Heian Dai Shogi
   HOME

TheInfoList



OR:

Heian dai shogi ( ja, 平安大将棋 'Heian (Era) large chess') is an early large board
variant Variant may refer to: In arts and entertainment * ''Variant'' (magazine), a former British cultural magazine * Variant cover, an issue of comic books with varying cover art * ''Variant'' (novel), a novel by Robison Wells * " The Variant", 2021 e ...
of
shogi , 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'' ...
(Japanese chess) as it was played in the
Heian period The is the last division of classical Japanese history, running from 794 to 1185. It followed the Nara period, beginning when the 50th emperor, Emperor Kanmu, moved the capital of Japan to Heian-kyō (modern Kyoto). means "peace" in Japanese. ...
. The same 12th century document which describes the Heian form of shogi also describes this variant. Unfortunately, this description does not give enough information to actually play the game, but this has not stopped people from attempting to reconstruct this early form of shogi. A fairly complete and playable reconstruction is outlined here.


Rules of the game


Objective

The objective of the game is to capture your opponent's king or to capture all the other pieces, leaving a bare king. Unlike standard shogi, pieces may not be dropped back into play after capture.


Game equipment

Two players, Black and White (or 先手 ''sente'' and 後手 ''gote''), play on a board ruled into a grid of 13 ''ranks'' (rows) by 13 ''files'' (columns) for a total of 169 squares. The squares are undifferentiated by marking or color. Each player has a set of 34 wedge-shaped pieces of 13 different types. In all, the players must remember 13 different moves. The pieces are of slightly different sizes. From largest to smallest (most to least powerful) they are: * 1 king * 2 flying dragons * 2 gold generals * 2 silver generals * 1 side mover * 2 copper generals * 2 iron generals * 2 fierce tigers * 2 free chariots * 1 go between * 2 knights * 2 lances * 13 pawns Many of the English names were chosen to correspond to rough equivalents in Western chess, rather than as translations of the Japanese names. Each piece has its name in the form of two
kanji are the logographic Chinese characters taken from the Chinese family of scripts, Chinese script and used in the writing of Japanese language, Japanese. They were made a major part of the Japanese writing system during the time of Old Japanese ...
written on its face. On the reverse side of each piece (other than kings and gold generals) are one or two other characters, often in a different color (e.g., red instead of black); this reverse side is turned up to indicate that the piece has been promoted during play. The pieces of the two sides do not differ in color, but instead each piece is shaped like a wedge, and faces forward, toward the opposing side. This shows who controls the piece during play.


Setup

Each side places his pieces in the positions shown below, pointing toward the opponent. * In the rank nearest the player: ** 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 copper generals are placed adjacent to each silver general. ** The two iron generals are placed adjacent to each copper general. ** The two knights are placed adjacent to each iron general. ** The two lances are placed in the corners, adjacent to each knight. That is, the first rank is or * In the second rank, each player places: ** The side mover in the same file as the king. ** The fierce tigers in the same files as the silver generals. ** The flying dragons in the same files as the knights ** The free chariots in the same files as the lances. * In the third rank, the thirteen pawns are placed one in each file. * In the fourth rank, the go between is placed in the same file as the side mover.


Game play

Two players alternate in making a move, with Black moving first. (The pieces are not differentiated by color; the traditional chess terms "Black" and "White" are only used to indicate who plays first, and to differentiate the sides during discussions of the game.) A ''move'' consists of moving a piece either to an empty square on the board or to a square occupied by an opposing piece, thus displacing (capturing) that piece; and optionally of promoting the moving piece, if its move enters the ''promotion zone''.


Movement and capture

An opposing piece is captured by ''displacement'': That is, if a piece moves to a square occupied by an opposing piece, the opposing piece is displaced and removed from the board. A piece cannot move to a square occupied by a friendly piece, that is, by another piece controlled by the moving player. Each piece on the game moves in a characteristic pattern. Pieces move either ''orthogonally'' (that is, forward, backward, left, or right, in the direction of one of the arms of a plus sign, +), or ''diagonally'' (in the direction of one of the arms of a multiplication sign, ×). The knight is an exception in that it does not move in a straight line. If a piece that cannot retreat or move aside advances across the board until it can no longer move, it must promote. This applies to the pawn, lance and knight upon reaching the furthest rank. Some pieces are capable of several kinds of movement, with the type of movement most often depending on the direction in which they move. The movement categories are:


Step movers

Some pieces move only one square at a time. (If a friendly piece occupies an adjacent square, the moving piece may not move in that direction; if an opposing piece is there, it may be displaced and captured.) The step movers are the king, generals, fierce tiger, go between and the 13 pawns on each side.


Jumping piece

The knight can ''jump'', that is, it can pass over any intervening piece, whether friend or foe, with no effect on either.


Ranging pieces

Many pieces can move any number of empty squares along a straight orthogonal or diagonal line, limited only by the edge of the board. If an opposing piece intervenes, it may be captured by moving to that square and removing it from the board. A ranging piece must stop where it captures, and cannot bypass a piece that is in its way. If a friendly piece intervenes, the moving piece is limited to a distance that stops short of the intervening piece; if the friendly piece is adjacent, it cannot move in that direction at all. The ranging pieces are the flying dragon, side mover, free chariot and lance.


Promotion

The promotion zone is the 'enemy camp', the farthest three ranks of the board, which are mostly occupied by the opposing player's pieces when the board is first set up. When a promotable piece enters the promotion zone, it has the option of "promoting" to a more powerful rank. Promotion is effected by turning the piece over after it moves, revealing the name of its promoted rank. The characters inscribed on the backs of the pieces to indicate promoted rank may be in red ink. Promotion is not mandatory if the unpromoted piece could move further on a later turn, and in some cases it may be beneficial to leave the piece unpromoted; however, there may be restrictions on whether the piece can promote again later. (The rule in the later
chu shogi Chu shogi ( or Middle Shogi) is a strategy board game native to Japan. It is similar to modern shogi (sometimes called Japanese chess) in its rules and gameplay. Its name means "mid-sized shogi", from a time when there were three sizes of shogi ...
would always allow promotion on captures that touch the promotion zone, but would only allow promotion on a non-capture if the piece exited the promotion zone and then reentered.) Promotion is permanent and promoted pieces may not revert to their original rank. All pieces in Heian dai shogi promote to a gold general. If a pawn, knight or lance reaches the furthest rank without promoting, it can no longer promote and has no legal move on subsequent turns.


Individual pieces

Following are diagrams that indicate the movement of each piece. Pieces are listed roughly in order, from nearest to furthest rows.
Betza's funny notation Betza's funny notation, also referred to as ''Betza notation'', is a compact method to describe the way pieces move in chess-like board games. It is in common use in the world of chess variants. It was originally invented by the American chess mas ...
has been included in brackets for easier reference. It should be noted to players of
chu shogi Chu shogi ( or Middle Shogi) is a strategy board game native to Japan. It is similar to modern shogi (sometimes called Japanese chess) in its rules and gameplay. Its name means "mid-sized shogi", from a time when there were three sizes of shogi ...
and
dai shogi Dai shogi (大将棋, 'large chess') or Kamakura dai shogi (鎌倉大将棋) is a chess variant native to Japan. It derived from Heian era shogi, and is similar to standard shogi (sometimes called Japanese chess) in its rules and game play. Dai sho ...
that the copper general and iron general move differently in this game from how they move in the other two games. Here they have the move of the angry boar ( wazir) and evil wolf respectively. The side mover and flying dragon are also different (the latter has the move of the bishop, and its promoted version has the move of the dragon horse).


Check and mate

When a player makes a move such that the opponent's king could be captured on the following move, 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 it out of check, the checking move is also ''
mate Mate may refer to: Science * Mate, one of a pair of animals involved in: ** Mate choice, intersexual selection ** Mating * Multi-antimicrobial extrusion protein, or MATE, an efflux transporter family of proteins Person or title * Friendship ...
'', and effectively wins the game. A player is not allowed to give
perpetual check In the game of chess, perpetual check is a situation in which one player can a draw by an unending series of checks. This typically arises when the player who is checking cannot deliver checkmate, and failing to continue the series of checks give ...
.


Game end

A player who captures the opponent's king or all the other pieces (bare king) wins the game unless the opponent’s bare king can bare the player’s king on the next move, in which case the game is a draw. In practice this winning condition rarely happens, as a player will resign when checkmated, as otherwise when loss is inevitable. A player who makes an illegal move loses immediately. (This rule may be relaxed in casual games.) There is one other possible (but fairly uncommon) ways for a game to end: repetition (千日手 ''sennichite''). If the same position occurs four times with the same player to play, then the game is no contest. (Recall, however, the prohibition against perpetual check.)


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 modifications have been made for heian dai shogi. A typical example is P-8f. The first letter represents the piece moved: P = pawn, L = lance, N = knight, GB = go between, FC = free chariot, FT = fierce tiger, I = iron, C = copper, SM = side mover, S = silver, G = gold, FD = flying dragon, K = king. Promoted pieces have a + added in front of the letter, for example +P for a promoted pawn. The designation of the piece is followed by a symbol indicating the type of move: - for an ordinary move or x for a capture. Next is the designation for the square on which the piece lands. This consists of a number representing the file and a lowercase letter representing the rank, with 1a being the top right corner (as seen from Black's point of view) and 13m being the bottom left corner. (This method of designating squares is based on Japanese convention, which, however, uses
Japanese numerals The Japanese numerals are the number names used in Japanese. In writing, they are the same as the Chinese numerals, and large numbers follow the Chinese style of grouping by 10,000. Two pronunciations are used: the Sino-Japanese (on'yomi) readings ...
instead of letters. For example, the square 2c is denoted by 2三 in Japanese.) If a move entitles the player to promote the piece, then a + is added to the end to signify that the promotion was taken, or an = to indicate that it was declined. For example, Nx7c= indicates a knight capturing on 7c without promoting. In cases where the above notation would be ambiguous, the designation of the start square is added after the designation for the piece in order to make clear which piece is meant. Moves are commonly numbered as in chess.


See also

*
Shogi variant A shogi variant is a game related to or derived from shogi (Japanese chess). Many shogi variants have been developed over the centuries, ranging from some of the largest chess-type games ever played to some of the smallest. A few of these variant ...
*
Heian shogi Heian shōgi (平安将棋 "Heian era chess") is a predecessor of modern shogi (Japanese chess). Some form of chess almost certainly reached Japan by the 9th century, if not earlier, but the earliest surviving Japanese description of the rules dat ...
*
Wa shogi Wa shogi (和将棋, ''wa shōgi'', harmony chess) is a large board variant of shogi (Japanese chess) in which all of the pieces are named for animals. It is played either with or without drops. Because of the terse and often incomplete wording ...
*
Chu shogi Chu shogi ( or Middle Shogi) is a strategy board game native to Japan. It is similar to modern shogi (sometimes called Japanese chess) in its rules and gameplay. Its name means "mid-sized shogi", from a time when there were three sizes of shogi ...
*
Dai shogi Dai shogi (大将棋, 'large chess') or Kamakura dai shogi (鎌倉大将棋) is a chess variant native to Japan. It derived from Heian era shogi, and is similar to standard shogi (sometimes called Japanese chess) in its rules and game play. Dai sho ...
*
Tenjiku shogi Tenjiku shogi (天竺将棋 ''tenjiku shōgi,'' "Indian chess" or 天竺大将棋 ''tenjiku dai shōgi'' "great Indian chess") is a large-board variant of shogi (Japanese chess). The game dates back to the 15th or 16th century and was based on the ...
*
Dai dai shogi Dai dai shōgi (大大将棋 'huge chess') is a large board variant of shogi (Japanese chess). The game dates back to the 15th century and is based on the earlier dai shogi. Apart from its size, the major difference is in the range of the pieces a ...
*
Maka dai dai shogi Maka dai dai shōgi (摩訶大大将棋 or 摩𩹄大大象戯 'ultra-huge chess') is a large board variant of shogi (Japanese chess). The game dates back to the 15th century and is based on dai dai shogi and the earlier dai shogi. The three Edo-e ...
*
Tai shogi Tai shogi (泰将棋 ''tai shōgi'' or 無上泰将棋 ''mujō tai shōgi'' "grand chess", renamed from 無上大将棋 ''mujō dai shōgi'' "supreme chess" to avoid confusion with 大将棋 '' dai shōgi'') is a large-board variant of shogi (Jap ...
*
Taikyoku shogi is the largest known variant of shogi (Japanese chess). The game was created around the mid-16th century (presumably by priests) and is based on earlier large board shogi games. Before the rediscovery of taikyoku shogi in 1997, tai shogi was be ...


External links


Shogi Net


{{Shogi variants Shogi variants