Ko Shogi
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Kō shōgi (広将棋 or 廣象棋 'broad chess') is a 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'' ...
, or Japanese chess. The game dates back to the turn of the 18th century and is based on
xiangqi ''Xiangqi'' (; ), also called Chinese chess or elephant chess, is a strategy board game for two players. It is the most popular board game in China. ''Xiangqi'' is in the same family of games as '' shogi'', '' janggi'', Western chess, '' ch ...
and go as well as shogi. Credit for its invention has been given to
Confucian Confucianism, also known as Ruism or Ru classicism, is a system of thought and behavior originating in ancient China. Variously described as tradition, a philosophy, a Religious Confucianism, religion, a humanistic or rationalistic religion, ...
scholar
Ogyū Sorai (March 21, 1666 – February 28, 1728), pen name Butsu Sorai, was a Japanese Confucian philosopher. He has been described as the most influential such scholar during the Edo period Japan. His primary area of study was in applying the teachings ...
(1666–1728), who also described the rule of the game in his book, Kōshōgifu (廣象棋譜).


Rules of the game

Unlike standard
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'' ...
, pieces may not be dropped back into play after being captured. Promotion rules are complex, and the fates of several pieces are interdependent.


Objective

The objective is to capture the opponent's commanding pieces: The general, plus, if present, the governor; otherwise, the banner ''or'' middle army.


Game equipment

Two players, Black and White, play on a
go board Go equipment refers to the board, stones (playing pieces), and bowls for the stones required to play the game of Go. The quality and materials used in making Go equipment varies considerably, and the cost varies accordingly from economical to ex ...
ruled into a grid of 19 ''ranks'' (rows) by 19 ''files'' (columns) with a total of 361 intersections. Each player has a set of 90 pieces of 34 different types. The pieces are round and flattened like go stones. In all, the players must remember 65 different moves. The pieces are generally of the same size, though black pieces may be slightly larger than white pieces. * 1 General * 1 Clerk * 1 Staff officer * 2 Aides de camp * 2 Sumo wrestlers * 2 Aides * 2 Staff * 2 Chiefs of staff * 2 Engineers * 1 Taoist Priest * 1 Spiritual monk * 2 Advance guards * 1 Middle troop * 1 Drum * 1 Banner * 2 Sentries * 2 Millenaries * 2 Quartermasters * 2 Centuriae * 2 Rear guards * 1 Frankish cannon * 6 Elephants * 4 Longbows * 4 Crossbows * 4 Cannons * 8 Cavalrymen * 2 Cavalry * 6 Pawns * 3 Patrol units * 6 Shields * 3 Shield units * 8 Chariots * 2 Chariot units * 1 Vanguard Each piece has its name in the form of one or two
Japanese characters The modern Japanese writing system uses a combination of logographic kanji, which are adopted Chinese characters, and syllabic kana. Kana itself consists of a pair of syllabaries: hiragana, used primarily for native or naturalised Japanese wor ...
marked on its face, in white on black stones and in black on white stones. On the reverse side of most pieces are other characters in red; this side is turned up to indicate that the piece has been promoted during play.


Table of pieces

Listed below are the pieces of the game and, if they promote, which pieces they promote to. *Pieces marked with asterisks are not found at setup, and only appear with promotion. Many of the translations into English are suggestions only.


Setup

Below is a diagram showing the setup of one player's pieces. The pieces are placed on the intersecting lines of the board and not in the squares. The way one player sees their own pieces is the same way the opposing player will see their own pieces.


Game play

The players alternate making a move, with Black moving first. A move consists of moving a piece on the board and potentially capturing a piece or pieces and ''promoting'' a piece or pieces. Each of these options is detailed below.


Movement and capture

An opposing piece is generally captured by ''displacement'': That is, if a piece moves to an intersection occupied by an opposing piece, the opposing piece is displaced and removed from the board. A piece cannot move to an intersection occupied by a friendly piece (that is, a piece controlled by the same player). Each piece in the game moves in a unique manner. Most pieces move in one of eight prime directions, either ''orthogonally'' (that is, forward, backward, or to the side, 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, ×). At the beginning of the game the cavalryman and cavalry are exceptions in that they do not move in a prime direction. (The banner and drums, dragon ascending, war hawk, winged horse, and several other pieces are similar, but they only appear with promotion.) Many pieces are capable of several kinds of movement, with the type of movement usually depending on the direction in which they move. The most common kinds of moves are ''step'', ''range'', ''shoot'', and ''jump''.


Step movers

Some pieces can move only one intersection at a time. (If a friendly piece, and sometimes an enemy piece, occupies an adjacent intersection, the moving piece may not move in that direction. Unlike in Go, 'adjacent' means any of eight intersections.) The step movers at the beginning of the game are the general, aide de camp, aide, staff, chief of staff, engineer, middle troop, drum, banner, sentry, Frankish cannon, long bow, crossbow, shield, and pawn.


Limited range pieces

Some pieces can move along a limited number of free intersections along a straight line. Other than the limited distance, they move like range pieces (see below). The limited range pieces at the beginning of the game are the chariot and the vanguard.


Jumping pieces

Several pieces can ''jump'', that is, they can pass over an intervening piece, whether friend or foe. The jumping pieces at the beginning of the game are the clerk, staff officer, taoist priest, spiritual monk, cavalryman, and cavalry.


Ranging pieces

Many pieces can move any number of free intersections along a straight line, limited by the edge of the board. If an opponent's piece intervenes, it may be captured by moving to that intersection, and removing it from the board. A range piece must stop where it captures, and cannot bypass a piece 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 at the beginning of the game are the advance guard, millenary, quartermaster, centuria, rear guard, elephant, patrol unit, shield unit, and chariot unit.


Shooting pieces

Some pieces can ''shoot'', that is, they can remove a piece from the board a limited distance from their location. Except for the cannon, they cannot shoot an enemy piece if another piece stands between the shooter and its target. The cannon, however, can shoot over such intervening pieces. ''It is not clear if a piece must move in order to shoot.'' The shooting pieces at the beginning of the game are the Taoist priest, spiritual monk, Frankish cannon, long bow, crossbow, and cannon.


Burn

Wherever a burning piece arrives at an intersection, all adjacent enemy and allied pieces are removed from the board, as described below. The only burning piece is the poison flame, which only appears with promotion.


Immobilize

The skyward net and earthward net have the ability to immobilize enemy pieces in their ranging directions.


Multiple capture

The sumo wrestler and cavalry have double-move with double-capture abilities, similar to the 'lion move' in
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 ...
. Unlike the lion, they are merely double-move pieces and do not have the ability to bypass a friendly piece occupying the first landing point. Unless stated otherwise below, the multiple moves do not need to be in the same direction and need not all be taken. A second or later move may return a piece to its starting location. Among the promoted pieces, the master at arms, banner and drums, five-li fog, thunderclap, flag waver, dragon ascending, tiger wing, war hawk, and winged horse have multiple-capture abilities. The Frankish cannon has a double-kill ability when it shoots.


Movement diagrams

In the diagrams below, the different types of moves are coded by symbol and by color: Blue for step moves, green for multiple capture, red for range moves, and yellow for jumps.


Individual pieces

Pieces are arranged in this section so that, if they promote, the promoted version is to the right. Piece names with a grey background are present at the start of the game; those with a blue background only appear with promotion. Abbreviations of Kanji names are not official, but for the sake of Layout.
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 parentheses for easy reference, with the extension that the notation ''xxx''a''yyy''K stands for an ''xxx''K move possibly followed by an ''yyy''K move, not necessarily in the same direction. Larger numbers of 'legs' can be indicated by repeated application of 'a', or by numbers: thus ''a3K'' means a piece that can take up to three steps of a king. By default continuation legs can go into all directions, but can be restricted to a single line by a modifier 'v' ("vertical", interpreted relative to the piece's current position on its path). Similarly, the modifier 'f' ("forward") would restrict it to a single line, and force it to always move away from its initial position. The default modality of all legs is the ability to move and capture: other possibilities are specified explicitly. Thus ''mKa3K'' means a piece that takes up to three steps of a king, but must stop when it first captures. Another extension is that inequalities can be used in place of numbers denoting range: thus, while R4 is a piece that moves like a rook, but only up to four squares, R(2≤''n''≤4) is a piece that moves like a rook, but only two, three, or four squares. R4! would be a rook that moves exactly four squares, and hence a3!K would be a piece that can take no more or no less than three steps of a king. Further, p''n'' refers to cannon-like pieces that can jump at most ''n'' pieces along their path, and pp means the same as p∞ (just as WW is synonymous with W∞, both meaning a rook). Finally, x stands for "shooting": the xK for instance can pass its turn (shooting empty squares), or it can shoot (capture) any adjacent enemy piece without moving.


Limitation of Ability

Capture by displacement * The chariot, chariot unit, gun carriage and chariot of the gods cannot capture a heavenly fortress. * The Taoist priest, five-li fog, spiritual monk, and immaculate light cannot capture any pieces except for one of their own kind. However, other shooting pieces ''can'' capture by displacement. Capture by shot #The Frankish cannon and chariot of the gods can only shoot a five-li fog from a distance of six or seven intersections away. #Because of their colorbound movement, the Taoist priest, five-li fog, spiritual monk, and immaculate light can never reach a position where they can shoot one another.


Promotion

Ko shogi has the most complex promotion rules of any shogi variant. A player's ''promotion zone'' is the enemy camp, consisting of the six farthest ranks that comprise the opponent's territory at setup (the original line of the opponent's chariots and beyond). If a piece moves within this promotion zone, including moves into, out of, or wholly within the zone, then that player may ''promote'' the piece at the end of the turn. (The general, sumo wrestler, and elephant do not promote, nor do pieces which have already promoted.) Promotion has the effect of changing how a piece moves. See the table above for what each piece promotes to. Promotion is effected by turning the piece over, revealing the name of its promoted rank. However, there are other ways of promoting than entering the enemy camp: * A piece that captures the general 将, governor 帥, middle troop 中軍, banner 旗 or drum 鼓 promotes on the spot. * A step mover (that is, a piece which can ''only'' move one step at a time) which captures a sumo wrestler 力士, dragon ascending 龍驤, flag waver 招揺, or thunderclap 霹靂, promotes on the spot. * The cavalryman 馬兵 promotes if it captures a Frankish cannon 佛狼機. * When the clerk 記室 promotes to master at arms 軍師, all the allied advance and rear guards 前衝, 後衝 promote as well, while any enemy poison flame 毒火 dies. There are other circumstances that may prevent or revert promotion: * If the Taoist priest 高道 is captured, the drum 鼓 and banner 旗 can no longer promote, and if either or both have already promoted (to flag waver 招揺 or thunderclap 霹靂), then they immediately revert to drum or banner. *Whenever the immaculate light 聖燈 is within 5 intersections of the five-li fog 五里霧, the fog reverts to a Taoist priest 高道. Many pieces only appear as a result of promotion. They are marked with a blue background in the movement diagrams above.


Check and mate

Unlike Western chess, a player need not move out of
check Check or cheque, may refer to: Places * Check, Virginia Arts, entertainment, and media * ''Check'' (film), a 2021 Indian Telugu-language film * ''The Checks'' (episode), a 1996 TV episode of ''Seinfeld'' Games and sports * Check (chess), a thr ...
, and indeed may even move into check. Although obviously not often a good idea, a player with more than one commanding piece (general or governor) may occasionally sacrifice one of these pieces as part of a
gambit A gambit (from Italian , the act of tripping someone with the leg to make them fall) is a chess opening in which a player sacrifices with the aim of achieving a subsequent advantage. The word ''gambit'' is also sometimes used to describe simi ...
. 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 gives ...
to the sole objective piece.


Game end

A player who captures the opponent's general 将 and ''either'' the middle troop 中軍 ''or'' the banner 旗 wins the game. However, if the opponent's middle troop has promoted to governor 帥, and the player captures the general and banner, then the governor takes command in place of the general and the game continues until it too is captured. That is, a player can continue the game with either the general, or the governor, or with both the middle troop and the banner together. In practice the final capture 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.) Another possible, if rather uncommon, way for a game to end is repetition (''sennichite''). If the same position occurs four times with the same player to play, then the game is
no contest ' is a legal term that comes from the Latin phrase for "I do not wish to contend". It is also referred to as a plea of no contest or no defense. In criminal Trial (law), trials in certain United States jurisdictions, it is a plea where the def ...
. 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 differs in several respects. Modifications have been made for kō shogi. A typical example is P-8h. The first letter represents the piece moved (see above). Promoted pieces have a + added in front of the letter. (e.g., +MA for a governor (promoted middle troop). 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 intersection 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 19s being the bottom left corner. (This method of designating intersections 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 intersection 2c is denoted by 2三 in Japanese.) If a piece captures by 'igui’ (possibilities are the sumo wrestler, dragon ascending, tiger wing, cavalry, winged horse, five-li fog, immaculate light, banner and drums, or master at arms), the intersection of the piece being captured is used instead of the destination intersection, and it is preceded by the symbol '!'. If a second or later capture is made, then it is added after the preceding capture. 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, MAx7c= indicates a middle troop capturing on 7c without promoting. In cases where the above notation would be ambiguous as to which piece is meant, the designation of the starting intersection is added after the designation for the piece. Moves are commonly numbered as in chess.


References


Notes


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 ...


External links


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Ko Shogi on bgg

Pieces setup on board with move notation

Ko Shogi on Zillions of Games
{{DEFAULTSORT:Ko Shogi Shogi variants Abstract strategy games Traditional board games 18th-century board games