CHESMAYNE
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Please go to the the
forum to print a Shogi chess set & board?
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
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JL2 |
JK2 |
SG2 |
GG2 |
KI |
GG1 |
SG1 |
JK1 |
JL1 |
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JR1 |
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JB1 |
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JP9 |
JP8 |
JP7 |
JP6 |
JP5 |
JP4 |
JP3 |
JP2 |
JP1 |
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JP1 |
JP2 |
JP3 |
JP4 |
JP5 |
JP6 |
JP7 |
JP8 |
JP9 |
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JB1 |
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JR1 |
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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

Samurai hand decorated chess set.
The Samurai chess set is based on the political, economic and military
situation that existed in
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.
Japan: Label Me! Printout Label the map of
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
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 |
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JK |
Jewelled King |
1 |
--- |
one square in any
direction |
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GG |
Gold General |
2 |
--- |
one square
orthagonally, or diagonally forward |
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SG |
Silver General |
2 |
GG |
one square
diagonally, or straight forward |
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H |
Honourable Horse |
2 |
GG |
two squares straight
forward, then one square right or left; may leap intervening pieces |
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L |
Lance |
2 |
GG |
any number of open
squares, straight forward only |
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A |
Angle-going |
1 |
DH* |
bishop's move of
modern international chess |
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FC |
Flying Chariot |
1 |
DK* |
rook's move of
modern international chess |
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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

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.
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:
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
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A |
B |
C |
D |
E |
F |
G |
H |
J |
K |
L |
M |
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12 |
SP02 |
FL02 |
CG02 |
SG02 |
GG02 |
DE01 |
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KI |
GG01 |
SG01 |
FL01 |
SP01 |
12 |
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11 |
RC02 |
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JB02 |
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BT02 |
PH01 |
KY01 |
BT01 |
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JB01 |
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RC01 |
11 |
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10 |
SM02 |
VM02 |
JR02 |
DH02 |
DK02 |
FK01 |
LN01 |
DK01 |
DH01 |
JR01 |
VM01 |
RC01 |
10 |
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09 |
SA12 |
SA11 |
SA10 |
SA09 |
SA08 |
SA07 |
SA06 |
SA05 |
SA04 |
SA03 |
SA02 |
SA01 |
09 |
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08 |
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BG02 |
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GB01 |
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08 |
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07 |
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07 |
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06 |
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06 |
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05 |
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GB01 |
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GB02 |
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05 |
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04 |
SA01 |
SA02 |
SA03 |
SA04 |
SA05 |
SA06 |
SA07 |
SA08 |
SA09 |
SA10 |
SA11 |
SA12 |
04 |
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03 |
SM01 |
VM01 |
FR01 |
DH01 |
DK01 |
LN01 |
FK01 |
DK02 |
DH02 |
JR02 |
VM02 |
SM02 |
03 |
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02 |
RC01 |
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JB01 |
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BT01 |
KY01 |
PH01 |
BT02 |
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JB02 |
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RC02 |
02 |
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01 |
SP01 |
FL01 |
CG01 |
SG01 |
GG01 |
KI |
DE01 |
GG02 |
SG02 |
CG02 |
FL02 |
SP02 |
01 |
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A |
B |
C |
D |
E |
F |
G |
H |
J |
K |
L |
M |
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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
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
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
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 -
ISP of

Left: Geisha.
Right: “Daruna” -
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,
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 -
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:
Right: Ten Shoji Shrine, Wood Painting -
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!
19 JP moves as a Pawn.

20 The PH (
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 –
Right: Asakusa, Fortunes -
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 -
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

The Meijin was
historically a lifetime title held by one person for each generation. The first
has been Sokei Ohashi who founded the first
The Lifetime Meijins are :
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1 |
Sokei I Ohashi |
1555-1634 |
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10 |
Sokan III Ito |
1768-1843 |
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2 |
Sko Ohashi |
1576-1654 |
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11 |
Soin III Ito |
1826-1893 |
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3 |
Sokan I Ito |
1618-1694 |
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12 |
Gohei Ono |
1831-1921 |
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4 |
Sokei III Ohashi |
1636-1713 |
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13 |
Kinjiro Sekine |
1868-1946 |
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5 |
Soin I Ito |
1667-1723 |
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14 |
Yoshio Kimura |
1905-1986 |
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6 |
Soyo II Ohashi |
1648-1728 |
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15 |
Yasuharu Oyama |
1923-1992 |
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7 |
Sokan II Ito |
1706-1761 |
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16 |
Makoto Nakahara |
1947- |
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8 |
Sokei VI Ohashi |
1744-1799 |
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17 |
Koji Tanigawa |
1962- |
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9 |
Soei I Ohashi |
1756-1809 |
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Nakahara and Tanigawa will
become 16th and 17th Meijin respectively when they will retire.

The
"Seven Crowns" are :

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Ryuo |
Meijin |
Kisei |
Oi |
Kio |
Oza |
Osho |
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1937 |
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Kimura |
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1940 |
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Kimura |
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1942 |
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Kimura |
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Kimura |
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Kimura |
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1947 |
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Tsukada |
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1948 |
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Tsukada |
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1949 |
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Kimura |
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1950 |
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Kimura |
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(Kimura) |
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1951 |
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Kimura |
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Masuda |
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1952 |
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Oyama |
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Oyama |
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1953 |
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Oyama |
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Oyama |
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1954 |
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Oyama |
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Oyama |
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1955 |
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Oyama |
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Masuda |
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1956 |
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Oyama |
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Masuda |
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1957 |
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Masuda |
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Oyama |
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1958 |
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Masuda |
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Oyama |
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1959 |
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Oyama |
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Oyama |
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1960 |
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Oyama |
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Oyama |
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Oyama |
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1961 |
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Oyama |
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Oyama |
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Oyama |
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1962 |
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Oyama |
Oyama |
Oyama |
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Futakami |
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1963 |
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Oyama |
Oyama |
Oyama |
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Oyama |
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1964 |
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Oyama |
Oyama |
Oyama |
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Oyama |
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1965 |
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Oyama |
Oyama |
Oyama |
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Oyama |
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1966 |
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Oyama |
Futakami |
Oyama |
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Oyama |
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1967 |
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Oyama |
Yamada |
Oyama |
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Oyama |
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1968 |
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Oyama |
Nakahara |
Oyama |
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Oyama |
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1969 |
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Oyama |
Nakahara |
Oyama |
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Oyama |
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1970 |
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Oyama |
Oyama |
Oyama |
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Oyama |
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1971 |
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Oyama |
Nakahara |
Oyama |
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Oyama |
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1972 |
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Nakahara |
Ariyoshi |
Naito |
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Nakahara |
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1973 |
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Nakahara |
Naito |
Nakahara |
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Nakahara |
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1974 |
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Nakahara |
Oyama |
Nakahara |
(Naito) |
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Nakahara |
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1975 |
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Nakahara |
Oyama |
Nakahara |
Ouchi |
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Nakahara |
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1976 |
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Nakahara |
Oyama |
Nakahara |
Kato |
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Nakahara |
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1977 |
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Nakahara |
Oyama |
Nakahara |
Kato |
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Nakahara |
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1978 |
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Nakahara |
Nakahara |
Nakahara |
Yonenaga |
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Kato |
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1979 |
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Nakahara |
Nakahara |
Yonenaga |
Yonenaga |
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Oyama |
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1980 |
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Nakahara |
Yonenaga |
Nakahara |
Yonenaga |
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Oyama |
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1981 |
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Nakahara |
Futakami |
Nakahara |
Yonenaga |
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Oyama |
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1982 |
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Kato |
Mori |
Naito |
Yonenaga |
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Yonenaga |
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1983 |
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Tanigawa |
Moriyasu |
Takahashi |
Yonenaga |
Nakahara |
Yonenaga |
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1984 |
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Tanigawa |
Yonenaga |
Kato |
Kiriyama |
Nakahara |
Nakahara |
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1985 |
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Nakahara |
Yonenaga |
Takahashi |
Tanigawa |
Nakahara |
Nakamura |
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1986 |
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Nakahara |
Kiriyama |
Takahashi |
Takahashi |
Nakahara |
Nakamura |
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1987 |
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Nakahara |
Kiriyama |
Tanigawa |
Tanigawa |
Tsukada |
Minami |
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1988 |
Shima |
Tanigawa |
Tanaka |
Mori |
Minami |
Nakahara |
Minami |
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1989 |
Habu |
Tanigawa |
Nakahara |
Tanigawa |
Minami |
Nakahara |
Yonenaga |
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1990 |
Tanigawa |
Nakahara |
Yashiki |
Tanigawa |
Habu |
Tanigawa |
Minami |
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1991 |
Tanigawa |
Nakahara |
Minami |
Tanigawa |
Habu |
Fukusaki |
Tanigawa |
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1992 |
Habu |
Nakahara |
Tanigawa |
Goda |
Habu |
Habu |
Tanigawa |
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1993 |
Sato |
Yonenaga |
Habu |
Habu |
Habu |
Habu |
Tanigawa |
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1994 |
Habu |
Habu |
Habu |
Habu |
Habu |
Habu |
Tanigawa |
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1995 |
Habu |
Habu |
Habu |
Habu |
Habu |
Habu |
Habu |
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1996 |
Tanigawa |
Habu |
Miura |
Habu |
Habu |
Habu |
Habu |
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1997 |
Tanigawa |
Tanigawa |
Yashiki |
Habu |
Habu |
Habu |
Habu |
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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 |
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2002 |
Dec. 2002 |
Apr-June 2002 |
July 2002 |
Sept.2002 |
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October 2002 |
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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 :
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Women
also have their prestigious titles:
Ichiyo Shimuzu is the best
woman player of
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Meijin |
Osho |
Oi |
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1996 |
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Ichiyo Shimizu |
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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 |
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2000 |
Hiroe Nakai |
Ichiyo Shimizu |
Ichiyo Shimizu |
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2001 |
Haruko Saita |
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International Amateur
Competitions
Some attempts have been
made to settle competitions outside
First International
Shogi Tournament : held in
Shogi World Championship : held in
MSO Worldwide Championship : organized as a part of the Mind Sport Olympiad 2000 Shogi Festival in
European Shogi Championship : held at Mind Sport Olympiad 5,


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:

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

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 -
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 -
The following items contain
articles or chapters of greater or lesser depth pertaining to Shogi:
Board and Table
Games from Many Civilizations - R C
Games Ancient
and Oriental and How to Play Them - Edward
Falkener,
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