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Wikipedia

Shogi

Shogi (将棋, shōgi, English: /ˈʃɡi/,[1] Japanese: [ɕoːɡi]), also known as Japanese chess, is a strategy board game for two players. It is one of the most popular board games in Japan and is in the same family of games as Western chess, chaturanga, Xiangqi, Indian chess, and janggi. Shōgi means general's (shō ) board game (gi ). Western chess is sometimes called (Seiyō Shōgi 西洋将棋 lit.'Western Shogi') in Japan.

Shogi
A game of shogi (Fortress opening)
GenresBoard game
Abstract strategy game
Mind sport
Players2
Setup time< 2 minutes
Playing time30 mins. to 2 hours (typically)
ChanceNone
SkillsStrategy, tactics
SynonymsJapanese chess
Game of Generals

Shogi was the earliest chess-related historical game to allow captured pieces to be returned to the board by the capturing player.[2] This drop rule is speculated to have been invented in the 15th century and possibly connected to the practice of 15th century mercenaries switching loyalties when captured instead of being killed.[3]

The earliest predecessor of the game, chaturanga, originated in India in the sixth century, and the game was likely transmitted to Japan via China or Korea sometime after the Nara period.[4] Shogi in its present form was played as early as the 16th century, while a direct ancestor without the drop rule was recorded from 1210 in a historical document Nichūreki, which is an edited copy of Shōchūreki and Kaichūreki from the late Heian period (c. 1120).

Equipment

 
A traditional shōgi ban (shogi board) displaying a set of koma (pieces). The pieces on the far side are turned to show their promoted values. The stands on either side are komadai used to hold captured pieces. The board itself is raised for the comfort of players seated on tatami mats (background), and is hollowed underneath to produce a pleasing sound when the pieces are moved.

Two players face each other across a board composed of rectangles in a grid of 9 ranks (rows, ) by 9 files (columns, ) yielding an 81 square board.[a] In Japanese they are called Sente 先手 (first player) and Gote 後手 (second player), but in English are conventionally referred to as Black and White, with Black the first player. The board is nearly always rectangular, and the rectangles are undifferentiated by marking or color. Pairs of dots mark the players' promotion zones.[5]

Each player has a set of 20 flat wedge-shaped pentagonal pieces of slightly different sizes. Except for the kings, opposing pieces are undifferentiated by marking or color. Pieces face forward by having the pointed side of each piece oriented toward the opponent's side – this shows who controls the piece during play. The pieces from largest (most important) to smallest (least important) are:

Several of these names were chosen to correspond to their rough equivalents in international chess, and not as literal translations of the Japanese names.

Each piece has its name written on its surface in the form of two kanji (Chinese characters used in Japanese), usually in black ink. On the reverse side of each piece, other than the king and gold general, are one or two other characters, in amateur sets often in a different color (usually red); this side is turned face up during play to indicate that the piece has been promoted.

Following is a table of the pieces with their Japanese representations and English equivalents. The abbreviations are used for game notation and often when referring to the pieces in speech in Japanese.

 
Closeup of shogi pieces. Top: +R, R, K (reigning), K (challenging), B, +B. Bottom: +L, L, +S, S, G, N, +N, P, +P
 
Another popular style of shogi pieces different from the usual Japanese characters. Shows a 7-move tsumeshogi problem. White has pawns on 13, 24, 34; king on 23; and a promoted rook on 29. Black has a bishop on 44, a pawn on 17, a lance on 19, and a rook, two golds, and a silver in hand.
 
An example set of "international" pieces. In this set, those pieces that do not have their equivalents in chess have symbols that iconically show their movement (e.g. the silver general's crown and ribbons point towards its possible directions of movement).
English name Image Kanji Rōmaji Meaning Abbreviations Betza notation
King
(higher ranked player or reigning champion)
  王将 ōshō king general K ō K
King
(lower ranked player or challenger)
  玉将 gyokushō jeweled general K gyoku K
Rook   飛車 hisha flying chariot R hi R
Promoted rook
("Dragon")
  竜王 ryūō dragon king +R or [b] ryū FR
Bishop   角行 kakugyō angle mover B kaku B
Promoted bishop
("Horse")
  竜馬 ryūma or ryūme dragon horse +B uma WB
Gold general
("Gold")
  金将 kinshō gold general G kin WfF
Silver general
("Silver")
  銀将 ginshō silver general S gin FfW
Promoted silver   成銀 narigin promoted silver +S (全) WfF
Knight   桂馬 keima katsura horse N kei ffN
Promoted knight   成桂 narikei promoted katsura +N (圭or今) WfF
Lance   香車 kyōsha incense chariot L kyō fR
Promoted lance   成香 narikyō promoted incense +L (杏 or 仝) WfF
Pawn   歩兵 fuhyō foot soldier P fu fW
Promoted pawn
("tokin")
  と金 tokin reaches gold +P と (or个) to WfF

English speakers sometimes refer to promoted bishops as horses and promoted rooks as dragons, after their Japanese names, and generally use the Japanese term tokin for promoted pawns. Silver generals and gold generals are commonly referred to simply as silvers and golds, respectively.

The characters inscribed on the reverse sides of the pieces to indicate promotion may be in red ink, and are usually cursive. The characters on the backs of the pieces that promote to gold generals are cursive variants of 'gold', becoming more cursive (more abbreviated) as the value of the original piece decreases. These cursive forms have these equivalents in print: for promoted silver, for promoted knight, for promoted lance, and for promoted pawn (tokin). Another typographic convention has abbreviated versions of the original values, with a reduced number of strokes: for a promoted knight (桂), for a promoted lance (香), and the as above for a promoted silver, but (a hiragana symbol for the syllable "to") for tokin.

The suggestion that the Japanese characters have deterred Western players from learning shogi has led to "Westernized" or "international" pieces which use iconic symbols instead of characters. Most players soon learn to recognize the characters, however, partially because the traditional pieces are already iconic by size, with more powerful pieces being larger. As a result, Westernized pieces have never become popular. Bilingual pieces with both Japanese characters and English captions have been developed as have pieces with animal cartoons.

Setup and gameplay

 
Shogi starting setup; Black (at bottom) moves first.

Each player sets up friendly pieces facing forward (toward the opponent).

  • In the rank nearest the player:
    • The king is placed in the center file;
    • The two gold generals are placed in files adjacent to the king;
    • The two silver generals are placed adjacent to each gold general;
    • The two knights are placed adjacent to each silver general;
    • The two lances are placed in the corners, adjacent to each knight.
That is, the first rank is
 L   N   S   G   K   G   S   N   L 
Or
  • In the second rank, each player places:
    • The bishop in the same file as the left knight;
    • The rook in the same file as the right knight.
  • In the third rank, the nine pawns are placed one per file.
 
Deciding who goes first: Furigoma

A furigoma 振り駒 'piece toss' is used to decide who moves first. One of the players tosses five pawns. If the number of tokins (promoted pawns, と) facing up is higher than unpromoted pawns (歩), then the player who tossed the pawns plays gote 後手 'white' (that is, getting the second move).[6]

After the piece toss furigoma, the game proceeds. If multiple games are played, then players alternate turns for who goes first in subsequent games. (The terms "Black" and "White" are used to differentiate sides although there is no difference in the color of the pieces.) For each turn, a player may either move a piece that is currently on the board (and potentially promote it, capture an opposing piece, or both) or else drop a piece that has been previously captured onto a square of the board. These options are explained below.

Rules

Objective

The usual goal of a game is for one player to checkmate the other player's king, winning the game.

Movement

Most shogi pieces can move only to an adjacent square. A few may move across the board, and one jumps over intervening pieces.

The lance, bishop, and rook are ranging pieces: They can move any number of squares along a straight line limited only by intervening pieces and the edge of the board. If an opposing piece intervenes, it may be captured by removing it from the board and replacing it with the moving piece. If a friendly piece intervenes, the moving piece must stop short of that square; if the friendly piece is adjacent, the moving piece may not move in that direction at all.

Notation
Steps to an adjacent square
Jumps to a non-adjacent square, bypassing any intervening piece
Ranges along a straight line, crossing any number of empty squares

A king (玉/王) moves one square in any direction, orthogonal or diagonal.

A rook (飛) moves any number of squares in an orthogonal direction.

A bishop (角) moves any number of squares in a diagonal direction. Because they cannot move orthogonally, the players' unpromoted bishops can reach only half the squares of the board, unless one is captured and then dropped.

A gold general (金) moves one square orthogonally, or one square diagonally forward, giving it six possible destinations. It cannot move diagonally backwards.

A silver general (銀) moves one square diagonally, or one square straight forward, giving it five possible destinations. Because an unpromoted silver can retreat more easily than a promoted one, it is common to leave a silver unpromoted at the far side of the board. (See Promotion).

A knight (桂) jumps at an angle intermediate to orthogonal and diagonal, amounting to one square straight forward plus one square diagonally forward, in a single move. Thus the knight has two possible forward destinations. Unlike international chess knights, shogi knights cannot move to the sides or in a backwards direction. The knight is the only piece that ignores intervening pieces on the way to its destination. It is not blocked from moving if the square in front of it is occupied, but neither can it capture a piece on that square. It is often useful to leave a knight unpromoted at the far side of the board. A knight must promote, however, if it reaches either of the two furthest ranks. (See Promotion.)

A lance (香) moves just like the rook except it cannot move backwards or to the sides. It is often useful to leave a lance unpromoted at the far side of the board. A lance must promote, however, if it reaches the furthest rank. (See Promotion.)

A pawn (歩) moves one square straight forward. It cannot retreat. Unlike international chess pawns, shogi pawns capture the same as they move. A pawn must promote if it arrives at the furthest rank. (See Promotion.) In practice, however, a pawn is usually promoted whenever possible. There are two restrictions on where a pawn may be dropped. (See Drops.)

All pieces but the knight move either horizontally, vertically, or diagonally. These directions cannot be combined in a single move; one direction must be chosen.

Every piece blocks the movement of all other non-jumping pieces through the square it occupies.

If a piece occupies a legal destination for an opposing piece, it may be captured by removing it from the board and replacing it with the opposing piece. The capturing piece may not continue beyond that square on that turn. Shogi pieces capture the same as they move.

Normally, when moving a piece, a player snaps it to the board with the ends of the fingers of the same hand. This makes a sudden sound effect, bringing the piece to the attention of the opponent. This is also true for capturing and dropping pieces. On a traditional shogi-ban, the pitch of the snap is deeper, delivering a subtler effect.

Promotion

A player's
promotion zone (yellow)
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A player's promotion zone consists of the furthest one-third of the board – the three ranks occupied by the opponent's pieces at setup. The zone is typically delineated on shogi boards by two inscribed dots. When a piece is moved, if part of the piece's path lies within the promotion zone (that is, if the piece moves into, out of, or wholly within the zone; but not if it is dropped into the zone – see Drops), then the player has the option to promote the piece at the end of the turn. Promotion is indicated by turning the piece over after it moves, revealing the character of the promoted piece.

Promoting a piece is usually not compulsory; however, if a pawn or lance is moved to the furthest rank, or a knight is moved to either of the two furthest ranks, that piece must promote (otherwise, it would have no legal move on subsequent turns). A silver general is never required to promote, and it is often advantageous to keep a silver general unpromoted (it is easier, for example, to extract an unpromoted silver from behind enemy lines: a promoted silver, with only one line of retreat, can be easily blocked.) Rooks, bishops and pawns are almost always promoted, as these pieces do not lose any of their powers upon promotion.

Pieces that promote
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Promoting a piece changes the way it moves. The various pieces promote as follows:

  • A silver general, knight, lance, or pawn has its normal power of movement replaced by that of a gold general.
  • A rook or bishop keeps its original movement and gains the power to move one square in any direction (like a king). For a promoted bishop, this means it is able to reach any square on the board, given enough moves.
  • A king or a gold general does not promote; nor can a piece that is already promoted.

When captured, a piece loses its promoted status. Otherwise promotion is permanent.

A promoted rook ("dragon king", 龍王 ryūō; alternate forms: 龍, 竜) moves as a rook and as a king. It is also called a dragon.

A promoted bishop ("dragon horse", 龍馬 ryūma; alternate form: 馬) moves as a bishop and as a king. It is also known as a horse.

A promoted silver (成銀 narigin; alternate forms: 全, cursive 金), a promoted knight (成桂 narikei; alternate forms: 圭, 今, cursive 金), a promoted lance (成香 narikyō; alternate forms: 杏, 仝, cursive 金) and a promoted pawn (と金 tokin; alternate forms: と, 个) all move the same way as a gold general. The promoted pawn is often called by its Japanese name tokin, even by non-Japanese players.

Drops

 
Traditional piece stands for pieces in hand
 
Piece stands next to shogi board

Captured pieces are retained in hand and can be brought back into play under the capturing player's control. The Japanese term for piece(s) in hand is either 持ち駒 mochigoma or 手駒 tegoma. On any turn, instead of moving a piece on the board, a player may select a piece in hand and place it – unpromoted side up and facing the opposing side – on any empty square. The piece is then one of that player's active pieces on the board and can be moved accordingly. This is called dropping the piece, or simply, a drop. A drop counts as a complete move.

A drop cannot capture a piece, nor does dropping within the promotion zone result in immediate promotion. Capture and/or promotion may occur normally, however, on subsequent moves of the piece.

Restrictions. There are three restrictions on dropping pieces; the last two of these apply only to pawns.

  1. Piece with No Moves (Japanese: 行き所のない駒 ikidokorononaikoma): Pawns, lances and knights may not be dropped onto the last (9th) rank, and knights may not be dropped onto the penultimate (8th) rank; this is because such dropped pieces would have no legal moves on subsequent turns (as they can only move in the forward direction).
  2. Two Pawns (Japanese: 二歩 nifu): A pawn may not be dropped onto a file (column) containing another unpromoted pawn of the same player (promoted pawns do not count).
  3. Drop Pawn Mate (Japanese: 打ち歩詰め uchifuzume): A pawn may not be dropped to give an immediate checkmate. (This rule only applies specifically to pawns, drops and checkmates − to clarify, a player may deliver an immediate checkmate by dropping a non-pawn piece, a player may checkmate a king with a pawn that is already on the board, and a pawn may be dropped to give an immediate check as long as it does not also result in checkmate.)

A corollary of the second restriction is that a player with an unpromoted pawn on every file is unable to drop a pawn anywhere. For this reason, it is common to sacrifice a pawn in order to gain flexibility for drops.

Captured pieces are typically kept on a wooden stand (駒台 komadai) which is traditionally placed so that its bottom-left corner aligns with the bottom-right corner of the board from the perspective of each player. It is not permissible to hide pieces from full view.

It is common for players to swap bishops, which oppose each other across the board, early in the game. This leaves each player with a bishop in hand to be dropped later. The ability for drops in shogi gives the game tactical richness and complexity. The fact that no piece ever goes entirely out of play accounts for the rarity of draws.

Check

When a player's move threatens to capture the opposing king on the next turn, the move is said to give check to the king and the king is said to be in check. If a player's king is in check, that player's responding move must remove the check if possible.[7] Ways to remove a check include moving the king away from the threat, capturing the threatening piece, or placing another interposing piece between the king and the threatening piece.

To announce check in Japanese, one can say ōte (王手), however, this is an influence of international chess and is not required, even as a courtesy.[8] It may be common to announce ōte in beginner matches or for local rules to dictate that you have to announce it.[9][10] Announcing a check vocally is unheard of in serious play.[citation needed]

End of the game

The usual way for shogi games to end is for one side to checkmate the other side's king, after which the losing player will be given the opportunity to admit defeat. Unlike western chess or xiangqi, checkmate is almost always the result in shogi since pieces never retire from play which gives the players a sufficient number of pieces to deliver checkmate. That said, there are three other possible ways for a game to end: repetition (千日手 sennichite), impasse (持将棋 jishōgi), and an illegal move (反則手). The first two – repetition and impasse – are particularly uncommon. Illegal moves are also uncommon in professional games although this may not be true with amateur players (especially beginners).

Unlike western chess, there is no tradition of offering a mutual draw by agreement.

Game End Win State
Checkmate Loss
Resignation Loss
Illegal move Loss
Repetition Draw
Impasse Draw (usually)
Time forfeit Loss

Checkmate

Checkmate by Black
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The most common basic checkmating patterns involve golds

If the king is in check and there is no possible move which could protect the king, the move is said to checkmate (tsumi 詰み) the king. Checkmate effectively means that the opponent wins the game as the player would have no remaining legal moves.[7] (See also: tsumeshogi, hisshi.)

Resignation

The losing player will usually resign when the situation is thought to be hopeless and may declare the resignation at any time during their turn. Although a player may resign just after they are checkmated, playing up to the checkmate point rarely occurs in practice as players normally resign as soon as a loss is deemed inevitable – such as when a tsume (forced mate sequence) is realized by the losing player. Similarly, if a player were to lose in an Entering King situation (see section below) by having less than 24 points (or by any of the other Impasse rules used by amateurs), then the player will usually resign before that point.

In traditional tournament play, a formal resignation is required – that is, a checkmate is not a sufficient condition for winning.[11] The resignation is indicated by bowing and/or saying 'I lost' (負けました makemashita) and/or placing the right hand over the piece stands. Placing the hand over the piece stand is a vestige of an older practice of gently dropping one's pieces in hand over the board in order to indicate resignation. In western practice, a handshake may be used.

Illegal move

In professional and serious (tournament) amateur games, a player who makes an illegal move loses immediately.[c] The loss stands even if play continued and the move was discovered later in game. However, if neither the opponent nor a third party points out the illegal move and the opponent later resigned, the resignation stands as the result.

Illegal moves include:

Toyokawa's televised Two Pawns
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  • Violating the Two Pawns (nifu) restriction (See §Drops above.)
  • Violating the Drop Pawn Mate (uchifuzume) restriction
  • Dropping or moving a piece to position where it cannot move (such as dropping a knight to an opponent's last two ranks, etc.)
  • Dropping a piece with its promoted value
  • Playing out of turn, e.g. making more than one move or white moving first instead of moving second.
  • Making perpetual check four times (cf. sennichite)
  • Leaving one's king in check, or moving one's king into check
  • Moving a piece contrary to how its movements are defined (for example, moving a gold like a silver, or moving an unpromoted bishop off its legal diagonal)

In friendly amateur games, this rule is sometimes relaxed, and the player may be able to take back the illegal move and replay a new legal move.[12][13]

In particular, the Two Pawn violation is the most common illegal move played by professional players. The Two Pawn violation played by Takahiro Toyokawa (against Kōsuke Tamura) in the 2004 NHK Cup is infamous since it was broadcast on television. On the 109th move, Toyokawa (playing as Black) dropped a pawn to the 29 square while he already had a pawn in play on the board on the 23 square and, thus, lost the game.[14][15]

Repetition (draw)

If the same game position occurs four times with the same player to move and the same pieces in hand for each player, then the game ends in a repetition draw (千日手 sennichite, lit. "moves for a thousand days"), as long as the positions are not due to perpetual check. Perpetual check (連続王手の千日手) is an illegal move (see above), which ends the game in a loss in tournament play.

In professional shogi, a repetition draw outcome is not a final result as draws essentially do not count. There can be only one victorious through wins.[d] In the case of a repetition draw, professional shogi players will have to immediately play a subsequent game (or as many games as necessary) with sides reversed in order to obtain a true win outcome. (That is, the player who was White becomes Black, and vice versa.) Also, depending on the tournament, professional players play the subsequent game in the remainder of the allowed game time.

Thus, aiming for a repetition draw may be a possible professional strategy for the White player in order to play the second replay game as Black, which has a slight statistical advantage and/or greater initiative. For instance, Bishop Exchange Fourth File Rook is a passive strategy for White with the goal of a repetition draw (as it requires two tempo losses – swinging the rook and trading the bishops) while it is a very aggressive strategy if played by Black.

Repetition draws are rare in professional shogi occurring in about 1–2% of games and even rarer in amateur games. In professional shogi, repetition draws usually occur in the opening as certain positions are reached that are theoretically disadvantaged for both sides (reciprocal zugzwang). In amateur shogi, repetition draws tend to occur in the middle or endgame as a result of player errors.

Impasse

The game reaches an Impasse or Deadlock (持将棋 jishōgi) if both kings have advanced into their respective promotion zones – a situation known as 相入玉 (ai-nyū gyoku "double entering kings") – and neither player can hope to mate the other or to gain any further material. An Impasse can result in either a win or a draw. If an Impasse happens, the winner is decided as follows: each player agrees to an Impasse, then each rook or bishop, promoted or not, scores 5 points for the owning player, and all other pieces except kings score 1 point each. A player scoring fewer than 24 points loses. (Note that in the start position, both players have 27 points each.) If neither player has fewer than 24, the game is no contest — a draw. In professional shogi, an Impasse result is always a draw since a player that cannot obtain the 24 points will simply resign. Jishōgi is considered an outcome in its own right rather than no contest, but there is no practical difference. As an Impasse needs to be agreed on for the rule to be invoked, a player may refuse to do so and attempt to win the game in future moves. If that happens, there is no official rule about the verdict of the game.[16]

However, in amateur shogi, there are different practices most of which force a win resolution to the Impasse in order to avoid a draw result.

The first draw by Impasse occurred in 1731 in a bishop handicap game between the seventh Lifetime Meijin, Sōkan Itō II [ja], and his brother, Sōkei Ōhashi.[17]

Entering King
Black's king in an Entering King state
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As a practical matter, when an opponent's king has entered a player's own territory especially with supporting defending pieces, the opponent's king is often very difficult to mate given the forward attacking nature of most shogi pieces. This state is referred to as entering king (入玉 nyū gyoku). If both players' kings are in entering king states, the game becomes more likely to result in an impasse.

In the adjacent diagram example, although White's king is in a strong Bear-in-the-hole castle, Black's king has entered White's territory making it very difficult to mate. Therefore, this position favors Black.[18]

An example of Entering King occurred in the fourth game of the 60th Ōi title match between Masayuki Toyoshima and Kazuki Kimura held on August 20–21, 2019. After being unsuccessful in attacking Kimura and also in defending his own king within his camp, Toyoshima (playing as White) moved his king away from Kimura's attacking pieces by fleeing up the second file, ultimately entering his king into Kimura's camp by move 150. Although Toyoshima had achieved Entering King, he still had only 23 points—one point shy of the required 24 points for an Impasse draw—while Kimura (Black) had 31 points. Toyoshima then spent the next 134 moves trying to bring his point total, which fluctuated between 17 and 23, up to the necessary 24. By the 231st move, the game had reached a Double Entering Kings state, and by move 285 Kimura had successfully kept Toyoshima's point total at bay. Here, Toyoshima with 20 points (and Kimura at 34 points) resigned.[19][20] Incidentally, this game broke the record of longest game in a title match.[21]

Amateur resolutions

For amateur games, there are various guidances with little standardization. Fairbairn reports a practice in the 1980s (considered a rule by the now defunct Shogi Association for The West) where the dispute is resolved by either player moving all friendly pieces into the promotion zone and then the game ends with points tallied.[22]

Another resolution is the 27-Point (27点法) rule used for some amateur tournaments.[23] One version of this is simply the player who has 27 or more points is the winner of the Impasse. Another version is a 27-Point Declaration rule. For instance, the Declaration rule on the online shogi site, 81Dojo, is that the player who wants to declare an Impasse win must (i) declare an intention to win via Impasse, (ii) have the king in the enemy camp (the promotion zone for that player), (iii) 10 other pieces must be in the promotion zone, (iv) not be in check, (v) have time remaining, and (vi) must have 28 points if Black or 27 points if White. If all of these conditions are met, then the Impasse declarer will win the game regardless of whether the opponent objects.[24]

Yet another resolution to Impasse is the so-called Try Rule (トライルール torairūru). In this case, after both kings have entered their corresponding promotion zones, then the player who first moves the king to the opponent's king's start square (51 for Black, 59 for White) first will be the winner.[25][26] As an example, the popular 将棋ウォーズ (Shogi Wars) app by HEROZ Inc. used the Try Rule up until 2014.[27] (Now the app uses a variant of the 27-Point Declaration Rule – although it differs from the variant used on the 81Dojo site.) The idea of "Try Rule" was taken from rugby football (see Try (rugby)).[28]

Draws in tournaments

Impasse position of Katoh vs Nakahara 1982
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Katoh played +N-36, and Nakahara then agreed to a draw via impasse. Katoh has 29 points, Nakahara 25 points.

In professional tournaments, the rules typically require drawn games to be replayed with sides reversed, possibly with reduced time limits. This is rare compared to chess and xiangqi, occurring at a rate of 1–2% even in amateur games.

The 1982 Meijin title match between Makoto Nakahara and Hifumi Katoh was unusual in this regard with an impasse draw in the first (Double Fortress) game on April 13–14 (only the fifth draw in the then 40-year history of the tournament). This game (with Katoh as Black) lasted for 223 moves with 114 minutes spent pondering a single move. One of the reasons for the length of this game was that White (Nakahara) was very close to falling below the minimum of 24 points required for a draw. Thus, the end of the endgame was strategically about trying to keep White's points above the 24-point threshold.[29] In this match, sennichite occurred in the sixth and eighth games. Thus, this best-of-seven match lasted eight games and took over three months to finish; Black did not lose a single game and the eventual victor was Katoh at 4–3.

Time control

Professional games are timed as in international chess, but professional shogi players are almost never expected to keep time in their games. Instead a timekeeper is assigned, typically an apprentice professional. Time limits are much longer than in international chess (9 hours a side plus extra time in the prestigious Meijin title match), and in addition byōyomi (literally "second counting") is employed. This means that when the ordinary time has run out, the player will from that point on have a certain amount of time to complete every move (a byōyomi period), typically upwards of one minute. The final ten seconds are counted down, and if the time expires the player to move loses the game immediately. Amateurs often play with electronic clocks that beep out the final ten seconds of a byōyomi period, with a prolonged beep for the last five.

Player rank and handicaps

Amateur players are ranked from 15 kyū to 1 kyū and then from 1 dan to 8 dan. Amateur 8 dan was previously only honorarily given to famous people. While it is now possible to win amateur 8 dan by actual strength (winning amateur Ryu-oh 3 times), this has yet to be achieved.

Professional players operate with their own scale, from 6 kyū to 3 dan for pro-aspiring players and professional 4 dan to 9 dan for formal professional players.[30] Amateur and professional ranks are offset (with amateur 4 dan being equivalent to professional 6 kyū).[31]

Handicaps

6-Piece Handicap
☖ pieces in hand:
987654321 
    1
         2
3
         4
         5
         6
7
       8
9
☗ pieces in hand:

Shogi has a handicap system (like go) in which games between players of disparate strengths are adjusted so that the stronger player is put in a more disadvantageous position in order to compensate for the difference in playing levels. In a handicap game, one or more of White's pieces are removed from the setup, and instead White plays first.

Notation

 
A shogi game record

There are two common systems used to notate piece movements in shogi game records. One is used in Japanese language texts while a second was created for western players by George Hodges and Glyndon Townhill in the English language. This system was updated by Hosking to be closer to the Japanese standard (two numerals).[32][33] Other systems are used to notate shogi board positions. Unlike chess, the origin (11 square) is at the top right of a printed position rather than the bottom left.

In western piece movement notation, the format is the piece initial followed by the type of movement and finally the file and rank where the piece moved to. The piece initials are K (King), R (Rook), B (Bishop), G (Gold), S (Silver), N (Knight), L (Lance), and P (Pawn). Simple movement is indicated with -, captures with x, and piece drops with *. The files are indicated with numerals 1–9. The older Hodges standard used letters a–i for ranks, and the newer Hosking standard also uses numerals 1–9 for the ranks. Thus, Rx24 indicates 'rook captures on 24'. Promoted pieces are notated with + prefixed to the piece initial (e.g. +Rx24). Piece promotion is also indicated with + (e.g. S-21+) while unpromotion is indicated with = (e.g. S-21=). Piece ambiguity is resolved by notating which square a piece is moving from (e.g. N65-53+ means 'knight from 65 moves to 53 and promotes,' which distinguishes it from N45-53+).

The Japanese notation system uses Japanese characters for pieces and promotion indication and uses Japanese numerals instead of letters for ranks. Movement type aside from drops is not indicated, and the conventions for resolving ambiguity are quite different from the western system. As examples, the western Rx24 would be 2四飛 in Japanese notation, +Rx24 would be 2四龍, S-21+ would be 2一銀成, S-21= would be 2一銀不成, and N65-53+ would be 5三桂左成 showing that the leftmost knight jumped (implicitly from the 65 square), which distinguishes it from 5三桂右成 in which the rightmost knight jumped.

Although not strictly part of the notational calculus for games, game results are indicated in Japanese newspapers, websites, etc. with wins indicated by a white circle and losses indicated by a black circle.

Strategy and tactics

Ranging Rook vs Static Rook
☖ pieces in hand:
987654321 
    1
     2
 3
      4
         5
   6
   7
     8
     9
☗ pieces in hand:
Bear-in-the-hole Static Rook position

Shogi is similar to chess but has a much larger game tree complexity because of the use of drops, greater number of pieces, and larger board size.[34] In comparison, shogi games average about 140 (half-)moves per game (or 70 chess move-pairs) whereas chess games average about 80 moves per game (or 40 chess move-pairs) and minishogi averages about 40 moves per game (or 20 chess move-pairs).[35][e]

Like chess, however, the game can be divided into the opening, middle game and endgame, each requiring a different strategy. The opening consists of arranging one's defenses usually in a castle and positioning for attack; the mid game consists of attempting to break through the opposing defenses while maintaining one's own; and the endgame starts when one side's defenses have been compromised.

In the adjacent diagram, Black has chosen a Ranging Rook position (specifically Fourth File Rook) where the rook has been moved leftward away from its starting position. Additionally, Black is utilizing a Silver Crown castle, which is a type of fortification structure constructed with one silver and two gold pieces and the king moved inside of the fortification – the silver crown name comes from the silver being positioned directly above the king's head on the 27 square as if it were a crown. In the diagram, White has chosen a Static Rook position, in which the rook remains on its starting square. This Static Rook position is specifically a type of Counter-Ranging Rook position known as Bear-in-the-hole Static Rook that uses a Bear-in-the-hole castle. The Bear-in-the-hole fortification has the king moved all the way into very edge corner of the board on the 11 square as if it were a badger in a hole with a silver moved to the 22 square in order to close up the hole and additional reinforcing golds on 31 and 32 squares. This board position required 33 moves (or 12 move pairs as counted in western chess) to construct.

Etiquette

 
Two men playing shogi outside in Ueno Park, 2014

Shogi players are expected to follow etiquette in addition to rules explicitly described. Commonly accepted etiquette include the following:

  • Greetings to the opponent both before and after the game
  • Avoiding disruptive actions both during the game and after, for instance:
    • Not changing the move once realized on the board
    • Fair withdrawal without any disruption, such as scattering pieces on the board to demonstrate frustration
  • Announcing one's resignation

Shogi piece sets may contain two types of king pieces, (king) and (jewel). In this case, the higher classed player, in either social or genuine shogi player rank, may take the king piece. For example, in titleholder system games, the current titleholder takes the king piece as the higher.

The higher-ranked (or older) player also sits facing the door of the room and is the person who takes the pieces out of the piece box.[36]

Shogi does not have a touch-move rule as in western chess tournament play or chu shogi. However, in professional games, a piece is considered to be moved when the piece has been let go of. In both amateur and professional play, any piece may be touched in order to adjust its centralization within its square (to look tidy).[37]

Taking back moves (待った matta) in professional games is prohibited. However, in friendly amateur games in Japan, it is often permitted.

Professional players are required to follow several ritualistic etiquette prescriptions such as kneeling exactly 15 centimeters from the shogi board, sitting in the formal seiza position, etc.[38]

People arranging large shogi pieces in Shimbashi, 2018

Game setup

Traditionally, the order of placing the pieces on the board is determined. There are two commonly used orders, the Ōhashi order 大橋流 and the Itō order 伊藤流.[39] Placement sets pieces with multiples (generals, knights, lances) from left to right in all cases, and follows the order:

  1. King
  2. Gold generals
  3. Silver generals
  4. Knights
In ito, the player now places:
5.  Pawns (left to right starting from the leftmost file)
6.  Lances
7.  Bishop
8.  Rook
In ohashi, the player now places:
5.  Lances
6.  Bishop
7.  Rook
8.  Pawns (starting from center file, then alternating left to right one file at a time)

Furigoma

Among amateur tournaments, the higher-ranked player or defending champion performs the piece toss. In professional games, the furigoma is done on the behalf of the higher-ranked player/champion by the timekeeper who kneels by the side of the higher-ranked player and tosses the pawn pieces onto a silk cloth.[36] In friendly amateur games, a player will ask the opponent to toss the pawns out of politeness. Otherwise, the person who tosses the pawns can be determined by Rock–paper–scissors.[40]

History

 
Boys playing shogi (18th century)
 
Playing shogi in Japan (ca. 1916–1918)
 
Kōzō Masuda (升田幸三) in 1952

From The Chess Variant Pages:[2]

The world's first chess variant, chaturanga arose in India in approximately the seventh century AD. From there it migrated both westward and northward, mutating along the way. The western branch became shatranj in Arabia and Orthodox Chess in Europe. The northern branch became xiangqi in China and janggi in Korea. Sometime in the tenth to twelfth centuries, 'chess' crossed the channel to Japan where it spawned a number of interesting variants. One of these was called 'Small Shogi'. Eventually, Small Shogi (though it went through many forms) won out over the larger variants and is now referred to simply as 'Shogi'. It is certain that Shogi in its present form was played in Japan as early as the 16th century.

It is not clear when chess was brought to Japan. The earliest generally accepted mention of shogi is Shin Saru Gakuki (新猿楽記) (1058–1064) by Fujiwara Akihira. The oldest archaeological evidence is a group of 16 shogi pieces excavated from the grounds of Kōfuku-ji in Nara Prefecture. As it was physically associated with a wooden tablet written on in the sixth year of Tenki (1058), the pieces are thought to date from that period. These simple pieces were cut from a writing plaque in the same five-sided shape as modern pieces, with the names of the pieces written on them.

The dictionary of common folk culture, Nichūreki (二中歴) (c. 1210–1221), a collection based on the two works Shōchūreki (掌中歴) and Kaichūreki (懐中歴), describes two forms of shogi, large (dai) shogi and small (shō) shogi. These are now called Heian shogi (or Heian small shogi) and Heian dai shogi. Heian small shogi is the version on which modern shogi is based, but the Nichūreki states that one wins if one's opponent is reduced to a single king, indicating that drops had not yet been introduced. According to Kōji Shimizu, chief researcher at the Archaeological Institute of Kashihara, Nara Prefecture, the names of the Heian shogi pieces keep those of chaturanga (general, elephant, horse, chariot and soldier), and add to them the five treasures of Buddhism (jade, gold, silver, katsura tree, and incense).

Around the 13th century the game of dai shogi developed, created by increasing the number of pieces in Heian shogi, as was sho shogi, which added the rook, bishop, and drunken elephant from dai shogi to Heian shogi. The drunken elephant steps one square in any direction except directly backward, and promotes to the prince, which acts as a second king and must also be captured along with the original king for the other player to win. Around the 15th century, the rules of dai shogi were simplified, creating the game of chu shogi. Chu shogi, like its parent dai shogi, contains many distinct pieces, such as the queen (identical with Western chess) and the lion (which moves like a king, but twice per turn, potentially being able to capture twice, among other idiosyncrasies). The popularity of dai shogi soon waned in favour of chu shogi, until it stopped being played commonly. Chu shogi rivalled sho shogi in popularity until the introduction of drops in the latter, upon which standard shogi became ascendant, although chu shogi was still commonly played until about World War II, especially in Kyoto.

It is thought that the rules of standard shogi were fixed in the 16th century, when the drunken elephant was removed from the set of pieces present in sho shogi. There is no clear record of when drops were introduced, however.

In the Edo period, shogi variants were greatly expanded: tenjiku shogi, dai dai shogi, maka dai dai shogi, tai shogi, and taikyoku shogi were all invented. It is thought that these were played to only a very limited extent, however. Both standard shogi and Go were promoted by the Tokugawa shogunate. In 1612, the shogunate passed a law giving endowments to top shogi players (Meijin (名人)). During the reign of the eighth shōgun, Tokugawa Yoshimune, castle shogi tournaments were held once a year on the 17th day of Kannazuki, corresponding to November 17, which is Shogi Day on the modern calendar.

The title of meijin became hereditary in the Ōhashi and Itō families until the fall of the shogunate, when it came to be passed by recommendation. Today the title is used for the winner of the Meijin-sen competition, the first modern title match. From around 1899, newspapers began to publish records of shogi matches, and high-ranking players formed alliances with the aim of having their games published. In 1909, the Shogi Association (将棋同盟社) was formed, and in 1924, the Tokyo Shogi Association (東京将棋連盟) was formed. This was an early incarnation of the modern Japan Shogi Association (日本将棋連盟, nihon shōgi renmei), or JSA, and 1924 is considered by the JSA to be the date it was founded.[41]

In 1935, meijin Kinjirō Sekine stepped down, and the rank of meijin came to be awarded to the winner of a Meijin title match (名人戦, meijin-sen). Yoshio Kimura (木村義雄) became the first Meijin under this system in 1937. This was the start of the shogi title matches (see titleholder system). After the war other tournaments were promoted to title matches, culminating with the Ryūō title match (竜王戦, ryūō-sen) in 1988 for the modern line-up of seven. About 200 professional shogi players compete. Each year, the title holder defends the title against a challenger chosen from knockout or round matches.

After the Second World War, SCAP (occupational government mainly led by US) tried to eliminate all "feudal" factors from Japanese society and shogi was included in the possible list of items to be banned along with Bushido (philosophy of samurai) and other things. The reason for banning shogi for SCAP was its exceptional character as a board game seen in the usage of captured pieces. SCAP insisted that this could lead to the idea of prisoner abuse. But Kozo Masuda, then one of the top professional shogi players, when summoned to the SCAP headquarters for an investigation, criticized such understanding of shogi and insisted that it is not shogi but western chess that potentially contains the idea of prisoner abuse because it just kills the pieces of the opponent while shogi is rather democratic for giving prisoners the chance to get back into the game. Masuda also said that chess contradicts the ideal of gender equality in western society because the king shields itself behind the queen and runs away. Masuda's assertion is said to have eventually led to the exemption of shogi from the list of items to be banned.[42]

Tournament play

 
2013 World Shogi Open Championship (amateur) tournament in Minsk

There are two organizations for shogi professional players in Japan: the JSA, and the Ladies' Professional Shogi-players' Association of Japan [ja] (日本女子プロ将棋協会, nihon joshi puro shōgi kyōkai), or LPSA. The JSA is the primary organization for men and women's professional shogi[41] while the LPSA is a group of women professionals who broke away from the JSA in 2007 to establish their own independent organization.[43] Both organize tournaments for their members and have reached an agreement to cooperate with each other to promote shogi through events and other activities.[44] Top professional players are fairly well-paid from tournament earnings. In 2016, the highest tournament earners were Yoshiharu Habu and Akira Watanabe who earned ¥91,500,000 and ¥73,900,000. (The tenth highest earner, Kouichi Fukaura, won ¥18,490,000.)[45]

The JSA recognizes two categories of shogi professionals: Professional (棋士, kishi), and Female Professional (女流棋士, joryūkishi). Sometimes kishi are addressed as seikishi (正棋士), a term from Go used to distinguish kishi from other classes of players. JSA professional ranks and female professional ranks are not equivalent and each has their own promotion criteria and ranking system. In 2006, the JSA officially granted women "professional status". This is not equivalent, however, to the more traditional way of "gaining professional status", i.e., being promoted from the "Shoreikai System" (奨励会): leagues of strong amateur players aspiring to become a professional. Rather, it is a separate system especially designed for female professionals. Qualified amateurs, regardless of gender, may apply for the "Shoreikai System" and all those who successfully "graduate" are granted kishi status; however, no woman has yet to accomplish this feat (the highest women have reached is "Shoreikai 3 dan league" by Kana Satomi and Tomoka Nishiyama), so kishi is de facto only used to refer to male shogi professionals.[46]

The JSA is the only body which can organize tournaments for professionals, e.g., the eight major tournaments in the titleholder system and other professional tournaments. In 1996, Yoshiharu Habu became the only kishi to hold seven major titles at the same time. For female professionals, both the JSA and LPSA organize tournaments, either jointly or separately. Tournaments for amateurs may be organized by the JSA and LPSA as well as local clubs, newspapers, private corporations, educational institutions or municipal governments for cities or prefectures under the guidance of the JSA or LPSA.

Since the 1990s, shogi has grown in popularity outside Japan, particularly in the People's Republic of China, and especially in Shanghai. The January 2006 edition of Kindai Shogi (近代将棋) stated that there were 120,000 shogi players in Shanghai. The spread of the game to countries where Chinese characters are not in common use, however, has been slower.

In Europe

 
Amateur shogi certificate for 2 dan

As of November 2017, in Europe there are currently over 1,200 active players.[47]

Computer shogi

Shogi has the highest game complexity of all popular chess variants. Computers have steadily improved in playing shogi since the 1970s. In 2007, champion Yoshiharu Habu estimated the strength of the 2006 world computer shogi champion Bonanza at the level of two-dan shoreikai.

The JSA prohibits its professionals from playing computers in public without prior permission, with the reason of promoting shogi and monetizing the computer–human events.[48]

On October 12, 2010, after some 35 years of development, a computer finally beat a professional player, when the top ranked female champion Ichiyo Shimizu was beaten by the Akara2010 system in a game lasting just over 6 hours.[49]

On July 24, 2011, computer shogi programs Bonanza and Akara crushed the amateur team of Kosaku and Shinoda in two games. The allotted time for the amateurs was one hour and then three minutes per move. The allotted time for the computer was 25 minutes and then 10 seconds per move.[50]

On April 20, 2013, GPS Shogi defeated 8-dan professional shogi player Hiroyuki Miura in a 102-move game which lasted over 8 hours.[51]

On December 13, 2015, the highest rated player on Shogi Club 24 was computer program Ponanza, rated 3455.[52]

On April 10, 2016, Ponanza defeated Takayuki Yamasaki, 8-dan in 85 moves. Takayuki used 7 hours 9 minutes.[53]

In October 2017, DeepMind claimed that its program AlphaZero, after a full nine hours of training, defeated elmo in a 100-game match, winning 90, losing 8, and drawing two.[54][55]

From a computational complexity point of view, generalized shogi is EXPTIME-complete.[56]

Video games

Hundreds of video games were released exclusively in Japan for several consoles.

Culture

According to professional player Yoshiharu Habu, in Japan shogi is viewed as not merely a game as entertainment or a mind sport but is instead an art that is a part of traditional Japanese culture along with haiku, tanka, noh, ikebana, and the Japanese tea ceremony. Its elevated status was established by the iemoto system supported by the historical shogunate.[57][58]

The backwards uma (shogi horse symbol) is often featured on merchandise (such as on large decorative shogi piece sculptures, keychains, and other keepsakes) available for sale in Tendō. It also serves as a symbol of good luck. (Cf. Rabbit's foot.) There are multiple theories on its origin. One is that uma (うま ) spelled in the Japanese syllabary backwards is まう mau (舞う), which means (to) dance and dancing horses are a good luck omen.[59]

In popular culture

In the manga and anime series Naruto, shogi plays an essential part in Shikamaru Nara's character development. He often plays it with his sensei, Asuma Sarutobi, apparently always beating him. When Asuma is fatally injured in battle, he reminds Shikamaru that the shogi king must always be protected, and draws a parallel between the king in shogi and the children who would grow up to take care of the Hidden Leaf (Konoha) in the future, as well as his yet-unborn daughter, Mirai, whom he wanted Shikamaru to guide.

Shogi has been a central plot point in the manga and anime Shion no Ō, the manga and anime March Comes in Like a Lion,[60] and the manga and television drama 81diver.

In the manga and anime Durarara!!, the information broker Izaya Orihara plays a twisted version of chess, go and shogi, where he mixes all three games into one as a representation of the battles in Ikebukuro.

In the video game Persona 5, the Star confidant, a girl named Hifumi Togo, is a high school shogi player looking to break into the ranks of the professionals. The player character will gain a knowledge stat when spending time with the confidant, supposedly from learning to play shogi. The abilities learned from ranking up the confidant comes from Japanese shogi terms.

In the manga and anime When Will Ayumu Make His Move?, second-year high school student Urushi Yaotome is the president of her school's shogi club, though the club is considered illegitimate due to not having enough members, the only other member being first-year student Ayumu Tanaka.

See also

Notes

  1. ^ Cf. the 64 square [8x8] board in western chess and the 90 intersection point board [9x10] in [xiangqi]).
  2. ^ The kanji is a simplified form of .
  3. ^ This is in contrast to western chess, which usually allows moves to be corrected with sometimes a less severe consequence of time penalty. However, the rules are complex. Cf. Rules of chess § Illegal move.
  4. ^ This is a significant difference from western chess, in which a player can play specifically to obtain draws for gaining points.
  5. ^ In shogi and Western chess, the term move has different definitions, which may cause confusion for western chess players. In Japanese language texts, the term 手 te translated as "move" or "tempo" (as in 手数 tesū "number of moves") is defined as a single player moving their piece. However, in Western chess, the English term move is defined as two players each moving their pieces once – in other words, a move-pair. Thus, the English shogi term move would be called a half-move in English chess terminology. Wikipedia follows the shogi usage and not the chess usage for the term move.

References

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  2. ^ a b "Shogi: Japanese Chess". The Chess Variant Pages. Retrieved 8 March 2012.
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  14. ^ As shown on the 2005 NHK television special 大逆転将棋.
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  33. ^ Hosking 1997, p. 263–265.
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  36. ^ a b Hosking 1997, p. 19–20.
  37. ^ Hosking 1997, p. 20.
  38. ^ Fairbairn (1986: 143)
  39. ^ "Sono Hoka no Goshitsumon: Koma no Narabikata ni Kimari wa Aru no Deshōka?" その他のご質問: 駒の並べ方に決まりはあるのでしょうか? [Other questions: Is there a certain way to set up the pieces?] (in Japanese). 日本将棋連盟 (Japan Shogi Association). Retrieved 17 December 2014. 江戸時代は, それぞれの家元に「大橋流」「伊藤流」という並べ方がありました。現在のでも, その並べ方を用いている棋士は少なからずおります. ただし, 決まりとして「このような並べ方をしなければならない」というものはありません. [In the Edo Era, each Iemoto had their own respective way of setting up the pieces: the 'Ohashi-style' and the 'Ito-style'. Although these two styles are still used today by many professionals, there is really no rule specifying that 'the pieces must be set up in this particular way'.]
  40. ^ Hodges, George, ed. (1982). "Who moves first?". Shogi. No. 40. p. 13.
  41. ^ a b [Founding and History] (in Japanese). 日本将棋連盟 (Japan Shogi Association). Archived from the original on 6 October 2014. Retrieved 16 August 2012.
  42. ^ Masuda, Kozo (2003). Meijin ni Kyosha wo Hiita Otoko 名人に香車を引いた男 [The Man Who Gave A Lance Handicap To A Meijin]. Chuokoron-Shinsha. p. 223. ISBN 978-4122042476.
  43. ^ [LPSA History] (PDF) (in Japanese). 日本女子プロ将棋協会 (Ladies' Professional Shogi-players' Association of Japan). Archived from the original (PDF) on 31 October 2012. Retrieved 26 June 2014.
  44. ^ [Agreement signed with LPSA] (in Japanese). 日本将棋連盟 (Japan Shogi Association). 2 June 2014. Archived from the original on 3 July 2014. Retrieved 26 June 2014.
  45. ^ https://www.shogi.or.jp/news/2017/02/201610.html (accessed 2017 Feb 19)
  46. ^ "Yoku Aru Goshitsumon: Naze, Dansei wa "Kishi" na no ni, Josei wa "Joryūkishi" to Naru no Desuka" よくあるご質問:なぜ、男性は「棋士」なのに、女性は「女流棋士」となるのですか。 [FAQ: Why are men referred to as "kishi" and women referred to as "joryūkishi"?] (in Japanese). 日本将棋連盟 (Japan Shogi Association). Retrieved 28 June 2014.
  47. ^ Andreas Neumaier (2018-05-20). "FESA home page - Ratings". Shogi.net. Retrieved 2018-06-05.
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Bibliography

  • SHOGI Magazine (70 issues, January 1976 – November 1987) by The Shogi Association (edited by George Hodges)
  • Aono, Teruichi (1983). Better Moves for Better Shogi. translated by John Fairbairn. Tokyo, Japan: Sankaido Publishing Co., Ltd. ISBN 978-4381005977.
  • Aono, Teruichi (1983). Guide to Shogi Openings: Shogi Problems in Japanese and English. translated by John Fairbairn. Tokyo, Japan: Sankaido Publishing Co., Ltd. ISBN 978-4381005984.
  • Fairbairn, John (1986). Shogi for beginners (2nd ed.). Ishi Press. ISBN 978-4-8718-720-10.
  • Habu, Yoshiharu; Hosking, Tony (2000). Habu's Words. translated by Tony Hosking and Yamato Takahashi [ja]. Stratford-upon-Avon, England: The Shogi Foundation. ISBN 978-0953108923.
  • Hosking, Tony (1997). The Art of Shogi. Stratford-upon-Avon, England: The Shogi Foundation. ISBN 978-0953108909.
  • Hosking, Tony (2006). Classic Shogi: Games Collection. Stratford-upon-Avon, England: The Shogi Foundation. ISBN 978-0953108930.
  • Pritchard, D. B. (1994). "Shogi". The Encyclopedia of Chess Variants. Games & Puzzles Publications. pp. 269–79. ISBN 0-9524142-0-1.
  • Yebisu, Miles (2016). Comprehensive shogi guide in English: How to play Japanese chess. Laboratory Publishing.

External links

  • Shogi Shack
  • Reijer Grimbergen's Shogi Page
  • Shogi.Net
  • Shogi Hub portal for current information about the shogi world (tournaments, news, etc.)
  • Shogi-L shogi mailing list
  • Ricoh Shogi Page 2013-09-22 at the Wayback Machine
  • Japanese–English shogi glossary
  • Hans Geuns' Basic Shogi Vocabulary
  • International Shogi Magazine

Rules

  • Shogi Harbour: Level 1 Shogi Course by women's professional player Karolina Styczyńska
  • 40 shogi lessons on YouTube by HIDETCHI
  • An Introduction to Shogi for Chess Players
  • Shogi by Hans Bodlaender and Fergus Duniho, The Chess Variant Pages
  • Rules and Manners of Shogi by Tomohide Kawasaki (a.k.a. HIDETCHI)
  • FESA - Shogi official playing rules
  • Shogi, the Japanese Chess by Jean-Louis Cazaux
  • Shogi and Dobutsu-Animal shogi rules to download by Filip Marek

Online play

  • 81Dojo English-language shogi play online
  • Lishogi
  • Shogi Dojo 24 shogi server in Japan
  • Shogi Wars
  • Shogi Quest
  • PlayOK shogi
  • GoldToken online turn-based shogi
  • World Shogi League international online tournament associated with 81Dojo and the Japan Shogi Association
  • HamShogi handicap shogi against the computer, instructions
  • boardspace.net real time play against human or (weak) computer players.

Online tools

  • 将棋DB2 shogi game record database (in Japanese)
  • Kyokumenpedia game record databases as move decision tree with user-generated wiki annotations (associated with 81Dojo) (in Japanese)
  • Shogi Playground record or play through games, mate problems, board positions
  • Create Shogi Diagram on the Web

shogi, 将棋, shōgi, english, japanese, ɕoːɡi, also, known, japanese, chess, strategy, board, game, players, most, popular, board, games, japan, same, family, games, western, chess, chaturanga, xiangqi, indian, chess, janggi, shōgi, means, general, shō, board, ga. Shogi 将棋 shōgi English ˈ ʃ oʊ ɡ i 1 Japanese ɕoːɡi also known as Japanese chess is a strategy board game for two players It is one of the most popular board games in Japan and is in the same family of games as Western chess chaturanga Xiangqi Indian chess and janggi Shōgi means general s shō 将 board game gi 棋 Western chess is sometimes called Seiyō Shōgi 西洋将棋 lit Western Shogi in Japan ShogiA game of shogi Fortress opening GenresBoard game Abstract strategy game Mind sportPlayers2Setup time lt 2 minutesPlaying time30 mins to 2 hours typically ChanceNoneSkillsStrategy tacticsSynonymsJapanese chess Game of GeneralsShogi was the earliest chess related historical game to allow captured pieces to be returned to the board by the capturing player 2 This drop rule is speculated to have been invented in the 15th century and possibly connected to the practice of 15th century mercenaries switching loyalties when captured instead of being killed 3 The earliest predecessor of the game chaturanga originated in India in the sixth century and the game was likely transmitted to Japan via China or Korea sometime after the Nara period 4 Shogi in its present form was played as early as the 16th century while a direct ancestor without the drop rule was recorded from 1210 in a historical document Nichureki which is an edited copy of Shōchureki and Kaichureki from the late Heian period c 1120 Contents 1 Equipment 2 Setup and gameplay 3 Rules 3 1 Objective 3 2 Movement 3 3 Promotion 3 4 Drops 3 5 Check 3 6 End of the game 3 6 1 Checkmate 3 6 2 Resignation 3 6 3 Illegal move 3 6 4 Repetition draw 3 6 5 Impasse 3 6 5 1 Entering King 3 6 5 2 Amateur resolutions 3 6 6 Draws in tournaments 3 7 Time control 4 Player rank and handicaps 4 1 Handicaps 5 Notation 6 Strategy and tactics 7 Etiquette 7 1 Game setup 7 2 Furigoma 8 History 9 Tournament play 9 1 In Europe 10 Computer shogi 11 Video games 12 Culture 12 1 In popular culture 13 See also 14 Notes 15 References 16 Bibliography 17 External linksEquipment Edit A traditional shōgi ban shogi board displaying a set of koma pieces The pieces on the far side are turned to show their promoted values The stands on either side are komadai used to hold captured pieces The board itself is raised for the comfort of players seated on tatami mats background and is hollowed underneath to produce a pleasing sound when the pieces are moved Two players face each other across a board composed of rectangles in a grid of 9 ranks rows 段 by 9 files columns 筋 yielding an 81 square board a In Japanese they are called Sente 先手 first player and Gote 後手 second player but in English are conventionally referred to as Black and White with Black the first player The board is nearly always rectangular and the rectangles are undifferentiated by marking or color Pairs of dots mark the players promotion zones 5 Each player has a set of 20 flat wedge shaped pentagonal pieces of slightly different sizes Except for the kings opposing pieces are undifferentiated by marking or color Pieces face forward by having the pointed side of each piece oriented toward the opponent s side this shows who controls the piece during play The pieces from largest most important to smallest least important are 1 king 1 rook 1 bishop 2 gold generals 2 silver generals 2 knights 2 lances 9 pawnsSeveral of these names were chosen to correspond to their rough equivalents in international chess and not as literal translations of the Japanese names Each piece has its name written on its surface in the form of two kanji Chinese characters used in Japanese usually in black ink On the reverse side of each piece other than the king and gold general are one or two other characters in amateur sets often in a different color usually red this side is turned face up during play to indicate that the piece has been promoted Following is a table of the pieces with their Japanese representations and English equivalents The abbreviations are used for game notation and often when referring to the pieces in speech in Japanese Closeup of shogi pieces Top R R K reigning K challenging B B Bottom L L S S G N N P P Another popular style of shogi pieces different from the usual Japanese characters Shows a 7 move tsumeshogi problem White has pawns on 13 24 34 king on 23 and a promoted rook on 29 Black has a bishop on 44 a pawn on 17 a lance on 19 and a rook two golds and a silver in hand An example set of international pieces In this set those pieces that do not have their equivalents in chess have symbols that iconically show their movement e g the silver general s crown and ribbons point towards its possible directions of movement English name Image Kanji Rōmaji Meaning Abbreviations Betza notationKing higher ranked player or reigning champion 王将 ōshō king general K 王 ō KKing lower ranked player or challenger 玉将 gyokushō jeweled general K 玉 gyoku KRook 飛車 hisha flying chariot R 飛 hi RPromoted rook Dragon 竜王 ryuō dragon king R 龍 or 竜 b ryu FRBishop 角行 kakugyō angle mover B 角 kaku BPromoted bishop Horse 竜馬 ryuma or ryume dragon horse B 馬 uma WBGold general Gold 金将 kinshō gold general G 金 kin WfFSilver general Silver 銀将 ginshō silver general S 銀 gin FfWPromoted silver 成銀 narigin promoted silver S 全 WfFKnight 桂馬 keima katsura horse N 桂 kei ffNPromoted knight 成桂 narikei promoted katsura N 圭 or今 WfFLance 香車 kyōsha incense chariot L 香 kyō fRPromoted lance 成香 narikyō promoted incense L 杏 or 仝 WfFPawn 歩兵 fuhyō foot soldier P 歩 fu fWPromoted pawn tokin と金 tokin reaches gold P と or个 to WfFEnglish speakers sometimes refer to promoted bishops as horses and promoted rooks as dragons after their Japanese names and generally use the Japanese term tokin for promoted pawns Silver generals and gold generals are commonly referred to simply as silvers and golds respectively The characters inscribed on the reverse sides of the pieces to indicate promotion may be in red ink and are usually cursive The characters on the backs of the pieces that promote to gold generals are cursive variants of 金 gold becoming more cursive more abbreviated as the value of the original piece decreases These cursive forms have these equivalents in print 全 for promoted silver 今 for promoted knight 仝 for promoted lance and 个 for promoted pawn tokin Another typographic convention has abbreviated versions of the original values with a reduced number of strokes 圭 for a promoted knight 桂 杏 for a promoted lance 香 and the 全 as above for a promoted silver but と a hiragana symbol for the syllable to for tokin The suggestion that the Japanese characters have deterred Western players from learning shogi has led to Westernized or international pieces which use iconic symbols instead of characters Most players soon learn to recognize the characters however partially because the traditional pieces are already iconic by size with more powerful pieces being larger As a result Westernized pieces have never become popular Bilingual pieces with both Japanese characters and English captions have been developed as have pieces with animal cartoons Setup and gameplay Edit Shogi starting setup Black at bottom moves first Each player sets up friendly pieces facing forward toward the opponent In the rank nearest the player The king is placed in the center file The two gold generals are placed in files adjacent to the king The two silver generals are placed adjacent to each gold general The two knights are placed adjacent to each silver general The two lances are placed in the corners adjacent to each knight That is the first rank is L N S G K G S N L Or香 桂 銀 金 玉 金 銀 桂 香In the second rank each player places The bishop in the same file as the left knight The rook in the same file as the right knight In the third rank the nine pawns are placed one per file Deciding who goes first Furigoma A furigoma 振り駒 piece toss is used to decide who moves first One of the players tosses five pawns If the number of tokins promoted pawns と facing up is higher than unpromoted pawns 歩 then the player who tossed the pawns plays gote 後手 white that is getting the second move 6 After the piece toss furigoma the game proceeds If multiple games are played then players alternate turns for who goes first in subsequent games The terms Black and White are used to differentiate sides although there is no difference in the color of the pieces For each turn a player may either move a piece that is currently on the board and potentially promote it capture an opposing piece or both or else drop a piece that has been previously captured onto a square of the board These options are explained below Rules EditObjective Edit The usual goal of a game is for one player to checkmate the other player s king winning the game Movement Edit Most shogi pieces can move only to an adjacent square A few may move across the board and one jumps over intervening pieces The lance bishop and rook are ranging pieces They can move any number of squares along a straight line limited only by intervening pieces and the edge of the board If an opposing piece intervenes it may be captured by removing it from the board and replacing it with the moving piece If a friendly piece intervenes the moving piece must stop short of that square if the friendly piece is adjacent the moving piece may not move in that direction at all The king 玉 The bishop 角 The silver general 銀 The lance 香 The rook 飛 The gold general 金 The knight 桂 The pawn 歩 Notation Steps to an adjacent square Jumps to a non adjacent square bypassing any intervening piece Ranges along a straight line crossing any number of empty squares A king 玉 王 moves one square in any direction orthogonal or diagonal A rook 飛 moves any number of squares in an orthogonal direction A bishop 角 moves any number of squares in a diagonal direction Because they cannot move orthogonally the players unpromoted bishops can reach only half the squares of the board unless one is captured and then dropped A gold general 金 moves one square orthogonally or one square diagonally forward giving it six possible destinations It cannot move diagonally backwards A silver general 銀 moves one square diagonally or one square straight forward giving it five possible destinations Because an unpromoted silver can retreat more easily than a promoted one it is common to leave a silver unpromoted at the far side of the board See Promotion A knight 桂 jumps at an angle intermediate to orthogonal and diagonal amounting to one square straight forward plus one square diagonally forward in a single move Thus the knight has two possible forward destinations Unlike international chess knights shogi knights cannot move to the sides or in a backwards direction The knight is the only piece that ignores intervening pieces on the way to its destination It is not blocked from moving if the square in front of it is occupied but neither can it capture a piece on that square It is often useful to leave a knight unpromoted at the far side of the board A knight must promote however if it reaches either of the two furthest ranks See Promotion A lance 香 moves just like the rook except it cannot move backwards or to the sides It is often useful to leave a lance unpromoted at the far side of the board A lance must promote however if it reaches the furthest rank See Promotion A pawn 歩 moves one square straight forward It cannot retreat Unlike international chess pawns shogi pawns capture the same as they move A pawn must promote if it arrives at the furthest rank See Promotion In practice however a pawn is usually promoted whenever possible There are two restrictions on where a pawn may be dropped See Drops All pieces but the knight move either horizontally vertically or diagonally These directions cannot be combined in a single move one direction must be chosen Every piece blocks the movement of all other non jumping pieces through the square it occupies If a piece occupies a legal destination for an opposing piece it may be captured by removing it from the board and replacing it with the opposing piece The capturing piece may not continue beyond that square on that turn Shogi pieces capture the same as they move Normally when moving a piece a player snaps it to the board with the ends of the fingers of the same hand This makes a sudden sound effect bringing the piece to the attention of the opponent This is also true for capturing and dropping pieces On a traditional shogi ban the pitch of the snap is deeper delivering a subtler effect Promotion Edit A player spromotion zone yellow pieces in hand 987654321 1 2 3 4 5 6歩歩歩歩歩歩歩歩歩7 角 飛 8香桂銀金玉金銀桂香9 pieces in hand A player s promotion zone consists of the furthest one third of the board the three ranks occupied by the opponent s pieces at setup The zone is typically delineated on shogi boards by two inscribed dots When a piece is moved if part of the piece s path lies within the promotion zone that is if the piece moves into out of or wholly within the zone but not if it is dropped into the zone see Drops then the player has the option to promote the piece at the end of the turn Promotion is indicated by turning the piece over after it moves revealing the character of the promoted piece Promoting a piece is usually not compulsory however if a pawn or lance is moved to the furthest rank or a knight is moved to either of the two furthest ranks that piece must promote otherwise it would have no legal move on subsequent turns A silver general is never required to promote and it is often advantageous to keep a silver general unpromoted it is easier for example to extract an unpromoted silver from behind enemy lines a promoted silver with only one line of retreat can be easily blocked Rooks bishops and pawns are almost always promoted as these pieces do not lose any of their powers upon promotion Pieces that promote pieces in hand 987654321 1 2 3 4 5 6ととととととととと7 馬 龍 8杏圭全 全圭杏9 pieces in hand Promoting a piece changes the way it moves The various pieces promote as follows A silver general knight lance or pawn has its normal power of movement replaced by that of a gold general A rook or bishop keeps its original movement and gains the power to move one square in any direction like a king For a promoted bishop this means it is able to reach any square on the board given enough moves A king or a gold general does not promote nor can a piece that is already promoted When captured a piece loses its promoted status Otherwise promotion is permanent A promoted rook dragon king 龍王 ryuō alternate forms 龍 竜 moves as a rook and as a king It is also called a dragon The dragon king 龍 A promoted bishop dragon horse 龍馬 ryuma alternate form 馬 moves as a bishop and as a king It is also known as a horse The dragon horse 馬 A promoted silver 成銀 narigin alternate forms 全 cursive 金 a promoted knight 成桂 narikei alternate forms 圭 今 cursive 金 a promoted lance 成香 narikyō alternate forms 杏 仝 cursive 金 and a promoted pawn と金 tokin alternate forms と 个 all move the same way as a gold general The promoted pawn is often called by its Japanese name tokin even by non Japanese players The promoted silver 全 The promoted knight 圭 The promoted lance 杏 The promoted pawn と Drops Edit Traditional piece stands for pieces in hand Piece stands next to shogi board Captured pieces are retained in hand and can be brought back into play under the capturing player s control The Japanese term for piece s in hand is either 持ち駒 mochigoma or 手駒 tegoma On any turn instead of moving a piece on the board a player may select a piece in hand and place it unpromoted side up and facing the opposing side on any empty square The piece is then one of that player s active pieces on the board and can be moved accordingly This is called dropping the piece or simply a drop A drop counts as a complete move A drop cannot capture a piece nor does dropping within the promotion zone result in immediate promotion Capture and or promotion may occur normally however on subsequent moves of the piece Restrictions There are three restrictions on dropping pieces the last two of these apply only to pawns Piece with No Moves Japanese 行き所のない駒 ikidokorononaikoma Pawns lances and knights may not be dropped onto the last 9th rank and knights may not be dropped onto the penultimate 8th rank this is because such dropped pieces would have no legal moves on subsequent turns as they can only move in the forward direction Two Pawns Japanese 二歩 nifu A pawn may not be dropped onto a file column containing another unpromoted pawn of the same player promoted pawns do not count Drop Pawn Mate Japanese 打ち歩詰め uchifuzume A pawn may not be dropped to give an immediate checkmate This rule only applies specifically to pawns drops and checkmates to clarify a player may deliver an immediate checkmate by dropping a non pawn piece a player may checkmate a king with a pawn that is already on the board and a pawn may be dropped to give an immediate check as long as it does not also result in checkmate A corollary of the second restriction is that a player with an unpromoted pawn on every file is unable to drop a pawn anywhere For this reason it is common to sacrifice a pawn in order to gain flexibility for drops Captured pieces are typically kept on a wooden stand 駒台 komadai which is traditionally placed so that its bottom left corner aligns with the bottom right corner of the board from the perspective of each player It is not permissible to hide pieces from full view It is common for players to swap bishops which oppose each other across the board early in the game This leaves each player with a bishop in hand to be dropped later The ability for drops in shogi gives the game tactical richness and complexity The fact that no piece ever goes entirely out of play accounts for the rarity of draws Check Edit When a player s move threatens to capture the opposing king on the next turn the move is said to give check to the king and the king is said to be in check If a player s king is in check that player s responding move must remove the check if possible 7 Ways to remove a check include moving the king away from the threat capturing the threatening piece or placing another interposing piece between the king and the threatening piece To announce check in Japanese one can say ōte 王手 however this is an influence of international chess and is not required even as a courtesy 8 It may be common to announce ōte in beginner matches or for local rules to dictate that you have to announce it 9 10 Announcing a check vocally is unheard of in serious play citation needed End of the game Edit The usual way for shogi games to end is for one side to checkmate the other side s king after which the losing player will be given the opportunity to admit defeat Unlike western chess or xiangqi checkmate is almost always the result in shogi since pieces never retire from play which gives the players a sufficient number of pieces to deliver checkmate That said there are three other possible ways for a game to end repetition 千日手 sennichite impasse 持将棋 jishōgi and an illegal move 反則手 The first two repetition and impasse are particularly uncommon Illegal moves are also uncommon in professional games although this may not be true with amateur players especially beginners Unlike western chess there is no tradition of offering a mutual draw by agreement Game End Win StateCheckmate LossResignation LossIllegal move LossRepetition DrawImpasse Draw usually Time forfeit LossCheckmate Edit Checkmate by Black pieces in hand 987654321 王 1金 2 3 角 4 5 6 7 8 9 pieces in hand The most common basic checkmating patterns involve golds If the king is in check and there is no possible move which could protect the king the move is said to checkmate tsumi 詰み the king Checkmate effectively means that the opponent wins the game as the player would have no remaining legal moves 7 See also tsumeshogi hisshi Resignation Edit The losing player will usually resign when the situation is thought to be hopeless and may declare the resignation at any time during their turn Although a player may resign just after they are checkmated playing up to the checkmate point rarely occurs in practice as players normally resign as soon as a loss is deemed inevitable such as when a tsume forced mate sequence is realized by the losing player Similarly if a player were to lose in an Entering King situation see section below by having less than 24 points or by any of the other Impasse rules used by amateurs then the player will usually resign before that point In traditional tournament play a formal resignation is required that is a checkmate is not a sufficient condition for winning 11 The resignation is indicated by bowing and or saying I lost 負けました makemashita and or placing the right hand over the piece stands Placing the hand over the piece stand is a vestige of an older practice of gently dropping one s pieces in hand over the board in order to indicate resignation In western practice a handshake may be used Illegal move Edit In professional and serious tournament amateur games a player who makes an illegal move loses immediately c The loss stands even if play continued and the move was discovered later in game However if neither the opponent nor a third party points out the illegal move and the opponent later resigned the resignation stands as the result Illegal moves include Toyokawa s televised Two Pawns pieces in hand 角桂歩歩987654321 香桂 銀 龍 1 王銀 2 歩 歩 歩 3歩 歩銀 4 香 歩 5歩 歩 歩 歩 歩6 歩 歩銀 圭 7 玉金金 角龍 8香桂 金 歩香9 pieces in hand 金歩歩 Violating the Two Pawns nifu restriction See Drops above Violating the Drop Pawn Mate uchifuzume restriction Dropping or moving a piece to position where it cannot move such as dropping a knight to an opponent s last two ranks etc Dropping a piece with its promoted value Playing out of turn e g making more than one move or white moving first instead of moving second Making perpetual check four times cf sennichite Leaving one s king in check or moving one s king into check Moving a piece contrary to how its movements are defined for example moving a gold like a silver or moving an unpromoted bishop off its legal diagonal In friendly amateur games this rule is sometimes relaxed and the player may be able to take back the illegal move and replay a new legal move 12 13 In particular the Two Pawn violation is the most common illegal move played by professional players The Two Pawn violation played by Takahiro Toyokawa against Kōsuke Tamura in the 2004 NHK Cup is infamous since it was broadcast on television On the 109th move Toyokawa playing as Black dropped a pawn to the 29 square while he already had a pawn in play on the board on the 23 square and thus lost the game 14 15 Repetition draw Edit Main article Sennichite If the same game position occurs four times with the same player to move and the same pieces in hand for each player then the game ends in a repetition draw 千日手 sennichite lit moves for a thousand days as long as the positions are not due to perpetual check Perpetual check 連続王手の千日手 is an illegal move see above which ends the game in a loss in tournament play In professional shogi a repetition draw outcome is not a final result as draws essentially do not count There can be only one victorious through wins d In the case of a repetition draw professional shogi players will have to immediately play a subsequent game or as many games as necessary with sides reversed in order to obtain a true win outcome That is the player who was White becomes Black and vice versa Also depending on the tournament professional players play the subsequent game in the remainder of the allowed game time Thus aiming for a repetition draw may be a possible professional strategy for the White player in order to play the second replay game as Black which has a slight statistical advantage and or greater initiative For instance Bishop Exchange Fourth File Rook is a passive strategy for White with the goal of a repetition draw as it requires two tempo losses swinging the rook and trading the bishops while it is a very aggressive strategy if played by Black Repetition draws are rare in professional shogi occurring in about 1 2 of games and even rarer in amateur games In professional shogi repetition draws usually occur in the opening as certain positions are reached that are theoretically disadvantaged for both sides reciprocal zugzwang In amateur shogi repetition draws tend to occur in the middle or endgame as a result of player errors Impasse Edit The game reaches an Impasse or Deadlock 持将棋 jishōgi if both kings have advanced into their respective promotion zones a situation known as 相入玉 ai nyu gyoku double entering kings and neither player can hope to mate the other or to gain any further material An Impasse can result in either a win or a draw If an Impasse happens the winner is decided as follows each player agrees to an Impasse then each rook or bishop promoted or not scores 5 points for the owning player and all other pieces except kings score 1 point each A player scoring fewer than 24 points loses Note that in the start position both players have 27 points each If neither player has fewer than 24 the game is no contest a draw In professional shogi an Impasse result is always a draw since a player that cannot obtain the 24 points will simply resign Jishōgi is considered an outcome in its own right rather than no contest but there is no practical difference As an Impasse needs to be agreed on for the rule to be invoked a player may refuse to do so and attempt to win the game in future moves If that happens there is no official rule about the verdict of the game 16 However in amateur shogi there are different practices most of which force a win resolution to the Impasse in order to avoid a draw result The first draw by Impasse occurred in 1731 in a bishop handicap game between the seventh Lifetime Meijin Sōkan Itō II ja and his brother Sōkei Ōhashi 17 Entering King Edit Black s king in an Entering King state pieces in hand 角 銀 桂 香987654321 王桂金 玉 1香銀金 ととと馬 2 歩歩歩と 歩歩歩3歩 歩歩 4 歩歩 飛飛5歩 金銀歩 歩 6 桂 7 8香 9 pieces in hand 金 銀 桂 香 As a practical matter when an opponent s king has entered a player s own territory especially with supporting defending pieces the opponent s king is often very difficult to mate given the forward attacking nature of most shogi pieces This state is referred to as entering king 入玉 nyu gyoku If both players kings are in entering king states the game becomes more likely to result in an impasse In the adjacent diagram example although White s king is in a strong Bear in the hole castle Black s king has entered White s territory making it very difficult to mate Therefore this position favors Black 18 Kimura vs Toyoshima 2019 pieces in hand 桂1 歩4987654321 馬 馬歩 1 銀金 2歩 桂歩桂銀 歩3 龍歩 歩 4 歩 5歩 歩歩 金 6 歩銀 王 7 玉金金 歩 全 8香桂 飛杏 9 pieces in hand 香2 歩2 After 150 moves Kimura vs Toyoshima 2019 pieces in hand 金1 銀1 桂2 歩3987654321 馬 1 玉馬 2 銀と 龍 3歩 歩 歩 金4 龍 金 香 5 6 とと 7 金 全香8 杏王9 pieces in hand 銀1 桂2 香1 歩9 After 285 moves An example of Entering King occurred in the fourth game of the 60th Ōi title match between Masayuki Toyoshima and Kazuki Kimura held on August 20 21 2019 After being unsuccessful in attacking Kimura and also in defending his own king within his camp Toyoshima playing as White moved his king away from Kimura s attacking pieces by fleeing up the second file ultimately entering his king into Kimura s camp by move 150 Although Toyoshima had achieved Entering King he still had only 23 points one point shy of the required 24 points for an Impasse draw while Kimura Black had 31 points Toyoshima then spent the next 134 moves trying to bring his point total which fluctuated between 17 and 23 up to the necessary 24 By the 231st move the game had reached a Double Entering Kings state and by move 285 Kimura had successfully kept Toyoshima s point total at bay Here Toyoshima with 20 points and Kimura at 34 points resigned 19 20 Incidentally this game broke the record of longest game in a title match 21 Amateur resolutions Edit For amateur games there are various guidances with little standardization Fairbairn reports a practice in the 1980s considered a rule by the now defunct Shogi Association for The West where the dispute is resolved by either player moving all friendly pieces into the promotion zone and then the game ends with points tallied 22 Another resolution is the 27 Point 27点法 rule used for some amateur tournaments 23 One version of this is simply the player who has 27 or more points is the winner of the Impasse Another version is a 27 Point Declaration rule For instance the Declaration rule on the online shogi site 81Dojo is that the player who wants to declare an Impasse win must i declare an intention to win via Impasse ii have the king in the enemy camp the promotion zone for that player iii 10 other pieces must be in the promotion zone iv not be in check v have time remaining and vi must have 28 points if Black or 27 points if White If all of these conditions are met then the Impasse declarer will win the game regardless of whether the opponent objects 24 Yet another resolution to Impasse is the so called Try Rule トライルール torairuru In this case after both kings have entered their corresponding promotion zones then the player who first moves the king to the opponent s king s start square 51 for Black 59 for White first will be the winner 25 26 As an example the popular 将棋ウォーズ Shogi Wars app by HEROZ Inc used the Try Rule up until 2014 27 Now the app uses a variant of the 27 Point Declaration Rule although it differs from the variant used on the 81Dojo site The idea of Try Rule was taken from rugby football see Try rugby 28 Draws in tournaments Edit Impasse position of Katoh vs Nakahara 1982 pieces in hand 銀1 桂2 香2 歩7987654321 杏 と 1 玉 龍 2 馬 3 金香 と 4 馬 5 と 圭歩 6 金と 金全7 王銀 8 龍 圭9 pieces in hand 金1 銀1 歩6 Katoh played N 36 and Nakahara then agreed to a draw via impasse Katoh has 29 points Nakahara 25 points In professional tournaments the rules typically require drawn games to be replayed with sides reversed possibly with reduced time limits This is rare compared to chess and xiangqi occurring at a rate of 1 2 even in amateur games The 1982 Meijin title match between Makoto Nakahara and Hifumi Katoh was unusual in this regard with an impasse draw in the first Double Fortress game on April 13 14 only the fifth draw in the then 40 year history of the tournament This game with Katoh as Black lasted for 223 moves with 114 minutes spent pondering a single move One of the reasons for the length of this game was that White Nakahara was very close to falling below the minimum of 24 points required for a draw Thus the end of the endgame was strategically about trying to keep White s points above the 24 point threshold 29 In this match sennichite occurred in the sixth and eighth games Thus this best of seven match lasted eight games and took over three months to finish Black did not lose a single game and the eventual victor was Katoh at 4 3 Time control Edit Professional games are timed as in international chess but professional shogi players are almost never expected to keep time in their games Instead a timekeeper is assigned typically an apprentice professional Time limits are much longer than in international chess 9 hours a side plus extra time in the prestigious Meijin title match and in addition byōyomi literally second counting is employed This means that when the ordinary time has run out the player will from that point on have a certain amount of time to complete every move a byōyomi period typically upwards of one minute The final ten seconds are counted down and if the time expires the player to move loses the game immediately Amateurs often play with electronic clocks that beep out the final ten seconds of a byōyomi period with a prolonged beep for the last five Player rank and handicaps EditMain article Professional shogi player Ranking Amateur players are ranked from 15 kyu to 1 kyu and then from 1 dan to 8 dan Amateur 8 dan was previously only honorarily given to famous people While it is now possible to win amateur 8 dan by actual strength winning amateur Ryu oh 3 times this has yet to be achieved Professional players operate with their own scale from 6 kyu to 3 dan for pro aspiring players and professional 4 dan to 9 dan for formal professional players 30 Amateur and professional ranks are offset with amateur 4 dan being equivalent to professional 6 kyu 31 Handicaps Edit Main article Handicap shogi 6 Piece Handicap pieces in hand 987654321 銀金王金銀 1 2歩歩歩歩歩歩歩歩歩3 4 5 6歩歩歩歩歩歩歩歩歩7 角 飛 8香桂銀金玉金銀桂香9 pieces in hand Shogi has a handicap system like go in which games between players of disparate strengths are adjusted so that the stronger player is put in a more disadvantageous position in order to compensate for the difference in playing levels In a handicap game one or more of White s pieces are removed from the setup and instead White plays first Notation EditMain article Shogi notation A shogi game record There are two common systems used to notate piece movements in shogi game records One is used in Japanese language texts while a second was created for western players by George Hodges and Glyndon Townhill in the English language This system was updated by Hosking to be closer to the Japanese standard two numerals 32 33 Other systems are used to notate shogi board positions Unlike chess the origin 11 square is at the top right of a printed position rather than the bottom left In western piece movement notation the format is the piece initial followed by the type of movement and finally the file and rank where the piece moved to The piece initials are K King R Rook B Bishop G Gold S Silver N Knight L Lance and P Pawn Simple movement is indicated with captures with x and piece drops with The files are indicated with numerals 1 9 The older Hodges standard used letters a i for ranks and the newer Hosking standard also uses numerals 1 9 for the ranks Thus Rx24 indicates rook captures on 24 Promoted pieces are notated with prefixed to the piece initial e g Rx24 Piece promotion is also indicated with e g S 21 while unpromotion is indicated with e g S 21 Piece ambiguity is resolved by notating which square a piece is moving from e g N65 53 means knight from 65 moves to 53 and promotes which distinguishes it from N45 53 The Japanese notation system uses Japanese characters for pieces and promotion indication and uses Japanese numerals instead of letters for ranks Movement type aside from drops is not indicated and the conventions for resolving ambiguity are quite different from the western system As examples the western Rx24 would be 2四飛 in Japanese notation Rx24 would be 2四龍 S 21 would be 2一銀成 S 21 would be 2一銀不成 and N65 53 would be 5三桂左成 showing that the leftmost knight jumped implicitly from the 65 square which distinguishes it from 5三桂右成 in which the rightmost knight jumped Although not strictly part of the notational calculus for games game results are indicated in Japanese newspapers websites etc with wins indicated by a white circle and losses indicated by a black circle Strategy and tactics EditMain article Shogi strategy and tactics Ranging Rook vs Static Rook pieces in hand 987654321 香桂 金桂王1 飛 金銀香2歩 歩歩銀歩角歩歩3 歩 歩 歩 4 5 歩歩 歩歩歩歩6歩歩 銀歩金 銀 7 角 飛 金玉 8香桂 桂香9 pieces in hand Bear in the hole Static Rook position Shogi is similar to chess but has a much larger game tree complexity because of the use of drops greater number of pieces and larger board size 34 In comparison shogi games average about 140 half moves per game or 70 chess move pairs whereas chess games average about 80 moves per game or 40 chess move pairs and minishogi averages about 40 moves per game or 20 chess move pairs 35 e Like chess however the game can be divided into the opening middle game and endgame each requiring a different strategy The opening consists of arranging one s defenses usually in a castle and positioning for attack the mid game consists of attempting to break through the opposing defenses while maintaining one s own and the endgame starts when one side s defenses have been compromised In the adjacent diagram Black has chosen a Ranging Rook position specifically Fourth File Rook where the rook has been moved leftward away from its starting position Additionally Black is utilizing a Silver Crown castle which is a type of fortification structure constructed with one silver and two gold pieces and the king moved inside of the fortification the silver crown name comes from the silver being positioned directly above the king s head on the 27 square as if it were a crown In the diagram White has chosen a Static Rook position in which the rook remains on its starting square This Static Rook position is specifically a type of Counter Ranging Rook position known as Bear in the hole Static Rook that uses a Bear in the hole castle The Bear in the hole fortification has the king moved all the way into very edge corner of the board on the 11 square as if it were a badger in a hole with a silver moved to the 22 square in order to close up the hole and additional reinforcing golds on 31 and 32 squares This board position required 33 moves or 12 move pairs as counted in western chess to construct Etiquette Edit Two men playing shogi outside in Ueno Park 2014 Shogi players are expected to follow etiquette in addition to rules explicitly described Commonly accepted etiquette include the following Greetings to the opponent both before and after the game Avoiding disruptive actions both during the game and after for instance Not changing the move once realized on the board Fair withdrawal without any disruption such as scattering pieces on the board to demonstrate frustration Announcing one s resignationShogi piece sets may contain two types of king pieces 王 king and 玉 jewel In this case the higher classed player in either social or genuine shogi player rank may take the king piece For example in titleholder system games the current titleholder takes the king piece as the higher The higher ranked or older player also sits facing the door of the room and is the person who takes the pieces out of the piece box 36 Shogi does not have a touch move rule as in western chess tournament play or chu shogi However in professional games a piece is considered to be moved when the piece has been let go of In both amateur and professional play any piece may be touched in order to adjust its centralization within its square to look tidy 37 Taking back moves 待った matta in professional games is prohibited However in friendly amateur games in Japan it is often permitted Professional players are required to follow several ritualistic etiquette prescriptions such as kneeling exactly 15 centimeters from the shogi board sitting in the formal seiza position etc 38 source source source source source source source source source source source source source source People arranging large shogi pieces in Shimbashi 2018 Game setup Edit Ōhashi order 19歩 17歩 15歩 13歩 12歩 14歩 16歩 18歩 20歩10角 11飛8香 6桂 4銀 2金 1玉 3金 5銀 7桂 9香 Itō order 8歩 9歩 10歩 11歩 12歩 13歩 14歩 15歩 16歩19角 20飛17香 6桂 4銀 2金 1玉 3金 5銀 7桂 18香 Traditionally the order of placing the pieces on the board is determined There are two commonly used orders the Ōhashi order 大橋流 and the Itō order 伊藤流 39 Placement sets pieces with multiples generals knights lances from left to right in all cases and follows the order King Gold generals Silver generals KnightsIn ito the player now places 5 Pawns left to right starting from the leftmost file 6 Lances 7 Bishop 8 Rook dd In ohashi the player now places 5 Lances 6 Bishop 7 Rook 8 Pawns starting from center file then alternating left to right one file at a time dd Furigoma Edit Among amateur tournaments the higher ranked player or defending champion performs the piece toss In professional games the furigoma is done on the behalf of the higher ranked player champion by the timekeeper who kneels by the side of the higher ranked player and tosses the pawn pieces onto a silk cloth 36 In friendly amateur games a player will ask the opponent to toss the pawns out of politeness Otherwise the person who tosses the pawns can be determined by Rock paper scissors 40 History EditMain article History of shogi Boys playing shogi 18th century Playing shogi in Japan ca 1916 1918 Kōzō Masuda 升田幸三 in 1952 From The Chess Variant Pages 2 The world s first chess variant chaturanga arose in India in approximately the seventh century AD From there it migrated both westward and northward mutating along the way The western branch became shatranj in Arabia and Orthodox Chess in Europe The northern branch became xiangqi in China and janggi in Korea Sometime in the tenth to twelfth centuries chess crossed the channel to Japan where it spawned a number of interesting variants One of these was called Small Shogi Eventually Small Shogi though it went through many forms won out over the larger variants and is now referred to simply as Shogi It is certain that Shogi in its present form was played in Japan as early as the 16th century It is not clear when chess was brought to Japan The earliest generally accepted mention of shogi is Shin Saru Gakuki 新猿楽記 1058 1064 by Fujiwara Akihira The oldest archaeological evidence is a group of 16 shogi pieces excavated from the grounds of Kōfuku ji in Nara Prefecture As it was physically associated with a wooden tablet written on in the sixth year of Tenki 1058 the pieces are thought to date from that period These simple pieces were cut from a writing plaque in the same five sided shape as modern pieces with the names of the pieces written on them The dictionary of common folk culture Nichureki 二中歴 c 1210 1221 a collection based on the two works Shōchureki 掌中歴 and Kaichureki 懐中歴 describes two forms of shogi large dai shogi and small shō shogi These are now called Heian shogi or Heian small shogi and Heian dai shogi Heian small shogi is the version on which modern shogi is based but the Nichureki states that one wins if one s opponent is reduced to a single king indicating that drops had not yet been introduced According to Kōji Shimizu chief researcher at the Archaeological Institute of Kashihara Nara Prefecture the names of the Heian shogi pieces keep those of chaturanga general elephant horse chariot and soldier and add to them the five treasures of Buddhism jade gold silver katsura tree and incense Around the 13th century the game of dai shogi developed created by increasing the number of pieces in Heian shogi as was sho shogi which added the rook bishop and drunken elephant from dai shogi to Heian shogi The drunken elephant steps one square in any direction except directly backward and promotes to the prince which acts as a second king and must also be captured along with the original king for the other player to win Around the 15th century the rules of dai shogi were simplified creating the game of chu shogi Chu shogi like its parent dai shogi contains many distinct pieces such as the queen identical with Western chess and the lion which moves like a king but twice per turn potentially being able to capture twice among other idiosyncrasies The popularity of dai shogi soon waned in favour of chu shogi until it stopped being played commonly Chu shogi rivalled sho shogi in popularity until the introduction of drops in the latter upon which standard shogi became ascendant although chu shogi was still commonly played until about World War II especially in Kyoto It is thought that the rules of standard shogi were fixed in the 16th century when the drunken elephant was removed from the set of pieces present in sho shogi There is no clear record of when drops were introduced however In the Edo period shogi variants were greatly expanded tenjiku shogi dai dai shogi maka dai dai shogi tai shogi and taikyoku shogi were all invented It is thought that these were played to only a very limited extent however Both standard shogi and Go were promoted by the Tokugawa shogunate In 1612 the shogunate passed a law giving endowments to top shogi players Meijin 名人 During the reign of the eighth shōgun Tokugawa Yoshimune castle shogi tournaments were held once a year on the 17th day of Kannazuki corresponding to November 17 which is Shogi Day on the modern calendar The title of meijin became hereditary in the Ōhashi and Itō families until the fall of the shogunate when it came to be passed by recommendation Today the title is used for the winner of the Meijin sen competition the first modern title match From around 1899 newspapers began to publish records of shogi matches and high ranking players formed alliances with the aim of having their games published In 1909 the Shogi Association 将棋同盟社 was formed and in 1924 the Tokyo Shogi Association 東京将棋連盟 was formed This was an early incarnation of the modern Japan Shogi Association 日本将棋連盟 nihon shōgi renmei or JSA and 1924 is considered by the JSA to be the date it was founded 41 In 1935 meijin Kinjirō Sekine stepped down and the rank of meijin came to be awarded to the winner of a Meijin title match 名人戦 meijin sen Yoshio Kimura 木村義雄 became the first Meijin under this system in 1937 This was the start of the shogi title matches see titleholder system After the war other tournaments were promoted to title matches culminating with the Ryuō title match 竜王戦 ryuō sen in 1988 for the modern line up of seven About 200 professional shogi players compete Each year the title holder defends the title against a challenger chosen from knockout or round matches After the Second World War SCAP occupational government mainly led by US tried to eliminate all feudal factors from Japanese society and shogi was included in the possible list of items to be banned along with Bushido philosophy of samurai and other things The reason for banning shogi for SCAP was its exceptional character as a board game seen in the usage of captured pieces SCAP insisted that this could lead to the idea of prisoner abuse But Kozo Masuda then one of the top professional shogi players when summoned to the SCAP headquarters for an investigation criticized such understanding of shogi and insisted that it is not shogi but western chess that potentially contains the idea of prisoner abuse because it just kills the pieces of the opponent while shogi is rather democratic for giving prisoners the chance to get back into the game Masuda also said that chess contradicts the ideal of gender equality in western society because the king shields itself behind the queen and runs away Masuda s assertion is said to have eventually led to the exemption of shogi from the list of items to be banned 42 Tournament play Edit 2013 World Shogi Open Championship amateur tournament in Minsk There are two organizations for shogi professional players in Japan the JSA and the Ladies Professional Shogi players Association of Japan ja 日本女子プロ将棋協会 nihon joshi puro shōgi kyōkai or LPSA The JSA is the primary organization for men and women s professional shogi 41 while the LPSA is a group of women professionals who broke away from the JSA in 2007 to establish their own independent organization 43 Both organize tournaments for their members and have reached an agreement to cooperate with each other to promote shogi through events and other activities 44 Top professional players are fairly well paid from tournament earnings In 2016 the highest tournament earners were Yoshiharu Habu and Akira Watanabe who earned 91 500 000 and 73 900 000 The tenth highest earner Kouichi Fukaura won 18 490 000 45 The JSA recognizes two categories of shogi professionals Professional 棋士 kishi and Female Professional 女流棋士 joryukishi Sometimes kishi are addressed as seikishi 正棋士 a term from Go used to distinguish kishi from other classes of players JSA professional ranks and female professional ranks are not equivalent and each has their own promotion criteria and ranking system In 2006 the JSA officially granted women professional status This is not equivalent however to the more traditional way of gaining professional status i e being promoted from the Shoreikai System 奨励会 leagues of strong amateur players aspiring to become a professional Rather it is a separate system especially designed for female professionals Qualified amateurs regardless of gender may apply for the Shoreikai System and all those who successfully graduate are granted kishi status however no woman has yet to accomplish this feat the highest women have reached is Shoreikai 3 dan league by Kana Satomi and Tomoka Nishiyama so kishi is de facto only used to refer to male shogi professionals 46 The JSA is the only body which can organize tournaments for professionals e g the eight major tournaments in the titleholder system and other professional tournaments In 1996 Yoshiharu Habu became the only kishi to hold seven major titles at the same time For female professionals both the JSA and LPSA organize tournaments either jointly or separately Tournaments for amateurs may be organized by the JSA and LPSA as well as local clubs newspapers private corporations educational institutions or municipal governments for cities or prefectures under the guidance of the JSA or LPSA Since the 1990s shogi has grown in popularity outside Japan particularly in the People s Republic of China and especially in Shanghai The January 2006 edition of Kindai Shogi 近代将棋 stated that there were 120 000 shogi players in Shanghai The spread of the game to countries where Chinese characters are not in common use however has been slower In Europe Edit Amateur shogi certificate for 2 dan This section needs expansion You can help by adding to it January 2018 As of November 2017 update in Europe there are currently over 1 200 active players 47 Computer shogi EditMain article Computer shogi Shogi has the highest game complexity of all popular chess variants Computers have steadily improved in playing shogi since the 1970s In 2007 champion Yoshiharu Habu estimated the strength of the 2006 world computer shogi champion Bonanza at the level of two dan shoreikai The JSA prohibits its professionals from playing computers in public without prior permission with the reason of promoting shogi and monetizing the computer human events 48 On October 12 2010 after some 35 years of development a computer finally beat a professional player when the top ranked female champion Ichiyo Shimizu was beaten by the Akara2010 system in a game lasting just over 6 hours 49 On July 24 2011 computer shogi programs Bonanza and Akara crushed the amateur team of Kosaku and Shinoda in two games The allotted time for the amateurs was one hour and then three minutes per move The allotted time for the computer was 25 minutes and then 10 seconds per move 50 On April 20 2013 GPS Shogi defeated 8 dan professional shogi player Hiroyuki Miura in a 102 move game which lasted over 8 hours 51 On December 13 2015 the highest rated player on Shogi Club 24 was computer program Ponanza rated 3455 52 On April 10 2016 Ponanza defeated Takayuki Yamasaki 8 dan in 85 moves Takayuki used 7 hours 9 minutes 53 In October 2017 DeepMind claimed that its program AlphaZero after a full nine hours of training defeated elmo in a 100 game match winning 90 losing 8 and drawing two 54 55 From a computational complexity point of view generalized shogi is EXPTIME complete 56 Video games EditMain article List of shogi video games Hundreds of video games were released exclusively in Japan for several consoles Culture EditAccording to professional player Yoshiharu Habu in Japan shogi is viewed as not merely a game as entertainment or a mind sport but is instead an art that is a part of traditional Japanese culture along with haiku tanka noh ikebana and the Japanese tea ceremony Its elevated status was established by the iemoto system supported by the historical shogunate 57 58 The backwards uma shogi horse symbol is often featured on merchandise such as on large decorative shogi piece sculptures keychains and other keepsakes available for sale in Tendō It also serves as a symbol of good luck Cf Rabbit s foot There are multiple theories on its origin One is that uma うま spelled in the Japanese syllabary backwards is まう mau 舞う which means to dance and dancing horses are a good luck omen 59 The backwards 馬 uma 左馬 hidari uma Ningen Shogi held in Himeji City with real people 2015 Tendō shogi museum right next to Tendō Station top In popular culture Edit This section appears to contain trivial minor or unrelated references to popular culture Please reorganize this content to explain the subject s impact on popular culture providing citations to reliable secondary sources rather than simply listing appearances Unsourced material may be challenged and removed May 2017 This section needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Shogi news newspapers books scholar JSTOR May 2017 Learn how and when to remove this template message In the manga and anime series Naruto shogi plays an essential part in Shikamaru Nara s character development He often plays it with his sensei Asuma Sarutobi apparently always beating him When Asuma is fatally injured in battle he reminds Shikamaru that the shogi king must always be protected and draws a parallel between the king in shogi and the children who would grow up to take care of the Hidden Leaf Konoha in the future as well as his yet unborn daughter Mirai whom he wanted Shikamaru to guide Shogi has been a central plot point in the manga and anime Shion no Ō the manga and anime March Comes in Like a Lion 60 and the manga and television drama 81diver In the manga and anime Durarara the information broker Izaya Orihara plays a twisted version of chess go and shogi where he mixes all three games into one as a representation of the battles in Ikebukuro In the video game Persona 5 the Star confidant a girl named Hifumi Togo is a high school shogi player looking to break into the ranks of the professionals The player character will gain a knowledge stat when spending time with the confidant supposedly from learning to play shogi The abilities learned from ranking up the confidant comes from Japanese shogi terms In the manga and anime When Will Ayumu Make His Move second year high school student Urushi Yaotome is the president of her school s shogi club though the club is considered illegitimate due to not having enough members the only other member being first year student Ayumu Tanaka See also EditMind sport Shogi tactics Shogi strategy Shogi variants Chu shogi Dai shogi Dōbutsu shōgi Tsumeshogi Chess variants Crazyhouse Computer shogi List of world championships in mind sports Janggi XiangqiNotes Edit Cf the 64 square 8x8 board in western chess and the 90 intersection point board 9x10 in xiangqi The kanji 竜 is a simplified form of 龍 This is in contrast to western chess which usually allows moves to be corrected with sometimes a less severe consequence of time penalty However the rules are complex Cf Rules of chess Illegal move This is a significant difference from western chess in which a player can play specifically to obtain draws for gaining points In shogi and Western chess the term move has different definitions which may cause confusion for western chess players In Japanese language texts the term 手 te translated as move or tempo as in 手数 tesu number of moves is defined as a single player moving their piece However in Western chess the English term move is defined as two players each moving their pieces once in other words a move pair Thus the English shogi term move would be called a half move in English chess terminology Wikipedia follows the shogi usage and not the chess usage for the term move References Edit shogi Merriam Webster Dictionary Retrieved September 18 2022 a b Shogi Japanese Chess The Chess Variant Pages Retrieved 8 March 2012 Hodges George ed 1980 Shogi history amp the variants Shogi No 27 pp 9 13 Shogi Encyclopaedia Britannica 2002 Fairbairn John 1985 Shogi in The Book of Games New York USA Exeter Books ISBN 0 671 07732 5 Grimbergen Reijer Shogi Terms www shogi net Retrieved 22 July 2016 a b Hansoku ni Tsuite 3 ōtehōchi 反則について3 王手放置 About rule violations 3 Leaving your king in check in Japanese 日本将棋連盟 Japan Shogi Association Archived from the original on 26 September 2014 Retrieved 17 December 2014 王手をかけられたら 玉が逃げるなど 必ず王手を防ぐ手を指さなければなりません 王手がかかっているのに違う手を指すのは反則です When your king is placed in check the king must escape etc so you must play moves that prevent checks If your king is in check ignoring the check and playing a different move is a violation Shōgi no Ruru ni Kansuru Goshitsumon Q Taikyokuchu ni Ōte wo Kaketara Ōte wo Kaketa noni Ōte to Hasseishinai no wa Hansoku da to Iwaremashita Sonoyō na Kitei wa Aru no Deshōka 将棋のルールに関するご質問 Q 対局中に王手をかけたら 王手をかけたのに 王手 と発声しないのは反則だ と言われました そのような規定はあるのでしょうか Questions about the Rules of Shogi Q I ve been told that not saying Ote when you place your opponent in check is against the rules Is there really such a rule 日本将棋連盟 Japan Shogi Association Retrieved 9 December 2014 A たまにそういう主張をされる方がいらっしゃいますが そのような規定は一切ありません A Occasionally you will hear such a thing being asserted but there is absolutely no such rule at all 将棋のルール 対局時のマナーについて ゼロから始める将棋研究所 shogi joutatsu com in Japanese 2018 09 26 Retrieved 2022 08 12 将棋入門 将棋のルールまとめ 将棋講座 com in Japanese 2017 Retrieved 2022 08 12 Hosking 1997 17 Hansoku Shogi or jp Retrieved 2018 06 05 Fairbairn 1986 pp 135 136 As shown on the 2005 NHK television special 大逆転将棋 豊川孝弘 vs 田村康介 NHK杯 将棋DB2 Fairbairn 1986 138 139 Fairbairn John 1982 Champions of past amp present 2 Shogi No 35 pp 9 12 滝瀬 竜司 Takise Ryuji and 田中 哲朗 Tanaka Tetsuro 2012 入玉指向の将棋プログラムの作成 Development of entering king oriented shogi programs Information Processing Society of Japan 53 11 2544 2551 http live shogi or jp oui kifu 60 oui201908200101 kif bare URL plain text file Mizuta Yukihiro August 21 2019 Shōgi Ōisen Daiyonkyoku Kimura ga Kachi Nishō Nihai 将棋王位戦第4局 木村が勝ち2勝2敗に Game 4 of the Ōi title match Kimura wins to even match at two games apiece Kobe Shimbun in Japanese Retrieved August 22 2019 王位戦七番勝負第4局 タイトル戦最長手数の285手 木村一基九段が豊島将之王位を降す 松本博文 Yahoo ニュース Yahoo ニュース 個人 Fairbairn 1986 139 将棋のルールに関するご質問 よくある質問 日本将棋連盟 Shogi or jp Retrieved 2018 06 05 Rules and Manners of Shogi 81Dojo Docs 81dojo com Retrieved 2018 06 05 近代将棋 magazine Nov 1983 将棋世界 magazine Aug 1996 将棋ウォーズ 将棋ウォーズ https www youtube com watch v EriI9bxyDHY How to play Shogi 将棋 Lesson 16 Impasse at about 6 00 time marker Fairbairn 1986 158 161 Shōreikai Gaiyō 奨励会概要 Outline of Shoreikai in Japanese Japan Shogi Association Archived from the original on 16 December 2008 Retrieved 21 September 2015 Title offset illustration Retrieved 8 March 2012 Hosking 1997 p 20 21 Hosking 1997 p 263 265 Hitoshi Matsubara Reijer Grimbergen Differences between Shogi and western Chess from a computational point of view Proceedings Board Games in Academia Xiaohong Wan Daisuke Takano Takeshi Asamizuya et al 2012 Developing intuition Neural correlates of cognitive skill learning in caudate nucleus Journal of Neuroscience 32 48 17492 17501 doi 10 1523 jneurosci 2312 12 2012 PMC 6621838 PMID 23197739 a href Template Cite journal html title Template Cite journal cite journal a CS1 maint multiple names authors list link a b Hosking 1997 p 19 20 Hosking 1997 p 20 Fairbairn 1986 143 Sono Hoka no Goshitsumon Koma no Narabikata ni Kimari wa Aru no Deshōka その他のご質問 駒の並べ方に決まりはあるのでしょうか Other questions Is there a certain way to set up the pieces in Japanese 日本将棋連盟 Japan Shogi Association Retrieved 17 December 2014 江戸時代は それぞれの家元に 大橋流 伊藤流 という並べ方がありました 現在のでも その並べ方を用いている棋士は少なからずおります ただし 決まりとして このような並べ方をしなければならない というものはありません In the Edo Era each Iemoto had their own respective way of setting up the pieces the Ohashi style and the Ito style Although these two styles are still used today by many professionals there is really no rule specifying that the pieces must be set up in this particular way Hodges George ed 1982 Who moves first Shogi No 40 p 13 a b Sōritsu Enkaku 創立 沿革 Founding and History in Japanese 日本将棋連盟 Japan Shogi Association Archived from the original on 6 October 2014 Retrieved 16 August 2012 Masuda Kozo 2003 Meijin ni Kyosha wo Hiita Otoko 名人に香車を引いた男 The Man Who Gave A Lance Handicap To A Meijin Chuokoron Shinsha p 223 ISBN 978 4122042476 Enkaku 沿革 LPSA History PDF in Japanese 日本女子プロ将棋協会 Ladies Professional Shogi players Association of Japan Archived from the original PDF on 31 October 2012 Retrieved 26 June 2014 Nihon Joshi Puro Shōgi Kyōkai LSPA to Gōisho Teiketsu 日本女子プロ将棋協会 LPSA と合意書締結 Agreement signed with LPSA in Japanese 日本将棋連盟 Japan Shogi Association 2 June 2014 Archived from the original on 3 July 2014 Retrieved 26 June 2014 https www shogi or jp news 2017 02 201610 html accessed 2017 Feb 19 Yoku Aru Goshitsumon Naze Dansei wa Kishi na no ni Josei wa Joryukishi to Naru no Desuka よくあるご質問 なぜ 男性は 棋士 なのに 女性は 女流棋士 となるのですか FAQ Why are men referred to as kishi and women referred to as joryukishi in Japanese 日本将棋連盟 Japan Shogi Association Retrieved 28 June 2014 Andreas Neumaier 2018 05 20 FESA home page Ratings Shogi net Retrieved 2018 06 05 Shogi pros warned not to play computers The Japan Times Tokyo Japan 16 October 2005 Retrieved 28 November 2011 Top female shogi pro falls to computer Japan Times Kyodo 12 October 2010 Retrieved 17 December 2014 Shōgi Sofuto ni Amagumi Kanpai Hijutsu Ikki ni Semetsubusareru 将棋ソフトにアマ組完敗 秘術 一気に攻めつぶされる Shogi computer programs crush amateurs The Asahi Shimbun in Japanese 2 August 2011 Retrieved 17 December 2014 Dainikai Shōgi Denōsen Daigokyoku Miura Hiroyuki vs GPS Shōgi 第2回 将棋電王戦 第5局 三浦弘行八段 vs GPS将棋 Second Shogi Denosen Game 5 Hiroyuki Miura 8 dan vs GPS Shogi in Japanese Niwango Retrieved 17 December 2014 Computer program Bonkras highest rated player on Shogi Club 24 in Japanese Shogi Club 24 Shinji Fukamatsu AI beats top shogi player in first match of tournament final The Asahi Shimbun The Asahi Shimbun Retrieved 17 May 2016 David Silver Thomas Hubert Julian Schrittwieser Ioannis Antonoglou Matthew Lai Arthur Guez Marc Lanctot Laurent Sifre Dharshan Kumaran Thore Graepel Timothy Lillicrap Karen Simonyan Demis Hassabis 5 December 2017 Mastering Chess and Shogi by Self Play with a General Reinforcement Learning Algorithm arXiv 1712 01815 cs AI a href Template Cite arxiv html class mw redirect title Template Cite arxiv cite arxiv a CS1 maint uses authors parameter link DeepMind s AI became a superhuman chess player in a few hours just for fun The Verge Retrieved 2017 12 06 H Adachi H Kamekawa S Iwata 1987 Shogi on n n board is complete in exponential time Trans IEICE J70 D 1843 1852 When a Shogi champion turns to chess Chess News May 17 2002 Aesthetics of game shogi Japanese traditional culture GAME CHRONICLE IS JAPAN COOL 羽生善治 Archived from the original on 2021 11 14 via www youtube com Fairbairn John 1982 esorH drawkcaB ehT Shogi 37 p 18 A Lion s Play of Words Nihonden 2017 03 08 Retrieved 2017 03 09 Bibliography EditSHOGI Magazine 70 issues January 1976 November 1987 by The Shogi Association edited by George Hodges Aono Teruichi 1983 Better Moves for Better Shogi translated by John Fairbairn Tokyo Japan Sankaido Publishing Co Ltd ISBN 978 4381005977 Aono Teruichi 1983 Guide to Shogi Openings Shogi Problems in Japanese and English translated by John Fairbairn Tokyo Japan Sankaido Publishing Co Ltd ISBN 978 4381005984 Fairbairn John 1986 Shogi for beginners 2nd ed Ishi Press ISBN 978 4 8718 720 10 Habu Yoshiharu Hosking Tony 2000 Habu s Words translated by Tony Hosking and Yamato Takahashi ja Stratford upon Avon England The Shogi Foundation ISBN 978 0953108923 Hosking Tony 1997 The Art of Shogi Stratford upon Avon England The Shogi Foundation ISBN 978 0953108909 Hosking Tony 2006 Classic Shogi Games Collection Stratford upon Avon England The Shogi Foundation ISBN 978 0953108930 Pritchard D B 1994 Shogi The Encyclopedia of Chess Variants Games amp Puzzles Publications pp 269 79 ISBN 0 9524142 0 1 Yebisu Miles 2016 Comprehensive shogi guide in English How to play Japanese chess Laboratory Publishing External links Edit Wikimedia Commons has media related to Shōgi Shogi Shack Reijer Grimbergen s Shogi Page Shogi Net Shogi Hub portal for current information about the shogi world tournaments news etc Shogi L shogi mailing list Ricoh Shogi Page Archived 2013 09 22 at the Wayback Machine Japanese English shogi glossary Hans Geuns Basic Shogi Vocabulary International Shogi MagazineRules Shogi Harbour Level 1 Shogi Course by women s professional player Karolina Styczynska 40 shogi lessons on YouTube by HIDETCHI An Introduction to Shogi for Chess Players Shogi by Hans Bodlaender and Fergus Duniho The Chess Variant Pages Rules and Manners of Shogi by Tomohide Kawasaki a k a HIDETCHI FESA Shogi official playing rules Shogi the Japanese Chess by Jean Louis Cazaux Shogi and Dobutsu Animal shogi rules to download by Filip MarekOnline play 81Dojo English language shogi play online Lishogi Shogi Dojo 24 shogi server in Japan Shogi Wars Shogi Quest PlayOK shogi GoldToken online turn based shogi World Shogi League international online tournament associated with 81Dojo and the Japan Shogi Association HamShogi handicap shogi against the computer instructions boardspace net real time play against human or weak computer players Online tools 将棋DB2 shogi game record database in Japanese Kyokumenpedia game record databases as move decision tree with user generated wiki annotations associated with 81Dojo in Japanese Shogi Playground record or play through games mate problems board positions Create Shogi Diagram on the Web Retrieved from https en wikipedia org w index php title Shogi amp oldid 1129315505, wikipedia, wiki, book, books, library,

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