, (rhymes with yogi) in English, also known as Japanese chess, is a two-player board game in the same family as Western chess, chaturanga, Chinese Xiangqi, and is the most popular of a family of chess variants native to Japan
. Shōgi means general's (shō) boardgame (gi). In early years, however, shogi was written 象棋 (the same as Xiangqi, "elephant chess").
The
earliest predecessors of the game, chaturanga, originated in
India
in the 6th century
AD, and spread from China
to Japan
, where it
spawned a number of variants. 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1210 in a historical document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 (
ca
1120).
According to ChessVariants.com, "Perhaps the enduring popularity of
Shogi can be attributed to its 'drop rule'; it was the first chess
variant wherein captured pieces could be returned to the board to
be used as one's own.
David Pritchard credits the
drop rule to the practice of 16th century mercenaries who switched
loyalties when captured—no doubt as an alternative to
execution."
Game 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,
Sente 先手 (Black) and
Gote 後手
(White), play on a board composed of rectangles in a grid of 9
ranks (rows) by 9
files (columns). The rectangles
are undifferentiated by marking or colour. The board is almost
always made of rectangles; square boards are very uncommon.
Each player has a set of 20 wedge-shaped pieces of slightly
different sizes. Except for the kings, opposing pieces are
differentiated only by orientation, not by marking or color. From
largest to smallest (most to least powerful), the pieces 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 colour (usually
red); this side is turned face up during play to indicate that the
piece has been promoted. The pieces of the two players do not
differ in colour, but instead each faces forward, toward the
opposing side. This shows who controls the piece during play.
The Japanese characters have deterred many people from learning
shogi. This has led to "
Westernized"
or "international" pieces, which replace the characters with iconic
symbols. However, partially because the traditional pieces are
already iconic by size, with more powerful pieces being larger,
most Western players soon learn to recognize them, and Westernized
pieces have never become popular.
Following is a table of the pieces with their Japanese
representations and English equivalents. The abbreviations are used
for game notation and often to refer to the pieces in speech in
Japanese.
Top: +R, R, K (reigning), K (challenging), B, +B.
Bottom: +L, L, +S, S, G, N, +N, p, +p.
English name |
Image |
Kanji |
Rōmaji |
Meaning |
Abbreviations |
King
(reigning) |
 |
王將 |
ōshō |
king general |
K |
王 |
ō |
King
(challenging) |
 |
玉將 |
gyokushō |
jeweled general |
K |
玉 |
gyoku |
Rook |
 |
飛車 |
hisha |
flying chariot |
R |
飛 |
hi |
Promoted rook
("Dragon") |
 |
龍王 |
ryūō |
dragon king |
+R |
龍 or 竜* |
ryū |
Bishop |
 |
角行 |
kakugyō |
angle mover |
B |
角 |
kaku |
Promoted bishop
("Horse") |
 |
龍馬 |
ryūma or ryūme |
dragon horse |
+B |
馬 |
uma |
Gold general
("Gold") |
 |
金将 |
kinshō |
gold general |
G |
金 |
kin |
Silver general
("Silver") |
 |
銀将 |
ginshō |
silver general |
S |
銀 |
gin |
Promoted silver |
 |
成銀 |
narigin |
promoted silver |
+S |
(全) |
— |
Knight |
 |
桂馬 |
keima |
cassia horse |
N |
桂 |
kei |
Promoted knight |
 |
成桂 |
narikei |
promoted cassia |
+N |
(圭 or 今) |
— |
Lance |
 |
香車 |
kyōsha |
incense chariot |
L |
香 |
kyō |
Promoted lance |
 |
成香 |
narikyō |
promoted incense |
+L |
(杏 or 仝) |
— |
Pawn |
 |
歩兵 |
fuhyō |
foot soldier |
p |
歩 |
fu |
Promoted pawn
("tokin") |
 |
と金 |
tokin |
reaches gold |
+p |
と (or 个) |
to |
* The kanji 竜 is a simplified form of 龍. 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''. The characters inscribed on the reverse sides of the
pieces to indicate promoted rank 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 ''unpromoted'' ranks, 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 for
''tokin''. == Setup and gameplay ==
[[Image:MacShogi.jpg|thumb|right|The starting setup of a game of
shogi.]] Each player sets up his pieces facing his opponent. *In
the rank nearest the player he places: ** The king is placed in the
center file. ** The two gold generals are placed in the adjacent
files 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
{{overline||L|N|S|G|K|G|S|N|L|}}.
- 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 to each
file.
Traditionally, even the order of placing the pieces on the board is
determined. There are two recognized orders, ohashi and
ito.
The players alternate taking turns, with Black (the side containing
the Jeweled General) playing first. The terms "Black" and "White"
are used to differentiate the two sides, but there is no actual
difference in the color of the pieces. For each turn a player may
either move a piece which is already on the board (and potentially
promote it, capture an opposing piece, or both) or else "drop" a
piece that has already been captured onto an empty square of the
board. These options are detailed below.
Professional games are timed as in International Chess, but
professionals are 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.
Movement and capture
Most shogi pieces can only move to an adjacent square. A few may
move across the board, and one jumps over intervening pieces.
Every piece blocks the movement of all other non-jumping pieces
through the square it occupies. However, 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. It is not possible for the capturing piece
to continue beyond that square on that turn.
It is common to keep captured pieces on a wooden stand (or
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. This is because captured pieces, which are
said to be in hand, have a crucial impact on the course of
the game.
The knight jumps, that is, it passes over any
intervening piece, whether friend or foe, without an effect on
either. It is the only piece to do this.
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.
All pieces but the knight move either horizontally, vertically, or
diagonally. These directions cannot be combined into a single move;
one direction must be chosen.
King
A King can move one square in any direction, orthogonal or
diagonal.

The king
Rook
A rook can move any number of free squares along any one of the
four orthogonal directions.

The rook
Bishop
A bishop can move any number of free squares along any one of the
four diagonal directions.

The bishop
Because they cannot move orthogonally, the opposing unpromoted
bishops can only reach half the squares of the board, unless they
are captured and then dropped by the opposing player.
Gold general
A gold general can move one square orthogonally, or one square
diagonally forward, giving it six possible destinations. It cannot
move diagonally backward.

The gold general
Silver general
A silver general can move one square diagonally or one square
directly forward, giving it five possibilities.

The silver general
Because an unpromoted silver can retreat more easily than a
promoted one (see below), it is very common to leave a silver
unpromoted at the far side of the board.
Knight
A knight
jumps at an angle intermediate between orthogonal
and diagonal, amounting to one square forward plus one square
diagonally forward, in a single motion. That is, it has a choice of
two forward destinations. It cannot move to the sides or backwards.

The knight
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 (see below) at the
far side of the board. However, since a knight cannot move backward
or to the sides, it
must promote when it lands on one of
the two far ranks and would otherwise be unable to move
further.
Lance
A lance can move any number of free squares directly forward. It
cannot move backward or to the sides.

The lance
It is often useful to leave a lance unpromoted (see below) at the
far side of the board. However, since a lance cannot move backward
or to the sides, it
must promote if it arrives at the far
rank.
Pawn
A pawn can move one square directly forward. It cannot retreat.

The pawn
Since a pawn cannot move backward or to the sides, it
must
promote (see below) if it arrives at the far rank. However, in
practice, a pawn is promoted whenever possible.
Unlike the pawns of international chess, shogi pawns capture the
same way they otherwise move, directly forward.
There are two restrictive rules for where a pawn may be dropped.
(See below.)
Promotion
A player's
promotion zone is the far third of the board,
the three ranks occupied by the opposing pieces at setup. If a
piece moves across the board and part of that path lies within the
promotion zone, that is, if it moves into, out of, or wholly within
the zone, but
not if it is dropped (see below), then that
player may choose to
promote the piece at the end of the
turn. Promotion is indicated by turning the piece over after it
moves, revealing the character for the promoted rank.
If a pawn or lance reaches the far rank or a knight reaches either
of the two farthest ranks, it must promote, as it would otherwise
have no legal move on subsequent turns. A silver general never
needs to promote, and it is often advantageous to keep a silver
general unpromoted.
A player's promotion zone (green)
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歩 |
歩 |
歩 |
歩 |
歩 |
歩 |
歩 |
歩 |
歩 |
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角 |
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飛 |
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香 |
桂 |
銀 |
金 |
玉 |
金 |
銀 |
桂 |
香 |
When captured, pieces lose their promoted status. Otherwise
promotion is permanent.
Promoting a piece has the effect of changing how that piece moves.
Each piece promotes as follows:
- A silver general, knight, lance, or pawn replaces its normal
power of movement with the power of a gold general.
- A rook or bishop keeps its original power of movement and gains
the power to move one square in any direction, like a king. This
means that a promoted bishop is able to reach any square on the
board, given enough moves.
- A king or a gold general cannot promote, nor can pieces which
are already promoted.
Promoted rook
A promoted rook (dragon king) may move as a rook or as a king, but
not as both on the same turn.

The dragon king
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○ |
│ |
○ |
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─ |
─ |
龍 |
─ |
─ |
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○ |
│ |
○ |
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│ |
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Promoted bishop
A promoted bishop ("dragon horse") may move as a bishop or as a
king, but not as both on the same turn.

The dragon horse
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○ |
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○ |
馬 |
○ |
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○ |
\ |
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Drops
Variation in pieces in play
Piece |
Init. |
Max |
Min |
King |
1 |
1 |
1 |
Rook(s) |
1 |
2 |
0 |
Bishop(s) |
1 |
2 |
0 |
Gold generals |
2 |
4 |
0 |
Silver generals |
2 |
4 |
0 |
Knights |
2 |
4 |
0 |
Lances |
2 |
4 |
0 |
Pawns |
9 |
9 |
0 |
Tokins |
0 |
18 |
0 |
Captured pieces are truly
captured in shogi. They are
retained "in hand", and can be brought back into play under the
capturing player's control. On any turn, instead of moving a piece
on the board, a player may take a piece that had been previously
captured and place it, unpromoted side up, on any empty square,
facing the opposing side. The piece is now part of the forces
controlled by that player. This is termed
dropping the
piece, or just a
drop.
A drop cannot capture a piece, nor does dropping within the
promotion zone result in immediate promotion. However, either
capture or promotion may occur normally on subsequent moves by the
piece.
A pawn, knight, or lance may not be dropped on the far rank, since
it would have no legal move on subsequent turns. Similarly, a
knight may not be dropped on the penultimate rank.
There are two other restrictions when dropping pawns:
- A pawn cannot be dropped onto the same file (column) as another
unpromoted pawn controlled by the same player. (A tokin
does not count as a pawn.) A player who has an unpromoted pawn on
every file is therefore unable to drop a pawn anywhere. For this
reason it is common to sacrifice a pawn in order to gain
flexibility for drops.
- A pawn cannot be dropped to give an immediate checkmate. However, other pieces may be dropped to
give immediate checkmate, a pawn that is already on the board may
be advanced to give checkmate, and a pawn may be dropped so that
either it or another piece can give checkmate on a subsequent
turn.
It is common for players to swap bishops, which face each other
across the board. This leaves each player with a bishop "in hand"
to be dropped later, and gives an advantage to the player with the
stronger defensive position.
Checkmate and winning the game
A player who captures the opponent's king wins the game. In
practice this rarely happens, as a player will concede defeat when
loss is inevitable.
When a player makes a move such that the opposing king could be
captured on the following turn, the move is said to
give
check to the king; the king is said to be
in check.
If a player's king is in check and no legal move by that player
will get the king out of check, the checking move is also
checkmate (tsumi 詰み) and
effectively wins the game.
To give the warning "check!" in Japanese, one says
"ōte!"
(王手). However, this is an influence of international chess and is
not required, even as a courtesy.
A player is not allowed to give
perpetual check.
In professional and serious amateur games, a player who makes an
illegal move loses immediately.
There are two other possible, if uncommon, ways for a game to end:
repetition (千日手
sennichite) and impasse (持将棋
jishōgi).
If the same game position occurs four times with the same player to
play, the game is considered a draw. For two positions to be
considered the same, the pieces in hand must be the same as well as
the positions on the board. However, if this occurs with one player
giving perpetual check, then that player loses.
The game reaches an impasse if both kings have advanced into their
respective promotion zones and neither player can hope to mate the
other or to gain any further material. If this happens, the winner
is decided as follows: Each rook or bishop scores 5 points for the
owning player, and all other pieces except kings score 1 point
each. (Promotions are ignored for the purposes of scoring.) A
player scoring fewer than 24 points loses. (If neither player has
fewer than 24, the game is no contest—a draw.)
Jishōgi is
considered an outcome in its own right rather than no contest, but
there is no practical difference.
As this impasse generally needs to be agreed on for the rule to be
invoked, a player may refuse to do so, on the grounds that he/she
could gain further material or position before an outcome has to be
decided. If that happens, one player may force
jishōgi
upon getting his king and all his pieces protected in the promotion
zone.
In professional tournaments the rules typically require drawn games
to be replayed with colours (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
Nakahara Makoto and
Kato Hifumi was unusual in this regard, with
jishōgi in the first game (only the fifth draw in the then
40-year history of the tournament), a game which lasted for an
unusual 223 moves (not counting in pairs of moves), with an
astounding 114 minutes spent pondering a single move, and
sennichite in the sixth and eighth games. Thus this
best-of-seven match lasted ten games and took over three months to
finish; Black did not lose a single game and the eventual victor
was Katō at 4-3.
Player ranking and handicaps
Amateur players are ranked from 15
kyū to 1
kyū and then from 1
dan and upwards; this is the
same terminology as many other arts in Japan. Professional players
operate with their own scale, from professional 4
dan and
upwards to 9
dan for elite players. Amateur and
professional ranks are offset.
Games between players of disparate strengths are often played with
handicaps. In a handicap game, one or more of White's pieces are
removed from the setup, and in exchange White plays first. Note
that the missing pieces are not available for drops and play no
further part in the game. The imbalance created by this method of
handicapping is not as strong as it is in international chess
because material advantage is not as powerful in shogi.
Common handicaps, in increasing order of severity, include:
- Left lance
- Bishop
- Rook
- Rook and left lance
- Two pieces: Rook and bishop
- Four pieces: Rook, bishop, and both lances
- Six pieces: Rook, bishop, both lances and both knights
Other handicaps are also occasionally used. The relationship
between handicaps and differences in rank is not universally agreed
upon, with several systems in use.
If a
jishōgi occurs in a handicap game, the removed pieces
are counted as if White had them in play, or available for
drops.
Game notation
The method used in English-language texts to express shogi moves
was established by George Hodges in 1976. It is derived from the
algebraic notation used for
chess, but differs in several respects. It is not used in
Japanese-language texts, as it is no more concise than kanji.
A typical move might be notated
P-8f.The first
letter represents the piece moved:
P for
Pawn. (There is also
L lance,
N knight,
S silver,
G gold,
B bishop,
R rook,
K king, as
above.)Promoted pieces are indicated by a
+ in
front of the letter:
+P is a tokin
(promoted pawn).
Following the abbreviation for the piece is a symbol for the type
of move:
– for a simple move,
x
for a capture, or
* for a drop.Next is the square
on which the piece lands.This is indicated by a numeral for the
file and a lowercase letter for the rank, with
1a
being the top right corner (as seen by Black) and
9i being the bottom left corner. This is based on
Japanese convention, which, however, uses
Japanese numerals instead of letters. For
example, square 2c is "2三" in Japanese.
If a move entitles the player to promote, then a
+
is added to the end if the promotion was taken, or an
= if it was declined.For example,
Nx7c= indicates a knight capturing on 7c without
promoting.
In cases where the piece is ambiguous, the starting square is added
to the letter for the piece.For example, at setup Black has two
golds which can move to square
5h (in front of the
king). These are distinguished as
G6i-5h (from the
left) and
G4i-5h (from the right).
Moves are numbered per player's move, unlike chess which counts
each pair of moves as one move. For example, the start of a game
might look like this:
1. P-7f 2. P-3d
3. P-2f 4. G-3b
5. P-2e 6. Bx8h+
7. Sx8h 8. S-2b
In handicap games White plays first, so Black's move 1 is replaced
by an
ellipsis.
Strategy and tactics
Shogi is similar to chess but has a much larger
game tree complexity because of the use
of drops.However, like chess, 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 and
positioning for attack, the mid game consists of attempting to
break through the opposing defenses while maintaining ones own, and
the end game starts when one side's defenses have been
compromised.
History
"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 Changgi in Korea."
"Sometime in the 10th to 12th 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 (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, (ca. 1210–1221), a
collection based on the two works and , 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. Around the 15th century, the rules of dai shogi were
simplified, creating the game of
chu shogi
in a form close to the modern game. 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. However, there is no
clear record of when drops were introduced.
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. However, it is thought that these were
only played to a very limited extent. Both standard shogi and go
were promoted by the
Tokugawa
shogunate. In 1612, the shogunate passed a law giving
endowments to top shogi players ( ). During the reign of the eighth
shogun,
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 was formed, and in 1924,
the was formed. This was an early incarnation of the modern ,
founded in 1997.
In 1935,
meijin Sekine Kinjirō stepped down, and the rank
of meijin came to be awarded to the winner of a . became the first
Meijin under this system in 1937. This was the start of the (see
titleholder system). After the
war other tournaments were promoted to title matches, culminating
with the 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.
The closest cousin of Shogi in Chaturanga family is
Makruk of Thailand. Not only the similarity in
distribution and movements of the pieces but also the names of
Shogi pieces suggest intimacy between Shogi and Makruk by its
Buddhist symbolism (Gold, Silver, Cassia and Incense), which isn't
recognised in Chinese chess at all. In fact, Chinese chess and its
East Asian variants are far remoter relatives than Makruk. Though
some early variants of
Chaturanga more
similar to Shogi and Makruk are known to have been played in
Tang Dynasty China, they are thought to
have been extinguished in
Song Dynasty
China and in East Asia except in Japan probably owing to the
prosperity of Chinese chess.
Tournament Play
In 1996,
Yoshiharu Habu won all seven
titles; in 2008 he held four. In 2006, the Shogi Association
admitted women to the ranks of .
Since the
1990s, shogi has grown in popularity outside Japan, particularly in
the People's
Republic of China
, and especially Shanghai. The January 2006 edition of states
that there are 120,000 shogi players in Shanghai. The game has been
relatively slow to spread to countries where Chinese characters are
not in common use.
See also
Notes
References
- The Japanese-language page Shogi Pineapple indicates the two orders;
ohashi is depicted on the left and ito on the
right. See also the page from Lucky Dogs Games
- http://www.shogi.net/arc/shogi-l/shogi_rules.txt
- http://www.shogi.net/arc/shogi-l/shogi_ranking.txt
- Title offset illustration
- - The Basic Rules, par. 2
- ChessVariants.com
Bibliography
- SHOGI Magazine (70 issues, January 1976 - November
1987) by The Shogi Association (edited by George Hodges)
- Shogi for Beginners (1984) by John Fairbairn
- Guide to Shogi openings: Shogi problems in Japanese and
English (1983) by Aono Teruichi, translated by John Fairbairn
- Better Moves for Better Shogi (1983) by Aono Teruichi,
translated by John Fairbairn
- The Art of Shogi (1997) by Tony Hosking
- Habu's Words (2000) by Habu Yoshiharu, translated by
Takahashi Yamato and Tony Hosking
- Classic Shogi (2006) by Tony Hosking
- The Encyclopedia of Chess Variants (1994) by David
Pritchard, ISBN 0-9524142-0-1
External links