Shogi Manual
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Transcript of Shogi Manual
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Shogi
The Japanese Game of Strategy
Instruction Manual
The Elephant Chess Club
www.ElephantChess.com
Copyright 1997
Please view my instructional video
by searching for Internationalized Shogi on www.youtube.com
Introduction Shogi is a game of strategy in which two kings lead
their armies in battle against each other with the
ultimate goal of capturing, or checkmating, the
opposing king. Shogi is unique from other chess
variants in that captured pieces can be re-played,
and that most pieces can undergo promotion upon
entering, or moving within or from the opposing
territory. These additional dimensions of play result
in a volatile and exciting game in which the tide can
turn with a single move. This game is now available
in an international version in which pieces are
identified using symbols and colors. These
redesigned pieces are represented in this
instruction manual in black and white (Figure 1).
Six of the shogi playing pieces can promote. In this
black and white instruction manual, promotion is
indicated by a reversal of colors. Promotion is
indicated on the actual pieces by the addition of the
color red. 1
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The Playing Board Pieces are placed and move within the 81 rectangles
of the board. By convention, the pieces which start on
the bottom are referred to as Blacks pieces, and the pieces which start on the top are referred to as Whites pieces. Actually, the pieces themselves are
distinguishable only by the way they point, Whites pieces facing down and Blacks pieces facing up. The top three horizontal rows are referred to as Whites camp; this is the promotion zone for Blacks pieces. Once any of Blacks promotable pieces (lance, rook, bishop, knight, pawn and silver general) have moved
into, within, or from this promotion zone, Black has
the option of promoting that piece on that move.
Dropped pieces are always placed in an unpromoted
state. The bottom three horizontal rows are referred
to as Blacks camp, and this is the promotion zone for Whites pieces. Once any of Whites promotable pieces (lance, rook, bishop, knight, pawn and silver
general) have moved into, within, or from this
promotion zone, White has the option of promoting
that piece on that move. There are 4 dots printed near
the center of shogi boards as a memory aid for
dividing up the board into sections. The initial set-up
of the playing pieces is shown below. 3
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Movements of the pieces
The King
The king can move one square per turn in any
direction, but cant move into check (any space which is under attack by opponents pieces). A player whose king is placed in check must extricate the king
from check by moving the king, blocking the attack,
or capturing the attacking piece.
The Pawn
The pawn moves one square forward per move. The
pawn of shogi captures pieces directly in front of it.
A player has the option of promoting a pawn to a
gold general on a move in which the pawn has
completed all or part of a move beyond the promotion
line (moved into, within, or from the promotion zone).
This promoted pawn now has the power to move as a
gold general. The pawn must be promoted after
having reached the furthest row as otherwise it would
be unable to move on a subsequent move.
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The Gold General
The gold general can also move one square per
move, to either of the 3 squares in front (directly in
front, or diagonally in front), to either of the two
squares directly to the sides, or directly behind. The
gold general and the king are the only pieces which do
not have the option of promotion after having moved
within the opposing players territory.
The Silver General
The silver general can also move one square per
move, to either of the 3 squares in front (directly in
front, or diagonally in front), or to either of the two
rear diagonal squares. A player has the option of
promoting the silver general to a gold general after
having completed all or part of its move behind the
promotion line.
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The Knight
The knight moves in a similar fashion to the knight
of western chess with the exception that it can move
forward only. That is, the knight moves one square
straight forward and then one forward diagonally out.
The knight is the only piece which can jump over
another piece. A player has the option of promoting
the knight to a gold general upon completion of a
move in which the knight has completed all or part of
a move beyond the promotion line.
The Lance
The lance can move forward freely along an
unobstructed path (up to and including the first
square encountered which is occupied by an opposing
piece) as many squares per move as desired. A player
has the option of promoting the lance to a gold
general upon completing a move in which the lance
has completed all or part of a move beyond the
promotion line.
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The Rook
The rook of shogi moves in a similar fashion to the
rook of western chess.
The rook can move freely as many squares as desired
per move along an unobstructed path (up to and
including the first square encountered which is
occupied by an opposing piece) either forward,
backward, or horizontally.
Upon completion of a move in which the rook makes
all or part of its move behind the promotion line, a
player has the option of promoting the rook into a
promoted rook.
In the diagram below, Blacks rook has been promoted. This promoted rook (upper right of
diagram) retains the powers of a rook and in addition
can move diagonally one square per move. That is, it
can move both as a rook and as a king.
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The Bishop The bishop moves similarly to the bishop of
international chess.
This bishop can move freely as many squares per
move as desired along an unobstructed diagonal path
(up to and including the first square encountered
which is occupied by an opposing piece). Upon
completing a move in which the bishop makes all or
part of its move behind the promotion line, a player
has the option of promoting the bishop to a promoted
bishop. In the diagram below, Whites bishop has been promoted.
This promoted bishop (lower left of diagram) retains
the powers of the bishop and in addition has the
option of moving one square either forward, backward
or to the sides. That is, the promoted bishop can
move both as a bishop and as a king.
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Capturing Pieces
All pieces capture in the same way they move. If a piece
moves to a square which is occupied by an opposing
piece, the opposing piece is removed from play and
replaced by the capturing piece. This captured piece can
later be re-played by the player who captured it. A player
can move their piece to an unoccupied square or to a
square which is occupied by an opposing piece, but cannot
move their piece to a square occupied by its own piece,
nor can a piece, with the sole exception of the knight,
jump over any piece.
Playing Captured Pieces A player has the option, instead of moving a piece already
on the board, of re-playing one of the pieces which they
captured onto any vacant square bearing in mind the
following exceptions:
1) A player cannot re-play a pawn into a (vertical)
column in which that player already has an unpromoted
pawn.
2) A player cannot re-play a pawn if the re-played pawn
would checkmate the opposing king on that move.
3) It is not allowable to re-play a piece onto a square in
which it would be unable to move.
When a piece is re-played, it must be placed on the board
in its unpromoted state, even if placed beyond the
promotion line. A player would have the option of
promoting that piece on a subsequent move.
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Promotion
When a player moves his piece into, within, or from the
opposing camp, he has the option of promoting that piece on
that move. A player, after having promoted a piece, cannot
reverse the promotion. Promotion is indicated by turning a
piece over immediately upon completion of a promotion-
qualifying move. Players must promote pieces which would be
unable to move otherwise. The option to promote any piece is
at the time when the move is completed and must be made
prior to a move in which the piece uses the promoted powers.
The promoted state of a piece is indicated by the addition of the
color red to the design of the piece. A piece whose promotion
is optional must be promoted prior to the move in which it uses
its promoted powers.
Checkmate A player wins when the opposing king cannot
extricate itself from check and would therefore be captured on
the next move.
Recommended for further reading
Shogi, Japans Game of Strategy by Trevor Leggett, Charles E. Tuttle Company, Rutland, VT, USA, & 2-6 Suido 1-chome,
Bunkyo-ku, Tokyo 112 Japan
The Art of Shogi by Tony Hosking of the The Shogi
Foundation
Shogi, How to Play by John Fairburn, The Shogi Association 16
Lets look at the figure on the opposite page (Figure 8) and we will find some examples which will illustrate play, promotion of pieces,
and dropping captured pieces on the board. The pieces at the side of
the board have been captured and are now reserve pieces which can therefore be played. Whites pieces are on top facing down, Blacks pieces are on the bottom facing up. If it is Blacks turn, Black could place White in check by:
1) moving the bishop from f3 to d1, capturing Whites pawn. The bishop is protected from capture by the king because of the position
of Blacks lance on i1. or...
2) moving the bishop to e4. White could block this attack by
advancing its silver general from c3 to d3 or moving the king to b3.
or...
3) dropping the reserve knight to either e1 or e3. (If dropped to e1,
Blacks knight could be captured by Whites pawn on d1).
Lets say that Black places White in check by moving the bishop to e4. White could move its king to b3 to escape from check. If White
moved its king to b3, Black could again check Whites king by dropping its reserve rook to anywhere along the b-file. The rook,
even if dropped into its promotion zone, would initially be dropped
down in its unpromoted state. If Black places the rook on b5,
Whites king (on b3) would be in check. White could protect its king by moving to a2, a3, or a4 or by blocking the attack by
dropping in any of its reserve pieces onto a4. When Black later
decides to move the rook which was just dropped onto the board,
Black will have the option of promoting the rook.
Lets look again at the figure and assume that it is Whites turn to play. White would be able to check Blacks king by:
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1) capturing Blacks gold general at g7 using either the rook at d7 or the knight at e8. By doing this, either piece could be
promoted, the rook to a promoted rook, and the knight to a gold
general. The knight would need to be promoted in order to
place the king in check.
If White captures Blacks gold general at g7 using the rook, Whites rook can undergo promotion which would force Blacks king to f5.
Figure 8
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