Rules of the game
Objective
The objective of the game is to capture the opponent's king and, if present, the prince, which counts as a second king. Unlike standard shogi, captured pieces may not be dropped back into play by the capturing player.Game equipment
Two players, Black and White (or 先手 ''sente'' and 後手 ''gote),'' play on a board composed of squares in a grid of 16 ''ranks'' (rows) by 16 ''files'' (columns) with a total of 256 squares. The squares are undifferentiated by marking or color. A pair of dots may be placed just beyond the fifth rank on each side to mark the promotion zones and aid in the initial setup of the two camps. Each player has a set of 78 wedge-shaped pieces of 36 types. In all, the players must remember 43 moves for these pieces. The pieces are of slightly different sizes. From largest to smallest (roughly most to least powerful) they are: * 1 King * 1 Great general * 1 Vice general * 2 Rook generals * 2 Bishop generals * 1 Free eagle * 1 Queen * 2 Soaring eagles * 2 Horned falcons * 2 Water buffalos * 4 Chariot soldiers * 2 Fire demons * 1 Lion hawk * 1 Lion * 2 Dragon kings * 2 Dragon horses * 2 Rooks * 2 Bishops * 1 Kirin * 1 Phoenix * 1 Drunken elephant * 2 Blind tigers * 2 Ferocious leopards * 2 Gold generals * 2 Silver generals * 2 Copper generals * 2 Vertical movers * 2 Side movers * 2 Reverse chariots * 2 Vertical soldiers * 2 Side soldiers * 2 Lances * 2 Knights * 2 Iron generals * 2 Dogs * 16 Pawns Several of the English names were chosen to correspond to rough equivalents in Western chess, rather than as translations of the Japanese names. The queen is sometimes referred to as the ''free king'', a direct translation of its Japanese name. The kirin's name is sometimes anglicised as ''kylin''. Each piece has its name in the form of one or twoTable of pieces
Listed below are the pieces of the game and, if they promote, which pieces they promote to. Pieces marked with an *asterisk are only available with promotion. (The queen could also be abbreviated FK for free king, and the kirin as Ky for kylin.) The promotions can be summarized as series of promotion chains, as follows. Within each block below, a piece (except the kings) promotes to the piece above it. Pieces at the top of each block do not promote (and if in ''italics'', and with an *asterisk, as stated before, these appear only upon promotion). Note that pieces may only promote ''once.'' For example, a gold general promotes to a rook, and a rook promotes to a dragon king, but a gold general promoted to a rook cannot promote a second time to a dragon king. This is clear from the equipment, for each piece only has two sides. The pieces with a pink background do not appear in chu shogi. Of the chu shogi pieces, only the go-between (which promotes to drunk elephant) does not appear in tenjiku shogi, being replaced by the dog in its function of being a piece in front of the pawn line. The knight and iron general appear in dai shogi, but there they promote to gold general.Setup
The initial setup of the board is as follows. See below for a description of the types of moves involved. ;Full names ;Abbreviated namesGame play
Two players alternate 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 capturing that piece; and optionally of promoting the moving piece, if the move enters the ''promotion zone'' (that is, it starts outside the promotion zone and ends inside it), or if it is a capture and any part of it is in the promotion zone. Each of these options is detailed below. Despite the large size of the board and number of pieces, tenjiku shogi games are often quicker than smaller shogi variants because of the higher average power of the pieces. Good use of the fire demons can make for a short game.Movement and capture
''Tenjiku shogi pieces that occur inStep movers and limited range movers
Some pieces are limited to moving 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, drunk elephant, blind tiger, ferocious leopard, gold general, silver general, copper general, iron general, dog, and pawn. Other pieces may step in certain directions, but move differently in other directions. Other pieces have a limited range of two squares along a straight line. The water buffalo, chariot soldier, vertical soldier, and side soldier may move one or two squares in certain directions. They can only move to the second square if the first is unoccupied. They may capture on either square, but must stop where they capture.Area movers
The lion, lion hawk, vice general, and fire demon may take ''multiple'' (2 to 3) steps in a single turn. These do not have to be in a line, so these pieces can potentially reach every square within two or three steps of the starting square, not just squares along one of the diagonals or orthogonals. Such moves are also useful to get around obstructions. An area mover must stop where it captures.Jumping pieces
Some pieces can ''jump'', or in the case of the knight can only jump: They pass over an intervening piece, whether friend or foe, with no effect on either. These are the free eagle, lion hawk, lion, soaring eagle, horned falcon, tetrarch, kirin, phoenix, and knight. These jumps all have a range of two squares: that is, the first square is passed over, and the piece lands (and captures) on the second. The knight jumps ''between'' the diagonals and orthogonals, and the lion and lion hawk may do so.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 great general, vice general, rook general, bishop general, free eagle, soaring eagle, horned falcon, queen, water buffalo, chariot soldier, fire demon, lion hawk, dragon king, dragon horse, rook, bishop, vertical mover, side mover, reverse chariot, vertical soldier, side soldier and lance.Range jumping pieces
A few powerful pieces may jump over any number of pieces (including zero), friend or foe, along a diagonal or orthogonal, but only when making a capture. These are the great general, vice general, rook general, and bishop general. However, they may only jump over other pieces of ''lower rank'', whether friend or foe. None may jump a king or prince of either side. The relevant ranking is: #King, prince #Great general #Vice general #Rook general, bishop general That is, bishop and rook generals cannot jump over any other range-jumping piece. The range jumpers can nevertheless capture each other, even if they cannot jump over each other and there are other pieces outside the ranking in the way. (For example, though a rook general cannot jump over an enemy great general, it may still capture the great general.) They cannot capture a king or prince by jumping, but can do so without jumping. Some descriptions of the game do not limit this ability to moves making a capture. However, most mention that these pieces have two types of move, ranging and range jumping, suggesting that the capture rule may have been mistakenly omitted.Multiple captures
The lion, lion hawk, soaring eagle and horned falcon have sequential multiple-capture abilities, called "lion moves". The fire demon can "burn" multiple pieces simultaneously. These unusual moves are described below.Other
The heavenly tetrarch cannot move to an adjacent square, and has other idiosyncrasies; the fire demon 'burns' adjacent pieces. This is best described below.Repeated board positions
A player is not allowed to make a move that would return the board to a previous position, with the same player to move. This rule prevents games from entering into a repeated loop. However, evidence from chu shogi problems suggests that this at least does not apply to a player who is in check or whose pieces are attacked, as otherwise one could win via perpetual check or perpetual pursuit. The modern chu shogi rule as applied by the Japanese Chu Shogi Association (JCSA) is as follows, and presumably tenjiku shogi should be similar. If one side is making attacks on other pieces (however futile) with his moves in the repeat cycle, and the other is not, the attacking side must deviate, while in case of checking the checker must deviate regardless of whether the checked side attacks other pieces. In the case of consecutive passes, the side passing first must deviate, making turn passing to avoid zugzwang pointless if the opponent is in a position where he can pass his turn too. If none of these are applicable, repetition is a draw.Promotion
''Tenjiku shogi pieces that occur inMovement 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, yellow for jumps, and orange for ranging jumps.Individual pieces
Pieces are arranged in this section so that, if they promote, they promote into the piece above them. Piece names with a grey background are present at the start of the game; those with a blue background only appear with promotion. Betza's funny notation has been included in brackets for easier 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). 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. Square brackets are used to make it clear what legs the a modifier chains together: thus DaK would denote a dabbaba move followed by a king move, but D K'' would denote a piece that can move as a dabbaba, or twice as a king. 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. 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.Repetition
A player may not make a move if the resulting position is one that has previously occurred in the game ''with the same player to move''. This is called repetition (千日手 ''sennichite''). Note that certain pieces have the ability to pass in certain situations (lions, soaring eagles, horned falcons, vice generals, fire demons, free eagles, and lion hawks). Such a pass move leaves the position unchanged, but it does not violate the repetition rule, as it will now be the turn of the other player to move. Of course, two consecutive passes are not possible, as the first player will see the same position as before. However, evidence from chu shogi problems suggests that this at least does not apply to a player who is in check or whose pieces are attacked, as otherwise one could win via perpetual check or perpetual pursuit. The modern chu shogi rule as applied by the Japanese Chu Shogi Association (JCSA) is as follows, and presumably tenjiku shogi should be similar. If one side is making attacks on other pieces (however futile) with his moves in the repeat cycle, and the other is not, the attacking side must deviate, while in case of checking the checker must deviate regardless of whether the checked side attacks other pieces. In the case of consecutive passes, the side passing first must deviate, making turn passing to avoid zugzwang pointless if the opponent is in a position where he can pass his turn too. Only the fourth repetition is forbidden by these rules. If none of these are applicable, repetition is a draw.Check and mate
When a player makes a move, such that the opponent's only remaining king or prince could be captured on the following move, the move is said to ''give check''; the king or prince is said to be ''in check''. If a player's last king or prince is in check and no legal move by that player will get it out of check, the checking move is also '' mate'', and effectively wins the game. Unlike Western chess, a player need not move out of check in tenjiku shogi, and indeed may even move into check. Although obviously not often a good idea, a player with more than one royal may occasionally sacrifice one of these pieces as part of a gambit.Game end
A player who captures the opponent's sole remaining king or prince wins the game. This would presumably imply thatHandicaps
Games between players of disparate strength may be played with handicaps, by analogy with chu shogi. In a handicap game, one or more of White's pieces is removed before the start of play, and White plays the first move of the game. (As the first move can cancel out weak handicaps, either the weaker player or the stronger can be White, as needed.) However, no historical handicap system is known, unlike for chu shogi.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 tenjiku shogi. A typical example is P-8g. The first letter represents the piece moved (see above). Promoted pieces have a + added in front of the letter. e.g., +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 16p being the bottom left corner. (This method of designating squares is based on Japanese convention, which, however, uses Japanese numerals instead of letters. For example, the square 2c is denoted by 2三 in Japanese.) If a lion, horned falcon, soaring eagle or Heavenly Tetrarch captures by ''igui'', or the fire demon burns, the square of the piece being captured is used instead of the destination square, and this is preceded by the symbol !. A piece moving next to a fire demon (suicide move) is followed by a *. If a double or triple capture is made, than subsequent captures are added after the first 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, Nx7d= indicates a knight capturing on 7d 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. In handicap games White plays first, so Black's move 1 is replaced by anNotes on disputed moves
In general, the presentation of the rules above follows ''The Chess Variant Pages'', except for whether or not the water buffalo can immediately burn enemy pieces upon promotion. *Lion hawk :The Shogi Association (TSA) rules, for unknown reasons, interpreted "like a lion" to mean that the lion hawk did not have the full lion powers of jump and double capture, but only a two-step area move. This interpretation was never made in Japanese articles on tenjiku shogi, and has largely been abandoned in the West as well. Giving the lion hawk full lion powers brings the piece into line with the rest of the game,CP Adams's book on tenjiku tacticsStrategy
Piece values
According to the German Chu Shogi Association, the average values of the pieces are (using the interpretations of the English-language sources): These average values do not take into account the special status of the king and prince as royal pieces. They have also been normalized so that the pawn is worth 1 point to avoid fractions. Additionally, pieces gain in value if they have a good chance of promotion (particularly for the water buffalo, which promotes to the most powerful piece in the game), and the jumping generals and fire demon tend to lose some power as the board empties (because they then cannot make full use of their jumping and burning abilities).See also
*References
External links