CHESMAYNE

ch1wrk                                                                                 ae

 

 

 

Please go to the the forum to print a Shogi chess set & board?

Shogi

 

Shogi equipment is available from G Hodges. 

 

  Shogi   Chu-Shogi   Tori Shogi   Dai-Shogi  Hasami Shogi   Tsume Shogi   Wa Shogi

 

 

 

below: Shogi 9 x 9 board - pieces numbered

 

JL2

JK2

SG2

GG2

KI

GG1

SG1

JK1

JL1

 

JR1

 

 

 

 

 

JB1

 

JP9

JP8

JP7

JP6

JP5

JP4

JP3

JP2

JP1

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

JP1

JP2

JP3

JP4

JP5

JP6

JP7

JP8

JP9

 

JB1

 

 

 

 

 

JR1

 

JL1

JK1

SG1

GG1

KI

GG2

SG2

JK2

JL2

 

KI king, GG gold general, SG silver general, JK knight, JL lance, JB bishop, JR rook

 

padSamurai hand decorated chess set.  The Samurai chess set is based on the political, economic and military situation that existed in Japan in the 16th century (not to be confused with the political, economic and situation existing today).  During this period, the Sengoku era (1467-1568) the “age of the country at war” a state of almost continuous warfare existed.   Warlord battled warlord until the whole country was exhausted.   Kyoto, the capital city was virtually destroyed and the Shogun, the commander in chief of the Emperors forces was overthrown.   Without a Shogun, local military governors or Daimyo attacked and seized their neighbours territory to expand their own power and attempt to gain the title of Shogun for themselves.   Our designers have chosen Toyotomi Hideyoshi as the Daimyo for this set.   Hideyoshi lived in Japan from 1536-1598 and although born a peasant he rose through the Samurai ranks to become a commander of Nobunaga’s army.   Printed Parchment Story Sheets are supplied with each of these sets which give the history of the set and details of their characters.   Packaged in a fitted presentation box.   Crafted and imported from England.  Chess sets and accessories Directory Click Here.  

 

            Please also see ‘Japanese Chess’ and ‘Tori Shogi’.  

    

Five-Minute Poppy Shogi, or Microshogi.   Small shogi variant on a 4 x 5 board. 

The traditional Japanese chess board is unchequered (all the cells are of the same colour).  The Nihon Shogi Renmei (the Japanese Shogi organization) was established in 1924.  The first official title match for the Meijin title (the most important Japanese title, whose history goes back to the 17th century) was held in 1937.   Some say that Shogi is more complicated and more fascinating than traditional chess.   One element of Shogi is that captured MPs/mps are not retired from the game but instead may be held in reserve, on the side, until your opponent chooses to re-activate (‘drop’) a captured MP/mp, placing it back on the playing area without warning, which increases offensive and defensive capabilities.   Some MPs/mps may change sides more than once during a game.   Computers are not good at playing Shogi (humans alone are GMs of Shogi).   At the end of a traditional game of chess there are usually few MPs/mps left on the board (from the original 32, but substantially less), but in the game of Shogi the 40 MPs/mps that commenced the game all remain in play (or in reserve and available at any time).   There are 8 differing kinds of MP/mp.  Each player starts with 20 MPs/mps each on a 9 x 9 unchequered board.   The objective is to checkmate the opposing KI.   The KI is flanked on either side by two Gold Generals (GGs).   The GGs are flanked by two Silver Generals (SGs).   These are followed by two knights (JKs) and two Spearmen (JLs) in each corner.   A BS and RO occupy rank-2 and rank-7.   Rank-3 contains 9 Pawn’s (JPs).   There are three ranks of open space between both parties.  

         Kaki-koma(8KB-jpeg)             Sakiwake-goma(8KB-jpeg) 

Japan: Label Me! Printout Label the map of Japan.  Answers.  Japan: Zoom School
Use a pictorial interface to get information on Japan, a country in Asia known for its art, poetry, samurai, and engineering.

Sho-gi has been played in Japan for centuries, and is almost as ancient as siang k’i.   It is immensely popular in Japan, having more than ten million players.   In medieval Japan there were seven ranks, the seventh being the highest.   The highest rank was not always awarded, and was often vacant.   In those times there were a number of families who were particularly associated with the game, and whose membership traditionally included many of the highest ranked players.  

Currently the leading hundred players are classed as professionals.   An annual match, called the Meijin-sen, is held between the top player and the leading contender, the winner bearing the title of “Meijin” for the ensuing year.  

Sho-gi brings to chess an interesting level of complexity. The pieces are wedge-shaped tablets resembling small obelisks, that lie flat on the board.    As in siang k’i, the names of the pieces are inscribed on the pieces.   Each piece, save the Jeweled Kings and the Gold Generals, has a specific value to which it can be promoted during the game, the symbol for which is inscribed on the reverse side of the piece (the first move is determined by flipping a soldier; the opponent calls “soldier” or “general”; the winner of a game begins the next). Promotion occurs when a player’s piece enters enemy territory, defined as the three ranks closest to the opponent’s side of the board.   Promotion is at the player’s option for each turn the piece remains in enemy territory.   The moves of the pieces, and their promotion values are given in the following table:

Symbol

Name

# of Pieces

Promotion to:

Move

JK

Jewelled King

1

---

one square in any direction

GG

Gold General

2

---

one square orthagonally, or diagonally forward

SG

Silver General

2

GG

one square diagonally, or straight forward

H

Honourable Horse

2

GG

two squares straight forward, then one square right or left; may leap intervening pieces

L

Lance

2

GG

any number of open squares, straight forward only

A

Angle-going

1

DH*

bishop's move of modern international chess

FC

Flying Chariot

1

DK*

rook's move of modern international chess

S

Soldier

9

GG

one point straight forward

*DH means dragon horse - this piece moves the same as angle-going, but can also move one square orthagonally.   DK means dragon king, a piece which can move as the flying chariot, but can also move one square diagonally.  

The pieces are not colored, and are distinguished only by the direction in which they point.   This enables the use of a unique rule - captured pieces may be returned to the board on the side of the player who captured the piece, simply by turning the piece to point toward the opponent and dropping it on a square.   This may be done on any turn the player desires, so that the drop can be made to maximum effect.  

The drop of a piece is subject to the following rules:

1.    Pieces that have been promoted revert to their original powers when dropped onto the board, even if dropped into enemy territory.   In the latter case, they may be promoted again once they have made a move. 

2.    A soldier cannot be dropped on a file occupied by one of the player’s unpromoted soldiers.  

3.    A soldier or lance cannot be entered on the last rank, or the honourable horse on the last two rows; otherwise, they could never move and so never promote.  

4.    A piece may be dropped so as to give check, but not to give checkmate. 

The game ends with checkmate.   If a king enters enemy territory, the game is drawn. 

Shogi is believed to have originated around 3,000 years ago and evolved as it migrated slowly eastward.   It was brought from China to Japan in the 8th century.   It took on its present form in 14th century Japan.   20+ million adherents play Shogi.   The top and bottom three ranks are each players promotion zone.   If the BS (Japanese Bishop) moves into the top three ranks (briefly) it gains the ability to move one cell in any direction as an added ability (JB - combined MP).  The RO (Japanese Rook) starts out as a traditional RO but once it enters the top three ranks of the opponents half of the board it can also move one cell diagonally or still move as a RO if desired (JR - combined MP).   Each MP starts out in its unpromoted state.   jps (the mps) become GGs when promoted.   The strongest MPs in the opening are the GGs.  The KI and original GGs are ineligible for promotion.   If each player lose a JP in the early part of the game then each has a GG to drop in the promotion zone (in reserve, on the side, so to speak).   Shogi games almost never end in a draw.   The Japanese use symbols (words) to indicate the name of a chess MP/mp.   In diagrams only the top half of this symbol is used to indicate the name of a MP/mp.   The Shogi board is shown below using a chequered pattern familiar to western players using their Chesmayne monorgrams. 

               

01 KI.   Moves one cell in any direction.

02 GG.   Moves one cell in any direction (except diagonally backward). 

03 JS.   Moves one cell forward or diagonally (not sideways or backward). 

04 JK.   Moves in a 1 x 2 or 2 x 1 fashion.  May also :ju (jump).  Cannot retreat. 

       Moriage-koma

 

05 RO.   Moves as a RO (vertical or horizontal). 

06 BS.  Moves as a BS (diagonally). 

07 JL.   Moves any distance forward.  Cannot retreat. 

08 JP.  Moves one cell forward. 

09 The three ranks furthest from each player are the promotion zone.  All of the MPs/mps except the KI and GG may be promoted. 

 

Left: Japanese Garden, Brooklyn Botanical Gardens.  Right: Girl. 

10 A JS becomes a GG. 

11 A JK becomes a GG. 

12 A JL becomes a GG. 

13 A JP becomes a GG. 

14 A RO is given the ability to move one cell diagonally or, as a RO. 

15 A BS is given the ability to move one cell horizontal or, vertical or, as a BS. 

16 Promotion is optional (provided that a MP/mp can still make a legal move).   If a JP or a JL move to the last rank, or a JK moves to either of the last two ranks, they must be promoted. 

17 Captured MPs/mps become part of your own army. 

18 Instead of moving a MP/mp, you may place a MP/mp that has been captured onto the board (into an empty cell).   This is referred to as ‘dropping’ a MP/mp. 

19 MPs/mps are always ‘dropped’ in an unpromoted state. 

20 If a promoted MP is captured, it reverts to its unpromoted state. 

21 MPs/mps may be dropped into any empty cell with three exceptions: 

 

Left: Japanese Kimono.  Right: Silhouette Of A Kendoka. 

22 A dropped MP/mp must be able to make a legal move.  This rule applies to JPs, JKs and JLs.  They can not be dropped into a cell from which they cannot move.  

23 Attacking the KI by dropping a JP on the cell in front of the KI is not permitted if the KI cannot prevent being captured on the succeeding move.   Checkmating the KI with a JP drop is prohibited.  

24 A JP may only be dropped on a file if there is no other unpromoted JP of the same player on that file.  

25 Shogi has very few draws (only about 1% of all games). 

26 A draw cannot be offered. 

27 A draw can arise from two situations on the board: 

28 A position (including MPs/mps in hand) occurs 4 times with the same player to move (called ‘Sennichite’).   If this is caused by consecutive checks by one side, the player giving these checks loses the game.  

 

Left: Soldier In Traditional Apparel.  Right: Kendo competition. 

29 Both players have moved their KI into the promotion zone (or they cannot be prevented from doing so), and the KIs cannot be checkmated.   In this case the players may decide to count their MPs/mps (the KI does not count).   The RO and BS = 5 points.   All other MPs/mps = 1 point.   Promotion is not considered.   If both parties have at least 24 points the game is considered draw (‘Jishogi’).   If a player has less than 24, the game is loss.   A player can refuse to count MPs/mps if s/he still has checkmating chances or can capture material which would affect the outcome of the counting process.   There is no strict rule about what to do if this is not the case.   However, in cases where a player who refuses to count (because s/he does not have enough points for a draw), the accepted principle is that the game ends when one player has moved all h/er MPs/mps into the promotion zone and that they are protected.  

                                                                       

Monet ‘La Japonaise’ jigsaw puzzle.  Monet felt Asian woodblock prints were “freeing” when compared to heavier European artist traditions, and a number of his works reflect this influence, including La Japonaise or, as we might translate it less elegantly into English, “The Japanese Lady”.  This quality jigsaw puzzle, manufactured in Austria by Piatnik, has 1,000 pieces.  The completed size measures 26.5” x 17.4”. 

Chu Shogi

 

A

B

C

D

E

F

G

H

J

K

L

M

 

12

SP02

FL02

CG02

SG02

GG02

DE01

 

KI

GG01

SG01

FL01

SP01

12

11

RC02

 

JB02

 

BT02

PH01

KY01

BT01

 

JB01

 

RC01

11

10

SM02

VM02

JR02

DH02

DK02

FK01

LN01

DK01

DH01

JR01

VM01

RC01

10

09

SA12

SA11

SA10

SA09

SA08

SA07

SA06

SA05

SA04

SA03

SA02

SA01

09

08

 

 

 

BG02

 

 

 

 

GB01

 

 

 

08

07

 

 

 

 

 

 

 

 

 

 

 

 

07

06

 

 

 

 

 

 

 

 

 

 

 

 

06

05

 

 

 

GB01

 

 

 

 

GB02

 

 

 

05

04

SA01

SA02

SA03

SA04

SA05

SA06

SA07

SA08

SA09

SA10

SA11

SA12

04

03

SM01

VM01

FR01

DH01

DK01

LN01

FK01

DK02

DH02

JR02

VM02

SM02

03

02

RC01

 

JB01

 

BT01

KY01

PH01

BT02

 

JB02

 

RC02

02

01

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

 

Also known as ‘Middle Shogi’.   Chu Shogi, played on a 12 x 12 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.   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.

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

                          

Left: Healer Costume - Shitenno Ji Temple.  Right: Drummers. 

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

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: Shinto Priest.  Right: Asakusa, Buddhist Monk - Tokyo, Japan

ISP of Chu Shogi 12 x 12 board

                               

Left: Geisha.  Right: “Daruna” - Jindaiji Temple, Tokyo. 

01 The BT (Blind Tiger) moves one cell in any direction except vertically forward and is promoted to a Flying Stag (FG). 

02 The FG (Flying Stag) moves one cell in any direction or as a RO on a file. 

03 The CG (Copper General) moves like a GG but not horizontally and promotes to an SM (Side Mover). 

04 The DH (Dragon Horse) moves as a JB (Japanese Bishop) or one cell orthogonally and is promoted to an Horned Falcon (HF). 

05 The HF (Horned Falcon) moves one cell in all directions, except forward (it is allowed to move 1 or 2 cells on the forward move). 

 

Left: Buddha.  Right: Bridge And Cherry Blossoms, Kofu. 

06 The DK (Dragon King) moves as a RO or one cell diagonally.  It is promoted to a SE (Soaring Eagle). 

07 The SE (Soaring Eagle) moves as an FK (Free King) except diagonally forward (it is allowed to move 1 or 2 cells on the forward move). 

08 The DE (Drunk Elephant) moves one cell in any direction but not vertically back. It is promoted to a CP (Crown Prince). 

09 The CP (Crown Prince) moves one cell in any direction. 

10 The FL (Ferocious Leopard) moves one cell in any direction except horizontally. It is promoted to a JB (Japanese Bishop). 

11 The FK (Free King) is the same as a QU. 

 

Left: Young Girls Smiling At Camera.  Right: Paper Fortune And Blossom - Tokyo

12 The GB (Go Between) moves one cell forward or back and is promoted to a DE. 

13 The GG (Gold General) promotes to a JR (Japanese Rook). 

14 KI moves as a King. 

15 The KY (Kylin) moves one cell diagonally or two cells orthogonally, jumping over the first cell. The KY is promoted to a LN (Lion). 

16 The SP (Spearman or Lance). It is promoted to a WH (White Horse). 

17 The WH (White Horse) moves as an FK in the three forward directions and vertically back only. 

        

Left: Temples In Snow – Takayama

Right: Ten Shoji Shrine, Wood Painting - Takayama, Japan

18 The LN (Lion) moves 1 or 2 cells and may jump over the intervening cell if desired.   It is also allowed to move one cell and return to its own cell.   The LN captures as it moves and may capture 2 MPs/mps in one move!   It may also capture a MP/mp on an adjacent cell without moving!   A LN may capture an opposing LN that is 2 cells distant but only if the LN is unguarded.   A LN may capture an adjacent LN. 

19 JP moves as a Pawn. 

20 The PH (Phoenix) moves 1 cell orthogonally or 2 cells diagonally, jumping over any intervening cells.   It promotes to an FK. 

21 JR (Japanese Rook). 

22 RC (Reverse Chariot) moves as a RO but on a file only.   It is promoted to a WH (Whale). 

 

Left: Tsurugaoka Hachimangu Shrine, Sake Barrels – Kamakura

Right: Asakusa, Fortunes - Tokyo, Japan

23 WH (Whale) moves as an FK (vertically forward and in the three back directions). 

24 SM (Side Mover) moves as a RO along a rank or one cell back or forward.   It is promoted to FB (Free Boar). 

25 FB (Free Boar) moves as an FK but not on a file. 

26 SG (Silver General).   It is promoted to a VM (Vertical Mover). 

27 VM (Vertical Mover) moves as a RO on a file or one cell horizontally.   It is promoted to a FO (Flying OX). 

28 FO (Flying Ox) moves as an FK but not horizontally. 

 

Wooden Sandals - Takayama, Japan

 

Thanks to Reijer Grimbergen for some of the corrections he contributed. 

 It is not surprising to learn that the best Shogi players are Japanese. There are professional players in Japan, rated up to the maximum of 9th dan. The most acclaimed players are awarded the historical title of Meijin, Grand Master. The competitions are annual tournaments and the most famous are called the "Seven Crowns".

 The Meijin was historically a lifetime title held by one person for each generation. The first has been Sokei Ohashi who founded the first school of Shogi and fixed the modern rules. In 1935, the title became annual (see below). The title of Lifetime Meijin is now officially awarded only upon retirement for the achievement of, at least, 5 annual Meijin titles. (text from The Art of Shogi by Tony Hosking).

The Lifetime Meijins are :

1

Sokei I Ohashi

1555-1634

 

10

Sokan III Ito

1768-1843

2

Sko Ohashi

1576-1654

 

11

Soin III Ito

1826-1893

3

Sokan I Ito

1618-1694

 

12

Gohei Ono

1831-1921

4

Sokei III Ohashi

1636-1713

 

13

Kinjiro Sekine

1868-1946

5

Soin I Ito

1667-1723

 

14

Yoshio Kimura

1905-1986

6

Soyo II Ohashi

1648-1728

 

15

Yasuharu Oyama

1923-1992

7

Sokan II Ito

1706-1761

 

16

Makoto Nakahara

1947-

8

Sokei VI Ohashi

1744-1799

 

17

Koji Tanigawa

1962-

9

Soei I Ohashi

1756-1809

 

 

 

 

Nakahara and Tanigawa will become 16th and 17th Meijin respectively when they will retire.

 The "Seven Crowns" are :

  • Ryuo (Dragon-King) : restarted in 1988 as the biggest title.
  • Meijin (Grand Master) : reformed to win by competition since 1937.
  • Kisei (Shogi Saint) : established in 1962 as a bi-annual title. Reformed as a yearly title in 1995.
  • Oi (Crown) : established in 1960.
  • Kio (Shogi King) : officially established in 1974. Only title to adopt the repechage rule in tournament.
  • Oza (Throne) : established in 1953 but title is officially approved since 1983.
  • Osho (King) : officially established in 1950.

 

 

Ryuo

Meijin

Kisei

Oi

Kio

Oza

Osho

1937

 

Kimura

 

 

 

 

 

1940

 

Kimura

 

 

 

 

 

1942

 

Kimura

 

 

 

 

 

 

 

Kimura

 

 

 

 

 

 

 

Kimura

 

 

 

 

 

1947

 

Tsukada

 

 

 

 

 

1948

 

Tsukada

 

 

 

 

 

1949

 

Kimura

 

 

 

 

 

1950

 

Kimura

 

 

 

 

(Kimura)

1951

 

Kimura

 

 

 

 

Masuda

1952

 

Oyama

 

 

 

 

Oyama

1953

 

Oyama

 

 

 

 

Oyama

1954

 

Oyama

 

 

 

 

Oyama

1955

 

Oyama

 

 

 

 

Masuda

1956

 

Oyama

 

 

 

 

Masuda

1957

 

Masuda

 

 

 

 

Oyama

1958

 

Masuda

 

 

 

 

Oyama

1959

 

Oyama

 

 

 

 

Oyama

1960

 

Oyama

 

Oyama

 

 

Oyama

1961

 

Oyama

 

Oyama

 

 

Oyama

1962

 

Oyama

Oyama

Oyama

 

 

Futakami

1963

 

Oyama

Oyama
Oyama

Oyama

 

 

Oyama

1964

 

Oyama

Oyama
Oyama

Oyama

 

 

Oyama

1965

 

Oyama

Oyama
Oyama

Oyama

 

 

Oyama

1966

 

Oyama

Futakami
Oyama

Oyama

 

 

Oyama

1967

 

Oyama

Yamada
Yamada

Oyama

 

 

Oyama

1968

 

Oyama

Nakahara
Nakahara

Oyama

 

 

Oyama

1969

 

Oyama

Nakahara
Naito

Oyama

 

 

Oyama

1970

 

Oyama

Oyama
Nakahara

Oyama

 

 

Oyama

1971

 

Oyama

Nakahara
Nakahara

Oyama

 

 

Oyama

1972

 

Nakahara

Ariyoshi
Yonenaga 

Naito

 

 

Nakahara

1973

 

Nakahara

Naito
Oyama

Nakahara

 

 

Nakahara

1974

 

Nakahara

Oyama
Oyama

Nakahara

(Naito)

 

Nakahara

1975

 

Nakahara

Oyama
Oyama

Nakahara

Ouchi

 

Nakahara

1976

 

Nakahara

Oyama
Oyama

Nakahara

Kato

 

Nakahara

1977

 

Nakahara

Oyama
Nakahara

Nakahara

Kato

 

Nakahara

1978

 

Nakahara

Nakahara
Nakahara

Nakahara

Yonenaga

 

Kato

1979

 

Nakahara

Nakahara
Nakahara

Yonenaga

Yonenaga

 

Oyama

1980

 

Nakahara

Yonenaga
Futakami

Nakahara

Yonenaga

 

Oyama

1981

 

Nakahara

Futakami
Futakami

Nakahara

Yonenaga

 

Oyama

1982

 

Kato

Mori
Nakahara

Naito

Yonenaga

 

Yonenaga

1983

 

Tanigawa

Moriyasu
Yonenaga

Takahashi

Yonenaga

Nakahara

Yonenaga

1984

 

Tanigawa

Yonenaga
Yonenaga

Kato

Kiriyama

Nakahara

Nakahara

1985

 

Nakahara

Yonenaga
Yonenaga

Takahashi

Tanigawa

Nakahara

Nakamura

1986

 

Nakahara

Kiriyama
Kiriyama

Takahashi

Takahashi

Nakahara

Nakamura

1987

 

Nakahara

Kiriyama
Minami

Tanigawa

Tanigawa

Tsukada

Minami

1988

Shima

Tanigawa

Tanaka
Nakahara

Mori

Minami

Nakahara

Minami

1989

Habu

Tanigawa

Nakahara
Nakahara

Tanigawa

Minami

Nakahara

Yonenaga

1990

Tanigawa

Nakahara

Yashiki
Yashiki

Tanigawa

Habu

Tanigawa

Minami

1991

Tanigawa

Nakahara

Minami
Tanigawa

Tanigawa

Habu

Fukusaki

Tanigawa

1992

Habu

Nakahara

Tanigawa
Tanigawa

Goda

Habu

Habu

Tanigawa

1993

Sato

Yonenaga

Habu
Habu

Habu

Habu

Habu

Tanigawa

1994

Habu

Habu

Habu
Habu

Habu

Habu

Habu

Tanigawa

1995

Habu

Habu

Habu

Habu

Habu

Habu

Habu

1996

Tanigawa

Habu

Miura

Habu

Habu

Habu

Habu

1997

Tanigawa

Tanigawa

Yashiki

Habu

Habu

Habu

Habu

1998

Fujii

Sato

Goda

Habu

Habu

Habu

Habu

1999

Fujii

Sato

Tanigawa

Habu

Habu

Habu

Habu

2000

Fujii

Maruyama

Habu

Habu

Habu

Habu

Habu

2001

Habu

Maruyama

Goda

Habu

March 2002

Habu

Feb. 2002

2002

 Dec. 2002

Apr-June 2002

July 2002

Sept.2002

 

October 2002

 

 

Ryuo

Meijin

Kisei

Oi

Kio

Oza

Osho

Remark : the final game of Kio and Osho of the year are played at the beginning of the following year. For example, Habu completed the seven 1995 Crowns, but he actually hold them after winning the 45th Osho match in 1996.

More information on Reijer Grimbergen's Shogi page or Patrick Davin's Shogi Nexus.

Hall of Fame :


Yasuharu Oyama (1923-1992) : 15th Lifetime Meijin, Honored Permanent title holder of Kisei, Osho and 10-dan. Total Meijin title 18 times. Named "Ironman", follow this link to discover his bright career. 


Makoto Nakahara : born 1947, 9th dan in 1973, will be the 16th Lifetime Meijin. Youngest Meijin ever (1972, age:24). More than 1000 career victories.


 Koji Tanigawa : born 1962, 9th dan in 1984, will be the 17th Lifetime Meijin. More than 800 career victories.


Yoshiharu Habu : born 1970, 9th dan in 1994, yougest title holder ever (Ryuo 1989, age: 19), first ever 6 crowns holder (1994), first ever 7 crown holder (1995).
Currently, considered as the best Shogi player of the World.


 Tadahisa Maruyama : born 1970, 9th dan in June 2000, current Meijin (2001).


Yasumistu Sato : born 1969, 9th dan in 1998, twice Meijin in 1998 and 1999. 


Takeshi Fujii : born 1970, 8th dan since 1998, current Ryuo (2001).

 

 Women also have their prestigious titles:

  • Joryu Meijin
  • Joryu Osho
  • Joryu Oi
  • Kurashiki Toka

Ichiyo Shimuzu is the best woman player of Japan (and the rest of the world as well !)

 

Meijin

Osho

Oi

Kurashiki Toka

1996

 

 

Ichiyo Shimizu

 

1997

Ichiyo Shimizu

Haruko Saita

Rieko Yauchi

Ichiyo Shimizu

1998

Ichiyo Shimizu

Ichiyo Shimizu

Ichiyo Shimizu

Ichiyo Shimizu

1999

Ichiyo Shimizu

Sachio Ishibashi

Ichiyo Shimizu

Ichiyo Shimizu

2000

Hiroe Nakai

Ichiyo Shimizu

Ichiyo Shimizu

 

2001

Haruko Saita

 

 

 

International Amateur Competitions

Some attempts have been made to settle competitions outside Japan. Of course, they are amateur events. Three competitions have been organized with competitors coming from all over the world.

First International Shogi Tournament : held in Tokyo, June 1999 with 32 players representing 27 countries. Winner was Takahiro Hayashi (Japan, 6th dan) beating Larry Kaufman (USA).

Shogi World Championship : held in New York, May 2000 with 20 players representing 263 players who disputed the qualifying tournaments in 20 countries. The so-called title is quarreled by some players. Winner was Katsumasa Egoshi (Brazil) beating Chiaki Ito (Thailand).

MSO Worldwide Championship : organized as a part of the Mind Sport Olympiad 2000 Shogi Festival in London, August 2000 with 82 players from 14 countries. Winner was Ayumu Sato (Japan) beating Chiaki Ito (Thailand). Also held in the same festival was the 16th European Championship won by Tony Hosking (England). 

European Shogi Championship : held at Mind Sport Olympiad 5, London, 24 August 2001.

  • 1: Frédéric Pottier (France)
  • 2: Gert Schnider (Austria)
  • 3: Richard Sams (England)

 

Shogi is one of the forms of chess which is generally thought to have developed from the game Shaturanga or Shatranj.   It is the Japanese form of the game which is known in the West as ‘Chess’ - more correctly, ‘International Chess’.   Shogi is the Japanese form of the game.  There are others, for example Chinese Chess (Xiang-chi). 

Shogi is similar to International Chess in that it is played between two players (‘black’ and ‘white’), and that the object is to checkmate the opponents king.   Shogi is also very different from International Chess (hereafter called simply Chess).   Here are a few of the differences:

  • There are several forms of Shogi, played on anything from a 7 x 7 board to a 25 x 25 board.   The most common form is the 9 x 9 version - Shogi.
  • Captured pieces may be re-entered by the capturing player. 
  • Most pieces may be promoted under certain circumstances. 

 

The bulk of what follows describes the usual 9 x 9 form of shogi...

The board is 9 ‘squares’ by 9.   In fact, the ‘squares’ are slightly larger in the vertical direction than the horizontal.   The circular points 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 square is a1, the bottom left is i9, and so on.   As we will see later, black plays ‘up’ the board, and white plays ‘down’ the board. 

Note: All graphics in the basic shogi pages were developed using programs written in the Icon language - an enthusiasm of mine... 

Shogi pieces are usually wedge shaped and pointed.   There is no difference between blacks pieces and whites because captured pieces need to be able to be re-entered after capture.   In the actual game, the direction in which a piece points indicates which side it is on.   The pieces are identified with (usually) two Japanese characters.   It is usual in diagrams to show only the top character. 

The pieces I have used to ‘design’ the graphics below are small pieces from a pocket set I have.  As such, these graphics are actually what would usually be found in diagrams in books, and are simplified renderings of the two-character symbols found on actual full-size pieces.   That is, they are different - the differences shouldn’t however be so great as to make it impossible to use the graphics below to identify actual pieces (it isn’t using my two sets of wooden pieces). 

In what follows, the moves of the pieces are described as if the piece were ‘black’, ie: playing ‘up’ the board.   To get the move for the white move, simply rotate all directions (and the piece!) through 180 degrees.  

Each player has 1 king.  The king is the most important piece on the board in the sense that the object of the game is to checkmate the king in the same manner as in International chess.   The king occupies the centre of the first rank, ie: black’s king is on i5, and white’s is on a5.   The king may move 1 square in any direction like the king in chess, that is, one square in a n, n-e, e, s-e, s, s-w, w, nw direction.   The king does not promote. 

Each player has 2 golds.   The golds occupy the 2 positions either side of the king, ie: black’s golds are on i4 and i6, and white’s are on a4 and a6.   The gold moves one square in any direction except the two rearward diagonal squares, that is, one square in a  n-w, n, ne, s, w, e direction.   The gold does not promote. 

Each player has 2 silvers.   The silvers occupy the 2 positions either side of the golds, ie: black’s silvers are on i3 and i7, and white’s are on a3 and a7.  The silver moves one square in any direction except orthogonally left, right or backwards, that is, one square in a  n-w, n, n-e, s-w, s-e direction.   The silver may promote to gold once it has entered the promotion zone.   

Each player has 2 knights.  The knights occupy the 2 positions either side of the silvers, ie: black’s knights are on i2 and i8, and white’s are on a2 and a8.   The knight moves one square forward and then one square diagonally, left or right (ie: a restricted form of the knights move in Chess), that is, one square is followed by one square n-w or n-e.   Pieces on the intervening squares are ignored.  The knight is the only piece which may jump other pieces in this way.   The knight may promote to gold once it has entered the promotion zone. 

Each player has 2 lances to start with.  They occupy the corners of the board, ie: black’s lances are on i1 and i9, and white’s are on a1 and a9.  The lance moves any number of squares forward, that is, any number of squares n.  When it enters the opponents promotion zone (the furthest away third of the board), the lance may promote to gold if desired.  

Each player has one bishop which occupies h8 (black) and b2 (white) at the start of the game.   The bishops move is the same as that in Chess - any number of squares in any of the diagonal directions, that is, n-w, n-e, s-e, s-w.   The bishop may promote and acquire the extra power to move one square only in any of the orthogonal directions, that is, one square n, e, s, w.  

Each player has one rook which occupies h2 (black) and b8 (white) at the start of the game.   The rooks move is the same as that in Chess - any number of squares in any of the orthogonal directions, that is, n, e, s, w.   The rook may promote and acquire the extra power to move one square only in any of the orthogonal directions, that is, one square n-e, s-e, s-w, n-w. 

The pawns occupy the third rank on each side.   Each player has 9 pawns to start with.   The pawn moves one square forward, that is, one square n.   When it enters the opponents promotion zone, the pawn may promote to gold if desired.  

Notation

This would seem a useful place to introduce the Shogi notation scheme.  The most useful scheme is probably that which is part descriptive, part algebraic.   In this scheme, a piece is named and the destination square named also.   For example (referring to the starting setup), P-7f. 

It should be clear what this means, but note the abbreviations: P - pawn, L - lance, N - knight, S - silver, G - gold, R - rook, B - bishop, K - king. 


Capture is indicated by a ‘x’, eg: Px1c - note the captured piece is not explicitly named in the notation. 


When a piece is promoted after the move, a ‘+’ is appended, eg: Px1c+. 


When a promoted piece is subsequently moved, it is prepended with a ‘+’, eg: +P-2b.

 
Strictly, if a piece does not promote when it could, an ‘=’ should be appended to the move, eg: Px1c=. 


A ‘drop’ of a captured piece which is ‘in hand’ is designated with a ‘*’, eg: L*9d. 


In cases of ambiguity, the starting square of the piece being moved is indicated, eg: (considering the starting set-up), G6i-5h. 


Each players individual moves are numbered in Japanese games, unlike international chess where moves are numbered in pairs, thus: 

1. c3-c4

2. b7-b6
3. c1-d2

4. g7-g6
etc.

The Players
Shogi is a game for two players (‘black’ and ‘white’).   In diagrams, black traditionally plays ‘up’ the board, white ‘down’.   Black plays first. 

The Object
The object of the game is as in western chess to checkmate the opposing king.   Check in general is given by threatening the king with capture.  The threatened player may escape check by moving the king, by capturing the threatening piece, by moving a piece between the threatening piece and the king, by dropping a piece between the threatening piece and the king.   Checkmate is achieved when the king cannot escape.   A game may end in two other ways - a player may resign if their position is seen to be hopeless, or, a draw may occur.  This is rare in shogi.   There is no stalemate in shogi. 

Moves & Capture
Moves of the individual pieces are described elsewhere, but (fairly obviously) a player may not move a piece onto another square if it is already occupied by another of that players pieces.   If the square is occupied by a piece belonging to the other player, the move is legal and the other players piece is captured.   Once a piece is captured, it reverts to its unpromoted state (see below for details of promotion), and is retained by the capturing player, who may drop the piece as an alternative to a move (see below for details of drops).  With the exception of the knight, no jumps are allowed in any move. 

Promotion
Most pieces (pawn, lance, knight, silver, rook, bishop) may be promoted on reaching the promotion zone (the furthest away three ranks of the board).   Pieces are promoted by turning them over so that their promoted characters are visible.  Pawn, lance, knight and silver promote to gold.   Rook and bishop have their powers enhanced by being allowed to move one square in a diagonal (rook) or orthogonal (bishop) direction.   Note that promotion is not mandatory, and there are some strategic situations in which it may be disadvantageous to do so. 

Note however, that when a piece would no longer have a valid move after the current one, it must promote - that is, when a lance or pawn reaches the last rank, or when a knight reaches either of the last two ranks.   Once promoted, a piece may not be ‘unpromoted’. 

Finally, remember that although the discussion above assumes that promotion takes place (or not) when a piece first enters the promotion zone, in fact, a piece may be promoted in the course of a normal move as it enters or leaves the promotion zone or as part of a move entirely within the promotion zone. 

Pieces may not ‘un-promote’. 

Drops
A player may elect to ‘drop’ a captured piece instead of moving a piece.  This is one of the features which makes shogi so different from chess.   Basically a piece may be dropped anywhere with the provisos that:


01 It is forbidden to have more than one unpromoted pawn on the same file;
02 A pawn may not be dropped to give direct checkmate;
03 A piece may not be dropped where it does not have a legal move (ie: a lance or pawn on the last rank, or a knight on either of the last two ranks);
04 A piece may not be promoted as it is dropped (a dropped piece may only be promoted after it has actually moved). 

Handicapping
In Japan, players are graded.  There are in fact two grading systems, one for professional and one for amateur players.  The amateur scheme goes from about 15 kyu (beginner) to 6 dan.  An amateur 6 dan is about equal to a professional 4 dan.  Shogi allows for a handicapping scheme when the difference in grades of the two players is known: 

  • 01 grade - stronger player plays white and forfeits left lance (on 1a) before play starts. 
  • 02 grades - play a 2 game series.  1st game as above, second game stronger player plays white and forfeits bishop. 
  • 03 grades - stronger player plays white and forfeits bishop. 
  • 04 grades - stronger player plays white and forfeits rook. 
  • 05 grades - stronger player plays white and forfeits rook and left lance. 
  • 06 grades - play a 2 game series. 1st game as above, second game stronger player forfeits rook and bishop. 
  • 07 grades - stronger player plays white and forfeits rook and bishop. 

Repetition
If the same game position occurs more than three times in a single game, the game is declared a no-contest.  The same position means, same players turn, same disposition of pieces on the board and in hand.   If a repeated position occurs as a result of repeated checks, the player giving check must not do so a fourth time otherwise that player forfeits the game. 

First Step To Shogi - Oyama Memorial Museum, Space Sano, 1995.

Better Moves for Better Shogi - Teruichi Aono, Man to Man Books, 1983, 2377-906053-2732.

Shogi - How to Play - John Fairburn, The Shogi Association, 1979.

Shogi for Beginners - John Fairburn, The Ishi Press, 1989, 4-87187-201-7.
Now out of print, but still available from George Hodges.

The Art of Shogi - Tony Hosking, The Shogi Foundation, March 1997.

Shogi - Japan's Game of Strategy - Trevor Legget, Charles E Tuttle Company, 1966.

The following items contain articles or chapters of greater or lesser depth pertaining to Shogi:

Board and Table Games from Many Civilizations - R C Bell, Dover, 1979, 0-486-23855-5.

Games Ancient and Oriental and How to Play Them - Edward Falkener, Dover, 1961, 486-20739-0.

Chess Variations - John Gollon, Charles E Tuttle Company, 1985, 0-8048-1122-9.

Oriental Board Games - David Pritchard, Know The Game Series, 1977, 0-7158-0524-X.

New rules for classic games - R. Wayne Schmittberger, Wiley, 1992, 0471536210. Reputed to contain a good description of the rules of Chu-Shogi - I haven't seen this one myself.

Some national shogi organisations produce magazines. Here are brief details with contacts where known:

Shoten, The British Shogi Federation’s magazine (in english) Editor : Mike Brewer

81, The Dutch Shogi Association’s magazine (in dutch and english) (Editor : Hugo Hollanders)

The German Shogi Association’s magazine (in german)Thomas Majewski

The French Shogi Association’s magazine (in french) Editor : Eric Cheymol

Shogi has spawned a rich literature of proverbs.   Here is a random selection:

01 Exchanging your Rook Pawn gives a four-fold advantage
02 Without Pawns the game is lost
03 A Pawn-anchored Gold is as solid as a Rook
04 Ranging Rook needs a Static Bishop
05 A four piece mating net will always catch its prey
06 Bring the Horse back to camp
07 The stab in the back is the best way to get a Gold in hand
08 5e is a strategic point

Tsume are to Shogi what mating problems are to European chess - there are a few differences but it would not be stretching a point too far to describe tsume as ‘shogi mating problems’.   My favourite selection of tsume shogi problems is on the Shogi Nexus Page. 

Tsume are an important part of Shogi, particularly if you can’t find opponents very often - they allow you to ‘practice’ on your own. 

The rules for tsume are really quite simple - here they are: 

1.    The attacking side is always black, the defending side white. 

2.    Black has only the pieces shown on the board, plus those in hand.   White is deemed to have all other pieces (except the black king) available for dropping. 

3.    As Black is attacking, the black king is not shown on the board. 

4.    Black has first move, and all moves must be check.  White may defend by moving the king, taking the checking piece, or interposing a piece, either by a normal move or a drop. 

5.    The ‘best’ move must always be made by each side.   What this means is that black must always make the move which will lead to the shortest exchange, of moves before mating and white must make that move which delays the mate for as long as possible. 

6.    In the final position, when W