts say that a Kinsho and Osho against a bare Osho wins.  This is taken to mean that a bare Osho loses because it is impossible to have less than a Kinsho (all pieces promote to at least a Kinsho or better or have higher initial power anyway) and it is not necessary to play out the sometimes difficult ending.  

The promotion rules are invoked less often in the course of a typical Chu Shogi game than the Shishi capture rules, but the first rule at least does sometimes come up in practice.  

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