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Contents
Articles
Introduction
Chess variant
1
1
16
Displacement chess
16
Chess960
17
Transcendental chess
29
Different forces
31
Chess handicap
31
Dunsany's chess
46
Different board
48
Minichess
48
53
Grid chess
54
Cylinder chess
56
Circular chess
59
Alice chess
63
Hexagonal chess
70
Three-dimensional chess
77
Cubic chess
81
Flying chess
87
Dragonchess
88
Unusual rules
94
Antichess
94
Atomic chess
96
99
Extinction chess
100
Crazyhouse
101
102
Andernach chess
104
Checkless chess
105
Circe chess
106
Legan chess
108
Madrasi chess
110
Monochromatic chess
111
Patrol chess
113
PlunderChess
114
115
Kriegspiel
115
Dark chess
118
Penultima
120
Dice chess
121
Knightmare Chess
123
Multimove variants
126
Marseillais chess
126
Progressive chess
127
Avalanche chess
128
Monster chess
129
Kung-fu chess
130
Multiplayer variants
133
Bughouse chess
133
Three-handed chess
141
Four-handed chess
144
Forchess
146
Djambi
148
Bosworth
150
Enochian chess
151
Unusual pieces
153
153
Hippogonal
164
Grasshopper
165
Grasshopper chess
166
Berolina chess
167
168
Omega Chess
169
Stealth Chess
175
182
Baroque chess
184
192
Duell
197
Gess
198
200
Seirawan chess
200
Janus chess
201
Capablanca chess
202
206
Gothic Chess
208
Embassy Chess
209
Modern chess
210
Grand chess
211
214
Arimaa
214
Icehouse pieces
222
Martian chess
224
Historical variants
227
History of chess
227
Cox-Forbes theory
242
Liubo
243
Chaturanga
253
Sessa
257
Chaturaji
258
Shatranj
261
267
Tamerlane chess
269
Hiashatar
271
Senterej
272
Lewis chessmen
273
278
Xiangqi
278
298
Banqi
299
Giog
303
306
Shogi
306
320
History of shogi
324
Meijin
330
Ryu-oh
333
Computer shogi
335
Shogi variant
341
Micro shogi
344
Minishogi
346
Kyoto shogi
348
Judkins shogi
350
Whale shogi
357
Tori shogi
364
Yari shogi
370
Heian shogi
377
Sho shogi
382
Cannon shogi
389
Hasami shogi
399
Hand shogi
401
Annan shogi
407
Unashogi
408
Wa shogi
409
Chu shogi
418
434
Akuro
441
Dai shogi
441
Tenjiku shogi
453
478
507
Ko shogi
521
Tai shogi
551
Taikyoku shogi
571
Sannin shogi
609
Yonin shogi
621
624
625
Janggi
625
Makruk
630
Sittuyin
633
636
ChessV
636
SMIRF
638
References
Article Sources and Contributors
640
646
Article Licenses
License
654
Introduction
Chess variant
A chess variant is a game related to,
derived from or inspired by chess.[1] The
difference from chess might include one or
more of the following:
different board (larger or smaller,
non-square board shape overall or
different intra-board cell shapes such as
triangles or hexagons)
addition, substitution or removal of
pieces in standard chess (non-standard
pieces are known as fairy pieces)
different rules for capture, move order,
game objective, etc.
Regional chess games, some of which are
older than Western chess, such as
Chaturanga, Shatranj, Xiangqi and Shogi,
are typically called chess variants in the
Western world. They have some similarities
to chess and share a common game ancestor.
The number of possible chess variants is
Gliski's hexagonal chess one of many chess variants
virtually unlimited. Confining the number to
published variants, D.B. Pritchard, author of
The Encyclopedia of Chess Variants, estimates there are well over 2000.[2] [3]
In the context of chess problems, chess variants are called fantasy chess, heterodox chess or fairy chess. Some chess
variants are used only in problem composition and not in actual play.
Chess-derived games
These chess variants are derived from chess by changing the board, pieces or rules.
Chess variant
1
a
1
a
Chess variant
1
a
Pawns game
a
1
a
Peasant's revolt
Chess variant
1
a
Weak!
Chess variant
Cubic Chess: A 3D variant similar to Raumschach but played on a 666 board. Each player has six pieces and
12 pawns.
Cylinder chess: Played on a cylinder board with a- and h-files "connected". Thus a player can use them as if the
a-file were next to the h-file (and vice versa).
Chess Attack: Played on a six row, five columns board, Chess Attack follows standard chess rules, and can be
regarded as an endgame variant.
Doublewide chess: Two or four regular chess boards are connected (for a 168 or 1616 play surface) and each
player plays with two complete sets of chess pieces. Because each player has two kings, the first king can be
captured without ending the game.[11]
Flying chess: This is played on a board of 882, giving a total of 128 cells. Only certain pieces can move to and
from the additional level.
Gravity chess: Rules are the same as in regular chess, except that all pieces are gravitationally "attracted" to the
h-file (or a-file, depending on variants). This means that whenever there is free space between a piece and the
h-file, the piece moves as far as it can to the h-file until the free space runs out.
Grid chess: The board is overlaid with a grid of lines. For a move to be legal, it must cross at least one of these
lines.
Hexagonal chess: A family of chess variants played on a hexgrid with three colours and three bishops.
Infinite chess: Has a board shaped like the infinity symbol. It is connected at the center, and all pieces of the
traditional chess are used.[12]
Lord Loss chess: Played on five different boards with two players. One person moves a piece on any board and
his/her opponent can choose to move on a different or the same board. The game is featured in the book Lord
Loss by Darren Shan.
Los Alamos chess (or Anti-Clerical chess): Played on a 66 board without bishops. This was the first chess-like
game played by a computer program.
Millennium chess: Similar to Doublewide chess. Two boards are connected side by side; however, in this variant
the middle files are merged, making a 158 board.
Millennium 3D Chess: An easy-to-learn 3D variant played on a 883 board.
Minichess: A family of chess variants played with regular chess pieces and standard rules, but on a smaller board.
Polgar Superstar Chess: Hexagonal chess variant played on a special, star-shaped board.[13] It was invented by
Lszl Polgr in 2002.[14]
Raumschach: Called "the classic 3D game" (Pritchard); played on a 555 board, including a new piece
(unicorn) to move through cube vertices.
Singularity chess: Played on a board distorted in the center. Due to the distortion, some pieces can make U-turns,
attack the same square multiple ways, and bishops can possibly change square colors (e.g., starting on a black
square and ending on a white square).[15]
Tri-D Chess (or Star Trek chess): The 3D version of chess depicted in the television series Star Trek; rulesets
created by fans.
Chess variant
Antichess (or Giveaway chess, Take Me chess, Loser's chess, Suicide chess, Must Kill, Reverse Chess):
Capturing moves are mandatory and the object is to lose all pieces. There is no check the king is captured like
an ordinary piece.
Arimaa: A piece may push or pull opponents weaker piece.
Atomic chess: Any capture on a square results in an "atomic explosion" which kills (i.e. removes from the game)
all pieces in any of the eight surrounding squares, except for pawns.
Benedict chess: Pieces are not allowed to be "captured". If a piece when moved could capture an opposing piece
in its next move, that opposing piece changes sides.[16]
Checkers chess: Normal rules of chess are followed. However, pieces can only move forwards until they have
reached the far rank.[17]
Checkless chess: Players are forbidden from giving check except to checkmate.
Chicken Chess: A combination of Benedict Chess and Suicide Chess. As in Suicide, the object is to lose all of
your pieces and captures are mandatory. As in Benedict, if you threaten a piece it changes to your color.
Circe chess: Captured pieces are reborn on their starting squares.
Crazyhouse: Captured pieces change the colour and can be dropped on any unoccupied location. There are two
variations of this variant, known as Loop chess and Chessgi.
Einstein chess: Pieces transform into more or less powerful pieces when they move.[18]
Extinction chess: A player must capture all of any one type of pieces his/her opponent controls to win (for
example, all the knights an opponent has, or all their pawns, etc.)
Genesis Chess: The game begins with a blank board and opponents take turns placing down or moving pieces.[19]
Guard chess (or Icelandic chess): Allows captures only when a piece is completely unprotected by friendly
pieces. Checkmate occurs when the piece forcing the mate is protected and therefore cannot be captured.[20]
Hierarchical chess: Pieces must be moved in the following order: pawn, knight, bishop, rook, queen, king. A
player who has the corresponding piece but cannot move it loses the game.[21]
Jedi Knight chess: Knights may move three spaces diagonally or horizontally or both, depending on the rules
accepted.[22]
Kamikaze chess: When capturing, the capturing piece is removed from the board also. So, a king cannot defend
itself by capturing an attacker. A capture is not allowed if it would expose the king to discovered check.[23]
Knight relay chess: Pieces defended by a friendly knight can move as a knight.
a
1
a
Chess variant
ChessHeads: Played with cards that change the game rules.[28] [29]
Dark chess: You see only squares of the board that are attacked by your pieces.
Dice chess: The pieces a player is able to move are determined by rolling a pair of dice.
Fantasy Chess: Traditional chess with a layer of wargaming added. Players fight for the square (which can be
co-occupied) using dice. Can be expanded to 4 player game and piece capability can improve each game.[30]
Knightmare Chess: Played with cards that change the game rules.
Kriegspiel: Neither player knows where the opponent's pieces are but can deduce them with information from a
referee.
No Stress Chess: Marketed for teaching beginners, the piece or pieces a player is able to move are determined by
drawing from a deck of cards, with each card providing the rules for how the piece may move.[31] Castling and en
passant are not allowed.
Play It By Trust: Devised by Yoko Ono. Both players' pieces are white, which means after a few moves, players
must learn to trust each other as to whose pieces are whose.
Penultima: An inductive chess variant where the players must deduce hidden rules invented by "Spectators".
Schrdinger's chess: Each player's minor pieces are concealed in such a way that the opponent does not know
what they are until they are revealed. When covered, pieces move in a restricted way.[32]
Synchronous chess: Players try to outguess each other, moving simultaneously after privately recording intended
moves and anticipated results. Incompatible moves, for instance to the same square with no anticipated capture,
are replayed. Alternatively, two pieces moving to the same square are both captured, unless one is the king, in
which case it captures the other. Play ends with capture of king.[33]
Chess variant
Multimove variants
In these variants one or both players can move more than once per turn. The board and the pieces in these variants
are the same as in standard chess.
Avalanche chess: Each move consists of a standard chess move followed by a move of one of the opponent's
pawns.
Doublemove chess:[34] Similar to Marseillais chess, but with no en passant, check or checkmate; the object is to
capture the king.
Kung-Fu chess: A chess variant without turns. Any player can move any of his pieces at any given moment.
Marseillais chess (or Two-move chess): After the first turn of the game by White being a single move, each
player moves twice per turn.
Monster chess (or Super King): White has the king and four pawns against the entire black army but may make
two successive moves per turn.
Progressive chess (or Scottish chess): The White player moves once, the Black player moves twice, the White
player moves three times, etc.
Zonal chess:[35] Board has triangular wings or "zones" on either side of the main 88 board. Queens, bishops and
rooks that start from one of the squares in either zone may change direction and keep going on the same move. A
queen, for example, could zig around an obstruction and attack a piece in the opposite zone. Note that the power
to change direction only applies when a piece's move starts from a zonal area. It is possible (using the queen and
rook) to cross the board from one zone to another, but any piece entering a zone cannot make use of the extended
move.
Multiplayer variants
These variants arose out of the desire to play
chess with more than just one other person.
Bosworth: A four player chess variant played
on 66 board. It uses a special card system
with the pieces for spawning.
Bughouse chess (or Double chess, Exchange
chess, Siamese chess, Swap chess, Tandem
chess, Matrix chess, Transfer Chess,
Advanced Teamwork Chess): Two teams of
two players face each other on two boards.
Allies use opposite colours and give captured
pieces to their partner. The two-player version
of the game, played with only one board, is
Crazyhouse.
Business chess: Played with two teams using
normal chess playing rules but allowing up to
five variations of the game. The team may
discuss and play alternative moves freely.
Djambi: Can be played by four people with a
99 board and four sets of special pieces. The
Bughouse chess, the game in progress
pieces can capture or move the pieces of an
adversary. Captured pieces are not removed from the board, but turned upside down. There are variants for three
players or five players (Pentachiavel).
Chess variant
Enochian chess: A four-player variant with magical symbolism, associated with the Hermetic Order of the
Golden Dawn.
Forchess: A four-person version using the standard board and two sets of standard pieces.
Four-handed chess (or Chess 4, 4-Way chess): Can be played by four people and uses a special board and four
sets of differently coloured pieces.
Fortress chess: A four-player variant played in Russia in 18th and 19th centuries.
Mad Threeparty Chess: For three players on a 1010 board. Each player has two enemy kings to attack, and two
of his own to defend.
Three player chess: Family of chess variants specially designed for three players.
Similar to card solitaires, there are a few chess variants for a single player. In difference to chess puzzles, these
variants have a random starting position. Some of these variants are similar to permutation chess problems, for
example the game Queen's Quadrille, which was invented by Karen Robinson in 1998.[36] All chess pieces (except
pawns) are randomly placed on a 44 board. Then one of the queens is removed and the game is started. Pieces
move as usual, however capturing is not allowed. A player can move white and black pieces in any order, without
regard for color. The goal is to move the queen to one of the corners, or visit all squares on the board only once. The
same idea is found in the game Hippodrome, which was invented by Andy Lewicki in 2003.[37] The initial position
is obtained by placing four knights on the first row and all other pieces from a chess set (except pawns) on the
remaining fields. Then one of the pieces (except knights) is removed and the game is started. The goal is to move all
knights to the opposite rank.
Chess variant
10
1
a
Chess variant
Shako: Played on a 1010 board. New pieces are the Cannon from Xiangqi (Chinese Chess) and an Elephant
moving as Fers+Alfil of old Shatranj (ancestors of queen and bishop), so diagonally one or two squares with
jumps allowed.[41]
Stealth chess: Played in the fictional Ankh-Morpork Assassins' Guild from the Discworld series of books; played
on an 810 board. The fairy piece is the Assassin.
2000 A.D.: Played on a 1010 board; featuring pieces Empress, Capricorn, Gorgon, Chimaera, Dragon,
Mimotaur, Unicorn, Fury.
Wildebeest Chess: An 1110 variant by R. Wayne Schmittberger, featuring two camels per player, and a
wildebeest (combined camel+knight). Pawns move one, two, or three squares on their first move.
Bishop+knight and rook+knight compounds
There are a numbers of chess variants which use bishop+knight and rook+knight compound pieces. Several different
names have been given to these pieces. Rook and knight compound (R+N) is named chancellor, marshall, empress
etc.[42] Bishop and knight compound piece (B+N) is called archbishop, cardinal, janus, paladin, princess, Prime
Minister etc.[43] To adapt two new pieces the board is usually extended to 108 or 1010 with two additional pawns
added.
Capablanca chess: A chess variant by the former world chess champion, Jos Ral Capablanca. Played on a
108 board with chancellor (R+N) and archbishop (B+N).
Capablanca random chess: By Reinhard Scharnagl (2004). A generalization of all possible variants of
Capablanca chess with random starting positions following a method similar to that used in Chess960.
Embassy Chess: By Kevin Hill (2005). Played on a 108 board with marshall (R+N) and cardinal (B+N). The
starting position is taken from Grand chess.
Gothic chess: A commercial chess variant. Played on a 108 board with chancellor (R+N) and archbishop
(B+N).
Grand chess: nvented by Christian Freeling (1984). Played on a 1010 board with marshall (R+N) and cardinal
(B+N).
Janus chess: By Werner Schndorf (1978). Played on 108 board with two januses (B+N).
Modern chess: Played on a 99 board, with an extra pawn and a Prime Minister (bishop + knight). It was created
by Puerto Rico's Gabriel Vicente Maura in 1968.
Seirawan chess: Invented by grandmaster Yasser Seirawan in 2007. Played on standard 88 board with elephant
(R+N) and hawk (B+N).
Chess hybrids
The pieces in these chess variants are borrowed from both chess and another game. The game goal and rules are
either the same or very similar to those in chess. However, these chess variants include one or more fairy pieces
which move differently than chess pieces.
Chessers [44]: By Christopher Schwartz and Sander Beckers. Played on a regular chess board but with the
inclusion of checkers pieces integrated into the mechanics of an otherwise standard chess game.
Proteus: By Steve Jackson Games. Played on a regular chess board using 8+8 dice with a different chess piece on
each side. Each turn a player must rotate one die and move another like the corresponding piece moves. Instead of
a king, the dice have a new piece, Pyramid, which cannot move, capture or be captured. Winner is determined
with a scoring system based on the value of captured pieces. Queens can be captured from both the square they're
occupying and the square directly behind them.
Playing cards on a chess board [45]: The card game allows to play openly on a board with rectangular sectors
when the chances to win are equal for players, just as play a chess or checkers but with application of traditional
rules of playing cards.
11
Chess variant
12
Chess variant
Shatar (Mongolia)
Shogi (Japan) see also Shogi variants
Sittuyin (Burma)
Xiangqi (China)
Notes
[1]
[2]
[3]
[4]
[5]
[6]
[7]
Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. p.vii. ISBN0-9524-1420-1.
D.B. Pritchard (2000). Popular Chess Variants, p. 8.
"Most published ones (but none described here), are, in truth, forgettable." D.B. Pritchard (2000). Popular Chess Variants, p. 8.
Pritchard (2000), p. 18
Pritchard (2007), p. 77
Upside-down chess (http:/ / www. chessvariants. org/ diffsetup. dir/ upside. html) by Hans Bodlaender
Unbalanced games (http:/ / www. chessvariants. org/ columns. dir/ vc-2001-spring. html#unbalanced) by John Beasley, Variant Chess,
Volume 5, Issue 37, ISSN 0958-8248.
[8] Pritchard (2007), p. 76
[9] Weak! (http:/ / www. chessvariants. org/ unequal. dir/ weak. html) by Hans Bodlaender.
[10] Pritchard (2007), p. 114
[11] "Doublewide chess" (http:/ / www. chessvariants. org/ large. dir/ doublewide-chess. html). .
[12] "Infinite chess" (http:/ / www. boardgamegeek. com/ game/ 32793). .
[13] Variant Chess, vol 8, Issue 61 (http:/ / www. mayhematics. com/ v/ vol8/ vc61. pdf)
[14] Polgar Superstar Chess Patent (http:/ / polgarstarchess. blogspot. com/ search/ label/ Patent)
[15] michaeljzachary.blogspot.com (http:/ / michaeljzachary. blogspot. com/ 2009/ 08/ ever-want-to-play-chess-in-curved-space. html)
[16] "Benedict chess" (http:/ / www. chessvariants. com/ difftaking. dir/ benedict. html). .
[17] Pritchard 2007, p. 51.
[18] Einstein chess (http:/ / www. janko. at/ Retros/ Glossary/ Einstein. htm)
[19] "Genesis chess" (http:/ / genesischess. com/ ). .
[20] "Guard chess" (http:/ / www. chessvariants. org/ difftaking. dir/ guardchess. html). .
[21] Pritchard (2007), p. 48.
[22] Jedi Knight chess (http:/ / gotjustice. wordpress. com/ 2007/ 10/ 19/ jedi-knight-chess-variant/ ).
[23] Pritchard, 2007, p. 44
[24] Knightmate (http:/ / www. chessvariants. org/ diffobjective. dir/ knightmate. html) by Hans Bodlaender.
[25] Pritchard (2007), p.61.
[26] "Replacement chess" (http:/ / www. chessvariants. org/ difftaking. dir/ replacement. html). .
[27] "Rifle chess" (http:/ / www. chessvariants. org/ difftaking. dir/ rifle. html). .
[28] ChessHeads (http:/ / www. chessmate. com/ ChessHeads. html) chessmate.com
[29] ChessHeads (http:/ / www. boardgamegeek. com/ boardgame/ 12932) BoardGameGeek
[30] Fantasy Chess (http:/ / www. shadowhex. com)
[31] "No Stress Chess" (http:/ / www. boardgamegeek. com/ game/ 19918). .
[32] "Schrdinger's chess" (http:/ / elvis. rowan. edu/ ~kilroy/ other/ ?chess). .
13
Chess variant
[33] Pritchard (2007), p.100
[34] "Doublemove chess" (http:/ / www. chessvariants. com/ multimove. dir/ doublemove. html). .
[35] By Larry Smith. (http:/ / www. chessvariants. org/ shape. dir/ zonal/ zonal. html)
[36] Queen's Quadrille (http:/ / www. chessvariants. org/ solitaire. dir/ quadrille. html)
[37] Hippodrome (http:/ / www. chessvariants. org/ solitaire. dir/ hippodrome. html)
[38] Anti-King chess (http:/ / www. chessvariants. org/ diffobjective. dir/ anti-king-chess. html) by Peter Aronson. Two setups were suggested by
the inventor initially, but only the second one (Anti-King II), which is very close to standard chess gained popularity.
[39] Bomberman chess (http:/ / www. chessvariants. com/ large. dir/ contest/ bomberman. html)
[40] [www.cubiccheckers.com]
[41] Shako (http:/ / www. chessvariants. org/ large. dir/ shako. html) by Hans Bodlaender.
[42] The Piececlopedia: The Rook-Knight Compound (http:/ / www. chessvariants. org/ piececlopedia. dir/ rook-knight. html) by Fergus Duniho
and David Howe.
[43] The Piececlopedia: Bishop-Knight Compound (http:/ / www. chessvariants. org/ piececlopedia. dir/ bishop-knight. html) by Fergus Duniho
and David Howe.
[44] http:/ / schwartztronica. wordpress. com/ 2010/ 05/ 09/ checkmate-by-checkers/
[45] http:/ / www. cardgameopen. 64g. ru/ en. htm
[46] "ChessWar" (http:/ / rpr. kapsi. fi/ games/ misc/ chesswar. html). .
[47] http:/ / connectcapture. blogspot. com
[48] Murray, H.J.R. (1913). A History of Chess. Benjamin Press (originally published by Oxford University Press). ISBN0-936-317-01-9.
[49] http:/ / sunsetter. sourceforge. net
[50] http:/ / sjeng. org/ indexold. html
[51] http:/ / bughousechess. wz. cz/ DoubleChessBoard/ index. htm
[52] http:/ / www. parmen. com
References
Pritchard, D. B. (2007). The Classified Encyclopedia of Chess Variants. John Beasley. ISBN978-0-9555168-0-1.
Pritchard, D. B. (2000). Popular Chess Variants. Batsford Chess Books. ISBN0-7134-8578-7.
External links
General
14
Chess variant
Collections
In addition to individual chess variants with popularity, collections (generally acknowledged to be of respectable
quality) have been created by several inventors:
15
16
1
a
Variations
The following variations were tried in master or grandmaster tournaments:[1]
White's king and queen are transposed. This arrangement was tried in a correspondence tournament in 1935 with
the participation of Keres, a chess grandmaster.
Queen's knight is transposed with king's bishop, so that both bishops are on the queen side and both knights are on
the king's side, as shown in the diagram at right. This variant is sometimes called Mongredien chess, after
Augustus Mongredien the sponsor of a tournament held in London during 1868 under the auspices of the British
Chess Association, in which several strong British chess players took part, including Blackburne.[2] According to
Pritchard, this is one of the most popular forms of displacement chess.
The knights and bishops are transposed.
The rooks and bishops are transposed. This array was suggested by Capablanca after his match with Lasker, but
did not become popular. This variant is also called Fianchetto chess.[3]
PP Random Chess: king remains on e1(e8) one of the rooks must remain on a or h file, the bishops are placed on
opposite-colored squares. Proposed in computer chess playing client Chess4Net by Pavel Perminov.
Displacement chess
17
References
[1] Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524-1420-1.
[2] Lowenthal, J. The Transactions of the British Chess Association 1868 and 1869 . 1869
[3] Fianchetto chess (http:/ / www. chessvariants. org/ diffsetup. dir/ fianchetto. html)
External links
D-chess.com (http://www.d-chess.com/) D-chess (Displacement Chess)
Blackburne - Potter (http://www.chesscentral.com/game-chess/fischer-random.htm) displacement chess
game (knights and bishops are transposed) with comments by Wilhelm Steinitz.
Chess960
a
1
a
Chess960
18
Rules
Before the game, a starting position is randomly determined and set up, subject to certain requirements. After setup,
the game is played in the same way as standard chess (except that castling can occur from the different possible
starting positions for king and rooks). In particular, pieces and pawns have their normal moves, and the objective is
to checkmate the opposing king.
1
a
3 (bishop on e1)
5 (skip)
1 (bishop on b1)
4 (queen on f1)
6 (skip)
2 (knight on c1)
1 (knight on a1)
There are many procedures for creating a starting position. A common one is that proposed by Ingo Althoefer in
1998, which requires only one six-sided die:
1. Roll the die, and place a white bishop on the black square indicated by the die, counting from the left. Thus, 1
indicates the first black square from the left (a1 in algebraic notation), 2 indicates the second black square from
Chess960
2.
3.
4.
5.
19
the left (c1), 3 indicates the third (e1), and 4 indicates the fourth (g1). Since there are no fifth or sixth positions,
re-roll a 5 or 6 until another number shows.
Roll the die, and place a white bishop on the white square indicated (1 indicates b1, 2 indicates d1, and so on).
Re-roll a 5 or 6.
Roll the die, and place the queen on the first empty position indicated (always skipping filled positions). Thus, a 1
places the queen on the first (leftmost) empty position, while a 6 places the queen on the sixth (rightmost) empty
position.
Roll the die, and place a knight on the empty position indicated. Re-roll a 6.
Roll the die, and place a knight on the empty position indicated. Re-roll a 5 or 6.
This leaves three empty squares. Place the king on the middle empty square, and the rooks on the remaining two
squares. Place all white and black pawns on their usual squares, and place Black's pieces to exactly mirror White's
(so, Black should have on a8 exactly the same type of piece White has on a1, except that bishops would be on
opposite-color squares).
This procedure generates any of the 960 possible initial positions with equal chance. This particular procedure uses
an average of 6.7 die rolls. Note that one of these initial positions (rolled by 2-3-3-2-3 or 2-3-3-4-2) is the standard
chess position, at which point a standard chess game ensues.
It is also possible to use this procedure to understand why there are exactly 960 possible initial positions. Each
bishop can take one of four positions, the queen one of six, and the two knights can assume five or four possible
positions, respectively. This leaves three open squares which the king and rooks must occupy according to setup
stipulations, without choice. This means there are 44654 = 1920 possible starting positions if the two knights
were different in some way. However, the two knights are indistinguishable during play (if swapped, there would be
no difference). So the number of distinguishable possible positions is half of 1920, or 1920/2 = 960. (Half of the 960
are left-right mirror images of the other half, however Chess960 castling rules preserve left-right asymmetry in play.)
1
a
Chess960
20
1
a
Black has castled h-side (0-0) and White has castled a-side (0-0-0)
Chess960 allows each player to castle once per game, moving both the king and a rook in a single move. However, a
few reinterpretations of standard chess rules are needed for castling, because the standard rules presume initial
locations of the rook and king that often do not apply in Chess960 games.
After castling, the rook and king's final positions are exactly the same as they would be in standard chess. Thus, after
a-side castling (also called sometimes c-castling), the king is on the c-file (c1 for White and c8 for Black) and the
a-side rook is on the d-file (d1 for White and d8 for Black). This move is notated as 0-0-0 and is known as queenside
castling in orthodox chess. After h-side castling (also called sometimes g-castling), the king is on the g-file and the
h-side rook is on the f-file. This move is notated as 0-0 and is known as kingside castling in orthodox chess. It is
recommended that a player state "I am about to castle" before castling, to eliminate potential misunderstanding.
However, castling may only occur under the following conditions. The first two are identical to the standard chess
castling rules. The third is an extension of the standard chess rule, which requires only that the squares between the
king and castling rook must be vacant.
1. Unmoved: The king and the castling rook must not have moved before in the game, including castling.
2. Unattacked: No square between the king's initial and final squares (including the initial and final squares) may
be under attack by any opposing piece.
3. Unimpeded: All the squares between the king's initial and final squares (including the final square), and all of
the squares between the rook's initial and final squares (including the final square), must be vacant except for the
king and castling rook. An equivalent way of stating this is that the smallest back rank interval containing the
king, the castling rook, and their destination squares contains no pieces other than the king and castling rook.
If the initial position happens to be the standard chess initial position, these castling rules have exactly the same
effect as the standard chess castling rules. In some starting positions, some squares can stay filled during castling that
would have to be vacant in standard chess. For example, after a-side castling (0-0-0), it's possible to have a, b, and/or
e still filled, and after h-side castling (0-0), it's possible to have e and/or h filled. In some starting positions, the king
or rook (but not both) do not move during castling.
Chess960
21
How to castle
When castling on a physical board with a human player, it is recommended that the king be moved outside the
playing surface next to his final position, the rook then be moved from its starting to ending position, and then the
king be placed on his final square. This is always unambiguous, and is a simple rule to follow.
Eric van Reem suggests other ways to castle:
If only the rook needs to move (jumping over the king), only the rook needs to be moved.
If only the king needs to move (jumping over the castling rook), only the king needs to be moved.
One can pick up both the king and rook (in either order), then place them on their final squares (this is called
"transpositioni" castling).
One can move the king to its final square and move the rook to its final square as two separate moves in either
order (this is called "double-move" castling). Obviously, if the rook is on the square the king will occupy, the
player needs to move the rook first, and if the king is on the square the rook will occupy, the player needs to move
the king first.
In the meantime there has been an adjustment setting of the WNCA that when performing a castling move it is
irrelevant in which sequence involved pieces were touched. All pieces involved in a move may be touched
arbitrarily. When castling those pieces are the king and rook, and in capturing moves they are the capturing and the
captured piece. Especially with players new to Chess960 it might make sense also to announce a castling to avoid
misunderstandings. When a chess clock will be used, pressing the button could be taken as a sign that a castling
move has been completed.
When castling using a computer interface, programs should have separate a-side (0-0-0) and h-side (0-0) castling
actions (e.g., as a button or menu item). Ideally, programs should also be able to detect a king or rook move that
cannot be anything other than a castling move and consider that a castling move. Recommended gestures are: the
king is moving to his at least two steps distant castling target square or else upon the involved rook, to avoid by this
a possible confusion with normal king's moves.
When using an electronic board, to castle one should remove the king, remove the castling rook, place the castling
rook on its new position, and then place the king on its new position. This will create an unambiguous move for
electronic boards, which often only have sensors that can detect the presence or absence of an object on each square
(and cannot tell what object is on the square). Ideally, electronic boards should detect a king or rook move that can
only be a castling move as well, but users should not count on this.
Gameplay
a
1
a
Chess960
In this start position, the a- and b-pawns are unguarded and subject to immediate attack if either side's f- or g-pawns
are moved.
The study of openings in Chess960 is in its infancy, but fundamental opening principles still apply, including: protect
the king, control the central squares (directly or indirectly), and develop rapidly starting with the less valuable
pieces. Some starting positions have unprotected pawns that may need to be dealt with quickly.
It has been argued that two games should be played from each starting position, with players alternating as White
and Black, since some initial positions may offer White a bigger advantage than in standard chess. For example, in
some Chess960 starting positions White can attack an unprotected black pawn after the first move, whereas in
standard chess it takes two turns for White to attack and there are no unprotected pawns. (See first-move advantage
in chess.)
22
Chess960
History
Fischer Random Chess is a variant of Shuffle chess defined by former World Champion Bobby Fischer and
introduced formally to the chess public on June 19, 1996, in Buenos Aires, Argentina. Shuffle Chess had been
played for quite some time before this, as early as 1842.[1] Fischer's goal was to eliminate what he considered the
complete dominance of openings preparation in chess today, and to replace it with creativity and talent. His belief
about Russians fixing all international games also provided motivation. In a situation where the starting position was
random it would be impossible to fix every move of the game. Since the opening book for each possible opening
position would be too difficult to devote to memory (960 "book opening" systems), each player must create every
move originally. From the first move, both players have to come up with original strategies and cannot use
well-known thinking patterns. Fischer believed that eliminating memorized book moves would level the playing
field.
The first Fischer Random Chess tournament was held in Yugoslavia in the spring of 1996, and was won by
Grandmaster Pter Lk.
In 2001, Lk became the first Fischer Random Chess world champion, defeating GM Michael Adams in an eight
game match played as part of the Mainz Chess Classic. There were no qualifying matches (also true of the first
orthodox world chess champion titleholders), but both players were in the top five in the January 2001 world
rankings for orthodox chess. Lk was chosen because of the many novelties he has introduced to known chess
theories, as well as his previous tournament win; in addition, Lk has supposedly played Fischer Random Chess
games with Fischer himself. Adams was chosen because he was the world number one in blitz (rapid) chess and is
regarded as an extremely strong player in unfamiliar positions. The match was won by a narrow margin, 4 to 3.[2]
In 2002 at Mainz, an open tournament was held which attracted 131 players. Peter Svidler won the event. Other
interesting events happened in 2002. The website ChessVariants.org selected Fischer Random chess as its
"Recognized Variant of the Month" for April 2002. Yugoslavian Grandmaster Svetozar Gligori published in 2002
the book Shall We Play Fischerandom Chess?, popularizing this variant further.
At the 2003 Mainz Chess Classic, Svidler beat Lk in an eight game match for the World Championship title by a
score of 4.5 - 3.5. The Chess960 open tournament attracted 179 players, including 50 GMs. It was won by Levon
Aronian, the 2002 World Junior Champion. Svidler is the official first World New Chess Association (WNCA)
world champion inaugurated on August 14, 2003 with Jens Beutel, Mayor of Mainz as the President and
Hans-Walter Schmitt, Chess Classic organiser as Secretary.[3] [4] The WNCA maintains an own dedicated Chess960
rating list.[5]
Aronian played Svidler for the title at the 2004 Mainz Chess Classic, losing 4.53.5. At the same tournament in
2004, Aronian played two Chess960 games against the Dutch computer chess program The Baron, developed by
Richard Pijl. Both games ended in a draw. It was the first ever man against machine match in Chess960. Zoltn
Almsi won the Chess960 open tournament in 2004.
In 2005, The Baron played two Chess960 games against Chess960 World Champion Peter Svidler; Svidler won
1.50.5. The chess program Shredder, developed by Stefan Meyer-Kahlen from Dsseldorf, Germany, played two
games against Zoltn Almsi from Hungary; Shredder won 20. Almsi and Svidler played an eight-game match at
the 2005 Mainz Chess Classic. Once again, Svidler defended his title, winning 53. Levon Aronian won the
Chess960 open tournament in 2005. During the Chess Classic 2005 in Mainz, initiated by Mark Vogelgesang and
Eric van Reem, the first-ever Chess960 computer chess world championship was played.[6] Nineteen programs,
including the powerful Shredder, played in this tournament. As a result of this tournament, Spike became the first
Chess960 computer world champion.
The 2006 Mainz Chess Classic saw Svidler defending his championship in a rematch against Levon Aronian. This
time, Aronian won the match 53 to become the third ever Fischer Random Chess World Champion. tienne Bacrot
won the Chess960 open tournament, earning him a title match against Aronian in 2007. In 2006 Shredder won the
23
Chess960
24
In 2007 Mainz Chess Classic Aronian successfully defended his title of Chess960 World Champion over
Viswanathan Anand, while Victor Bologan won the Chess960 open tournament. Rybka won the 2007 computer
championship.
In 2010 the US Chess Federation sponsored its first Chess960 tournament, at the Jerry Hanken Memorial US Open
tournament in Irvine, California. This one-day event, directed by Damian Nash, saw a first place tie between GM
Larry Kaufmann and FM Mark Duckworth.[7]
Summary table
Year
Mainz Open
Computer
Championship
2001
2002
Peter Svidler
2003
Levon Aronian
2004
Zoltn Almsi
2005
Levon Aronian
Spike
2006
tienne Bacrot
Shredder
2007
Rybka
2008
2009
Rybka
Rybka
Chess960
25
Naming
This chess variant has held a number of different names. It was initially
known as "Fischerandom Chess" after Fischer formalized his variation
of Shuffle Chess. Later name forms included "Fischer Random Chess",
"FR Chess", and "FRC".
Hans-Walter Schmitt, chairman of the Frankfurt Chess Tigers e.V. and
an advocate of this variant, started a brainstorming process for
selecting a new name, which had to meet requirements of leading
grandmasters; specifically, the new name and its parts:
1. should not contain part of the name of any Grandmaster
2. should not include negatively biased or "spongy" elements (such as
"random" or "freestyle")
3. should be universally understood
The effort culminated in the name choice Chess960 derived from the
number of different possible starting positions.
R. Scharnagl, another proponent of the variant, advocated the term "FullChess" instead. But today he uses FullChess
to refer to variants which consistently embed traditional chess (e.g. Chess960, and some new variants based on the
extended 108 piece set in Capablanca chess). He currently recommends the name Chess960 in preference to Fischer
Random Chess for the variant.
Bobby Fischer never publicly stated his feeling about the name 'Chess960'.
Chess960
26
be agreeable, since there is no question of preserving randomness. Once the bishops are on opposite colored squares,
if the king is not between the rooks, it should trade places with the nearest rook.
Chess480
Castling in Chess480
a
1
a
Chess480 castling rule. In Chess960 the king ends up on either g1 (h-side castling) or c1 (a-side castling). In
Chess480, the king ends up on h1 (h-side castling) or d1 (a-side castling), while the rook ends up on g1 or e1,
respectively.
John Kipling Lewis's "Castling in Chess960: An appeal for simplicity"[8] proposes the same rules for the initial
position as Chess960, but proposes an alternative set of castling rules. In this variation, the preconditions for castling
are the same, but when castling "the king is transferred from its original square two squares towards (or over) the
rook, then that rook is transferred to the square the king has just crossed (if it is not already there). If the king and
rook are adjacent in a corner and the king cannot move two spaces over the rook, then the king and rook exchange
squares." Note that these rules are different from the Chess960 rules, since the final position after castling will
usually not be the same as the final position of a castling move in traditional chess. Lewis argues that this alternative
better conforms to how the castling move was historically developed. Lewis has named this chess variation
"Chess480"; this variation follows the rules of Chess960 with the exception of the castling rules which Lewis has
named "Orthodoxed Castling".
Note also that although the game can start with any of 960 starting positions, half of these are actually mirror
positions that theoretically don't change the games' tactics.
Naturally, the right to castle is lost:
if the king has already moved, or
with a rook that has already moved.
And castling is prevented temporarily:
if the square on which the king stands, or the square which it must cross, or the square which it is to occupy, is
attacked by one or more of the opponent's pieces.
if there is any piece between the king and the rook with which castling is to be effected, or on the final square the
king is going to occupy.
Note: There are other claims to the nomenclature 'Chess480'. Reinhard Scharnagl defines it as the white queen is
always to the left of the white king. Another way of defining Chess480 is that the white king must always be located
Chess960
on a dark square. The definition could also be that the white king must always be on a light square. The point is that
half the positions are mirror image reversals of the other half. It is really up to the individual to decide how to filter
the 480 positions.
David O'Shaughnessy argues in "Castling in Chess480: An appeal for sanity"[9] that the Chess480 rules are often not
useful from a gameplay perspective. In about 66% of starting positions, players have the options of castling deeper
into the wing the king started on, or castling into the center of the board (when the king starts on the b-, c-, f-, or
g-files). To quote from the wiki Chess page "Castling is an important goal in the early part of a game, because it
serves two valuable purposes: it moves the king into a safer position away from the center of the board, and it moves
the rook to a more active position in the center of the board". An example of poor castling options is a position where
the kings start on g1 and g8 respectively. There will be no possibility of "opposite-side castling" where each player's
pawns are free to be used as attacking weapons (as in many Sicilian variations), as the kings scope for movement is
very restricted (it can only move to the h- or e-file). These "problem positions" play well with Chess960 castling
rules.
References
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
http:/ / www. xs4all. nl/ ~timkr/ chess2/ diary_7. htm Tim Krabbe's Diary 123
Peter Leko Biography (http:/ / www. bobby-fischer. net/ Peter-Leko-Biography. htm)
http:/ / www. tssonnet. com/ tss2636/ stories/ 20030906005106900. htm
http:/ / www. chessbase. com/ newsdetail. asp?newsid=1130
http:/ / ratings. schach-chroniken. net/ ips/ wnca/ topranking. html
http:/ / www. chesstigers. de/ ccm5_index. php?lang=1
http:/ / www. alchess. com/ chess/ 10/ usopen/ ?page=STANDINGS& xsection=fischer
Lewis, John K. "Castling in Chess960: An appeal for simplicity" (http:/ / www. chessvariants. org/ diffsetup. dir/ castling_960. html),
2005-09-18.
[9] O'Shaughnessy, David. "Castling in Chess480: An appeal for sanity" (http:/ / chess960. net/ castling-in-chess480. html), 2008-11-22.
27
Chess960
External links
Descriptions and commentary
The Birth of Fischer Random Chess (http://www.chessvariants.com/diffsetup.dir/fischerh.html)
Chess960.net (http://www.chess960.net/) - Chess960 information: What, where, why and how.
Audio clip of Bobby Fischer (http://www.bobby-fischer.net/bobby_fischer_sound_12.htm) describing his
Fischer Random Chess
Fischer Random Chess Description (http://www.chessvariants.org/diffsetup.dir/fischer.html) at
ChessVariants.org
"Leko, the first ever kingpin of Fischer Random Chess" (http://web.archive.org/web/20080314230420/http://
www.geocities.com/MIGHTORS1/Leko/Fischerandom6.html)
Shall We Play Fischerandom Chess? (http://www.chessville.com/reviews/reviews_Fischerandom.htm) book by Svetozar Gligori
Play Stronger Chess by Examining Chess960 (http://www.castlelong.com/book/pscbyec960/welcome.shtml)
- book by Gene Milener
Reinhard Scharnagl's (English/German) book Fischer-Random-Schach (FRC/Chess960) ISBN 3-8334-1322-0
(German server)
CCRL (http://www.computerchess.org.uk/ccrl/404FRC/) Computer Chess Engines FRC Ratings List
28
Transcendental chess
29
Transcendental chess
a
1
a
Variations
D-chess: Similar to Transcendental Chess, but only one game is needed to be played against each opponent as the
unequal starting positions are equalized with the weaker side having the option to transpose two pieces and then
gets to move first.[2]
Moab Random Chess: A variant of shuffle chess similar to Transcendental Chess, invented by philosopher and
game theorist Eulalio Paul Cane in Moab, Utah, in 1997. Moab Random Chess uses the same initial positions as
Transcendental Chess, except that the set-up phase is part of the game. Players take turns placing pieces on their
back rank or their opponent's back rank until a Transcendental Chess starting position is reached. Because the
piece set-up phase is part of the overall game strategy, the "auction" concept of Transcendental Chess is not
necessary. Strategic skill, not fate, is responsible for any inequalities in the initial position. In addition, Moab
Transcendental chess
Random has an "evacuation" rule similar that is a simplified form of castling: The king can move to any
unoccupied first-rank square just once in the game, so long as it has not moved and is not in check. The concept
of "evacuation" keeps the feeling of castling from Classical Chess because the king can suddenly relocate to
another region of the board. Yet, like Transcendental Chess, the "evacuation" concept avoids the complex and
awkward piece placement rules of castling in Fischer Random Chess (Chess960).
References
[1] Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524-1420-1.
[2] D-Chess (http:/ / www. d-chess. com)
30
31
Different forces
Chess handicap
a
1
a
Chess handicap
32
Pawn and two moves: Weaker player plays the first two moves, and Black's pawn on f7 is removed from the
board.
Knight odds: One of the stronger player's knights is removed, usually the queen's knight on b1.
Rook odds: One of the stronger player's rooks is removed, usually the queen's rook on a1.
Rook and pawn: Stronger player's queen rook and f-pawn are removed.
Two minor pieces: The odds-giver chooses which two of White's knights and/or bishops to remove.
Rook and knight: White's queen rook and queen knight are removed.
Queen odds: The stronger player's queen is removed.
Two rooks: Both of White's rooks are removed.
Strong king: The king can move up to two squares in any direction.
a
1
a
Chess handicap
33
Chess handicap
on e8) is used unless otherwise specified before the game. Carrera thought this form of odds equivalent to the
player with normally placed pieces giving a little less than two pawns, or a little less than a knight if the a8-rook
and king are the ones interchanged. Staunton noted that Carrera's description and examples of these odds "are not
adapted to our mode of castling" since the king and rook do not end up on the same squares they would normally
occupy after castling.[31]
Staunton also mentioned the following unusual forms of odds not discussed by Carrera:
Odds of the losing game: The odds-giver undertakes to force the odds-receiver to checkmate him.[32] (See
Paris-Marseilles, correspondence 1878, given below.)
Additional pawns: The odds-giver permits the odds-receiver to begin the game with a specified number of extra
pawns (for example, eight extra pawns).[33] Unless specially agreed, the side with the extra pawns moves first.[34]
Odds of queen rook in exchange for the opponent's queen knight, or pawn and move, or pawn and two
moves.[35]
Odds of queen knight in exchange for pawn and move, or in exchange for the first two moves.[36]
History
According to Harry Golombek, "Odds-giving reached its heyday in the eighteenth century and the early nineteenth
century."[10] Indeed, it was so prevalent in the 18th century that Philidor (172695) played the vast majority of his
games at odds.[10] About fifteen percent of the known games of Paul Morphy (183784) are games in which he gave
odds.[37]
Howard Staunton in The Chess-Player's Handbook (1847) advised inexperienced players to accept odds offered by
superior players and, upon improving to the point that they can themselves give odds to some players, to avoid
playing such players on even terms, warning that doing so is apt to induce "an indolent, neglectful habit of play".[38]
In 1849, Staunton published The Chess-Player's Companion, a 510-page work "chiefly directed to the exposition of
openings where one party gives odds".[39] Just over 300 pages were devoted to odds games: Book I (pages 1 to 185)
contained games played at various odds, and most of Book V (specifically pages 380-496) discussed various types of
odds, including exotic and unusual ones.[40] The late-19th century chess opening treatise Chess Openings Ancient
and Modern, by Edward Freeborough and Charles Ranken, included fourteen pages of analysis of best play in games
played at odds of Pawn and move, Pawn and two moves, and either knight.[41]
Macon Shibut writes that in the mid-19th century "chess was a gambling game ... . Individual matches for stakes
were the focus of organized play. Matches between leading players attracted a wide following so masters often
succeeded in finding sponsors to back their personal wagers."[42] However, the available sums were generally
relatively meager, and travel was arduous, so the amount of money obtained in this way was not sufficient to enable
professional chess players to support themselves financially."[42] Moreover, the first major chess tournament was not
organized until 1851,[43] and chess tournaments remained a rarity for several decades after that.[44] With tournaments
not a reliable means of making a living, odds-giving became a way for masters to entice amateurs into playing for
wagers, since the odds gave the amateur a fighting chance.[1] [42] [45] The odds system even became the earliest
rating system: amateurs were graded according to what handicap they needed to compete against a master, and were
referred to as a "Rook player" or "Pawn and Move player" as we would today speak of players by their Elo ratings,
e.g. "1200 player" and "1800 player".[46]
The playing of games at odds gradually grew rarer as the nineteenth century proceeded.[10] Today, odds games,
except for those at time odds, have all but disappeared.[47] Shibut posits that games played at material odds became
unpopular for (1) technological, (2) political, and (3) philosophical reasons. Taking these in turn, first, the
introduction of chess clocks gave rise to a new way to give odds, one that has today supplanted material odds as the
preferred mode of odds-giving. Second, the Soviet Union supported chess masters and sponsored chess education,
but expected chess masters "to be cultural icons, not hustlers". Third, chess began to be treated in a scientific, logical
way, "with an assumption of idealized 'best play' [coming] to underpin all analysis". From this perspective, a game
34
Chess handicap
beginning from a "lost" position becomes less interesting, even distasteful.[4] Writings by Wilhelm Steinitz
(18361900), the first World Champion, and James Mason (18491905) are consistent with the last point.[48] [49]
In an interview with Ralph Ginzburg published in the January 1962 issue of Harper's Magazine, future World
Champion Bobby Fischer was quoted as saying that he could successfully give knight odds to any woman in the
world:[50] [51] [52]
They're all weak, all women. They're stupid compared to men. They shouldn't play chess, you know.
They're like beginners. They lose every single game against a man. There isn't a woman player in the
world I can't give knight-odds to and still beat.
Fischer later claimed that Ginzburg had distorted what he had said.[53] There is no doubt that Fischer would have
failed at such an endeavor.[54] World Champion Emanuel Lasker had failed at such an endeavor in 1894, losing a
match at knight odds to Jackson Showalter's wife; he scored two wins and five losses.[55]
In 2001, London businessman Terence Chapman, a master-level player, played a match against former world
champion Garry Kasparov with Kasparov giving odds of two pawns in each game (the pawns to be removed being
different each time); Kasparov won the match by two games to one, with one draw.[56]
The very strong chess engine Rybka has recently played a series of odds matches against strong human players. On
March 68, 2007, Rybka gave Grandmaster (GM) Jaan Ehlvest pawn odds (removing a different pawn each time),
with Rybka having White in every game. Rybka won 5.5-2.5.[57] On January 8, 2008, Rybka gave GM Joel
Benjamin draw odds, with Benjamin having White in all games. Rybka won six games and drew two, thus winning
the match 6-2.[58] On March 7, 2008, Rybka gave pawn and move (removing a different pawn each time) to GM
Roman Dzindzichashvili, drawing the match 4-4.[59] On June 8, 2008, Rybka gave knight odds to FIDE Master John
Meyer, losing 4-0.[60] [61] On July 6, 2008, Rybka gave Meyer odds of pawn and three moves, winning 3-1.[62] [63]
Rating equivalent
Grandmaster Larry Kaufman wrote the following about the Elo rating equivalence of giving knight odds:[64]
[T]he Elo equivalent of a given handicap degrades as you go down the scale. A knight seems to be
worth around a thousand points when the "weak" player is around IM level, but it drops as you go down.
For example, I'm about 2400 and I've played tons of knight odds games with students, and I would put
the break-even point (for untimed but reasonably quick games) with me at around 1800, so maybe a 600
value at this level. An 1800 can probably give knight odds to a 1400, a 1400 to an 1100, an 1100 to a
900, etc. This is pretty obviously the way it must work, because the weaker the players are, the more
likely the weaker one is to blunder a piece or more. When you get down to the level of the average 8
year old player, knight odds is just a slight edge, maybe 50 points or so.
Kaufman has written that Kasparov could give pawn and move odds to a low grandmaster (2500 FIDE rating) and be
slightly favored, and would have even chances at knight odds against a player with a FIDE rating of 2115.[65]
Illustrative games
35
Chess handicap
36
1
a
1
a
Chess handicap
37
1
a
1
a
Zukertort-Epureanu, final position; Black, ahead a queen, bishop, and knight, is defenseless.
Knight odds Johannes Zukertort-Epureanu, Berlin 1872 (remove White's queen knight) 1.f4 e6 2.Nf3 Nf6 3.b3 d5
4.Bb2 c5 5.e3 Nc6 6.a3 a6 7.Bd3 Bd6 8.Qe2 0-0 9.g4 Nxg4? Imprudently allowing White to attack Black's king
along the g-file. 10.Qg2 Nf6 11.h4 h6 12.h5 Kh8 13.0-0-0 Ne8 14.Rdg1 Rg8 15.Bh7!! f6 (15...Kxh7 16.Qg6+!!
fxg6 17.hxg6+ Kh8 18.Rxh6#) 16.Bxg8 Kxg8 17.Qg6 Kh8 18.Ng5! hxg5 19.fxg5 Ne7 20.gxf6!! Nxg6 21.hxg6+
Kg8 22.Rh8+! Kxh8 23.f7 1-0 There is no defense against mate. If 23...Qh4 (stopping the threatened 24.Rh1+),
24.fxe8(Q)+ Bf8 25.Qxf8#. Francis J. Wellmuth calls this "the finest odds-game ever played". Irving Chernev and
Fred Reinfeld call the conclusion "the finest finish in this type of contest." Notes by Chernev and Reinfeld,
Wellmuth, and Napier.[68] [69] [70] [71]
Chess handicap
38
1
a
1
a
1
a
Chess handicap
39
Morphy-Maurian, position after White's 9th move
a
1
a
1
a
Chess handicap
40
a
1
a
1
a
Chess handicap
41
1
a
Staunton-Taverner, position after White's 3rd move; White guards the capped pawn against frontal attack
a
1
a
Chess handicap
42
1
a
1
a
Paris-Marseilles, final position; Black, having forced White to give checkmate, wins
Odds of queen in return for requiring Black to force White to checkmate Paris-Marseilles, correspondence 1878
(Remove White's queen; in response for receiving the queen, Black undertakes to force White to checkmate Black)
1.d4 d5 2.Nc3 c6 3.Nf3 g6 4.e4 e6 5.e5 Bb4 6.Bd2 Bxc3 7.Bxc3 b5 8.h4 h5 9.0-0-0 a6 10.Ng5 f5 11.g3 Nh6
12.Bd3 Nf7 13.Bxf5? gxf5 14.Nxf7 Kxf7 15.Bd2 Nd7 16.Rhe1 c5 17.dxc5 Nxc5 18.Bg5 Qg8 19.Re3 Bb7 20.Rc3
Rc8 21.Be3 Nd7 22.Bd4 Rxc3 23.bxc3 a5 24.Kd2 a4 25.Rb1 Ba6 26.Rg1 Qg4 27.Rb1 Rc8 28.Rb4 Rc4 29.Rxc4
dxc4 30.a3 f4 31.Kc1 fxg3 32.fxg3 Qxg3 33.Kb2 Qxh4 34.Kc1 Qe1+ 35.Kb2 Qd1 36.Ba7 Nxe5 37.Bc5 h4
38.Bd4 Nc6 39.Be3 e5 40.Bf2 h3 41.Bg3 e4 42.Bf4 Ke6 43.Bg3 e3 44.Bf4 e2 45.Bg3 Kd7 46.Bh2 e1(Q) 47.Bf4
Qee2 48.Bg3 Qdxc2+ 49.Ka1 Qf1+ 50.Be1 Qd2 Now White is reduced to shuffling the king back and forth while
Black sets up self-mate. 51.Kb1 h2 52.Ka1 h1(Q) 53.Kb1 Qf8 54.Ka1 Qxa3+ 55.Kb1 Qad6 56.Ka1 Qf6 57.Kb1
Kc7 58.Ka1 b4 59.Kb1 b3 60.Ka1 Kb6 61.Kb1 Ka5 62.Ka1 Ne7! 63.Kb1 Nc8 64.Ka1 Bb5 65.Kb1 Qa6! 66.Ka1
Nb6 67.Kb1 Qh7+ 68.Ka1 Qxc3+! 69.Bxc3# The only legal move. 0-1 Black, having forced White to checkmate,
wins.[81] [82]
Chess handicap
References
[1] David Hooper and Kenneth Whyld, The Oxford Companion to Chess, Oxford University Press, 2nd ed. 1992, p. 166 ("handicap" entry).
ISBN 0-19-866164-9.
[2] Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524-1420-1.
[3] Assiac, The Pleasures of Chess, Dover Publications, 1960, p. 147.
[4] Macon Shibut, Paul Morphy and the Evolution of Chess Theory, Dover Publications, 2004, p. 124. ISBN 978-0486435749.
[5] For example, in 1747 Philidor won a match against Philipp Stamma in which Philidor gave move odds and draw odds in every game. H. J. R.
Murray, A History of Chess, Oxford University Press, 1913, p. 862. ISBN 0-19-827403-3. By another account, Philidor gave draw odds and
5:4 money odds. David Hooper and Kenneth Whyld, The Oxford Companion to Chess (2nd ed. 1992), Oxford University Press, p. 303. ISBN
0-19-866164-9. According to a third account, he gave all of these: move odds, draw odds, and 5-4 money odds. Harry Golombek, Golombek's
Encyclopedia of Chess, Crown Publishers, pp. 304-05. ISBN 0-517-53146-1.
[6] In 1914, future World Champion Alexander Alekhine played the famous composer Sergei Prokofiev blindfold and at knight odds. Prokofiev
won handily in 31 moves. Andrew Soltis, Chess to Enjoy, Stein and Day, 1978, pp. 92-93. ISBN 0-8128-6059-4.
[7] Staunton gives the score of games where Kieseritzky gave odds of his queen rook in exchange for the opponent's queen knight, and Philidor
gave odds of his queen rook in return for pawn and move. He also mentions odds of queen rook in exchange for pawn and two moves.
Staunton, The Chess Player's Companion, Henry G. Bohn, 1849, pp. 409-12. Staunton also cites games where Philidor gave odds of queen
knight in exchange for pawn and move, and in exchange for the first two moves. Id., pp. 435-40.
[8] Irving Chernev cites a game Andreaschek-Dr. R.M., Olmtz 1901, where White gave queen odds in return for the right to make the first six
moves: 1.e4 2.d4 3.Nc3 4.f4 5.Nf3 6.Bc4 d6 7.h3 Nd7 8.Bxf7+ Kxf7 9.Ng5+ Kf6? 10.Nd5+ Kg6 11.f5+ Kh6 12.Nf7+ Kh5 13.g4+
(13.Bg5! Ngf6 14.Nf4#) Kh4 14.Kf2 e5 15.Ne3 any 16.Ng2#. Irving Chernev, The Chess-Player's Companion, Simon and Schuster, 1973, p.
215.
[9] A bizarre example of countervailing odds was Paris-Marseilles, correspondence 1878. Marseilles received queen odds, in return for which it
undertook to force Paris to checkmate it. (See game at the end of this article.)
[10] Harry Golombek, Golombeks Encyclopedia of Chess, Crown Publishers, 1977, p. 218.
[11] Howard Staunton, The Chess Player's Handbook, Henry G. Bohn, 1847, p. 36.
[12] James Mason, The Principles of Chess in Theory and Practice, David McKay, Fourth Edition, c. 1910, pp. 317-18.
[13] 2008-06-30 comment by Kaufman (http:/ / rybkaforum. net/ cgi-bin/ rybkaforum/ topic_show. pl?tid=4658)
[14] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, p. 440.
[15] I.A. Horowitz, All About Chess, Collier Books, 1971, pp. 56-57.
[16] Andy Soltis, Chess to Enjoy, Stein and Day, 1978, pp. 104-05. ISBN 0-8128-6059-4.
[17] Staunton discusses 2-1 money odds, for example betting two pounds on each game to the opponent's one. Howard Staunton, The
Chess-Player's Companion, Henry G. Bohn, 1849, pp. 388-89.
[18] In 1963 Bobby Fischer, playing five-minute chess, gave 10-1 money odds to Stewart Reuben and 20-1 money odds to National Master Asa
Hoffman. John Donaldson and Eric Tangborn, The Unknown Bobby Fischer, International Chess Enterprises, 1999, p. 71. ISBN
1-879479-85-0.
[19] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, pp. 384.
[20] Irving Chernev, Wonders and Curiosities of Chess, Dover Publications, 1974, p. 31. ISBN 0-486-23007-4.
[21] Edward Winter, Kings, Commoners and Knaves, Russell Enterprises, 1999, pp. 114-15. ISBN 1-888690-04-6.
[22] Chess Notes No. 3502 (http:/ / www. chesshistory. com/ winter/ winter03. html#3500. _Capablanca_origins)
[23] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, p. 383 (quoting Carrera).
[24] "[O]bviously, the odds-receiver can go to any limit of material sacrifice in order to get rid of that one 'fatal' piece. Conversely, this means
that the odds-giver must guard that particular piece no less jealously than his King--a condition liable to cramp the style and tax the ingenuity
of the best player." Assiac, The Pleasures of Chess, Dover Publications, 1960, p. 153.
[25] Howard Staunton, The Chess-Player's Companion, 1849, Henry G. Bohn, pp. 380-81.
[26] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, pp. 381.
[27] Assiac, The Pleasures of Chess, Dover Publications, 1960, p. 150.
[28] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, pp. 387.
[29] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, pp. 389.
[30] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, pp. 390.
[31] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, pp. 391.
[32] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, pp. 395.
[33] Howard Staunton, The Chess-Player's Companion, 1849, pp. 395-400.
[34] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, p. 398.
[35] Staunton, The Chess Player's Companion, Henry G. Bohn, 1849, pp. 409-12.
[36] Howard Staunton, The Chess Player's Companion, Henry G. Bohn, 1849, pp. 435-40.
[37] Macon Shibut, Paul Morphy and the Evolution of Chess Theory, Dover Publications, 2004, p. 121. ISBN 978-0486435749.
[38] Staunton began his "MAXIMS AND ADVICE FOR AN INEXPERIENCED PLAYER" as follows:
43
Chess handicap
There is nothing that will improve you so much as playing with good players ; never refuse, therefore,
when any one offers you odds, to accept them : you cannot expect a proficient to feel much interest in
playing with you upon even terms, and as you are sure to derive both amusement and instruction from
him, it is but fair that he should name the conditions. It will soon happen that you yourself will be able
to give odds to many amateurs whom you meet ; when this is the case, avoid, if possible, playing them
even, or you are likely to acquire an indolent, neglectful habit of play, which it will be very difficult to
throw off. When you cannot induce such players to accept odds, propose to play for a small stake ; and
they will soon be glad to take all the advantages you can offer.
Howard Staunton, The Chess-Player's Handbook, Henry G. Bohn, 1847, pp. 46-47.
[39] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, p. v.
[40] Books II and III were devoted to games not at odds, classified by opening, Book IV analyzed the games of Staunton's 1843 match against
Saint Amant. The last chapter of Book V was devoted to chess problems.
[41] E. Freeborough and Rev. C.E. Ranken, Chess Openings Ancient and Modern, Third Edition, Kegan Paul, Trench, Trbner and Co., London,
1896, pp. 271-84. The authors, after discussing general principles applicable to odds games, devoted pages 274-76 to analyzing games played
at Pawn and move, pages 277-79 to Pawn and two moves games, pages 281-82 to games played at queen knight odds, and page 283 to the
unusual odds of king knight.
[42] Macon Shibut, Paul Morphy and the Evolution of Chess Theory, Dover Publications, 2004, p. 122. ISBN 978-0486435749.
[43] "Indeed, it was not until the International Tournament of 1851, held at the Crystal Palace of the London Exhibition, that tournament play
entered the chess scene." Robert Byrne "Chess" (http:/ / query. nytimes. com/ gst/ fullpage.
html?res=9907E1DD1338F937A25752C0A961958260), The New York Times, January 14, 1997. Accessed July 21, 2008.
[44] Reuben Fine writes that for Adolf Anderssen (1818-79), winner of the 1851 tournament, "There were few tournaments (none at all from
1851 to 1857)". Reuben Fine, The World's Great Chess Games, Dover, 1983, p. 16. ISBN 0-486-24512-8. Similarly, for Wilhelm Steinitz
(1836-1900), the first World Champion, "active tournaments were few and far between ... Steinitz could hardly find one every three or four
years". Id. at 31. It was only during Emanuel Lasker's 1894-1921 reign as World Champion that "the institution of the chess tournament was
really developed", with "half a dozen international tournaments a year and innumerable local ones". Id. at 49.
[45] "It was the pernicious practice at the time [of Philidor] for the best players to give odds to weaker ones, no doubt as an inducement for them
to play for wagers." Harry Golombek, Chess: A History, G.P. Putnam's Sons, 1976, p. 120.
[46] Macon Shibut, Paul Morphy and the Evolution of Chess Theory, Dover Publications, 2004, pp. 122-23. ISBN 978-0486435749.
[47] Shibut addresses the question "why has odds chess all but disappeared today?" Macon Shibut, Paul Morphy and the Evolution of Chess
Theory, Dover Publications, 2004, pp. 122. ISBN 978-0486435749. He notes that, "Today, the game's gambling heritage is best preserved in
the arena of blitz chess and, not coincidentally, we can still find oddsgiving in blitz. However, time odds have replaced material as the
preferred form of handicapping." Id. at 124.
[48] Steinitz wrote:
[A] learner should seek as much as possible to play on even terms with superior players. From
experience and observation we feel sure that he will learn much faster in this manner than by taking
odds. The latter method of practice engenders the habit on the part of the odds-receiver of exchanging
pieces without any motive other than to reduce the forces. He may also with comparative impunity
commit many mistakes anyone of which would surely cost him the game if he started on even terms, and
the object of the student ought to be not so much to win games as to train himself to play correctly. By
taking odds a players loses the opportunity to observe the finer points of play of his adversary who on
account of his inferiority in force cannot always afford to adopt the best strategy and is more apt to
resort to lines of play which he knows to be unsound, relying on the inability of the weaker player to
perceive the correct reply. Moreover, the openings in games at odds are quite different from those
adopted in even games and, therefore, the odds-receiver is not advancing in one important branch of
Chess knowledge.
Wilhelm Steinitz, The Modern Chess Instructor, Part I, Edition Olms Zrich, 1990 (reprint of 1889 work), pp. xxix-xxx. ISBN 3-283-00111-1.
[49] Mason wrote:
Strictly speaking, odds play is somewhat foreign to the general principles of Chess, and, therefore, less
conducive to improvement of the playergiver or receiverthan serious conduct of the game on proper
even terms. This would be so for the weaker party, if only because correctness of development must
needs be missing, the whole theory of the opening being distorted and disturbed; and it would be so, for
the stronger party, if only because of the habit of speculative and unsound combination odds play so
44
Chess handicap
naturally inducesa habit which if once acquired is so difficult of rejection, and whose effects cannot
fail to prove inconvenient to its subject, when confronted by a foeman entirely worthy of his steel, and
calling for the full exercise of all his powers.
James Mason, The Principles of Chess in Theory and Practice, David McKay, Fourth Edition, c. 1910, pp. 317-18.
[50] Ralph Ginzburg, "Portrait of a Genius as a Young Chess Master", Harper's Magazine, January 1962, pp. 49-55, at 50.
[51] Bobby Fischer quotes (http:/ / www. bobby-fischer. net/ bobby_fischer_quotes_96. htm)
[52] I. A. Horowitz and P. L. Rothenberg, The Complete Book of Chess, Collier Books, 1972, pp. 139-40.
[53] Fischer biographer Frank Brady wrote of the Ginzburg interview (not specifically addressing the part about women chessplayers) that
Fischer "claimed emphatically that much in it had been twisted, distorted, and taken out of context". Frank Brady, David McKay, Profile of a
Prodigy, Second Edition, 1973, p. 47.
[54] Former World Champion Mikhail Tal responded, "Fischer is Fischer, but a knight is a knight!" Cathy Forbes, The Polgar Sisters: Training
or Genius?, Henry Holt and Company, 1992, p. 22. ISBN 0-8050-2426-3. Ironically, in 1991 Judit Polgr, a girl aged 15 years, 4 months, and
28 days, became the (then) youngest grandmaster ever, beating Fischers own record, set in 1958, by just over a month. Id. at 171.
[55] G. H. Diggle, Chess Characters: Reminiscences of a Badmaster, Volume II, Chess Notes, Geneva, 1987, p. 25.
[56] Kasparov makes it a knight to remember - Telegraph (http:/ / www. telegraph. co. uk/ news/ uknews/ 1317037/
Kasparov-makes-it-a-knight-to-remember. html)
[57] Rybka-Ehlvest I (http:/ / rybkaforum. net/ cgi-bin/ rybkaforum/ topic_show. pl?tid=519)
[58] Rybka-Benjamin match (http:/ / rybkaforum. net/ cgi-bin/ rybkaforum/ topic_show. pl?tid=2937)
[59] Rybka-Dzindzichashvili match (http:/ / rybkaforum. net/ cgi-bin/ rybkaforum/ topic_show. pl?tid=3363)
[60] Rybka-Meyer match conditions (http:/ / rybkaforum. net/ cgi-bin/ rybkaforum/ topic_show. pl?tid=4249)
[61] Rybka-Meyer games (http:/ / chessok. com/ broadcast/ live. php?key=pgn/ 2008/ rvsmeyer/ KnightOdds. pgn& game=0)
[62] Rybka-Meyer II match conditions (http:/ / rybkaforum. net/ cgi-bin/ rybkaforum/ topic_show. pl?tid=4658)
[63] Rybka-Meyer II games (http:/ / chessok. com/ broadcast/ live. php?key=KnightOdds. pgn& game=0)
[64] 2008-06-02 comment on Rybka Community Forum (http:/ / rybkaforum. net/ cgi-bin/ rybkaforum/ topic_show. pl?tid=4249)
[65] Larry Kaufman, The Evaluation of Material Imbalances (http:/ / home. comcast. net/ ~danheisman/ Articles/
evaluation_of_material_imbalance. htm), originally published in Chess Life, March 1999.
[66] Eckart-Tarrasch (http:/ / www. chessgames. com/ perl/ chessgame?gid=1341035)
[67] Fred Reinfeld, Tarrasch's Best Games of Chess, Dover, 1960, pp. 287-88. ISBN 0-486-20644-0.
[68] Irving Chernev and Fred Reinfeld, The Fireside Book of Chess, Simon and Schuster, 1976, p. 218. ISBN 0-671-21221-4.
[69] William Ewart Napier, Paul Morphy and the Golden Age of Chess, William Ewart Napier, David McKay, 1971, pp. 112-13.
[70] Francis J. Wellmuth, The Golden Treasury of Chess, Chess Review, 1943, p. 5.
[71] As to the spelling of Zukertort's opponent's name and the year in which the game was played, see Edward Winter, Chess Notes 5564, 5568,
and 5580 (http:/ / www. chesshistory. com/ winter/ winter46. html#5563. _Who_C. N. _5555).
[72] Francis J. Wellmuth, The Golden Treasury of Chess, Chess Review, 1943, p. 250.
[73] Arnold Denker and Larry Parr, The Bobby Fischer I Knew and Other Stories, Hypermodern Press, 1995, pp. 10-11. ISBN 1-886040-18-4.
[74] Irving Chernev, 1000 Best Short Games of Chess, Fireside; Rei Sub edition, 1955, pp. 56-57. ISBN 978-0671538019.
[75] Macon Shibut, Paul Morphy and the Evolution of Chess Theory, Dover Publications, 2004, p. 212. ISBN 978-0486435749.
[76] Irving Chernev, 1000 Best Short Games of Chess, Fireside; Rei Sub edition, 1955, p. 433. ISBN 978-0671538019.
[77] Staunton quotes Carrera: "The player who gives the odds, loses the game if he checkmate with any other Piece than the one named." Howard
Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, p. 383.
[78] Staunton wrote in 1849 that the game was played "some years ago" and referred to his opponent as the "Hon. Mr. T." Howard Staunton, The
Chess-Player's Compansion, Henry G. Bohn, 1849, p. 384. David Levy writes, "probably Taverner". D.N.L. Levy, Howard Staunton, The
Chess Player, 1975, p. 137-38. ISBN 978-0486435749.
[79] Howard Staunton, The Chess-Player's Companion, Henry G. Bohn, 1849, p. 387 n. *.
[80] D.N.L. Levy, Howard Staunton, The Chess Player, 1975, pp. 137-38. ISBN 978-0486435749.
[81] Andy Soltis, Chess to Enjoy, Stein and Day, 1978, pp. 53-54. ISBN 0-8128-6059-4.
[82] Irving Chernev, The Chess Companion, Simon and Schuster, 1973, pp. 216-17.
45
Chess handicap
46
Further reading
The Chess-player's Companion: Comprising a New Treatise on Odds, and a ... (http://books.google.com/
books?id=iO0IAAAAQAAJ&printsec=titlepage) by Howard Staunton, 1849.
External links
The Romance of Chess - A Perspective on the Art of Odds-giving (http://sbchess.sinfree.net/odds-giving.
html) from Sarah's Chess Journal. (dead link)
Odds chess (http://www.chessvariants.org/other.dir/oddschess.html) by Roger Cooper.
Video of Fischer making the claim about giving knight odds to women (http://www.youtube.com/
watch?v=jdA7I9nPhSU&feature=player_embedded)
Dunsany's chess
a
1
a
Rules
Object of the game:
The standard pieces win by capturing all 32 pawns before the pawns run out of legal moves.
The pawns win by checkmating the king. This is far easier if they first get at least one pawn promoted to queen.
The pawns can also accomplish a draw, which for them is almost as good as a win, by running out of legal moves.
Piece movement is the same as in regular chess, except that only the eight pawns from the standard side (second
row) have the option to move forward two spaces on their first move.
Dunsany's chess
47
Variations
a
1
a
Horde chess.
There exists an almost identical game called Horde chess. In difference to Dunsany's chess, the colors of pieces are
exchanged, and the middle two columns of pawns are shifted forward one space.
References
[1] Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN 0-9524-1420-1.
External links
Lord Dunsany's chess java applet at www.pathguy.com (http://www.pathguy.com/chess/Dunsany.htm)
48
Different board
Minichess
Minichess is a family of chess variants
played with regular chess pieces and
standard rules, but on a smaller
board.[1] The motivation for these
variants is to make the game simpler
and shorter than the standard chess.
Martin Gardner recommended 5x5
chess variant to fill short breaks during
the work. The first chess-like game
implemented on a computer was a 6x6
chess variant Los Alamos chess. The
low memory capacity of the early days
computer required reduced board size
and smaller number of pieces to make
the game implementable on a
computer.
Silverman 4x4
Silverman 4x5
Microchess
Minichess
49
In 1981 Silverman suggested 4x4 chess variant shown on the diagram.[4] The first player wins easily in this game (1.
axb3+ Qxb3 2. cxb3+ Kxb3 (or 2...Kb4 3. bxc3 checkmate) 3. bxa3+ Kc4 4. Qa2 checkmate) , so Silverman
proposed a variant: Black can select a pawn, and White must make a first move with this pawn. However, in this
case Black wins even more easily (select pawn b2, 1.bxa3 (or 1.bxc3) b2+ 2. Qxb2 Qxb2 checkmate). To make the
variant more playable, Silverman finally proposed to insert a row between pawns and use the board 4x5. In this
variant pawns can do double-move if target square is free.
Another chess variant on 4x5 board, Microchess was invented by Glimne in 1997.[4] Castling is allowed in this
variant.
5x5 chess
Gardner
Baby chess
Jacobs-Meirovitz
Mallett
A 5x5 board is the smallest which can contain all kinds of chess pieces. In 1969, Martin Gardner suggested a chess
variant on 5x5 board in which all chess moves, including pawn double-move, en-passant capture as well as castling
can be made.[5] Later AISE (Associazione Italiana Scacchi Eterodossi) abandoned pawn double-move and castling.
The game was largely played in Italy (including by correspondence) and opening theory was developed. The
statistics of the finished games is the following:[4]
White won 40% of games.
Black won 28%.
32% were draws.
Gardner minichess was also played by AISE with suicide chess and progressive chess rules. In 1980 HP shipped
HP-41C programmable calculator, which could play this game.[6] The calculator was able to play on quite a decent
level.
In 1989, Martin Gardner proposed another setup, which he called Baby chess. In difference from Gardner minichess,
kings are placed into opposite corners here. Paul Jacobs and Marco Meirovitz suggested another starting position for
5x5 chess shown at the right. Jeff Mallett (main developer of Zillions of Games), suggested setup in which white has
two knights against two black bishops.[7]
Minichess
50
5x6 chess
Petty chess
Speed chess
QuickChess
Elena chess
Chess Attack
There are several chess variants on 5x6 board. The earliest published one is Petty chess, which was invented by
Walker Watson in 1930. Speed chess was invented by Mr. den Oude in 1988.[8] Elena chess was invented by Sergei
Sirotkin in 1999.
QuickChess was invented by Joseph Miccio in 1991.[9] Pawn double-move and castling are not allowed in this
variant, pawns can only promote to captured pieces. The game was sold by Amerigames International and received
National Parenting Publications Award in 1993. Miccio obtained an USA patent in 1993, which described 3 further
chess variant on 5x6 board.[10] Besides two variants similar to Speed chess and Elena Chess (same position of white
pieces, position of black pieces is symmetrical), the patent claimed one further variant, which have been named later
Chess Attack. Miccio advocated these games as educational tools for chidren to learn chess rules. The smaller board
and less pieces would reduce the complexity of the game and allow for more quicker games. The piece setup like in
Speed chess was intended to teach short side castling and setup as in Chess Attack - long side castling.
Laszlo Polgar published a book in 1994 Minichess 777+1 Positions (Quickchess teaches chess quick)[11] ,
completely devoted to chess on 5x6 board. Besides initial setup as in QuickChess, Polgar proposed to use any other
possible setup of pieces, even asymmetrical one. The book contained problems, combinations and games for 5x6
chess. Polgar recommended to use is as a first book to teach children to play chess.
Chess Attack, which has the same setup as Gardner minichess (but played on a bigger board) is sold by Norway
company Yes Games AS since 2008. In this variant, pawns can make double-moves and en-passant capture is
allowed. The game was endorsed by Magnus Carlsen and Alexandra Kosteniuk.
Minichess
51
6x6 chess
a
Diana chess
L'Hermitte chess
Besides Los Alamos chess, there are other chess variants played on a 6x6 board. The game Diana chess (or Ladies
chess) was suggested by Hopwood in 1870. The initial position is shown above. There are no queens on the board
and pawns can't promote to queens either. Pawns cannot move forward two squares on their initial move. Castling is
done by switching the positions of the king and rook. The same condition as in chess apply for castling (e.g. the king
should not be under check, neither rook nor king should have moved before etc.)
Serge L'Hermitte suggested in 1969 a game with nearly the same setup as Diana chess, except that the positions of
the black king and knight are exchanged from their positions in Diana chess. Additionally, knights cannot move
within the first three moves, and the king can move to the knight position without losing the right to castle.
A. Wardley proposed in 1977 a Simpler chess, a family of 6x6 chess variants, in which a pair of pieces is removed
from the both sides: rooks, knights, bishop or even king and queen. Removing bishops results in Los Alamos chess;
the result of removing rooks or knights is shown on the diagrams above.
Jeff Mallett proposed the setup knights versus bishops also on 6x6 board. On a normal 8x8 board, bishops are
considered slightly more valuable than knights (especially two bishops). However, on 6x6 boards, because of the
smaller size of the board, two knights are presumably equal to two bishops.
Minichess
Notes
[1]
[2]
[3]
[4]
[5]
Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524-1420-1.
3x3 Chess (http:/ / kirr. homeunix. org/ chess/ 3x3-chess/ ) by Kirill Kryukov.
3x4 Chess (http:/ / kirr. homeunix. org/ chess/ 3x4-chess/ ) by Kirill Kryukov.
Pritchard (2007), p. 113
Martin Gardner (1991). The Unexpected Hanging and Other Mathematical Diversions (Reprint ed.). University Of Chicago Press.
ISBN0-2262-8256-2.
[6] HP-minichess (http:/ / www. chessvariants. org/ small. dir/ hpmini. html) by Hans Bodlaender, based on an email from Ross Crawford.
[7] This game can be found in set of games shipped together with Zillions of Games. The history section says: A little experiment by Jeff Mallett.
[8] Chess - Speed Game (http:/ / www. chessvariants. org/ small. dir/ chessspeed. html) by Hans Bodlaender
[9] Polgar (1994), p.3
[10] USA patent 5257787 Chess-like game (http:/ / www. freepatentsonline. com/ 5257787. html)
[11] Polgar (1994)
References
Pritchard, D. (2007). The Classified Encyclopedia of Chess Variants. John Beasley. ISBN978-0955516801.
Laszlo Polgar (1994). Minichess 777+1 Positions (Quickchess teaches chess quick). Laszlo Polgar.
ISBN963-4508057.
External links
52
53
1
a
Rules
The starting position is shown on the right. All rules are as in chess except:
There is no pawn double-move, nor is there en passant capture;
Pawns may not promote to bishops;
There is no castling.
References
D.B. Pritchard (1994). The Encyclopedia of Chess Variants. ISBN 0-9524142-0-1.
H. L. Anderson (1986). Metropolis, Monte Carlo, and the MANIAC [1] (from Los Alamos Science [2], N 14, Fall
1986), pp 104-105.
54
External links
Los Alamos Chess [3] by Hans L. Bodlaender.
A short history of computer chess [4] by Frederic Friedel
BrainKing.com [5] - internet server to play Los Alamos chess.
References
[1]
[2]
[3]
[4]
[5]
http:/ / www. fas. org/ sgp/ othergov/ doe/ lanl/ pubs/ 00326886. pdf
http:/ / library. lanl. gov/ cgi-bin/ getfile?number14. htm
http:/ / www. chessvariants. org/ small. dir/ losalamos. html
http:/ / www. chessbase. com/ columns/ column. asp?pid=102
http:/ / BrainKing. com
Grid chess
Grid chess is a chess variant invented by Walter Stead in 1953. It is
played on a grid board. This is a normal 64-square board with a grid of
lines further dividing the board into larger squares. For a move to be
legal in grid chess, the piece moved must cross at least one of these
lines.
Grid chess is also used in chess problems.
Rules
Various arrangements of the grid have been tried, but the original, and
by far the most popular, is that shown to the right, which divides the
board into 16 22 squares. Unless otherwise stipulated, the term grid
board can be assumed to refer to this arrangement, and grid chess to
chess played on this board.
A sample position.
In the position shown, white can play either a3 or a4 (see algebraic notation), but cannot move his b-pawn. Black
cannot play Bd5 but can play any other bishop move if he wants to put his bishop on d5, it will take two moves
(for example, first Ba8, and then Bd5). The white king is not in check from the queen, but if the queen were to take a
step back with Qe3, it would be. The white king cannot take the queen, although the white knight can. The black
king, on the other hand, is in check from the rook on c8. Black cannot escape check, as he could in normal chess,
with Ke7 or Kf7, as these moves do not cross a grid-line, but he can play Kd7 and also Kd8, bringing the king into
the same large square as the rook.
Grid chess
Example problem
It is possible to play entire games under grid chess conditions, and a
number of chess problems using grid chess rules have also been
composed. The one to the right won first prize in the first grid chess
problem tournament. It is by H. Ternblad and was published in the
Fairy Chess Review, 1954. It is a helpmate in 4 (black moves first and
cooperates with white to checkmate him within 4 moves). The solution
is 1.Ke2 Bc4+ 2.Kd3 (note that this brings the king into the same large
square as the bishop, and so escapes the check) 2...Bxb5+
(withdrawing the bishop over a grid-line gives check again) 3.Ke4
Bc6+ 4.Kd5 (note that two kings can co-exist next to each other so
long as they are in the same large square) 4...Bxb7#.
This problem displays attractive correspondence between the paths
Helpmate in 4.
taken by the king and bishop. It is worth noting the zig-zagging path
the black king must take to reach d5 the straightfoward route Kd1-d2-d3-d4-d5 is not possible because two of the
moves do not cross grid-lines, and d1-e2-e3-d4-d5 is not possible because on d4 the king is checked by white's king.
External links
Grid Chess Problems [1]
References
[1] http:/ / members. tripod. com/ ~JurajLorinc/ chess/ fi_g. htm#gridc
55
Cylinder chess
56
Cylinder chess
Cylindrical chessboard
1
a
Cylinder chess
The diagram shows possible moves of the bishop on c1 and the knight on h2 on a cylindrical board. Note that the
bishop can't move through the upper and lower sides of the board.
Cylinder chess (or cylindrical chess) is a chess variant with an unusual board. The game is played as if the board
were a cylinder, with the left side of the board joined to the right side. According to Bill Wall, in 947 in a history of
chess in India and Persia, the Arabic historian Ali al-Masudi described six different variants of chess, including
astrological chess, circular chess and cylinder chess.[1]
Cylindrical board is also used in chess problems.
Cylinder chess
57
1
a
Mate in 2
Cylinder chess with the null-move.
The game is played as if there is no edge on the side of the board. When a piece goes off the right edge of the board
in cylinder chess, it reappears on the left edge; when a piece goes off the left edge, it reappears on the right edge.[2]
It is legal to move a rook from a3 to h3, even if there is a piece on b3, since the rook can move left from a3. A bishop
on c1 can go to h4, by moving from c1 to a3, and then going up and left from a3 to h4. Moves that do not change the
position, like rook a3-a3 (assuming 3rd rank is empty), are usually not allowed, but sometimes they are in some
problems. It is allowed to capture en passant over the board edge. For example, if white has a pawn on a5, black on
h7 and black plays h7-h5, white can capture it: a5xh6.
Bishops are more valuable in this variant. And, unlike in standard chess, king and rook cannot enforce checkmate
against the lone king on the cylindrical board.
The game is sometimes played with changed rules for castling:
Castling is not allowed. Proponents of this convention argue that the purpose of castling is nullified by all files
being equivalent, as they are on the cylinder.
Additionally to normal castling, castling with the wrong rook (over the board edge) is also allowed. By such
castling on the king side the king e1 moves to g1 and rook a1 moves to f1. This castling on the queen-side has the
rook on h1 moving to d1, king moves to c1.
Some cylinder chess problems allow moves that don't change the position (null moves).[3] At the right an example of
such a problem is shown. The solution is to put black in a zugzwang by playing 1.Rh4-h4 . Now, after any move by
black white has a mate. The move 1.Rg4 doesn't work because of 1....Ka5 threatening to capture the rook.
Cylinder chess
58
Toroidal chessboard
1
a
Initial position
Torus chess on a standard board
In horizontal cylinder chess, first and last rank are connected. In toroidal chess the board has the form of a torus.
One can get a toroidal board by connecting first and last ranks of the cylindrical board. On the toroidal board, even
king and queen can't checkmate the lone king.[4]
See the Torus Chess link below for a toroidal variant that can be played, with an explanation of moves and strategy.
The diagram on the right shows the starting position for play on a standard board, using toroidal geometry.
Cylinder chess
59
References
[1] Earliest chess books and references (http:/ / web. archive. org/ web/ 20091028082822/ http:/ / www. geocities. com/ SiliconValley/ Lab/
7378/ oldtexts. htm) by Bill Wall.
[2] D.B. Pritchard (1994). The Encyclopedia of Chess Variants (p. 79). ISBN 0-9524142-0-1.
[3] From A. W. Mongredien, Bulletin de la FFE, No. 19, 1926 (http:/ / www. chessvariants. org/ problems. dir/ prcylin2. html)
[4] .. , , , , 1983 (in Russian)
External links
Cylinder chess (http://www.bcvs.ukf.net/cylin.htm) by George Jelliss, Variant Chess, Volume 3, Issue 22,
Winter 1996-7, pages 3233.
Cylindrical chess (http://www.chessvariants.org/boardrules.dir/cylindrical.html) by Ron Porter and Cliff
Lundberg.
BrainKing.com (http://BrainKing.com) - internet server to play Cylinder chess and many other chess variants
Torus Chess (http://www.chessvariants.org/shape.dir/torus_standard_board.html) by Karl Fischer, Torus
Chess on a standard board - playable, if bloody.
Circular chess
Circular chess is a chess variant played using the standard set of
pieces on a circular board consisting of four rings, each of sixteen
squares. This is topologically equivalent to playing on the surface of a
cylinder.
History
Documents in the British Library and elsewhere suggest that circular
Circular chess
chess was played in Persia as early as the 10th century AD, and further
references are found in India, Persia, and, later, Europe. Historical
rules are in sources that are little-known in the West, such as Muhammad ibn Mahmud Amuli's 'Treasury of the
Sciences', so when, in 1983, Lincoln historian David Reynolds came across a reference to the game being played in
the Middle Ages and set about attempting to revive interest in it, he chose to draw up a new set of rules, based
around those of orthodox chess. Since that time, the older rules of circular chess have become far better known.
Circular chess
60
path is between the king of one side and the counselor of the other than between the kings of the two sides).
Movement is the same as shatranj, except that, if two pawns from the same side, going in opposite directions, end up
being blocked by each other, the opponent may remove both pieces, which does not use the opponent's turn. As there
is no back row, there is no promotion. A stalemate is a victory for the stalemating player. A bare king is a loss for the
player who only has the king left unless, in the next turn, the player can also impose a bare king, at which point the
game is a draw.
Citadel Chess
A variant of this game attested by Amuli has two "citadel" spaces in the center of the board
and a different starting setup. In the citadel game, if a king reaches the citadel, a draw is
forced.
Rules
The starting position is essentially obtained from that of orthodox chess by cutting the
board in half and bending the two halves to join at the ends. Two lines are marked on
opposite sides of the board, and each set of pieces is positioned so as to straddle this line.
The king and queen start on the innermost ring, with, as is the case in square chess, the
queen on a square of the same colour; the bishops start in the second ring from the centre,
the knights on the third and the rooks on the outermost ring. The pawns are positioned in
front of the pieces.
The moves of the pieces are identical to those in orthodox chess; a queen or rook may, if it
is not obstructed, move any distance round a ring, except that the "null move" of moving a
piece all the way round the board and back to its original square is not permitted. A pawn is promoted after moving
six squares from its initial position, to the square immediately before the opponent's starting line. Castling and en
passant captures are not permitted. Announcing a check is not obligatory, and "snaffling" (winning the game
immediately by capturing the opponent's king after he either moved into or failed to move out of check) is allowed and has on more than one occasion decided a world championship game.
Theory
Most textbooks on orthodox chess assign the pieces relative values of 9 points for a queen, 5 for a rook, 3 for a
bishop or knight, and 1 for a pawn; although no attempt has been made to assign specific values for circular chess, it
is certain that the same values do not hold. The values of the queen and rook are considerably augmented by their
greater range - with two rooks or a queen and rook unobstructed on the same ring being especially powerful - while
those of the bishop and knight are diminished; for example, on an 8 x 8 board two minor pieces are held to be
stronger than a rook, but on a circular board the rook is considerably stronger. The minor pieces do, however, pose a
significant danger value, as their moves are more difficult to visualise on the circular board and even strong players
often fail to notice a threat.
One of the major differences between orthodox and circular chess in practice is in the opening. In the former,
opening theory has developed over several centuries, and the use of computer analysis has resulted in top level
Circular chess
61
games frequently not deviating from known theory until the 20th move or beyond; in the latter, there is virtually no
opening theory, and consequently players are "on their own" from the first move. In orthodox chess, advancing the
king's or queen's pawn are generally considered the best opening moves, as doing so attacks two key central squares,
opens a diagonal to enable the development of a bishop, and, in the case of the king's pawn, the queen also. On a
circular board these advantages are negated, as a king's or queen's pawn only attacks one square, and its advance
only opens one square for the bishop. Some players advance the central pawns first anyway, while others prefer to
advance the rooks' pawns in order to open lines of attack for the more powerful pieces; it is not known which move,
if any, is objectively best.
The different geometry of the square and circular boards creates considerable differences in endgame theory: three of
the four "basic checkmates" on a square board (those with king and rook, king and two bishops or king, bishop and
knight against a lone king) rely on forcing the defending king into the corner of the board, and thus are impossible on
a circular board since it doesn't have corners. The "basic mates" in circular chess are thus those with king and queen,
king, rook and minor piece or king and three minor pieces against a lone king. The greater tendency towards drawn
endgames often results in the defender playing on in a position which would be considered cause for resignation on a
square board. In one particular endgame, however, the circular board favours the attacker: with king and pawn
against king, there is no stalemate defence and thus, unless the defending king can capture the pawn before it can be
either promoted or defended, this endgame is always a win. So most rules are as in orthodox chess.
Location
Winner
1996
The Tap and Spile public house, Lincoln Rob Stevens, Lincoln
1997
Lincoln
1998
Lincoln
1999
Lincoln
2000
Lincoln
Herman Kok
2001
Lincoln
2002
David Howell
2003
2004
Lincoln
2005
Lincoln Cathedral
2006
Lincoln Castle
Herman Kok
2007
Kevin McCarthy
After experimenting with various possible layouts for the game, Reynolds decided on that pictured above,
constructed a board and introduced the game to other players in Lincoln; it caught on, and in 1996 the Circular Chess
Society was formed, with the aim of popularising circular chess, primarily by organising a tournament. Since it was
not known to be played competitively anywhere else, its claim to the status of world championship was not
contested, and thus it became. The inaugural tournament was held in the Tap and Spile public house in Lincoln in
1996; it was played as a knockout, with Lincoln player Rob Stevens beating Nottinghamshire's Mark Spink in the
final. Subsequently the tournament has been held at different venues in Lincoln, usually under the Swiss system, and
has been dominated by two players: Peterborough engineer Francis Bowers and Dutch businessman Herman Kok,
who between them won eight of the following ten tournaments. Bowers took the title from 1997 to 1999, and
remains not just the only player to have won the tournament three years in succession, but the only one to win on
more than two occasions; Kok broke the sequence with victory in the 2000 tournament, before Bowers won again in
Circular chess
2001.
The 2002 World Championship, staged in Bishop Edward King House in Lincoln and sponsored by the Duke
William Hotel, saw the only instance to date of the participation in the tournament of a player widely known outside
the world of circular chess: David Howell, then aged 11 and having recently gained national publicity by becoming
the youngest player to avoid defeat (at standard chess) against a reigning world champion, with a draw in the final
game of his match against Vladimir Kramnik (having lost the other three games). Howell won the tournament,
scoring a maximum 5 points after beating Bowers in the final round, although he commented afterwards "This is the
first time I have played in a circular chess contest and it was difficult. Circular chess is a lot harder to play than
square chess. Every time you or your opponent makes a move, you have to think about what is happening on the
other side of the board.". Kok finished runner-up with 4 points.
The 2003 tournament was again held in Bishop Edward King House; sponsorship for it and the four subsequent
tournaments came from Lindum Group. Howell did not return to defend his title (and has not played in the
tournament since); Bowers gained his fifth title with victory over Kok in the last round to complete a 5/5 score, and
Lincolnshire player David Carew, with 4, finished second. Bowers repeated the feat the following year, again
finishing with a win against Kok; Nottinghamshire's Mike Clark was the runner-up, with Stevens third and Kok and
Carew among a group of six players in joint fourth place.
In 2005 the Society gained extra publicity for the tournament by securing the chapter house of Lincoln Cathedral as
the venue, only the day after the filming of The Da Vinci Code there had been completed (the cathedral was used to
film scenes which, in the book, take place in Westminster Abbey, since the abbey had refused Columbia Pictures
permission to film there); much of the film set was (and is) still in place. The draw for the first round of the
tournament was conducted by Councillor Steve Allnutt, the Deputy Mayor of Lincoln, and Mrs Chris Noble, the City
Sheriff; the two guests accepted an invitation to try the game for themselves, with the Sheriff emerging as the
winner. In contrast to previous tournaments, the 2005 championship was held over four rounds rather than five; in
the first Stevens drew with Bowers, to end the latter's run of ten consecutive wins in the tournament and leave Kok
the favourite to take the title again. At the halfway point there were four players with maximum points - Kok,
Hertfordshire's John Beasley, and tournament newcomers David Stamp and Michael Jones, both of Lincolnshire with Bowers on 1 after surviving a scare to "snaffle" Carew in the second round. Kok beat Beasley in the third
round, while Stamp and Jones remained in contention after both winning; Bowers also won, although, since the top
four players would be drawn against each other in the final round, his chances of retaining his title were remote,
relying on him winning his own game and the other being drawn to force a three-way playoff. The draw for the final
round pitted Kok against Jones and Bowers against Stamp - in each case an experienced player against a tournament
newcomer. The former game looked to be heading in Kok's favour before he blundered in time trouble and
eventually lost on time, leaving Jones on 4/4 and Stamp needing to beat Bowers to force a tiebreak; he could only
draw, so Jones finished the outright champion and Stamp runner-up with 3. Bowers, Herman Kok, his son Robbie,
Beasley and Clark tied for third place with 3 points each.
The 2006 World Championship was held at Lincoln Castle, and was dedicated to regular competitor Charles Vermes
of Derbyshire, who had died shortly before. The first round brought no surprise results - the only two of the main
contenders to be drawn together were Clark and Stevens, with Clark emerging the winner; Jones, Herman Kok and
Bowers all won. Clark beat Jones in the second round, at which point there remained five players on maximum
points: Clark, Kok, Bowers, Lincolnshire's Richard Kidals and Ian Lewis of Cardiff. Lewis lost his third round game
to tournament founder Reynolds, but the other four leaders all won, ensuring the need for a tiebreak unless one of the
last round games was drawn; Kok beat Clark and Bowers beat Kidals to give them both the maximum 4 points, so
the expected tiebreak game ensued. The game was close throughout, with Bowers eventually losing on time to give
Kok the title - only the second player, after Bowers himself, to claim it more than once.
The 2007 World Championship was held at The Tap & Spile in Lincoln, with Kevin McCarthy lifting the title after
remaining unbeaten in his first ever tournament under Circular Rules, including a win against the legendary Herman
62
Circular chess
Kok, who had taught him the rules only a fortnight previously.
External links
Circular Chess Software (Windows 95 - Windows 7) [1]
Circular Chess Software (Windows 3.x) [2]
An Open Source Online Circular Chess [3]
References
The Circular Chess Society [4]
Historical roots [5]
References
[1]
[2]
[3]
[4]
[5]
Alice chess
Alice Chess is a chess variant invented
in 1953 by V. R. Parton which
employs two chessboards rather than
one,[1] and a slight (but significant)
alteration to the standard rules of
chess. The game is named after the
main character "Alice" in Lewis
Carroll's
book
Through
the
Looking-Glass, where travel through
the looking-glass is portrayed by the
after-move transfer of chess pieces
between boards A and B.
Alice steps through the looking-glass; illustration by Sir John Tenniel
The simple transfer rule is well known
for
causing
disorientation
and
confusion in players new to the game, and often leads to surprises and amusing mistakes as pieces "disappear" and
"reappear" between boards. This "nothing is as it seems" experience probably accounts for Alice Chess remaining
Parton's most popular and successful invention among the numerous other chess variants he created in his lifetime.
63
Alice chess
64
Move Rules
In Alice Chess, pieces move the same as they do in standard chess, but a piece transfers at the completion of its
move to the opposite board. This simple change causes a dramatic impact on gameplay.
At the beginning of the game, pieces start in their normal positions on board A, while board B starts empty. After
each move is made on a given board, the moved piece is transferred (goes "through the looking-glass") to the
corresponding square on the opposite board. (So, if a piece is moved on board A, it is transferred to board B at the
completion of its move; if the piece started on board B, it ends up on board A.)
Alice chess
65
B
Position after 1. Nf3 e6 2. Ne5 Bc5
B
Position after 3. Nxf7 Bg1
For example, after the opening moves 1. Nf3 e6, the white knight and black pawn transfer after moving on board A
to their corresponding squares on board B. If the game continued 2. Ne5 Bc5, the knight returns to board A and the
bishop finishes on board B. (See diagram.)
A move in Alice Chess has some stipulations: the move must be legal on the board on which it is played, and the
square transferred to on the opposite board must be vacant. (As a result, capture is possible only on the board a piece
sits on pieces on board A can capture only pieces on board A; pieces on board B can capture only pieces on board
Alice chess
66
B. After a capture, the capturing piece transfers to the opposite board the same as a non-capturing move.)
To demonstrate, if the above game continued 3. Nxf7, the knight transfers to board B. Then with Black to move,
both 3... Kxf7 and 3... Bxf2+ are not possible. Black cannot play 3... Qd4 either, since the queen may not hop over
the black pawn on d7. But the move 3... Bg1 is possible (see diagram), despite the fact a white pawn sits on f2 on
board A. (The bishop move on board B is legal, and the square transferred to, g1 on board A, is vacant.)
A final stipulation is that a king may not put itself into check upon transfer. (In other words, a king may not transfer
to a vacant square on the opposite board, if this would result in check to the king.) Castling is largely regarded as
permitted in Alice Chess. The en passant rule is normally not used, but can be.[2]
Early mates
Alice Fool's Mate
B
Alice Chess Fool's Mate
Several exist, one is: 1. e4 d5 2. Be2 dxe4? 3. Bb5# (diagram).
At first glance, it might seem that Black can simply interpose a piece between White's bishop and his king to block
the check (for example, 3... Bd7 or 3... Nc6 or 3... c6). But any piece so interposed immediately "disappears" when it
transfers to board B. And Black cannot escape check by fleeing to the opposite board via 3... Kd7, because the move
is not a legal move on board A. Therefore it is checkmate.
Another form of Fool's Mate: 1. e4 d6 2. Bc4 Qxd2? 3. Bb5#
And another: 1. e4 e5 2. Qh5 Nf6? 3. Qxe5#
Alice chess
67
B
Alice Chess Scholar's Mate
1. e4 h5 2. Be2 Rh4 3. Bxh5 Rxe4+ 4. Kf1 d5 5. Qe2? (threatening 6. Qb5#) 5... Bh3# (diagram).
1. d4 e6 2. Qd6 Be7? 3. Qe5+ Kf8 4. Bh6# (SeitzNadvorney, 1973).
Sample game
Yearout vs Jelliss, 1996
Alice chess
68
B
Position after 11. 0-0-0
(Annotations by George Jelliss; moves returning to board A are notated "/A".)
Paul Yearout vs George Jelliss, 1996 AISE Grand Prix: 1. d3 Nf6 2. Nc3 c5 3. Qd2 Nc6 (To give a direct check
to the king the checking piece must come from the other board, so it is necessary first to transfer forces to the other
board.) 4. d4/A Rb8 (This way of developing rooks is common in Alice Chess.) 5. e3 g5 (This prevents the Bc1
coming to g5 or f4.) 6. f4 Rbg8/A (Guarding Pg5 on the other board.) 7. Nd5/A h6 8. Nf3 gxf4/A (Inconsistent play
on my part. Ne4/A now looks better to me.) 9. Bxf4 Rg4 10. Be5/A Rh5 11. 0-0-0 [diagram] (Perhaps judging that
the activated black force now being on the second board the king might be safer there. The black queen is now
effectively 'pinned': 11... Q-c7/b6?? 12. Qd8#.) 11... Ne4/A 12. Bc7 Ra4/A 13. Ba6 Bg7 (The idea is 14... Rc4+ 15.
c3/Nc3 Bxc3+/A.) 14. Bb5/A Rc4+ 15. Kb1/A Rf5/A 16. Ba5/A (Desperate measures now needed to save the
'pinned' queen.) 16... Rxd5 17. Qxd5/A Qxa5 (Threatening 18... Qa1#.) 18. a3 Qd2/A 19. Qxd7+ Kf8 (I put these
two moves in as an 'if...then' clause, but it seems Paul may not have noticed the discovered check, so perhaps I
should have kept quiet!) 20. Qxg7/A Qc3 (Stops Qh8#.) 21. Rd8/A Black resigns (10) (If 21... Bd7/Be6/Nf6 22.
Qg8/Re8/Qh8#.)
Variations
a
1
a
Alice chess
Ms. Alice Chess (John Ishkan, 1973): null or zero moves are permitted. (A move consisting of piece transfer
only from the current square a piece sits on, to the corresponding square, if vacant, on the opposite board.)
O'Donohue Chess (Michael O'Donohue, 2003): piece transfer to the opposite board isn't required, if the square
normally transferred to is occupied.
Duo Chess (Jed Stone, 1981): Black starts out on board B; transfers are optional; non-pawn pieces may make
zero moves (and may capture in so doing); a king is checked when an opposing piece sits on its zero square; mate
must cover the king's ability to flee via a zero move.
Looking-Glass Chess (V. R. Parton, 1970): using two complete sets instead of one, and no transfers. (Thus two
separate games on two boards.) A move on a given board forces a mirror-image move on the opposite board. (So,
1. Nf3 on board A forces White to play 1. Nc3 on board B.)
Parton also introduced a smaller, 8x4 version of Alice Chess. (See diagram.)
Parton observed that Alice Chess could be played using three boards instead of two. (Players then having a choice
between two boards when transferring a piece.)
Alice Chess rules can really be adopted by practically any other chess variant too, by simply doubling the number
of gameboards in the variant and applying the Alice piece transfer policy. (For example, Raumschach using two
555 boards.)
Notes
[1] Since the rules disallow a given square to be occupied on both boards simultaneously, it is possible to play Alice Chess using one board only,
placing checkers under pieces to indicate they are on board B. A similar technique can be used in computer displays or with pocketmagnetic
sets, by turning pieces upside-down instead of using checkers.
[2] Unlike standard chess, capturing en passant may not always be possible in Alice, for example, when the normal capture-square is already
occupied by another piece.
[3] http:/ / www. SchemingMind. com
References
Pritchard, D. B. (2007), The Classified Encyclopedia of Chess Variants, John Beasley, ISBN978-0-9555168-0-1
External links
The Chess Variant Pages (http://www.chessvariants.org/other.dir/alice.html) Alice Chess article by Edward
Jackman and Fergus Duniho
BCVS Variant Chess website (http://www.bcvs.ukf.net/alice.htm) Alice Chess article by George Jelliss
SchemingMind.com (http://www.schemingmind.com/journalarticle.aspx?article_id=9&page=1) Alice Chess
article by Michael J. Farris
SchemingMind.com (http://www.schemingmind.com) Alice Chess online correspondence play
ChessVariants.org (http://play.chessvariants.org/pbm/presets/alice_chess.html) Alice Chess PBM Game
Courier
pathguy.com (http://www.pathguy.com/chess/AliceChs.htm) a simple Alice Chess program by Ed
Friedlander
69
Hexagonal chess
70
Hexagonal chess
The term hexagonal chess designates a group of chess variants played on hexagonal boards. The most popular one is
Gliski's hexagonal chess which was invented in 1936 by Wadysaw Gliski of Poland.
King
Knight
Hexagonal chess
71
Bishop
Rook
Queen
Pawn
Pawns move straight forward and capture orthogonally to an adjacent square (shown as red circles on the diagram
above); the pawn's capturing move direction does not correspond to the bishop's move, as is the case in square chess.
All pawns can make a double step from their starting hexes. If a pawn captures from its starting hex in such a way
that it now occupies a starting hex of another pawn, it can still make a double move. For example, if the pawn on e4
would capture a black piece on f5, it still has the option to move to f7. , The Pawn in the middle file (hex f5 for
White) cannot make a double step on initial setup as the hex is occupied (a black Pawn is placed on f7), but the
double step move could be done later, as long as the hex is empty. En passant captures are also possible: for
example, if the black pawn on c7 on the diagram above moves to c5, the white pawn on b5 can capture it: bxc6.
Pawns promote on the last hex of a file; the hexes where white pawns promote are marked with stars.
Stalemate is not a draw in this chess variant, but is still counted less than checkmate. In tournament games, the
stalemated player (the one who cannot make any legal moves) earns 0.25 points and the player who delivers
stalemate 0.75 points.
A numeric (or international) notation exists. Every other detail is exactly as in ICCF numeric notation, except that
there is no castling.
Hexagonal chess
72
Hexagonal chess
73
porcelain factory in Pecs, which also donated the "Zsolnay Cup" as well as other prizes of porcelain figures. The
winner of the Tournament was Laszlo Rudolf (Hungary). Second place was taken by Simon Triggs (Great Britain).
September: Fifth British Championship held in London. Simon Triggs (19) of Garston, Hertfordshire, won the title
of British Hexagaonal Chess Champion for the third time in succession. Press Association attended and wrote
lengthy background. All the "quality newspapers" took photographs. LBC Radio and BBC Radio London broadcast
interviews.
Hexagonal chess
74
King & queen does not beat king & rook: 4.3% of the positions
are perpetual check draws, and 37.2% are fortress draws.
King & rook can checkmate a lone king.
Hexagonal chess
75
On the diagram of the left, the black pawn d8 has three possible
moves, but none is safe; after 1.. d7 it can be captured 2. exd7;
after 1... d6 it can be captured 2. exd7e.p. or 2. cxd7; after 1... d5
it can be captured en passant by either pawn.
Castling is possible in Shafran's chess. The usual restrictions
apply. It can be long or short in either direction. The notation
consists of Q- or B- (indicating whether the queen's or the bishops'
rook is used) followed by 0-0-0 (long castling: the king moves
next to the rook and the rook jumps over him) or 0-0 (short
castling, the opposite procedure). In the diagram, the black king on
h10 has castled long queenside (1... Q-0-0-0) and the one on c8
has castled short bishopside (1... B-0-0). Castling does not really
increase the king's safety or make the rook more active, but it is
present in the game nonetheless, for completeness.
Castling and en passant
Hexagonal chess
to the particular orientations of a hexagon. In the central area pawns can move and capture in any direction.
Napoleonesque methods of play include two players each using three sets of pieces or three players each using two
sets of pieces. The primary structural difference between ImmortalStarMasters and the listed hexagonal variants,
other than the critical size of the board, is that the listed variants all allow a bishop to exit the initial structure as its
first move without movement by any pawns whatsoever (concurrently meaning that a bishop is unprotected by any
pawns and subject to immediate attack without the prior movement of a protecting pawn), which is an extreme
violation of basic chess structure logic.
A two-player version uses essentially the same rules and can use the same board, but a smaller board is available and
recommended for closer adherence to "number of pieces versus available space" (powers of force) considerations to
match the "difficulty of play" as related to standard square-based chess.
Notes
[1]
[2]
[3]
[4]
[5]
[6]
External links
Hexagonal chess computer software (http://www.hexagonalchess.com)
Gliski's Hexagonal Chess (http://www.chessvariants.org/hexagonal.dir/hexagonal.html) by Hans L.
Bodlaender
Hexagonal Chess by I G Shafran (http://www.math.bas.bg/~iad/tyalie/shegra/shegrax.html) by Ivan A
Derzhanski
Rules (http://world.altavista.com/babelfish/trurl_pagecontent?lp=ru_en&trurl=http://www.loktev.h1.ru/
hexachess/rules.php) Russian page translated to English via Alta Vista
Scatha (http://www.glaurungchess.com/) a free GUI and engine for Mac OS which plays Glinski's Hexagonal
Chess
e2e4 (http://lutecium.org/stp/cochonfucius/e2e4.html) a bilingual comment on having three kinds of bishops
76
Three-dimensional chess
77
Three-dimensional chess
Not to be confused with chess software with a 3D rendering.
Further information: Chess (disambiguation)
Three-dimensional chess (or 3D chess) is any of various chess variants played on three-dimensional boards.
Three-dimensional variants have existed since the late 19th century, one of the oldest being Raumschach (German
for "Space chess"), invented in 1907 by Dr. Ferdinand Maack and considered the classic 3D game.[1] Maack founded
a Raumschach club in Hamburg in 1919, which remained active until World War II.
Chapter 25 of Pritchard's The Classified Encyclopedia of Chess Variants discusses games using boards with three or
more dimensions and contains some 50 such variations. And chapter 11 covers variants using multiple boards
normally set side by side ("such games can also be considered as examples of three-dimensional
chess"Beasley).[2]
Raumschach
Raumschach starting position
Three-dimensional chess
78
An inverted knight is used to represent the unicorn. The pawn on Bd2 can move to squares marked "" and capture
on squares marked "x".
The inventor contended that for chess to be more like modern warfare, attack should be possible not only from a
two-dimensional plane but also from above (air) and below (underwater). Maack's original formulation was for an
888 board, but after experimenting with smaller boards eventually settled on 555 as best.
The Raumschach 3D board can be thought of as a cube sliced into five
equal spaces across each of its three major coordinal planes. This
sectioning yields a 555 (125-cell) playing volume. The horizontal
levels are denoted by capital letters A through E. Ranks and files of a
level are denoted using algebraic notation. White starts on the A and B
levels and Black starts on E and D. (So, the kings begin on squares
Ac1 and Ec5.)
Other obvious physical differences from chess include two additional
pawns per player, and a special piece (two per player) named unicorn.
Move Rules
Rooks, bishops, and knights move as they do in chess in any given
plane. Rooks, for example, move through the walls of the cubes in any
Raumschach board
rank, file or column. Bishops move through the edges of the cubes, and
knights make a (0,1,2) leaping move (the same effect as one step as a
rook and one as a bishop). Unicorns move in a manner special to a 3D space (called triagonal movement) through the
corners of the cubes. (Thus each unicorn can reach only 30 cubes; each player's pair, 60.) The queen combines the
moves of a rook, bishop, and unicorn. The king moves the same as a queen but one step at a time. Pawns move
forward as in chess, or one step directly upward (for White) or downward (for Black). Pawns capture diagonally as
in chess, including one step upward (White) or downward (Black) through a front or side cube edge. Promotion
occurs where pawns cannot move further, namely the rank E5 (for White's pawns) and rank A1 (Black's pawns).
Three-dimensional chess
79
There is no pawn initial two-square advance, no en passant capture, and no castling. White moves first, and the
object is still to checkmate the opposing king.
Playing Parmen
Probably the most familiar 3D[3] chess variant to the general public in the middle 20th and early 21st centuries is the
game of Tri-Dimensional Chess (or Tri-D Chess), which can be seen in many Star Trek TV episodes and movies,
starting with the original series (TOS) and proceeding in updated forms throughout the subsequent movies and
spinoff series.[4] [5] The game even assumed a fairly significant role in the TOS episode "Court Martial". (Captain
Kirk is put on trial for negligence in the death of a crew member. Spock, who had programmed the Enterprise's
computer to be unbeatable at the game, plays five matches with the computer and easily wins each one, proving the
machinethe source of seemingly irrefutable evidence confirming Kirk's guilthad been tampered with, thereby
destroying its credibility in its account of the incident.)
Three-dimensional chess
Notes
[1] Pritchard (2007), p. 229
[2] Pritchard (2007), p. 93
[3] An ongoing discussion is whether Star Trek Chess is really three-dimensional or not, as its structure is something in between 2D and 3D. But
since a third coordinate is needed to describe the position of the pieces, it is known by many as "3D Chess".
[4] Pritchard (2007), p. 226
[5] There is some discussion whether this game should be called "Tri-Dimensional Chess" as in the Star Trek Star Fleet Technical Manual (Franz
Joseph 1975, p. T0:03:98:3x) or "Three-Dimensional Chess" as in The Star Trek Encyclopedia (Okuda 1994, p. 342) and as on Memory
Alpha.
References
Pritchard, D. B. (2007), The Classified Encyclopedia of Chess Variants, John Beasley, ISBN978-0-9555168-0-1
Franz Joseph Schnaubelt (1975), Star Trek Star Fleet Technical Manual, ISBN 0-345-34074-4
Okuda, Denise; Okuda, Michael; & Mirek, Debbie (1997), The Star Trek Encyclopedia, Pocket Books, ISBN
0-671-53607-9
Abstract Games (Issue 14 Summer 2003), Carpe Diem Publishing, ISSN 1492-0492
External links
The Chess Variant Pages (http://www.chessvariants.org/index/mainquery.php?type=Any&category=3d&
orderby=LinkText&displayauthor=1&displayinventor=1&usethisheading=Three+Dimensional) Three
Dimensional (index)
Raumschach
The Chess Variant Pages (http://www.chessvariants.org/3d.dir/3d5.html) Raumschach article by Bruce
Balden and Hans Bodlaender
The Chess Variant Pages (http://www.chessvariants.org/3d.dir/555.html) 3D Chess FAQ by David Moeser
80
Cubic chess
81
Cubic chess
Vernon Rylands Parton (18971974) was an English chess enthusiast
and prolific chess variant inventor, his most renowned variant being
Alice Chess.[1] Many of Parton's variants were inspired by the fictional
characters and stories in the works of Lewis Carroll. Parton's formal
education background, like Lewis Carroll's, was in mathematics.[2]
I have distinct memories of sitting on his knee and listening to
these [Lewis Carroll] stories, and not a book in sight.
He had a favorite uncle, who was blind, and Vern was content to
escort him around.
Vern never wanted to benefit financially from his work, but
asked only for a contribution to charities for the blind.
Peter Parton[2]
Parton wrote a series of nine monographs published from 1961 to 1974
detailing his inventions. Parton died at age 77 on 31 December 1974.
The same year, variant inventor Philip M. Cohen created the variant
Parton Chess in his honor.
Cubic Chess
In this 666 3D variant by Parton, boards are denoted A
(bottom level) through F (top level). Each side has six
pieces: king (K), queen (Q), bishop (B), unicorn (U),
knight (N), and rook (R); and twelve pawns.[3]
Game rules
Pieces move the same as in Raumschach, except that
pawns move and capture one step forward (either
orthogonally, diagonally, or triagonally), but not directly
upward or downward. As in chess and Raumschach, the
objective is checkmate.
White's starting position: KAa1, QAb1, BAc1, UAd1,
NAe1, RAf1; pawns on Aa2f2 and Ba1f1
Black's starting position: KAf6, QAe6, BAd6, UAc6,
NAb6, RAa6; pawns on Aa5f5 and Ba6f6
Cubic chess
82
Variation
Parton made a variation of Cubic Chess for the same gameboard: In Compulsion Cubic Chess, capture is
compulsory, there are no checks, and the object is capture of the opposing king.
10
10
1
a
Rules
The board starts empty. Players take turns, in
clockwise rotation around the board, placing one of
their pieces on any vacant square. Kings are placed
last, but must not be placed in check.
The two kings of each player are marked differently.
(For example, of a player's two kings, one might be
marked with a star.) Each player attacks the marked
king of the opponent to his left, and the unmarked
king of the opponent to his right. It is not permitted
to check the opponents' other kings.
The Mad Hatter's tea party; illustration by Sir John Tenniel
Cubic chess
Jabberwocky (1961)
Knightmare Chess (1961)
Linear Chess (1961)
Racing Kings (1961)
Scacia (1961)
Royal Scaci Partonici (1961)
Simpleton Chess (1961)
Twin Chess (1961)
Unirexal Chess (1961)
Chimaera Chess (1969)
Mock Chess (1969)
Ambi-Chess (1970)
Butters (1970)
Best Decimal Butter (1970)
Blot-Straight Chess (1970)
Capricorn Chess (1970)
Centaur Royal (1970)
Cheshire Cat Chess (1970)
Co-Regal Chess (1970)
Cubic Chess (1970)
Demigorgon Chess (1970)
Dodo Chess (1970)
Ecila (1970)
Gorgona Chess (1970)
Identific (1970)
Looking-Glass Chess (1970)
Mad Threeparty Chess (1970)
Meddlers' Chess (1970)
83
Cubic chess
Scacetic
The First Lesson in Chess
Dunce's Chess in Three Grades
Imperial Fiddlesticks
The Queen's Relations
The Dodo's Chess
Rettah
Simpletonry
Alician
The Black King's Complaint
Tweedledee and Tweedledum
Mock Turtle's Pseudomprphy
Damification
A New Pudding
Podospherism
Contramatic
The Rules According to the March Hare
Knightmares
Gryphon's Fancy and Fun
The Realm of Circum Morus
The Caterpillar's Idea of C.C.C.
Challenge and Delight of Chessical and Decimal, (1970), 14 pp. Chesshire-Cat-Playeth Looking-Glass Chessys,
(1970), 27 pp.
The Queen of Hearts' Chess
84
Cubic chess
Capricorn Chess
The Black King's Complaint
The Rules According to the March Hare
Identific
Synchronistic Chess
Jabberwocky Chess
Dodo Chess
The Chesshire Cat's Grin
Scaci Partonici
A Chess Reflection
Demigorgons
The Mad Tea Party
Knightmares
Scaci Partonici
Capablancan Chess
Decimal Falcon-Hunter (Schulz Chess)
Half-Queen's Chess
Decimal Oriental CHess
Decimal Imitante Q Chess
Centaur Royal
Damate Game
Damatic Chess
Decimal Duffer's Chess
Wyvern Chess
Dabbabante Chess
Decimal Butter
Decimal Obstacles Chess
Chimaera
Gorgona
Circean
Ambi-Chess
Decimal Scaci Partonici
My Game for 2000 A.D. and After, (1972), 12 pp. Enduring Spirit of Dasapada, (1973), 19 pp.
Dasapada
Idea for a Personal Game, (1973), 12 pp.
The Basis of Pawn Partonici
The Idea of Scaci Partonici
Chessery for Duffer and Master, (1974), 23 pp.
85
Cubic chess
Notes
[1]
[2]
[3]
[4]
Pritchard (1994), p. 3
AG8 (2001), p. 9
Pritchard (1994), p. 77
"What are you threee doing?" asked Alice. "We're going to have a Mad Three party" explained the Mad Hatter. Alice thought he must have
meant "tea party". "Can I join you please in this party?" she asked politely, and with much curiousity over this painting with jam. "No, you
can't" said the March Hare rather impolitely. "If you join, then it would be a Four party instead." Chesshire-Cat-Playeth Looking-Glass
Chessys, Parton (1970), p. 6
[5] "Each player has two Kings!" replied the Hatter very crossly at Alice's ignorance in this matter. "It is home-made plain cake commonsense.
One of your opponents attacks one of your kings and the other attacks the other. That is quite easy to understand. If you had only a single king
it would get too complicated when both of your opponents attacked the same king." He added with a glare of annoyance at Alice's obvious
doubt about that point. "If they had only one teapot they would have to halve it, and what use is half a teapot? You seem as stupid as the
Dormouse!" Chesshire-Cat-Playeth Looking-Glass Chessys, Parton (1970), p. 7
References
Pritchard, D. B. (1994), The Encyclopedia of Chess Variants, Games & Puzzles Publications,
ISBN0-9524142-0-1
Peter Parton, "Reflections on Vernon Rylands Parton", Abstract Games (Issue 8 Winter 2001), Carpe Diem
Publishing, ISSN 1492-0492
External links
The Chess Variant Pages (http://www.chessvariants.org/parton/parton.html) Vernon Rylands Parton
(18971974)
BrainKing.com (http://brainking.com/en/GameRules?tp=125) play Racing Kings online
86
Flying chess
Flying chess
Flying chess is a chess variant, based around a three dimensional board. It was invented by Dr David Eltis (a noted
historian of the Military Revolution) in 1984.
Rules
The board used for Flying chess is 8 * 8 * 2, giving a 128 cell board. There can either be markers on 'flying' pieces
or a second board can be used for the upper level. All pieces start the game as per a standard chess game. Most
commonly, two, adjacent chess boards are used, one representing the Top tier, and the other, the bottom tier.
Moves
Kings, Queens, and Pawns may not go to the higher level. They move as in standard chess, but can also capture an
enemy piece that is flying on the square directly above them.
Rooks are among the three pieces that can 'fly'. They can move on, to, and from the higher level. A rook can make a
normal move on any of the two levels: note that the squares it passes over must be empty on the level he moves in.
Additionally, a rook can go up when moving on the ground level by making a normal move and then moving
diagonally up in the direction the rook moves. They also can go up directly one level. The only way a rook can go
down from the upper to the lower level is to directly move one square down.
Bishops are also among the three pieces that can 'fly'. A bishop can make a standard move on any of the two levels.
It can make a normal move on the higher level and then descend diagonally in the direction of movement, or go up
from a ground square to the upper level square directly above it, or go down from an upper level square to the
ground square immediately below it.
Knights are the third type of 'flying' piece. A knight can either make a normal move in any level, or a knight can
move in the upper level combined with a direct descend.
Taking
All pieces take in the same way as they move. Additionally, each piece can headbutt; when he is in a square on the
lower level and a piece of the opponent is in the same square in the upper level, he can take that piece without
moving.
References
Pritchard, D. B. (2007), The Classified Encyclopedia of Chess Variants, John Beasley, p.226,
ISBN978-0-9555168-0-1
External links
Flying chess [1]
References
[1] http:/ / www. chessvariants. org/ 3d. dir/ flying. html
87
Dragonchess
88
Dragonchess
Dragonchess is a three-dimensional fantasy chess variant created by
Gary Gygax, co-creator of the famed role-playing game Dungeons &
Dragons.[1] Dragonchess was first presented in 1985 in issue No. 100
of Dragon Magazine.
The Dragonchess gameboard consists of three vertically-stacked 128
levels. The upper level (blue and white) represents the air, the middle
level (green and amber) represents the land, and the lower level (red
and brown) is the subterranean world (Gygax 1985:34).
The Dragonchess game pieces (42 per player) are an ensemble of
characters and monsters inspired or derived from fantasy settings in
Dungeons & Dragons. Intricate inter- and intra-level game piece
capabilities are defined. As in chess, the game is won by delivering
checkmate to the enemy king.
Gary Gygax
Dragonchess
89
Upper board
The Sylph (S)
On level 3:
can move one step diagonally
forward, or capture one step
straight forward;[2]
can capture on the square
directly below on level 2.
On level 2: can move to the
square directly above on level 3,
or to one of the player's six
Sylph starting squares.
On level 3:
can move and capture by jumping[3] in the following pattern: two steps diagonally followed by one step
orthogonally outward;[4]
can move and capture one step triagonally to level 2.[5]
On level 2:
can move and capture one step diagonally;
can move and capture one step triagonally to level 3.[6]
Dragonchess
90
Middle board
The Warrior (W)
Bound to level 2:
can move one step straight
forward, or capture one step
diagonally foward;[8]
promotes to Hero when reaching
the 8th rank.
Dragonchess
91
Dragonchess
92
Lower board
The Dwarf (D)
On level 1:
can move one step straight
forward or sideways, or capture
one step diagonally foward;
can capture on the square
directly above on level 2.
On level 2:
can move one step straight
forward or sideways, or capture
one step diagonally foward;
can move to the square directly
below on level 1.
Lower board starting position
Dragonchess
Notation
Recording moves is done the same as in algebraic notation for chess, extended to a 128 board, with the addition of
a numeric prefix (1, 2, or 3) in front of each square coordinate to idenfity the level.[15] (So for example, Black's king
starts on 2g8.)
Sample game
1. Rx3a7 Rx3a2 2. Rx2a8 ...
Notes
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
Pritchard (1994), p. 95
The same as a Berolina pawn (without promotion or an initial two-step option).
The move or capture is unblockable.
Or (the same result): one step orthogonally followed by two steps diagonally outward. The same as a Zebra fairy chess piece, or an elephant
in janggi.
That is, to a square diagonally below.
That is, to a square diagonally above.
The same as a chess king+bishop, or a dragon horse in shogi.
The same as a chess pawn (without an initial two-step option).
References
Gygax, Gary (August 1985). "Dragonchess". Dragon Magazine No. 100 (TSR, Inc.) X (3): 3440.
ISSN0279-6848.
Pritchard, D. B. (1994), The Encyclopedia of Chess Variants, Games & Puzzles Publications,
ISBN0-9524142-0-1
External links
The Chess Variant Pages (http://www.chessvariants.org/3d.dir/dragonchess.html) Dragonchess article by
Edward Jackman
The Chess Variant Pages (http://www.chessvariants.org/3d.dir/dragonchess2.html) more on Dragonchess
Strategy Game Server (http://3moves.net/) Dragonchess online play
sourceforge.net (http://dragonchess.sourceforge.net/index.html) Dragonchess software for local and network
play
Pathguy.com (http://www.pathguy.com/chess/DragonCh.htm) a simple Dragonchess program by Ed
Friedlander
93
94
Unusual rules
Antichess
Antichess, also called losing chess, loser's chess, zero chess, giveaway chess, suicide chess, take-me chess or
reverse chess is a chess variant in which the objective of the participants is to get all of their pieces captured. The
most widely played variation, as described in the book Popular Chess Variants by D.B. Pritchard, is described
below.
Rules
The rules of the game are the same as those of chess except for the following additional rules:
Capturing is compulsory.
When more than one capture is available, the player may exercise choice.
The king has no special prerogative and accordingly:
It may be captured like any other piece.
There is no check or checkmate.
There is no castling.
Pawns may also promote to King.
In the case of stalemate, there are different rules:
It is a win for the stalemated player (international rules).
It is a draw.
It is a win for the player with the fewer number of pieces, and if both have the same number it is a draw. The
type of the piece makes no difference (FICS rules).
A player wins by losing all his pieces, or being stalemated (as detailed.) Apart from move repetition, mutual accord
and the fifty-move rule, the game is also drawn when a win is impossible, such as if a dark-squared bishop and a
light-squared bishop are the only pieces remaining. In another little-played version, forcing the opponent to
checkmate the king is another option to win.
P.H. Trngren
Tidskrift fr Schack 1929
a
Antichess
95
a
References
[1] http:/ / brainrook. com/ archives/ 14-ANTI-CHESS. html
External links
Atomic chess
Atomic chess
Atomic chess is a chess variant. While the other rules of chess apply fully, all captures result in an atomic explosion.
This means that the surrounding pieces not including pawns will be taken off the board as well.
The rules
The rules of atomic chess are the same as standard chess with the following differences:
Capturing
In standard chess, the captured piece is removed from the board and the capturing piece takes its place. In atomic
chess, both pieces are removed from the board (i.e. "killed"). Furthermore, this atomic explosion extends to all eight
surrounding squares. Any pieces caught in the surrounding squares are also captured with the exception of pawns.
Pawns are captured only when they are involved in the actual capture event in the central square. In en passant,
ground zero of the explosion is the square on the sixth rank upon which the capturing pawn lands. The game
frequently ends with one king being caught in the explosion of a surrounding piece. Moves that result in the
explosion of your own king are illegal. There is also a variant without check, in which checkmate will only mean a
capture of the king in the next move, and not a win by itself.
Check
As in normal chess check still fully applies. However if a player's king is in check he has nevertheless the ability to
win by exploding his opponents king. Also as the king cannot take another piece, it is possible to move the kings
next to each other. In this case check does not apply. In a further variant of atomic chess, check is not enforced at all.
This means that any move, even one leaving the king to be captured in the next move, is possible and can be forced
by zugzwang. Some chess servers, such as the Internet Chess Club, use slightly different rules which completely
ignore check, meaning that victory can only be attained via the explosion of an enemy king. This requires more
awareness from the players with regards to direct threats against their kings.
Stalemate
If the check rule is enforced then a stalemate is possible in similar way to that of standard chess. If the check rule is
not enforced, and for example if a player's only legal move is to move into check then he or she must do so. Without
check, a stalemate can only occur in extremely rare situations.
Death match
If both kings die simultaneously in an atomic explosion, the game continues until all the pieces of one player are
removed from the board. If all the remaining pieces are removed in the last explosion (i.e. the board is empty), then
it's a draw. This is not possible on most online servers, as it is an illegal move to explode your own king in any
circumstances - even if the other king would be exploded as well.
In game tactics
The first-move advantage enjoyed by White is much greater in this game than in standard chess. Hence, this game is
imbalanced against Black. Some players consider atomic chess to be a forced win for white, but so far all attempts to
refute the game have been unsuccessful, and high-rated players tend to disagree. The transition from opening to
mid-game and from mid-game to end-game is as ambiguous and subjective as in standard chess. However, below are
ideas and theory about the game that most players will agree with or change emphasis.
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Atomic chess
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Opening
Because White has the initiative, Black is often preoccupied initially to fending off attempts to kill its king via
atomic explosions directed at the pawns adjacent at d7, e7 and f7. These attacks usually involve the knights, which
are fastest to develop, but the queen and bishops are also dangerous. A strong White opening will dictate Black's
moves for the start of the game and Black has a small number of choices at each move compared with standard
chess. Ignoring an attack set and making benign moves will cause a loss of the game far earlier than in standard
chess, if the opponent is familiar with the opening. A weak white opening can result in black taking the initiative and
forcing white's moves.
In atomic chess a sacrifice of knights, bishops and sometimes even queens are acceptable. It is extremely common to
make sacrifices of material, which would seem to a chess player to be nonsensical in order to gain a positional
advantage in the opening. By far the most common sacrifice in atomic chess openings is to advance either knight
from the third rank to the fifth, knowing it can be taken by a pawn.
Mid-game
Generally speaking once a player's knowledge of opening theory is expended in the direction a game has gone, or
when neither player has an opportunity to attack their opponent for several moves the game can be said to have
moved into the mid-game. This can occur with both players having all their material, or when all but a few pawns are
left. The moves a player makes in his mid-game will be dictated by the position he is left with after the opening. For
example if he is "a piece up" (i.e. has a material advantage) a strategy is to play purely defensive moves and try to
make all subsequent exchange of material equal or better, and then use that advantage at the end. Depending on the
style of play of a player in his mid-games he may wish to risk material or losing by attacking or may play
defensively, digging in until the end game comes where he may feel more confident. Or he may try to continue
making move sets to gain material advantage or threaten the opponent's king.
The survival of the queens in non-defensive positions tend to lead to shorter games, making the queen more powerful
than almost all defensive alignments of the other pieces. Though there are some openings where one side can
successfully exchange the queen (for example, by taking the pawn on b7, getting a rook, knight, bishop and a pawn
for it). Losing the queen without having a trap or very accurate play is a huge disadvantage.
An endgame position in Atomic chess.
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Black has connected kings and became immune to check. However, white can win by forcing the black king to be
adjacent to the black pawn, then capturing the pawn. 1.Kc4 Kd4 2.Kb5+ Kc5 3.Ka6+ Kb5 4.Ka7+ Ka6 5.Qxa5
Note that black is forced to retain the connection, or the queen will chase the king and mate him.
Atomic chess
Endgame
Endgame theory is now as detailed as opening theory and it is possible to say whether a forced win or draw is
possible. A notable and amusing feature of atomic chess which can first attract chess players to the game is that
kings can be in adjacent squares. This is not a rare occurrence and a player can in some positions force a draw with
it, though there are many ways to disconnect or win by blowing up a piece next to the opponents king. For example a
win is always possible if one side is up a queen or rook and a second piece, or just a queen and there are still blocked
pawns on the board. Creative use of Zugzwang is a common tactic to force a win.
References
[1] http:/ / www. itsyourturn. com
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Example game
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References
Pritchard, D. B. (2007), The Classified Encyclopedia of Chess Variants, John Beasley, ISBN978-0-9555168-0-1
Extinction chess
Extinction chess
Extinction chess is a variant of western Chess where the objective of the game has changed. Instead of the winning
condition of the game being the checkmate of the opponent's king, the object of the game is to capture all of a
particular kind of piece the opponent has. In other words, the objective is to achieve any of the following:
Since the king is not a special piece in this game, it is legal to castle when in check, or to castle through check.
Promotion to king is also allowed.
This game was invented by R. Wayne Schmittberger.
External links
Extinction Chess [1]
Extinction Chess on Game Courier [2] - Play Extinction Chess against others online
ItsYourTurn.com [1] - Extinction chess tournaments online
References
[1] http:/ / www. chessvariants. org/ winning. dir/ extinction. html
[2] http:/ / play. chessvariants. org/ pbm/ presets/ extinction_chess. html
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Crazyhouse
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Crazyhouse
Crazyhouse is a chess variant similar to bughouse
chess, but with only two players. It effectively
incorporates a rule in shogi (Japanese chess), in which
a player can introduce a captured piece back to the
board as his own.
1. N@e7+ Kh8
2. Bxg7#
Notation
When recording games, an extension of the usual algebraic notation for chess is used, so that drops can be specified.
Drops first give the piece type, followed by an @ symbol, then the target square. For example, "P@d5" means "pawn
is dropped on d5 from reserve".[2]
Strategy
Crazyhouse, which has been analysed much less than regular chess, requires different strategies. Pawns and knights
increase in relative importance in crazyhouse, while rooks, queens, and bishops decrease in relative importance. If a
king is put in check by any of the latter three pieces, from two or more squares away, dropping a pawn next to the
king becomes defensively useful. A knight, on the other hand, cannot be blocked by anything and its offensive value
is more manifest. That piece can be used effectively to maintain a strategic influence over a region. After an early
exchange of queens, it is usually unwise to reintroduce the queen too soon, particularly if she can be harassed by
dropped minor pieces. Careful preparation is needed, in order to reintroduce the queen to maximum effect. Pawns
could be dropped deep in the enemy position where, for example, they can fork pieces or give an uncomfortable
check.
Crazyhouse
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Variations
Minor variations of the rules are possible, such as:
Loop Chess - promoted pawns keep their rank when captured.[3]
Chessgi, Neo Chess - promoted pawns keep their rank when captured; pawns may be dropped on the first rank.[4]
References
[1]
[2]
[3]
[4]
External links
Crazyhouse (http://www.chessvariants.org/other.dir/crazyhouse.html) by Fergus Duniho
Database of Crazyhouse games (http://wildchess.org/index.php?variant=Crazyhouse)
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Knight relay chess The diagram shows possible moves of white pawn on e6. White knight on d4 "relays" knight
power to this pawn.
Knight relay chess (also called N-relay chess) is a chess variant invented by Mannis Charosh in 1972. In this game
knights "relay" their power to friendly pieces.
Rules
Any piece defended by a friendly knight can move as a knight. Knights can't be captured and they can't capture
enemy pieces. Pawns can't move to the first and the last rank by a relayed knight move. If the pawn moved to the
second rank by a knighted move, it can move two steps again on one of the next moves. In this game there is no en
passant capture. Pawns can promote to knights and promoted knights also have relay power.
The diagram on the right shows possible moves of the pawn e6. It can move on e7 and capture on d7 and f7 as a
usual pawn. However since it is defended by a friendly knight on d4, it can move like a knight to c7, c5, f4, g5 and
g7. It can't move on last rank to f8 with a knight move and the black king is not under check. White knight on b7
doesn't check black king as well and can't capture black pawn on a5. White queen can't capture black knight on c3.
White can deliver checkmate in this position by moving Qd6. In this case black king can't escape on c8 or e8. These
fields become attacked by the queen on d6, because the queen gets knight power by the knight on b7.
References
D.B. Pritchard (2000). Popular Chess Variants. ISBN 0-7134-8578-7.
External links
N-Relay Chess [1] by Alessandro Castelli.
BrainKing.com [2] - allows to play knight relay chess online.
References
[1] http:/ / www. chessvariants. org/ diffmove. dir/ nrelay. html
[2] http:/ / brainking. com/ en/ GameRules?tp=71
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Andernach chess
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Andernach chess
Michel Caillaud
Comm. Andernach TT, 1993
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Example problem
At the right an example Andernach chess problem is shown. The task is to find a proof game, which would last 3
moves and lead to the shown position. The solution is: 1.Nf3 Nc6 2.Ne5 Nxe5 (=wN) (Black knight turns to white
knight after capture on e5. White can now move this knight.) 3.Nxd7 (=bN) (This time white knight turns into black
knight.) Nb8. This leads to the position shown on the diagram.
Variations
Predecessor of Andernach chess was Tibetan chess, in which a black unit (called lama) changes colour when it
captures a white piece of a different type. As in Andernach chess, the king is not affected by capture. For example, if
black pawn on d7 captures white queen on c6, it becomes white pawn and can be moved by white on the next move.
This game has nothing to do with Chandraki, a chess variant played in Tibet.[2]
A variant on Andernach chess is anti-Andernach, in which pieces except kings change colour after non-captures,
but stay the same colour after a capture. There is also super-Andernach in which all pieces except kings change
colour after every move, whether a capture or not. Super-Andernach was introduced by John Rice in The Problemist
Supplement in March 2006.
Andernach chess
References
[1] Andernach Chess (http:/ / www. janko. at/ Retros/ Glossary/ Andernach. htm) by Joost de Heer and Otto Janko
[2] Chandraki, the Tibetan Chess (http:/ / history. chess. free. fr/ chandraki. htm) by Jean-Louis Cazaux.
External links
A selection of Andernach problems (http://members.tripod.com/~JurajLorinc/chess/fi_a.htm#ander)
Checkless chess
Checkless Chess (or prohibition chess) is a chess variant where neither player is allowed to give a check, with the
exception of checkmate. All other rules are as in regular chess. This change has a profound impact on the way the
game is played.
In regular chess, the king needs to be kept safe, since attacks on it need to be parried, and checks can be used to gain
time or chase the king to an unsafe position. In checkless chess however, the king is immune from most attacks, as
long as checkmates are avoided. In order to achieve checkmate the king must be encircled without checks.
Another impact of this rule is that the king, immune from attack, is now itself a powerful force. The king can defend
pieces by placing itself so that capturing the piece would place the king in check. The king can advance into the
enemy position, creating havoc in the enemy camp as they need to avoid squares where they would put the king
under check. Such a plan may be risky however, since getting the king trapped in the enemy camp may subject it to
an untimely checkmate.
References
Entry on "Checkless chess" in Hooper, David; Whyld, Ken (1984). Oxford Companion to Chess.
ISBN0-19-217540-8.
External links
Checkless chess [1] by Hans Bodlaender.
References
[1] http:/ / www. chessvariants. org/ usualeq. dir/ checklss. html
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Circe chess
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Circe chess
Circe chess (or just circe) is a chess variant in which captured pieces are reborn on their starting positions as soon as
they are captured, based on the following rules:
1. Pawns return to the start position on the same file they are captured on.
2. Rooks, knights and bishops return to the starting square which is the same color as the square they are captured
on.
For instance, a white pawn captured on b4 is reborn on b2; a black knight captured on f6 is reborn on b8; a black
rook captured on the same square is reborn on h8. Castling with a reborn rook is permitted.
If the square that the rebirth should take place on is occupied, either by a friendly or enemy piece, the captured unit
is not rebornit is instead removed from the board and takes no further part in the game (like a capture in orthodox
chess).
The rules of circe chess were first detailed by P. Monral and J.-P. Boyer in an article in Problme, 1968.
These are the most usual rules employed in circe - there are numerous other forms of the game in which the rules of
rebirth may vary.
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Black to move. White is threatening a mate with 2.Re1# but Black can defend with 1...Ba1!
When notating a circe game in algebraic notation, it is conventional to place details of where a captured piece has
been reborn in brackets following the move. For example, if in the diagram to the right, white were to take black's
knight, this would be notated Rxe8(Ng8).
The position to the right demonstrates a couple of unusual effects which can occur in circe. It is black to move.
White is threatening checkmate with 1.Re1#. Black would not be able to defend with 1...Kxe1 after this move,
because the rook is instantly reborn on a1 from where it gives check (black's bishop does defend a1, and the black
king is free to move to e2 or capture at d2, but this is of no consequence as after Kxe1 it will be white's move.). It
might appear that there is nothing black can do to prevent this threat, but in fact he has 1...Ba1! - if now 2.Re1+,
Kxe1 is possible because the rook is not reborn because its rebirth square is occupied.
Circe is rarely played as a variant game (when it is, it is usually combined with progressive chess), but very often
employed in composed fairy chess problems.
Circe chess
Circe variants
There are many variants of circe, especially in chess problems. Instead of being reborn on their starting positions the
pieces may be reborn on other locations:
Anticirce: the capturing piece is reborn on its initial square. The captured piece disappears from the board. The
rebirth square must be empty or the capture is illegal. There are two types: Type Cheylan: captures on the rebirth
square are illegal (i.e. a white rook can't capture on a1). Type Calvet: captures on the rebirth square are legal.
Assassin circe: The rebirth occurs, even if the rebirth square is occupied. The occupying piece is removed from
the board. When a piece is captured on its rebirth square, the capturing piece disappears.
Chamaeleon circe: a captured piece (other than a pawn) is reborn as a different piece: knight becomes bishop,
bishop becomes rook, rook becomes queen and queen becomes knight. The reborn piece is placed according to
the circe rule for the new piece.
Circe Parrain: a captured piece is reborn on the square displaced from the capture square by a vector equal to
that of the move following the capture. If the following move is castling, then the sum of the king-move and
rook-move vectors is used (for a king-side castle, rebirth can occur only if the piece is a pawn captured en
passant).
Circe Rex inclusive: as circe but also the kings may be captured. A mate requires that the initial square of the
king is occupied.
Clone circe: a captured piece is reborn on its initial square but reappears as the piece by which it is captured (not
a king).
CouCou circe: as circe but the rebirth square is that of the capturing piece. Pawns captured by a piece are reborn
on the promotion rank, and promote. The promotion is chosen by the capturing side.
CousCous circe: as CouCou circe, but for captures resulting in promotion, the promotion type is chosen by the
side whose pawn promotes.
Diagram circe: a captured piece is reborn on the position it had on the diagram.
Equipollents circe: As Circe Parrain, but the rebirth occurs immediately on a vector equal to the capturing move.
Kamikaze circe: the captured piece is reborn on its initial square. The capturing piece disappears.
Martian circe: pieces move in the ordinary manner but capture only from their initial position (if it is
unoccupied). Captured pieces disappear from the board.
Mirror circe: a captured piece is reborn on a square where a piece of the opposite color would be reborn in
ordinary circe.
Platzwechsel circe (PWC): a captured piece is reborn on the square where the capturer was placed before the
capture. Platzwechsel means "position exchange" in German.
Strict circe: as ordinary circe but the rebirth square must be free for the capture to be legal.
Symmetrical circe: as circe but the rebirth square is the capture square mirrored across the center of the board.
Volcanic circe: as circe, but if the rebirth square is occupied, the captured piece is 'hidden' under that piece.
When that piece moves, the hidden piece is revealed. E.g. white king on f1, white bishop on a6, black king on b6:
Black captures Kb6xa6(+wBf1(hidden)) Kf1-e1 (+wBf1).
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Circe chess
108
References
Pritchard, D. B. (2007), The Classified Encyclopedia of Chess Variants, John Beasley, pp.5556,
ISBN978-0-9555168-0-1
External links
Circe Problems [1]
Circe Chess [2] at Retro Corner
References
[1] http:/ / members. tripod. com/ ~JurajLorinc/ chess/ fi_c. htm#circe
[2] http:/ / www. janko. at/ Retros/ Glossary/ Circe. htm
Legan chess
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Legan chess
Legan chess is a chess variant invented by L. Legan in 1913. It differs from standard chess by starting position as
well as by pawn movements.
Rules
The initial starting position is shown at the right. The game can be also played with the board rotated by 45
clock-wise to make pawn movements easier to understand. There are no castling and no en passant moves.
Otherwise, the rules of chess apply.
Pawn movement
Legan chess
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Pawn promotion
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Legan chess
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References
D.B. Pritchard (1994). The Encyclopedia of Chess Variants (p. 172). ISBN 0-9524142-0-1.
External links
BrainKing.com [1] - internet server to play Legan chess and many other chess variants.
References
[1] http:/ / brainking. com
Madrasi chess
Madrasi chess is a chess variant invented in 1979 by Abdul Jabbar Karwatkar which uses the conventional rules of
chess with the addition that when a piece is attacked by a piece of the same type but opposite colour (for example, a
black queen attacking a white queen) it is paralysed and becomes unable to move, capture or give check. Most of the
time, two like pieces attack each other mutually, meaning they are both paralysed (en passant pawn captures are an
exception to this, since the attack is not mutual. (The status of an en passant capture is open to debate, according to
Pritchard.)
This paralysis rule is not usually extended to the kings, meaning that as in orthodox chess, the two kings cannot
move to adjacent squares; when it is extended to kings, the variant is called Madrasi rex inclusive (sometimes
shortened to Madrasi RI). Although it is possible to play complete games of both Madrasi chess and Madrasi RI,
they have mainly been used as a condition in chess problems.
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The position to the right demonstrates some of the peculiarities of Madrasi. The black king is not in check from the
rook on c5 (see algebraic chess notation), because it (the rook) is attacked by the black rook on g5, meaning it is
paralysed. In its turn, the c5 rook attacks the g5 rook, paralysing it. Likewise, the white rook on g2, also attacked by
the g5 rook, is paralysed. The black rook on h4, however, is not paralysed, and is free to move. The knights on d8
and f7 also attack each other, as do the pawns on c2 and d3, so these pieces are also paralysed. Note that the bishop
on d1 is not paralysed by knight on f2 attacking it - units have to be of a similar type (both knights, both bishops and
so on) for paralysis to happen.
There are two ways in which a paralysis may be released. The first is for a non-paralysed pieces to make a capture.
In the example, white cannot play cxd3 because his pawn is paralysed, but he can play Nxd3, thus unparalysing his
Madrasi chess
111
c2 pawn. The second way to unparalyse a piece is to cut off the line of attack from the paralysing unit by interposing
a third piece. For example, 1.Be5 in the diagram cuts the line of attack from the g5 rook to the c5 rook and so
unparalyses it. As a result, the white rook on c5 is now giving check. The only way for black to escape the check in
this instance is to re-paralyse the checking rook, which can be done by 1...Rc4. White then has the reply 2.bxc4
which is checkmate: black has no safe squares for his king, he cannot capture the checking unit, he cannot interpose
a piece between the checking unit and the king, and he cannot paralyse the checking unit (note that ...Rxe5
paralysing the c5 rook is not possible, because the g5 rook is paralysed by its counterpart on g2).
Isardam ("Madrasi" spelled backwards) is a variant of Madrasi in which only moves that do not lead to a Madrasi
paralysis are legal.
External links
Madrasi Problems [1]
References
Pritchard, D. B. (2007), The Classified Encyclopedia of Chess Variants (2nd ed.), John Beasley, pp.4445,
ISBN0-95551-680-3
Hooper, David; Whyld, Kenneth (1992), "Madrasi", The Oxford Companion to Chess (2nd ed.), Oxford
University Press, ISBN0-19-280049-3
References
[1] http:/ / members. tripod. com/ ~JurajLorinc/ chess/ fi_m. htm#madra
Monochromatic chess
Raymond Smullyan
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Monochromatic chess
can never move, but The Classified Encyclopedia of Chess Variants says that knights make a double jump. It has
been suggested that a knight be replaced with a (3,1)-leaper.
If knights are allowed to move (or are captured, clearing the way), castling may become possible, but only on the
kingside. Under the rules, pawns can only move by capturing or by advancing two squares for their first move.
A stalemate occurs if a player's king is not in check but the player nevertheless has no legal moves under the rules of
the game. Similarly, a checkmate occurs if the king is placed in check and the king has no legal moves under the
rules of the game. This means that certain board positions in regular chess which would not result in the end of the
game can be checkmates or stalemates in monochromatic chess. For example, each player has one bishop for which
it is possible to obtain checkmate with just this bishop and a king, while it is impossible with the other bishop along
with the king, since only one bishop is capable of threatening the king of the opposing side. Because the two kings
must occupy squares of different colours, they are allowed to be located next to each other.
This variant is used mostly in chess problems. Smullyan's example asks: What color is pawn g3 - white or black?
Answer is black with white pawns on d2 and f2, the white king can move from e1 only with castling and then
g1-h2-g3-... so the pawn on g3 cannot be white.
Bichromatic chess
In bichromatic chess, the opposite restrictions apply. A piece on a white square must move to a black square and
vice versa. Hence pawns cannot capture (or advance two squares) and bishops cannot move. Also castling and en
passant are impossible, and queens behave like rooks.
References
Pritchard, D. B. (2007), The Classified Encyclopedia of Chess Variants, John Beasley, ISBN978-0-9555168-0-1
External links
http://www.janko.at/Retros/Glossary/Monochromatic.htm
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Patrol chess
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Patrol chess
Patrol chess is a chess variant in which captures can be made and checks given only if the capturing or checking
piece is guarded (or patrolled) by a friendly unit. Non-capturing moves are played as normal.
The variant was invented by Frederik Hendrik von Meyenfeldt who published a chess problem using the rules in The
Problemist (the magazine of the British Chess Problem Society) in 1975.
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The diagram position shows some of the peculiarities of patrol chess. The white king cannot take the black knight
because it is not guarded by a friendly piece. Similarly, the black rook is not giving check, and neither is the white
knight on f7. If white were to play Nbd8 (see algebraic notation), however, this would be check, as the knights
would patrol one another. Black could reply Ke4, with checkmate: the king patrols the rook on e3 giving check and
guarding b3 and d3, the rook on a2 is patrolled by the knight on b4 and so controls the squares b2, c2 and d2, Kd4 is
not possible because the black king, patrolled by the e3 rook, controls that square, and Kxb4 is not possible because
the white king is not patrolled and so cannot capture.
Patrol chess has often been used as a condition in chess problems. It is also possible to play complete games under
patrol chess rules.
External links
Patrol Chess Problems [1]
References
[1] http:/ / members. tripod. com/ ~JurajLorinc/ chess/ fi_p. htm#patro
PlunderChess
PlunderChess
PlunderChess is a chess variant in which the capturing piece is allowed to temporarily take the moving abilities of
the piece taken.
Rules
The so-called plundering occurs when a chess piece captures an opposing chess piece and "plunders" or "acquires"
additional moving capabilities directly from the piece it just captured. Plundering is optional and may be declined by
the player making the capture. When plundering is elected, the capturing piece "couples" or "attaches" to itself a vest
that corresponds to the moving capabilities it is acquiring from the captured piece. The plundered vest must give
added moving capabilities to the piece that wears it or it will not be allowed to plunder. This means that a queen can
never wear a rook vest because a queen can already make the moves of a rook and a rook vest provides no additional
benefit to the queen.
The added moving capability provided by a plundered vest may be used one time only on any future move: i.e., the
plundered vest may be used on its very next move or carried around and used later in the game. After a vest is used
to move a chess piece on the board, it must be returned to the stand out of play. No more than one plundered vest is
allowed on any one piece at a time. If a chess piece with a plundered vest makes another capture, it may upgrade to a
stronger vest. If a player captures a piece with a vest, that player may take the vest it wears or a vest that represents
the captured piece.
The pawn with the vest can use it to reach the last rank. In this case the pawn gets immediately promoted. However,
the pieces with pawn vest can't promote. The pawn can also move to the first rank by a vest move. But it has
double-move capability only when moving from 2nd to 4th rank.
A piece with a vest can give a check (or eventually checkmate) to the opponent's king using vest-move power.
External links
PlunderChess [1] - official website.
PlunderChess: Pictures and a review [2] by Hans L. Bodlaender.
References
[1] http:/ / plunderchess. com
[2] http:/ / www. chessvariants. org/ d. photo/ plunderchess/ plunderchess. html
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Rules
There are several different rule sets for Kriegspiel. The most widespread rules are those used on the Internet Chess
Club, where Kriegspiel is called Wild 16. The rules are as follows.[2]
The game is played with three boards, one for each player and one for the umpire (and spectators). Each opponent
knows the exact position only of his own pieces and doesn't know where the opponent's pieces are (but can keep
track of how many there are). Only the umpire knows the exact current position of the game. The game proceeds in
the following way. The umpire announces:
White (or black) to move.
Pawn tries, when it is possible for one's pawn to capture an opponent's pawn or piece. The umpire also indicates
the square on which the capture is possible to the player who can make the capture. This gives extra information,
but saves both players the bother of beginning every turn by trying all possible pawn captures. This is possible at
Kriegspiel
116
no risk because pawns don't move the same way they capture. Hence, if no capture is possible, then the move is
illegal and there is no penalty for attempting illegal moves. A pawn try is not announced if the pawn is pinned,
i.e., completing the capture would expose the king to check. En-passant pawn tries are announced, of course, but
not the fact that they are en-passant captures.
Pawn gone, when a pawn is captured.
Piece gone, when a piece is captured.
No, when the attempted move is illegal, given the opponent's position. For example: moving the king into check;
moving a queen, rook, bishop, or pawn through squares occupied by the opponent's pieces; advancing a pawn into
a square occupied by the opponent's pieces.
Hell no (or Impossible), when the attempted move is always illegal regardless of the opponent's position. For
example, moving a bishop a knight's move.
Check on the vertical.
Check on the horizontal.
Check on the long diagonal (the longer of the two diagonals, from the king's point of view).
Check on the short diagonal.
Check by a knight.
Checkmate, stalemate, draw by repetition, draw by insufficient force, 50-move draw.
Pawn promotions are not announced.
Kriegspiel problems
Jacques Rotenberg
The Problemist 1976
a
1
a
Kriegspiel, mate in 8. Black has a bishop somewhere on dark squares, not exactly known where.
Kriegspiel is sometimes used in chess problems. In these, usual variations introduced by different black moves are
replaced by variations introduced by different announcements.
An example of a Kriegspiel problem is shown at the right. White must checkmate Black in 8 moves, no matter where
the black bishop initially is (it is somewhere on dark squares) and no matter what black plays. (Note that in a real
game, black would not see white's moves, but for a problem in which white is to force a win, one must assume the
worst-case scenario in which black guesses correctly on each move.) For example, 1. Ra1?? is a draw by stalemate if
the black bishop was initially on a1. 1. Nf2 Bxf2 2. Kxf2 (or Rxf2) is stalemate as well. So, white should not move
either the knight or the bishop, because either might capture the black bishop by accident. For the same reason, the
Kriegspiel
white rook should move only to light squares -- but only half of the light squares are reachable without visiting a
dark square along the way.
The solution is the following. White tries to play 1. Rg2.
If this move is not possible (umpire says No), then the black bishop must be on b2, d2 or f2. In this case white can
instead play 1. N(x)f2# (checkmate).
If the move is possible, it is made and then black moves the bishop. White still doesn't know where the bishop is.
White continues with 2. Rg8.
If not possible, then black bishop is on g3, g5 or g7. White plays 2. Be5. If black now plays 2...Bxe5, 3.Nf2#.
Otherwise (any move by black) 3. Nf2+ Bxf2 4. Rxh2#.
If possible, white continues 3. Rh8. (This is safe -- the black bishop can't be on h8 to be captured, because it
wasn't on g7 on the previous turn.) 4. Rh5 5. Rb5 (if not possible, 5. Rh3 and 6.Be5). 6. Rb1 7. Nf2+ Bxf2 8.
Kxf2#.
Rule variations
Frankenstein suggested in 1903 a variation of the game where one player sees the board and another plays
Kriegspiel. To make the game fair, the first player has to play with fewer pieces. Frankenstein proposed two variants:
Pickle pot - the player who sees the board plays only with queen and bishop (as well as with king and 8 pawns in
usual starting position).
One-eye - same as above, but only with two rooks and bishop.
In both versions, it should be announced, which bishop remains (on c or f-file).
The Semi-kriegspiel, suggested by David Silverman in 1971 is similar to variations above. In this game the sighted
side has only king and queen, which he/she can place on any legal square before the beginning of the game. In
Modern kriegspiel by Bruce Trone (1986), after each move the player calls 7 squares, which must be opened by
umpire. Otherwise the rules are as in usual kriegspiel.
Combining Crazyhouse with Kriegspiel yields Crazyhouse Kriegspiel[3] (or CrazyKrieg for short).
References
[1] Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524-1420-1.
[2] Kriegspiel tournament rules of the computer Olympiad (http:/ / www. cs. unimaas. nl/ olympiad2006/ rules. html#Kriegspiel)
[3] Crazyhouse Kriegspiel (http:/ / www. chessvariants. org/ incinf. dir/ crazyhousekriegspiel. html)
External links
Kriegspiel (http://www.chessvariants.com/incinf.dir/kriegspiel.html) by Hans L. Bodlaender.
SchemingMind.com (http://www.schemingmind.com) Internet server to play Kriegspiel.
Berkeley Kriegspiel Home (http://www.cs.berkeley.edu/~jawolfe/kriegspiel/), Kriegspiel in Artificial
intelligence research.
Bologna Kriegspiel Home (http://www.cs.unibo.it/~cianca/wwwpages/chesssite/kriegspiel/kriegspiel.html)
A page on Kriegspiel research
U. Maryland Kriegspiel Home (http://chess.cs.umd.edu/kriegspiel/) A page on Kriegspiel research
Freeware Windows Kriegspiel game (called SearchAndDestroyChess) (http://richelbilderbeek.nl/
GameSearchAndDestroyChess.htm).
117
Dark chess
118
Dark chess
Dark chess is a chess variant with incomplete information, similar to Kriegspiel. It was invented by Jens Bk
Nielsen and Torben Osted in 1989. A player does not see the entire board, only their own pieces (including pawns),
and squares where these pieces could move.
a
1
a
A game of Dark chess in progress; squares indicated by "" can not be seen by the white player.
Rules
The goal of this chess variant is not to checkmate the king, but to capture it. A player isn't told if their king is in
check. Failing to move out of check, or moving into check, are both legal, and can obviously result in a capture and
loss of the game.
En passant capture is allowed, even if you do not see that it is possible. Unlike standard chess, castling is allowed
even out of check, into check and through the positions attacked by opponent pieces.
This chess variant is best played on one of the online chess servers. For playing over-the-board, three chess sets and
a referee are needed, just as in Kriegspiel.
There are some minor differences in the rules on different servers:
Dark chess
Variations
SchemingMind also provides some more variations of dark chess:
Dark chess (checkmate) - you are notified that your king is in check and you can't move your king into check. The
goal in this variation is the same as in standard chess - to checkmate the king.
Dark crazyhouse - combination of crazyhouse and dark chess.
Dark suicide - combination of suicide and dark chess.
Sun Tzu chess - combination of Double Fischer Random Chess (like Chess960, but with different positions for
white and black), crazyhouse and dark chess. You can drop pieces you have in any possible square on the board
(like crazyhouse). This chess variant was invented in 2005 by John Kipling Lewis.
Lao Tzu chess - like Sun Tzu, but you can only drop pieces on square you can see. Also invented in 2005 by John
Kipling Lewis.
Generally, because basic Dark chess rules are universal with respect to its parent classical variant, any other
2-player chess variant like Omega Chess, Seirawan chess or others may be played in dark, for example - Dark
Omega Chess.[4]
Gameplay
Dark chess has a strong strategic flavor. Planning and strategy, as well as some psychological reasoning, are very
important; tactics and move searching are not.
In this chess variant a king should be carefully protected from very dangerous checks by invisible pieces. For a
queen the most dangerous pieces are knights, which can attack it without becoming visible.
References
[1]
[2]
[3]
[4]
External links
119
Penultima
Penultima
Penultima is a game of inductive logic, played on a chess board. It was invented by Michael Greene and Adam
Chalcraft in Cambridge in 1994. The game is derived from the chess variant Ultima (otherwise known as Baroque
chess), and played with a standard chess board and pieces, each piece having different movement and capture rules
from standard chess. In a manner similar to the game Mao (also popular in Cambridge at that time), the rules for
each piece vary from game to game, and are initially kept secret from the players. Penultima is similar in style to
Eleusis, Zendo and Mao. The name of the game is a pun on "penultimate", and "Ultima" (the name of the chess
variant).
Rules
Several Spectators create secret rules which govern how the pieces move and two Players attempt to discover these
rules. The game is traditionally played with chess pieces but may be played any sufficiently distinct components,
such as coins or Icehouse pieces.
Before the game starts, the Spectators decide between themselves which pieces they will write rules for. The secret
rule for a piece may for example control the way that piece moves, captures, or is captured, and may cause it to
affect other pieces on the board. A piece may be given an invoke command which causes it to affect other pieces on
the board without moving. When he or she has written the secret rule for a piece, the Spectator also gives it a new
name for the duration of the game. These names (and the existence of any invoke commands) are announced to the
players at the start of the game.
On his or her turn, a Player attempts to move or invoke one of their pieces, and the Spectator for that piece declares
whether the action is legal or illegal. If it is legal, that Player's turn ends and play passes to the other Player. If it is
illegal, the piece is returned to its position at the start of the turn. In the original game, play then passes to the other
Player; in other variants the original Player continues making attempts until he or she succeeds in making a legal
move or invoke.
As in standard chess, the winning player is the one who forces his or her opponent's king (or equivalent piece) into
checkmate. At the end of the game, the Spectators reveal their rules.
External links
Penultima [1] by Michael Fryers, from Variant Chess, Volume 3, Issue 28, Summer 1998, pages 164-166
References
[1] http:/ / www. bcvs. ukf. net/ eureka. htm#penul
120
Dice chess
121
Dice chess
Dice chess can refer to a number of chess variants in which dice are used to alter gameplay; specifically that the
moves available to each player are determined by rolling a pair of ordinary six-sided dice. There are many different
variations of this form of dice chess.[1] One of them is described here.
Rules
The players alternate rolling the dice and, if possible, moving. On each of the dice, the one represents a pawn, two a
knight, three a bishop, four a rook, five a queen, and six a king. The player may move either of the pieces indicated
on the two dice. For example, a player rolling a one and a two may move either a pawn or a knight. A player who
rolls doubles (the same number on both dice) may play any legal move. Otherwise, standard chess rules apply, with
these exceptions:
a player who has no legal move with either of the pieces indicated by the dice loses that turn (passed turn);
if castling is otherwise legal, a player may castle upon rolling a four, six, or doubles;
an en passant capture of a pawn is possible only if the player rolls a one, or doubles, immediately once the
opportunity for the en passant capture arises;
a player who is in check can only play a legal response to that check (capturing the checking piece, moving the
king, or interposing a piece);
a player who is in check but does not make a roll allowing a legal response to the check loses that turn, but does
not automatically lose the game;
except in the unlikely event that the game ends in a draw pursuant to the standard rules of chess, the game ends
when one player either checkmates the opponent or captures the opponent's king.
a
1
a
Black is checkmated
Sample game
Here is a sample game of dice chess. White rolls doubles, allowing her to play any move, and selects 1.e4. Black
rolls a two and a three; no bishop move being possible, he plays 1...Nc6. White rolls a three and a four, and plays
2.Bc4. Black rolls a four and a five; since no queen move is possible, he must play the only legal rook move, 2...Rb8.
White rolls a three and a six, and plays 3.Bxf7+. Black rolls a two and a four; since no knight or rook move is a legal
response to the check, he must pass. (Only a six, or doubles, would have allowed him to move.) White rolls a two
Dice chess
122
and a four, and chooses 4.Nh3. (A three or five would have enabled an immediate win with 4.Bxe8, 4.Qf3# or
4.Qh5#). Black rolls a one and a three; again, this does not allow a legal response to the check, so he must pass.
White rolls a two and a four, and plays 5.Ng5#. (See final position at right.)
10
10
1
a
Dice chess
123
History
Anne Sunnucks writes that there is evidence from the literature of the period that dice were used to play chess in
Europe between the 11th and 14th centuries, and even earlier in Burma and India. The dice were thrown before each
turn to determine the piece to be moved; the same numbering system as set forth above was used (1=pawn, 2=knight,
etc.).[5] In the Burmese form of the game, three dice were thrown and each player made three moves at a time.[6]
Vladimir Pribylinec writes that the cubes in the Cubic chess are moving as in orthochess by a symbol uppermost it is
described in both editions of Pritchard Encyclopedia of Chess Variants, first time published in 1977-th. In the
variant Protheus cubes are turned on the adjacent squares.
Footnotes
[1]
[2]
[3]
[4]
[5]
John Gollon, Chess Variations: Ancient, Regional, and Modern, Charles E. Tuttle Company, 1974, pp. 231-32. ISBN 0-8048-1122-9.
BrainKing Dice Chess rules (http:/ / brainking. com/ en/ GameRules?tp=95)
BrainKing Dice Chess 10x10 rules (http:/ / brainking. com/ en/ GameRules?tp=127& fwa=ShowGame!g=4962555$i=1)
http:/ / www. chessvariants. org/ dice. dir/ vegasfunchess. html
Anne Sunnucks, The Encyclopaedia of Chess, St. Martin's Press, 1970, pp. 97-98. Sunnucks does not make clear if only one die or both dice
were thrown, and, if the latter, whether the player could choose which of the specified pieces to move.
[6] Sunnucks, p. 98.
Knightmare Chess
Knightmare Chess is a fantasy chess variant published by Steve Jackson Games (SJG)
in 1996. It is a translation of a French game Tempte sur l'chiquier (Storm on the
Chessboard), designed by Pierre Clquin and Bruno Faidutti.
Overview
Knightmare Chess is played with cards that change the default rules of chess. The cards
might change how a piece moves, move opponent's pieces, create special squares on the
board or otherwise alter the game. For example, a card called Demotion says:
Replace one of your opponent's pieces (except a King or Queen) with one of his
captured Pawns.
Play this card on your turn, instead of making a regular move.
There are two sets of cards sold separately, each consisting of 80 cards. The sets are
known as Knightmare Chess 1 [1] and Knightmare Chess 2 [2] but there's nothing at all to stop one from just shuffling
both decks into one 160 card deck. SJG also sells blank cards, to be customized as the player wishes, in packs of
20.[3]
The graphics in the English version of the Knightmare Chess cards are dark fantasy style, nightmarish (hence the pun
Knightmare) color paintings by Brazilian artist Rogerio Vilela. The French original version had a cartoonish tone,
unlike the English version, and the cards in the French original version are also different from the English version.
Another innovation of the American version is to include rules for "dueling deck" play, where each player has his
own
customized
deck,
possibly
built
from
multiple
copies
of
Knightmare Chess
124
the set if desired. In SJG's version, each card is marked with a point cost. The total
chaotic power of one's personal deck can be measured in the sum of the points of all
cards in the deck. For a balanced game each player uses the same point total, or a
stronger player can use a lower point total as a handicap. Cards which are too powerful
to appear more than once per side are marked with an asterisk, indicating that a player
can only put one copy of that specific card in his deck.
Critical reaction
Peter Sarrett of The Game Report called the game "outstanding", remarking that it "result[s] [in] an unpredictable
game which removes the tedium of standard chess while preserving plenty of scope for strategic play," and praising
the "gorgeous" paintings by Rogerio Vilela. Sarrett's only complaints concerned the printing of the cards themselves,
as he found the wording occasionally confusing and the text "rather small, which makes it difficult for players with
poorer eyesight to play the game".[4]
Ken Tidwell of The Game Cabinet praised the game for including "elements from both the strategic/predictable side
of gaming and the wild/disorderly side" and found the artwork "striking" and "succeed[ing] in creating an air of
comic horror". He concluded, "If I had to find a fault with the game it is that there is no attempt to reconcile the
strategic game with the chaotic game and the contrast is a bit jarring. Even so, at the end of the day it is a good game
and one well worth checking out."[5]
Conversely, Steve Darlington of RPGnet, while finding the artwork "absolutely gorgeous" and that "in terms of sheer
presentation ... [Knightmare Chess] is streets ahead of anything I've seen in years", felt that while the game itself
"might make for an interesting game or two, it's not something you'll be playing an awful lot." He said "the dark
design only conflicts with the abstract nature of the game, and ends up being more humorous than dramatic" and that
it "ultimately doesn't hold your attention for too long".[6]
Footnotes
[1]
[2]
[3]
[4]
ISBN 1-55634-332-9
ISBN 1-55634-348-5
"Knightmare Chess!" (http:/ / www. sjgames. com/ knightmare/ ). . Retrieved 2007-03-31.
Knightmare Chess Review (http:/ / www. gamereport. com/ tgr14/ knightmarechess. html) Peter Sarrett, The Game Report, Issue 4.2, Winter
1996
[5] Knightmare Chess Review (http:/ / www. gamecabinet. com/ reviews/ KnightmareChess. html) Ken Tidwell, The Game Cabinet
[6] Knightmare Chess Review (http:/ / www. rpg. net/ news+ reviews/ reviews/ rev_1358. html) Steve Darlington, RPGnet, February 13, 1999
Knightmare Chess
External links
125
126
Multimove variants
Marseillais chess
Marseillais chess is a chess variant in which each player moves twice per turn. The rules of the game were first
published in Marseillais local newspaper Le Soleil in 1925. This chess variant became quite popular in the late 1930s
with such chess grandmasters as Alexander Alekhine, Richard Rti, Eugene Znosko-Borovsky, Andr Chron
playing it.[1]
Rules
A player can either move one piece twice or move two different pieces on his turn. Castling is considered as a single
move.
When a player gives a check on the first move, he loses the right for the second move on this turn. If a player is in
check, he must move out of check on the first move of the turn. It is not allowed to move the king into the check on
the first move of the turn and then move out of the check on the second one.
En passant capture is allowed even if the opponent moved the corresponding pawn on the first move of the previous
turn. However, en-passant capture must be made on the first move of the turn. When two pawns can be captured en
passant after opponents move, both of them can be captured.
To avoid too much advantage for white, usually a balanced version of the game is played. In the balanced version,
white makes only one move on the first turn. The moves are made in the following order: white, black, black, white,
white, black, black, etc. This rule was introduced in 1963 by Robert Bruce and since then gained a wide acceptance.
References
[1] Marseillais chess (http:/ / www. chessvariants. org/ multimove. dir/ marseill. html) by Hans L. Bodlaender and Antoine Fourrire
Progressive chess
Progressive chess
Progressive chess is a chess variant in which players, rather than just making one move per turn, play progressively
longer series of moves. The game starts with white making one move, then black makes two consecutive moves,
white replies with three, black makes four and so on. Progressive chess can be combined with other variants; for
example, when circe is played as a game, it is usually progressively. Progressive chess is considered particularly apt
for playing correspondence chess using mail or some other slow medium, because of the relatively small number of
moves in a typical game.
Rules
There are two main varieties of progressive chess: Italian progressive chess and Scottish progressive chess
(otherwise known as Scotch chess). The two have the following rules in common:
A check must be escaped from on the first move of a series--if this cannot be done, it is checkmate and the game
is lost.
En passant captures of pawns are allowed if the pawn in question moved two squares in one move, but no further,
at some point during the last turn, but the capture must be made on the first move of a series.
If ten consecutive turns are played with no captures and no pawn moves, then the game is declared a draw unless
one of the players can force a checkmate (this is the progressive chess equivalent of the fifty-move rule in
orthodox chess).
If at any stage a player has no legal moves but is not in check, the game is a draw by progressive stalemate.
Italian and Scottish progressive chess are distinguished by rules on when a player is allowed to give check:
Scottish progressive chess: check may be given on any move of a series, but a check ends the series--all further
moves that would otherwise be allowed are forfeited. This has no effect on the other player's next series--he will
receive as many moves as he would have had the other player played his full series.
Italian progressive chess: a check may only be given on the last move of a full series (for example, on move six, a
check can only be given on the sixth move)--giving a check at any other point in a series is illegal. In particular, if
the only way to escape a check is to give check on the first move of the series, then the game is lost by the player
in check by "progressive checkmate".
Progressive chess, like orthodox chess, is notated with algebraic notation. However, the numbering of moves is
handled slightly differently. Rather than one white and one black move being given under each move number
(leading to notation in orthodox chess like 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6), each turn by each player is given its own
move number (leading to notation in progressive chess like 1.e4 2.e5 Nf6 3.Bc4 Qh5 Qxf7#). In this way, the move
number is equal to the number of moves in a series available to a player on that turn.
Other variations
There is another form of progressive chess, English progressive chess, which makes quite a significant change to
the rules: within each turn, no piece may be moved twice until every other piece which has a legal move has moved
once; no piece may move three times until every other piece which can have moved twice; and so on. These
restrictions do not carry over from one turn to the next--so the opening 1.e4 2.e6 f6 3.e5 Nf3 Bc4 is legal (white's
e-pawn may move again because its moves are on different turns), but the sequence 1.e4 2.e6 f6 3.e5 Ba6 Bxb7 is
not (the bishop has made two moves, but there are many other white pieces which have not moved on that turn).
There is no en passant capture under English rules, and rules on checks follow the Scottish rules.
Progressive Take-All uses the same rules as Progressive chess, but involves capturing all pieces of your opponent's
instead of checkmate. Pawns can also be promoted to Kings.
127
Progressive chess
In Logical progressive chess (by Paul Byway, Variant Chess 18, automne 1995) there's no castling or pawn two
advance (hence no en-passant capture) since these rules were added to speed up the game, which is not relevant in
progressive form.
External links
Progressive Chess [1] by Timo Honkela
References
[1] http:/ / www. cis. hut. fi/ ~tho/ chess. html
Avalanche chess
Avalanche chess is a chess variant designed by Ralph Betza in 1977. After moving one of your own pieces, you
must move one of your opponent's pawns forward one space.
Rules
Rules are as normal chess except for the following. After you move one of your own pieces, you must move one of
your opponent's pawns one space forward toward you. You cannot use your opponent's pawn to capture and you
cannot move your opponent's pawn two spaces forward. If none of opponent's pawns can be moved, then that part of
the turn is skipped. If you must move your opponent's pawn to promotion, then your opponent chooses to what piece
it promotes. If moving an opponent's pawn gives check to you, then your opponent wins the game immediately.
Further reading
Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524-1420-1.
Avalanche chess, p.13-15.
Pritchard, D. (2000). Popular Chess Variants. Bastford Chess Books. ISBN0-7134-8578-7. Ch. 12 Avalanche
chess, p.78-82.
External links
Avalanche chess | ChessVariants [1]
References
[1] http:/ / www. chessvariants. com/ mvopponent. dir/ avalanche. html
128
Monster chess
129
Monster chess
a
1
a
Rules
White must execute two moves in his/her turn. He can do this by moving a piece twice or two pieces once.
The white king may move into check and then out of check, provided that White can execute two moves.
If a king is in check, it must be placed out of check.
Otherwise, standard chess rules apply.
External links
Monster chess [1] by David Regis
Variants of Monster chess [2], and a description of a strategy for Black.
Monster chess
References
[1] http:/ / www. chessvariants. org/ unequal. dir/ monster. html
[2] http:/ / www. chessvariants. org/ d. betza/ chessvar/ muenster. html
Kung-fu chess
Kung-Fu Chess is a chess variant without turns. It is a real-time strategy game. Any player can move any of his
pieces at any given moment. After a piece was moved it must "rest" a while before it is allowed to move again. If
two pieces of opposite color (for example, the white queen and the black queen) try to capture each other exactly
simultaneously, they will trade places. Hence reflexes and timing are key. Victory is achieved when the enemy king
is captured. This game was created by Shizmoo Games.
Awards
Kung-fu Chess was Game of the Year 2003 from Arcade Pod [1] and Game of the Month February 2002 from Game
Spot [2]. It could be played online at Shizmoo.com [3], with up to 80 players online during busy hours.
Game Styles
There are several game styles of Kung-Fu Chess, all based on the same principle of a real-time gameplay, i.e. both
players playing simultaneously and can move several pieces in the same time.
Standard - The standard Kung-Fu Chess is one-on-one match, with average speed of the pieces' movements
("speed") and the time they are delayed until they can be moved again ("delay"). These two parameters are always
set to 1.0 in an official standard match. Match is over when one of the players gets to capture his opponent's king.
Fast Four Way - Competes the Standard style for "the most popular Kung-Fu Chess game style", probably with
success. Fast Four Way (a.k.a. "F4W", "FFW") is a match between four players on a four-way board similar to the
Four-Handed chess board, when the goal is again the eliminate your opponents' kings, as it goes by the principle of
"last man standing".
The major difference in this game style in addition to being 4 players match, is that the speed of both pieces
movement and delay is ten times quicker than the Standard game style (set to 0.1), and therefore F4W games are
characterized with more action and speed rather than strategy in the Standard style.
Standard and Fast Four Way are the two only official styles that were available at Shizmoo for the nonsubscribers
players (free users). By official, it means a player is being rated by playing this game style, and can have a different
rank at Standard than at Fast Four Way. Although the official game styles have their constant settings for Speed and
Delay, these parameters can be changed in friendly matches. This option created another popular style entitled "Fast
2 Ways" - for players who loved the extreme speed of the F4W but did not want to play with 3 opponents.
Nevertheless this game style had never become official, nor as popular as the Standard and the F4W were.
Crazyhouse - Crazyhouse is an official game style available only for subscribed players at Shizmoo. The principle is
the same as the original chess variant, captured pieces can be used in the board again by the player who captures
them, but alongside the real-time feature of the Kung-Fu Chess of course. The speed is average, but a bit quicker
than the Standard style, however the captured pieces move slower than the original pieces in the match.
Bughouse - A Crazyhouse for four players playing simultaneously, Bughouse is the second subscribers-only game
style, as there are two matches of one-on-one being played the same time, and each captured piece is moved to the
hands of the teammate of the capturing player, in the neighbor board. It is a pairs match and the first player to
eliminate his opponent's king wins for himself and his partner.
130
Kung-fu chess
Subscribed members could build new game styles, set new rules and principles, and not only change the speed
parameters of the official forms, and thus other chess vaiants were created in a Kung-Fu Chess style, but only these
four official game style mentioned above were rated.
Rankings
Kung-Fu Chess assigns each player a numerical rating based on the player's win/loss record, using the same system
as ICC, the Internet Chess Club. Additionally, each rating range corresponds to a Kung-Fu belt color as follows:
Additional rankings such as black O and black X are awarded for 2200 rating and 2400 respectively.
Ninja Chess
In 2010 a game similar to Kung Fu Chess dubbed "Ninja Chess" has been developed for iPhone and iPad. It is
published on the App Store by Nordlysa Entertainment. This project brings the concept of Real-Time Chess to touch
interfaces and includes the ability to play Head-to-Head (each player facing his own board). This was absent in Kung
Fu Chess which offered only online play. However this project does not supports the many variants developed by
Shizmoo.
131
Kung-fu chess
External links
References
[1]
[2]
[3]
[4]
132
133
Multiplayer variants
Bughouse chess
Bughouse chess
Players
Setup time
1 minute
Playing time
Usually 5 to 10 minutes
Bughouse chess (also called Exchange chess, Siamese chess, Tandem chess, Transfer chess, or simply Bughouse
or Bug) is a popular chess variant played on two chessboards by four players in teams of two.[1] Normal chess rules
apply, except that captured pieces on one board are passed on to the players of the other board, who then have the
option of putting these pieces on their board.
The game is usually played at a fast time control; this, together with the passing and dropping of pieces, can make
the game look chaotic and random to the casual onlooker; hence the name bughouse, which is slang for mental
hospital. The game is traditionally played as a diversion from regular chess both over the board and online. Yearly,
several dedicated bughouse tournaments are organised on a national and an international level.
Rules
Bughouse chess
134
Team 1, Board A
Team 1, Board B
Bughouse setup and start position
Bughouse is a chess variant played on two chessboards by four players in teams of two. Each team member faces
one opponent of the other team. Partners sit next to each other and one player has black, while the other has white.
Each player plays the opponent as in a standard chess game, with the exception of the rules specified below.[2]
Captured pieces
A player capturing a piece immediately passes that piece to the partner. The partner keeps these pieces in reserve and
may, instead of playing a regular move, place one of these pieces on the board (as in shogi and crazyhouse). Pieces
in reserve or on deck may be placed on any vacant square, including squares where the piece delivers check or
checkmate. However pawns may not be dropped on the first and last rank. Dropped pawns may promote, but all
promoted pawns convert back to pawns when captured. In play over the board, a promoted pawn can be put on its
side to indicate promotion.[3] A pawn placed on the second rank may move two squares on its first move. Each
player must keep the reserve or stock pieces on the table in front of the board, always visible to all players of the
game.
Bughouse chess
square.
Bughouse can be played without a clock, but then there is usually a rule preventing a player waiting for pieces
(stalling or sitting) indefinitely. One rule states that players may not delay their move beyond the time that it takes
for their partner to make three moves.[5]
Communication
Partners are normally allowed to talk to each other during the game. They can for instance ask for a specific piece,
for more trades, ask to hold a piece, suggest moves or ask their partner to stall. Shouts like "Knight mates!" or "Give
me pieces!" are common, and can lead to seemingly absurd sacrificial captures on the other board. Partners are not
allowed to physically act on the other board.[7]
Variations
Bughouse comes in many variants, especially in the way drops are handled. Examples include:[8]
Pieces cannot be dropped with check and/or checkmate. This variation is common in Europe and is sometimes
referred to as tandem chess.[9] [10]
Pieces can only be placed on the player's half of the board.
Pieces may only be placed on the third, fourth, fifth and sixth rank (the four middle ranks).
Play continues until both games are complete.
Kings are not subject to check; the game ends when one player's king is captured, even though there might have
been an escape.
Kings can be captured and the game continues until one team has all kings on the board.
Pawns cannot be dropped on seventh (and sometimes sixth) rank.
Pawns never promote, when they reach the eighth rank they remain pawns. This was a common variation in
Australia in the 1980s which saves having to find extra pieces.
Pawns may be dropped on the first rank.
Promoted pawns carry their promotion over after a capture.
It is possible to play the game with just two players (one per team) by having each player move on two boards.
Analogous to simultaneous chess, this way of playing the game is referred to as simultaneous bughouse. It can also
be played with just one clock by playing the boards in a specific order (WhiteA, WhiteB, BlackB, BlackA) and
pressing the clock after each move. This variation is suitable for play by mail.[11]
Bughouse can be played with three or more boards. The game is played in exactly the same way as normal bughouse
with boards placed with alternating colours and two players and one clock per board. On capturing a piece however,
the player has to decide which player of the team will get that piece. In three board bughouse chess the middle player
is the key since he gets material from two boards, but has to decide how to divide the captured pieces.[12] The middle
board also commonly becomes very cramped due to having twice the number of pieces available.
135
Bughouse chess
Strategy
Material
In chess a minor material advantage is important as when material gets exchanged, the relative advantage becomes
larger. Because new pieces come in, there is no endgame play in bughouse and material is therefore less important. It
is common to sacrifice pieces in bughouse while attacking, defending or hunting down a certain piece which the
partner requires.[12]
A scoring system to evaluate material is to add up the piece values of the material on the board. In chess, when a
pawn equals one unit, a bishop or knight is worth three, a rook five and a queen nine. These values are a
consequence of the difference in mobility of the pieces. In bughouse piece values differ because pieces in reserve
essentially have the same mobility as they can be dropped on any vacant square.[13] The pawn relatively gains
importance in bughouse chess, its very limited mobility does not handicap reserve pawns. They can for instance be
dropped to block non-contact checks. Pawns can be dropped onto the seventh rank, one step away from promotion,
which again adds to their importance. Long range pieces like the queen or the rook lose relative value, due to the
constantly changing pawn structure. They are also more likely to be cornered in.[14] A valuation system often applied
to bughouse is pawn=1, bishop=knight=rook=2 and queen=4.[15]
Coordination
Captured pieces are passed on and thus what happens on one board influences what happens on the other board. It is
therefore natural for team members to communicate during game play. A common request of an attacking player
would be "trades are good", while players in trouble would ask their partner to hold trades with "trades are bad".
Equally a player can request a piece e.g. "knight wins a queen" or ask to hold a piece e.g. "rook mates me".[16]
Another common situation in the interplay between the two boards is a player not moving, also called sitting or
stalling. This can happen in anticipation of a certain piece or at the request of the partner. Suppose a player is under
heavy attack, and an additional pawn would mate him. When the partner cannot prevent giving up a pawn on the
next move, sitting is the only strategy. It would of course be perfectly logical for the attacker to sit as well, waiting
for a pawn to come. The situation, where diagonal opponents sit at the same time is known as a "sitzkrieg" (literally
"sitting war" in German, and a pun on "blitzkrieg"). The difference in time between the diagonal opponents will
eventually force one party to move. This diagonal time advantage is more important than the difference on the clock
between opponents on the same board.[17]
Apart from this active communication, a good bughouse player tries to coordinate silently by keeping an eye on the
other board and adapting moves accordingly. This can mean as little as glancing at the other board before trading
queens, or as much as playing an opening adapted to the other board.[18]
136
Bughouse chess
move as opposed to dropping pieces, are especially important. They can be used to drive the king into the open,
away from its defenders, while they prevent the opponent from putting new material on the board.[20]
Partner communication is essential in a good defense. When one partner is under attack, the other partner should be
aware of which pieces hurt most. Sitting strategies might be necessary, and it is therefore important to play the
defense fast. Accepting a sacrifice can be lethal. On the other hand, it results in the attacker having a piece less to
play with, with the defender's partner having a piece more. Sacrifices therefore give the partner of the defender an
opportunity to take initiative.[21]
Opening
There are significantly fewer bughouse openings than there are chess openings. Many chess openings create
weaknesses which can be easily exploited in bughouse. It is for instance not recommended to move pawns other than
the d and e pawn.[22] Bughouse openings are generally geared towards dominating vital squares and fast
development. Captured pieces become available after the first few moves and it is important to develop at this stage
as there is often not enough time to do so later. Development also helps to defend against early piece drop attacks.[23]
137
Bughouse chess
8a. N@f3+ {165} 9A. Qxf3 {165} 8b. Bxf6 {164}
9a. Nxf3+ {164} 10A. Ke2 {164} 9B. e3 {164}
10a. Q@d2+ {164} 11A. Bxd2 {164} 11a. Qxd2+ {164}
{WA checkmated} 0-1
Where to play
Over the board
Little is known on the history of bughouse, but it seems to have developed in the early 1960s.[28] It is now quite
popular as a diversion of regular chess in local chess clubs throughout Europe and the US.[28] [29] Grandmasters such
as Levon Aronian, Joel Benjamin, Yasser Seirawan, Andy Soltis, John Nunn, Jon Speelman, Sergey Karjakin,
Michael Adams, Emil Sutovsky and Michael Rohde have been known to play the game.[28] [30] [31] [32] [33] [34]
With the absence of an International Federation, competitive over the board bughouse is very much in its infancy.
There is also no world championship. A few countries do organize bughouse tournaments within the national chess
federation. Examples include:
The yearly international chess festival Czech Open in July features the Czech republic bughouse
championship.[35]
Yearly, USCF organizes bughouse tournaments as part of the National Junior High (K-9) Championship and the
National High School (K-12) Championship.[36] [37]
Other tournaments are organized privately:
One of the largest international bughouse tournaments is the yearly tournament in Berlin.[38] Going into its sixth
edition, it is popular among top players from FICS. Grandmaster Levon Aronian took part in the 2005 edition of
the tournament and took the second place with his teammate Vasiliy Shakov.[39]
Since 2000 there has been an annual bughouse tournament in Geneva, attracting the best European players.[28] [40]
Online
Bughouse can be played online at chess servers such as FICS and ICC since 1995.[41] FICS is currently the most
active server for bughouse, attracting the world's best players like Levon Aronian.[42]
The game is played online in the same way as over the board, but some aspects are unique to online bughouse. In
games over the board, communication is heard by all players, while in online bughouse it is usually done via private
messages between two partners. This makes communication a more powerful weapon. It is also easier to coordinate
as the second board is more visible on the screen than over the board.[43] The time aspect is altered due to existence
of premove and lag. The latter can influence the diagonal time difference significantly, and it is good sportsmanship
to restart the game when this difference gets too large.[44]
ICS compatible interfaces particularly suitable for bughouse include Thief and BabasChess. They have the ability to
display both boards at the same time and store played or observed games, they also have partner communication
buttons and a lag indicator. Special Xboard compatible engines have been written that support bughouse, examples
are Sunsetter, Sjeng and TJchess.[45] [46] [47] Although much faster than humans, they lack in positional
understanding and especially in coordination and communication, an essential skill in this team game.[48]
138
Bughouse chess
Controversy
Bughouse chess is controversial among scholastic chess teachers. The majority view is that it does not have a
positive effect on novice chess players.[49] In the words of Susan Polgar: "If your children want to play bughouse for
fun, it is OK. But just remember that it is not chess and it has no positive value for chess. In fact, I absolutely
recommend no bughouse during a tournament."[50] One argument supporting this view is that bughouse distorts the
typical pattern recognition used in chess.[51] Another argument is that bughouse neglects positional values due to its
highly tactical game play.[52] On the other hand, there is no evidence that bughouse would hurt experienced chess
players. In the words of Levon Aronian: "Bughouse is good for players who know chess well already.... I started to
play bug when I was already at master level, [you] see, and I think bughouse is good for the imagination, to develop
new ideas."[52]
Notes
[1] Other less common names for bughouse include Team chess, Hungarian chess, Swedish chess, New England Double Bughouse, Pass-On
chess, Tandem Put-back, Double Speed, Double chess, Double Five, Simultaneous chess, Double Bug or Double Bughouse (von Zimmerman
(2006), front; Manson and Hoover (1992), p. 186 and Bughouse on Chessvariants (http:/ / www. chessvariants. com/ multiplayer. dir/ tandem.
html)). See Bughouse in other languages (http:/ / www. bughouse. be/ bughouse translations. htm). Accessed July 29, 2007.
[2] It should be noted though that bughouse has many variations and that there is no international standard. The rules below are in accordance
with the US chess federation (http:/ / www. uschess. org/ tournaments/ 2006/ 2006bughouse. pdf), the rules as applied on the chess servers
Free Internet Chess Server and Internet Chess Club and the Berlin bughouse tournament (http:/ / bughouse. info). In the case rules contradict,
alternatives are listed. Accessed July 29, 2007.
[3] von Zimmerman (2006), p. 15
[4] See for example the rules of the Geneva bughouse tournament (http:/ / pion. ch/ Bug/ ruleseng. html). Accessed July 29, 2007.
[5] Bughouse on ChessVariants.org (http:/ / www. chessvariants. com/ multiplayer. dir/ tandem. html). Accessed July 29, 2007.
[6] For instance, the threefold repetition applies on FICS but not on Internet Chess Club.
[7] See Article nr. 12, US chess federation Bughouse rules (http:/ / www. uschess. org/ tournaments/ 2006/ 2006bughouse. pdf). Accessed August
27, 2007.
[8] Comments on tandem chess rules from chessvariants.com (http:/ / www. chessvariants. org/ index/ listcomments. php?itemid=TandemChess).
Accessed July 29, 2007.
[9] See for example the bughouse rules from the Geneva gathering page (http:/ / www. pion. ch/ Bug/ rules. html) and the official bughouse rules
in the Netherlands (http:/ / www. schaakmeester-p. nl/ spelregels. htm#doorgeefschaak). Accessed July 29, 2007.
[10] Tandem chess rules from chessvariants.com (http:/ / www. chessvariants. com/ multiplayer. dir/ tandem. html). Accessed July 29, 2007.
[11] von Zimmerman (2006), p.108
[12] Manson and Hoover (1992), p. 3437
[13] von Zimmerman (2006), p. 17.
[14] Manson and Hoover (1992), p. 3233
[15] von Zimmerman (2006), p. 17. The bughouse playing program Sunsetter (http:/ / sunsetter. sourceforge. net/ ) uses the values pawn=100,
bishop=195, knight=192, rook=200 and queen=390, while the engine Sjeng (http:/ / www. sjeng. org/ indexold. html) uses pawn=100,
bishop=230, knight=210, rook=250 and queen=450. Accessed July 29, 2007.
[16] von Zimmerman (2006), p. 243244
[17] Manson and Hoover (1992), p. 7589
[18] See Chris Ferrante (2000) (http:/ / personal. atl. bellsouth. net/ f/ e/ ferrantc/ chess/ bughouse. html), reproduced in von Zimmerman (2006),
p.7994
[19] von Zimmerman (2006), p.109
[20] von Zimmerman (2006), p.20
[21] von Zimmerman (2006), p.113
[22] von Zimmerman (2006), p.2124
[23] von Zimmerman (2006), p.68
[24] Manson and Hoover (1992) use an "x" (as used in captures) in front to indicate a piece drop, as in xNf1. Penn and Dizon (1998) use the "I"
(for insert) in front as in INf1. Von Zimmerman (2006) uses the @-notation.
[25] Two large bughouse databases are Jamesbaud's database (http:/ / www. bughouse-db. org) and Lieven's database (http:/ / www. bughouse.
be/ database. html).Accessed July 31, 2007.
[26] Specification of the BPGN format from bughouse.be (http:/ / www. bughouse. be/ BPGN_Standard. txt). Accessed July 29, 2007. Archived
(http:/ / web. archive. org/ 20070927030540/ http:/ / www. bughouse. be/ BPGN_Standard. txt) September 27, 2007 at the Wayback Machine
[27] BPGN viewer can be obtained from bughouse.net (http:/ / www. bughouse. net/ ). Accessed July 29, 2007.
[28] Pritchard (2007), p. 327
139
Bughouse chess
[29] von Zimmerman (2006), p.162173
[30] John Nunn playing bughouse at the 2004 World Chess Solving Championship; Chessbase news, 22 September 2004 (http:/ / www.
chessbase. com/ newsdetail. asp?newsid=1919). Accessed July 29, 2007.
[31] Sergey Karjakin playing bughouse at the 2005 Young Stars tournament; Chessbase news 31, May 2005 (http:/ / www. chessbase. com/
newsdetail. asp?newsid=2423). Accessed July 29, 2007.
[32] Bughouse Newsletter, Vol I 1992 edited by Jeremy Graham
[33] The Independent (London), 12 July 1999 (http:/ / findarticles. com/ p/ articles/ mi_qn4158/ is_19990712/ ai_n14255436). Accessed July 29,
2007. Archived (http:/ / web. archive. org/ 20080308153016/ http:/ / findarticles. com/ p/ articles/ mi_qn4158/ is_19990712/ ai_n14255436)
March 8, 2008 at the Wayback Machine
[34] Emil Sutovsky playing bughouse at the 8th Montreal International (http:/ / chesspro. ru/ _events/ 2007/ monreal13. html) Accessed July 31,
2007.
[35] Chess festival Czech Open (http:/ / www. czechopen. net/ ). Accessed July 29, 2007.
[36] The official announcements for the 2006 (http:/ / www. uschess. org/ tournaments/ 2006/ jhs/ ) and 2007 (http:/ / www. uschess. org/
tournaments/ 2007/ jhs/ ) editions. Accessed July 29, 2007.
[37] The official announcements for the 2006 (http:/ / www. uschess. org/ tournaments/ 2006/ hs/ ) and 2007 (http:/ / www. uschess. org/
tournaments/ 2007/ hs/ ) editions. Accessed July 29, 2007.
[38] Official website of the Berlin bughouse tournament (http:/ / www. bughouse. info). Accessed July 29, 2007.
[39] Report of the 2005 edition (http:/ / www. berlinerschachverband. de/ archiv/ chronik/ 2005/ tandem/ ), Berliner Schachverband. Accessed
July 29, 2007.
[40] Official site of the bughouse tournament in Geneva (http:/ / www. pion. ch/ Bug/ gath. html). Accessed July 29, 2007.
[41] von Zimmerman (2006), p.239
[42] von Zimmerman (2006), p.59, 16, 25, 95 and 240
[43] von Zimmerman (2006), p.240
[44] Anders Ebenfelt's Bughouse page (http:/ / reocities. com/ Paris/ metro/ 1324/ ). Accessed August 29.
[45] Homepage of Sunsetter (http:/ / sunsetter. sourceforge. net/ ). Accessed July 29, 2007.
[46] Homepage of Sjeng (http:/ / www. sjeng. org/ indexold. html). Accessed July 29, 2007.
[47] Homepage of TJchess (http:/ / www. tonyjh. com/ chess/ ). Accessed July 29, 2007.
[48] Georg von Zimmerman (2000), Figuren recycling, Computerschach und Spiele 5/00 p4446 (in German).
[49] A guide to scholastic chess (http:/ / www. uschess. org/ scholastic/ sc-guide2. html), United States Chess Federation. Accessed October 3,
2007. Archived (http:/ / web. archive. org/ 20071011044350/ http:/ / www. uschess. org/ scholastic/ sc-guide2. html) October 11, 2007 at the
Wayback Machine
[50] Scholastic Chess: Polgar Girls' World Open and Boys' Chess Challenge (http:/ / main. uschess. org/ content/ view/ 7794/ 302/ ), USCF
Chess Live Magazine. Accessed October 3, 2007.
[51] Snyder, Robert M. (2004). Winning Chess Tournaments for Juniors. Random House Puzzles & Games. ISBN978-0812936353., p. 10.
[52] von Zimmerman (2006), p. 27
References
Manson Jr., John F.; Hoover, Todd (1992), Siamese Chess. How To Play...How to Win!, Farnsworth Enterprises,
ASIN B0006PFGZS
Penn, David A.; Dizon, Rommel (1998), Comprehensive Bughouse Chess (http://www.bughousechess.net/),
Graham Cracker Studios, ISBN0-966-98060-3
Pritchard, D. B. (2007), The Classified Encyclopedia of Chess Variants. (second edition), John Beasley,
ISBN0-95551-680-3
von Zimmerman, Georg, ed. (2006), Bughouse Chess (http://www.bughouse-book.com/), Books on Demand
GmbH, ISBN3-833-46811-4
140
Bughouse chess
141
External links
Bughouse Chess (http://www.bughouse.net)
Explanation of BugHouse Chess by FM Gulamali and NM Stewart (http://www.onlinechesslessons.net/2011/
06/11/what-is-bughouse-chess/)
Bughouse on the ChessVariants pages (http://www.chessvariants.org/multiplayer.dir/tandem.html)
Errant Fischer's Bughouse Page (http://personal.atl.bellsouth.net/f/e/ferrantc/chess/index.html)
The Bug Board - Forum and software (http://www.thebugboard.net/)
bughouse-db.org - FICS bughouse database (http://www.bughouse-db.org/)
bughousedb.com - Another bughouse database (http://www.bughousedb.com/)
bughouse.be - Database and links (http://www.bughouse.be/)
Bughouse live on XBOX (http://www.xblaratings.com/component/content/article/2358-team-chess)
Three-handed chess
Three player chess is a family of chess variants
specially designed to be played by three people.[1]
There are many variations of three-handed chess. They
usually use some non-standard board, for example,
hexagonal or three-sided board connected in the middle
in a special way.
Three-player chess (and other games) variants are the
hardest to design fairly, because the imbalance created
when two gang up on one is usually too great for the
player to withstand. Some versions avoid this problem
by deciding victory such that the third player loses as
well as the checkmated player, leaving the player who
delivers checkmate first to be the victor.
Hexagonal board
Many three-player chess variants use a hexagonal board. Pieces move usually as in one of versions of hexagonal
chess:
ThreeChess: Three-player chess online played on hexagonal board with classical chess rules, adapted for three
players. It is available multiplayer and free to play online at www.ThreeChess.com [2].
Chesh [3] by Gianluca Moro.
Chexs [4] by Stephen P. Kennedy.
Echexs [5] by Jean-Louis Cazaux.
HEXChess [6]: commercial chess variant by HEXchess Inc.
Three-way chess was invented by Richard Harshman.[7] It is played by three players on a six-sided board with
hexagonal cells.[8]
Three-handed chess
Three-sided board
Often a special three-sided board is used (like shown in the picture above):
Self's variant [9]: by Hency J. Self (1894).
Three player chess [10]: by Robert Zubrin (1972). The patent for this game describes a variant in which whoever
is first to checkmate one of the other two players gains control of that player's forces. If more than one player's
pieces contribute to a checkmate, this applies to whoever makes the final move that causes a checkmate.[11]
Triple chess [12]: chess board is extended with 8x3 rectangles on 3 sides. This game is invented by Philip
Marinelli in 1722.
Triochess [13] (1975).
Waider's game [14]: by Waider (1837).
Other boards
Besides hexagonal and three-sided boards some other board forms were tried:
3-color chess [15]: uses a special three-dimensional board or can be used with three-colored boards.
3 Man Chess [16]: uses round board.
Orwell chess [17]: cylindrical board is used, similar to cylinder chess.
Megachess [18]: uses a triangular board.
Strategy
The introduction of a third player drastically changes the style of play, even if standard pieces are used. Many chess
openings are useless due to the extended board and third player. The introduction of the 'extra' move by the third
player can introduce situations of deadlock, for example if a white piece is undefended and simultaneously attacked
by both black and red pieces. Black cannot take the white piece, since red would then capture the black piece next
turn. Thus the black and red pieces are both simultaneously attacking the white piece and defending it from attack by
the other player. In similar situations, a piece can move quite safely into a square where it is attacked by both
opponents, since neither opponent would take the piece and risk capture by the third player. Each player must think
twice as far ahead anticipating the moves of both opponents, with the added complexity that the next player may
move to attack either of his opponents.
In games where the third player loses as well as the checkmated one, players must concentrate not only on their own
attack and defense, but also on preventing the two opponents from checkmating each other. A player can take
advantage of one opponents position to checkmate the other, but must be careful that the third player does not
checkmate first. White could checkmate red, only to have his piece captured by a black piece, which checkmates red.
In this situation, white would lose since black delivers the final checkmating move. This strategy also applies to
games which give the checkmating player command of the checkmated opponent's pieces- a player who allows the
second player to checkmate the third would surely go on to lose due to the increased power of his remaining
opponent, now armed with the third player's pieces.
142
Three-handed chess
References
[1] Pritchard, D. (2000). Popular Chess Variants. Bastford Chess Books. ISBN 0-7134-8578-7.
[2] http:/ / www. ThreeChess. com
[3] http:/ / www. webcitation. org/ query?url=http:/ / www. geocities. com/ Athens/ Olympus/ 5867/ chesh. html& date=2009-10-25+ 06:08:39
[4] http:/ / www. chessvariants. org/ hexagonal. dir/ chexs. html
[5] http:/ / www. chessvariants. org/ hexagonal. dir/ echexs. html
[6] http:/ / www. chessvariants. org/ hexagonal. dir/ hexreview. html
[7] Nikos Sidiropoulos and Rasmus Bro (2009). "In memory of Richard Harshman". Journal of Chemometrics 23: 315. doi:10.1002/cem.1247.
[8] http:/ / www. threewaychess. org/
[9] http:/ / www. chessvariants. org/ historic. dir/ self. html
[10] http:/ / www. chessvariants. org/ multiplayer. dir/ 3pl2. html
[11] US3,652,091 (http:/ / www. google. com/ patents?vid=3652091) Three-player chess board Robert Zubrin
[12] http:/ / www. chessvariants. org/ historic. dir/ marinelli. html
[13] http:/ / www. chessvariants. org/ d. photo/ triochess. html
[14] http:/ / www. chessvariants. org/ historic. dir/ waider. html
[15] http:/ / www. 3schach. de/ german/ device. html
[16] http:/ / www. 3manchess. com/ page6. html
[17] http:/ / www. chessvariants. org/ large. dir/ contest84/ orwellchess. html
[18] http:/ / boardgamegeek. com/ boardgame/ 4572/ megachess
External links
Chess for three (http://www.time.com/time/magazine/article/0,9171,910529-1,00.html).
143
Four-handed chess
144
Four-handed chess
Four-handed chess
Chess variant
Players
Random chance
None
Skill(s) required
Strategy, Logic
Four-handed chess (also known as Chess 4 and 4-way chess) is a chess variant, which is typically played with four
people. It is played on a special board, which is made of standard 8x8 board with an additional 3 rows of 8 cells
extending from each side. Four sets of different colored pieces are needed to play this game. Four way chess follows
the same basic rules as regular two way chess. There are many different rule variations of this game. Most variants,
however, share the same board and similar piece setup.
Team
The most common form of play is two vs. two in which allied pieces cannot eliminate each other, but help the others
in defense and offense. The allied players sit across from each other and help checkmate the people to the left and
right of them. The game is over when both opposing kings are checkmated. If only one can be checkmated, the game
is a draw.
Singles
Singles is substantially harder than team play. In this method, each player can attack any of the other three players
and vice versa. Once a player is checkmated, the checkmated player can either remove their pieces from the board, or
the person that checkmated can use the remaining pieces during his/her turn. Play continues until only one player is
left.
Game rules
Players can only move their chess pieces on their turn.
If a player is placed in check, that player must wait until their designated turn before that player can respond to
the threat.
Pawns move forward only, unless attacking in a diagonal forward manner.
In the event a pawn reaches the King's row to the left, right or directly across, that pawn shall receive all the
privileges of a pawn reaching King's row during a traditional chess game (i.e. bringing back a queen (most
commonly), a rook, a bishop, or a knight).
Four-handed chess
External links
References
[1]
[2]
[3]
[4]
[5]
[6]
145
Forchess
146
Forchess
Forchess
Players
Age range
any
Setup time
2 minutes
Playing time
30-90 minutes
Forchess is a four-person chess variant developed by an American engineer named T. K. Rogers. It uses one
standard chess board and two sets of standard pieces.
d e f
8 K R N P P B R K 8
7 R Q B P P N Q R 7
6 B N
P P
B N 6
5 P P P P P P P P 5
4 P P P P P P P P 4
3 N B
P P
N B 3
2 R Q N P P B Q R 2
1 K R B P P N R K 1
a
d e f
The game is played by four people in teams of two. At the outset, each player controls an entire quadrant of the
board with a full set of chess pieces (minus one pawn). Partners occupy quadrants diagonally across from each other.
Forchess
The diagram at right shows the initial layout of the Forchess board (K=King, Q=Queen, R=Rook, B=Bishop,
N=Knight, and P=Pawn). Note that only 4 squares are initially unoccupied.
All the pieces move and capture in the same manner as conventional chess, except the pawn, which moves
diagonally and captures laterally. A pawn may not move two squares at a time, and there is no en passant capture.
There are no checkmates and no stalemates: kings are captured like all other pieces. When a player is in check and
has no legal moves to escape check, he may make a "token move" every turn until his king is actually captured.
When a player loses his king, his remaining pieces subsequently become the captor's. The game ends when one team
has lost both kings or chooses to concede.
Partners typically coordinate their moves as part of a single strategy. Thus, communication of that strategy becomes
a requirement of the game. Clandestine forms of communication such as code words, furtive gestures, or secret notes
are not allowed. All strategizing between partners must be done openly in front of their opponents. This rule lends
Forchess much of its social character.
Cutthroat Forchess
Forchess has a variant called Cutthroat, in which there are no partners and only one player wins by defeating all
three opponents. Successful strategy in Cutthroat Forchess can differ greatly from "regular" Forchess, as fluid
alliances may spark a game of psychological manipulation. In this respect, Cutthroat shares strategy elements with
the board game Risk.
External links
The official Forchess homepage [1]
Forchess discussion forum [2]
References
[1] http:/ / www. intuitor. com/ forchess/
[2] http:/ / games. groups. yahoo. com/ group/ forchessonline/
147
Djambi
148
Djambi
Djambi (also described as "Machiavelli's chessboard") is a board game and a chess variant for four players, invented
by Jean Anesto in 1975.
Rules
Material
The game is played on a 99 board
whose central square (called "the
maze") is marked with a different color
or a sign. Each player has 9 pieces:
1 Chief
1 Assassin
1 Reporter
1 Troublemaker (also called
Provocateur, or Diplomat)
1 Necromobile
4 Militants.
Objective
The objective of the game is to capture
the chiefs of the other players before
they capture yours. Although informal
alliances can be temporarily agreed
upon, there is no team: each player
plays against the other players.
Board of Djambi, with the pieces in their start position. Each piece is identified by the
first letter of its name as well as a symbol.
Start position
The pieces are placed in each corner of the board as shown in the picture above.
Movements
Each player, at his/her turn, moves one of his/her pieces, and can possibly capture a piece in this way. The militants
move of one or two squares in the eight directions; the other pieces can move through any number of squares in the
eight directions. A piece cannot jump above another piece.
Captures
The pieces are "killed" as soon as they are captured, but their "corpses" stay on the board (the pieces are turned
upside down to show that they are "dead"). The militant kills by occupying the square of a piece (capture by
replacement). He places the corpse on an unoccupied square of his choice, except on the central square (the "maze").
A militant cannot kill a chief in power (see below).
the chief kills and places the corpse in the same way as the militant.
the assassin kills in the same way as the militant, but places the corpse in the square he comes from.
Djambi
the reporter kills by occupying one of the four squares next to the square of the piece he wants to kill (he cannot
kill diagonally). The corpse stays in his square. The reporter can only kill at the end of his move.
The troublemaker and the necromobile cannot kill the other pieces but can move them.
the troublemaker can move another living piece by occupying its square (of course, he can only move the pieces
of the other players). The piece is placed on any unoccupied square (except the maze if this piece is not a chief).
the necromobile acts like a troublemaker but only with the dead pieces (whatever the origin of the dead piece is).
The corpses cannot be placed in the maze.
The maze
The central square of the board is called the maze. Each piece can go through this square, but the chief is the only
piece that can stop on it. A chief who is in the maze is a chief "in power". He plays one time after each player. For
instance, if there are four players, he plays three times in a turn (if there are two players, he plays twice
consecutively). When he leaves the maze, he loses this power. A chief in power takes control of the pieces of the
surrounded chiefs, and keeps them after losing the power. A chief in power cannot be killed by a militant. The
surrounding has no effect on him. When an assassin, a troublemaker or a necromobile goes in the maze to kill or
move a chief, the assailant must make an additional move immediately, in order to leave the maze.
Variants
Three-player variant
The pieces of the missing fourth player are "hostages". These pieces can be killed or moved by the pieces of the
players. When the chief is captured, the normal rules to take control of them apply. The hostage chief can be placed
in the maze, but it has no influence on the game.
149
Djambi
Five-player variant
There is a five-player variant of djambi, called pentachiavel.
External links
Board and pieces to download [1]
Links and comments [2]
References
[1] http:/ / jeuxsoc. free. fr/ d/ djamb. htm
[2] http:/ / www. chessvariants. org/ link2. dir/ djambi. html
Bosworth
Bosworth is a four-handed chess variant manufactured by Out of the
Box Publishing company since 1998. It is played on 6x6 board and
uses 4 sets of standard chess pieces.
Instead of traditional chess pieces, the "kingdoms" are represented by
pictures of the pieces on large colored tokens, (each player has his own
color: red, yellow, green, or blue), accompanied by a humorous picture
of a Dork Tower character.[1]
Rules
The game can be played by two to four players,[2] pieces act like their
normal chess counterparts (i.e. rooks move vertically and horizontally), with minor exceptions.[1] Due to the
multi-player nature of the game, there is no checkmate and kings can be captured. The goal of the game is to be the
last player who still has a king.
Bosworth has certain rules for game set-up and placing new pieces on the board. The game board has 36 squares, in a
6x6 pattern, but the four corner squares are marked by trees, which designate the squares as impassable, and the
remaining four squares between the trees on each side are marked by tents and are the "camps" of the pieces.
At the start of the game each player takes his tokens, puts four pawns in his spawn camp, and shuffles the remaining
tokens face down into a deck. From there the player draws four tokens from the top of the deck, and chooses from
these tokens to replace empty spots in his/her spawn camp. The player must then draw enough pieces from the deck
to get four in his/her hand.
150
Bosworth
References
[1] Lidberg, Paul Arden (1998-07-31). "Pyramid Pick: Bosworth". Pyramid (online) (Steve Jackson Games).
[2] "Bosworth official rules" (http:/ / www. otb-games. com/ bosworth/ rules. html). .
External links
Bosworth overview (http://www.otb-games.com/bosworth/) by the publisher
Bosworth (http://www.boardgamegeek.com/game/645) at BoardGameGeek
RPGnet: Review of Bosworth (http://www.rpg.net/reviews/archive/11/11858.phtml) by Tom Vasel
Enochian chess
Enochian chess is a four-player chess variant, similar to Chaturaji, associated with the Hermetic Order of the
Golden Dawn. The name comes from the Enochian system of magic of Dr. John Dee (magus and astrologer to
Queen Elizabeth I), which was later adapted by Victorian members of the Golden Dawn into "a complete system of
training and initiation."
Enochian Chess was created by William Wynn Westcott, one of the three founders of the Golden Dawn, but the rules
of the game were probably never completed by him. The game was finished by S. L. MacGregor Mathers, who put
its rules into final form.[1] The game was four-handed because each set of pieces corresponded to one of the four
classical elements and their several watchtowers, and the game was used for divination as well as competition. The
four sets of pieces were variously colored, and identified with Egyptian deities or "god-forms". The main
identifications of the pieces were:
The chess board itself was also varicolored, and divided into four sub-boards in which each of one of the four
elemental colors predominated.[3] The rules of the game were partially derived from shatranj and other historical
forms of chess; the queen is played like a fers, with a two square diagonal leaping move.[4] The four players would
form pairs of two, with each player having a partner. MacGregor Mathers, who finalised the game's rules, was
known to play with an invisible partner he claimed was as spirit. Joseph Hone, biographer of William Butler Yeats,
claimed, "Mathers would shade his eyes with his hands and gaze at the empty chair at the opposite corner of the
board before moving his partner's piece."[5]
The game, while complex, was in actual use; Georgie Yeats, wife of poet William Butler Yeats, relates actually
playing the game as a part of her occult training in Golden Dawn circles.[6] Her husband took part in some of these
games, as did MacGregor Mathers.[7] On the other hand, the full set of the rules is not well presented in the Golden
Dawn material handed down; Donald Tyson has observed that the game has "numerous weird little quirks" that
"make it impossible to actually play in any satisfactory manner".[8]
151
Enochian chess
Notes
[1] Ellic Howe, The magicians of the Golden Dawn: a documentary history of a magical order (Taylor & Francis, 1972; ISBN 0710073399)
[2] The Golden Dawn: a complete course in practical ceremonial magic : the original account of the teachings, rites, and ceremonies of the
Hermetic Order of the Golden Dawn, Israel Regardie, Cris Monnastre, Carl Llewellyn Weschcke, eds., p. 686 (Llewellyn, 1989; ISBN
0875426638)
[3] Regardie et. al., p. 684.
[4] Regardie et. al., p. 691
[5] Joseph Hone, W.B. Yeats, 1865-1939, p. 106
[6] Ann Saddlemyer, Becoming George: The Life of Mrs. W. B. Yeats, p. 71 (Oxford University Press, 2004; ISBN 0199269211).
[7] Joseph Hone, W.B. Yeats, 1865-1939, p. 106
[8] Donald Tyson, Enochian magic for beginners: the original system of angel magic, p. 308 (Llewellyn, 1997; ISBN 1567187471).
Further reading
Chris Zalewski: Enochian Chess of the Golden Dawn: A Four-Handed Chess Game. Llewellyn's Golden Dawn,
1994. ISBN 978-0875428956.
External links
Enochian Chess publications (http://steve-nichols.com/page3.html)
Enochian Chess on the Chess Variant Pages (http://www.chessvariants.org/historic.dir/enochian.html)
152
153
Unusual pieces
Fairy chess piece
Some fairy pieces
Archbishop (knight + bishop compound)
A fairy chess piece or unorthodox chess piece is a piece analogous to a chess piece. It is not used in conventional
chess, but is used in certain chess variants and some chess problems. These pieces vary in the way they move and
possibly in additional properties.
Because of the distributed and uncoordinated nature of unorthodox chess development, often the same piece is
referred to by different names or the same name is used for different pieces in various contexts (chess problems,
various chess variants).
Classification
Fairy chess pieces usually fall into one of three classes, although some are hybrid pieces. Some types of pieces are
created by combining the movement powers of two or more different pieces.
A specialized solving program, WinChloe, recognizes more than 1200 different fairy pieces.
Movement type
Leapers
An (m,n)-leaper is a piece that moves by a fixed type of vector between its start square and its arrival square. One of
the coordinates of the vector 'start square - arrival square' must have an absolute value equal to m and the other one
an absolute value equal to n. A leaper moves in the same way whether or not it captures, the taken unit being on the
arrival square. For instance, the knight is the (1,2)-leaper.[1]
The leaper's move cannot be blocked; it "leaps" over any intervening pieces, like the knight in standard chess.
In shatranj, a forerunner to chess, the pieces later replaced by the bishop and queen were also leapers: the alfil was a
(2,2)-leaper (moving exactly two squares diagonally in any direction), and the fers a (1,1)-leaper (moving exactly
one square diagonally in any direction).[2]
Some pieces can be described as combined leapers, i.e. as pieces having the movement capabilities of multiple
leapers. The king in orthodox chess (ignoring check restrictions) is an example of a combination of a (1,1)-leaper
and a (1,0)-leaper.
154
Leapers are not able to create pins, although they are often effective forking pieces. One additional property is that
the check of a leaper cannot be parried by interposing.
All orthodox chessmen except the pawn are either leapers or riders, although the Rook does 'hop' when it castles.
The Wazir is a (1,0)-leaper (an "orthogonal" one-square leaper); the Fers is a (1,1)-leaper (a "diagonal" one-square
leaper). Both are used in Muslim versions of chess. The King of standard chess combines the two.
The Dabbaba is a (2,0)-leaper; the Alfil is a (2,2)-leaper; the Knight is a (1,2)-leaper. The Alibaba combines the
Dabbaba and Alfil; while the Squirrel can move to any square 2 units away. The Arabic word dabbba formerly
meant a type of medieval siege engine, and nowadays means "army tank".
The 'level-3' leapers are the Threeleaper, a (3,0)-leaper; the Tripper, a (3,3)-leaper; the Camel, a (1,3)-leaper; and the
Zebra, a (2,3)-leaper.
0
0
Zero
1
Wazir
Wazir
Fers
Dabbaba
Knight
Threeleaper Camel
Dabbaba Threeleaper
Knight
Camel
Alfil
Zebra
Zebra
Tripper
An amphibian is a combined leaper with a larger range on the board than its components. The simplest amphibian is
the Frog, a (1,1)-(0,3)-leaper.
Riders
A rider is a piece that can move an unlimited distance in one direction, provided there are no pieces in the way.
There are three riders in orthodox chess: the rook can move an unlimited number of (1,0) cells and is therefore a
(1,0)-rider; the bishop is a (1,1)-rider; and the queen is a (1,1)- or (1,0)-rider.
One of the most popular fairy chess riders is the nightrider, which can make an unlimited number of knight moves
(that is, (2,1) cells) in any direction (though, like other riders, it cannot change direction half-way through its move).
Sliders are a noteworthy special case of riders which can only move between geometrically contiguous cells. All of
the riders in orthodox chess are examples of sliders.
The names of riders are often obtained by taking the name of a leaper which moves a similar cell-size and adding the
suffix "rider". For example, the zebra is a (3,2)-leaper, and the zebrarider is a (3,2)-rider.
Riders can create both pins and skewers.
Hoppers
A hopper is a piece which moves by jumping over another piece (called a hurdle). The hurdle can usually be any
piece of any color. Unless it can jump over a piece, a hopper cannot move. Note that hoppers generally capture by
taking the piece on the destination square, not by taking the hurdle (as is the case in checkers). The exceptions are
called locusts.
There are no hoppers in Western chess, although in xiangqi, the cannon captures as a hopper (when not capturing, it
is a rider which can not capture).
The most popular hopper in fairy chess is the grasshopper, which moves along the same lines as an orthodox queen,
except that it must hop over some other piece and land on the square immediately beyond it.
155
Locusts
A locust is any piece which captures by hopping over its victim (as in checkers). It is sometimes considered a type of
hopper.
Marine Piece
A marine piece is a combination piece consisting of a rider (for ordinary moves) and a locust (for captures) in the
same directions. Marine pieces have names alluding to the sea and its myths, e.g., nerede (marine bishop), triton
(marine rook), mermaid (marine queen), or poseidon (marine king).
Games
Some classes of pieces come from a certain game; often these have a common set of characteristics.
Chinese pieces
Chinese pieces are pieces derived from those found in xiangqi, the Chinese form of chess. The most common
Chinese pieces are the leo, pao and vao (each of which are derived from the Chinese cannon) and the mao (derived
from the horse). Those derived from the cannon are distinguished by moving as a leaper when capturing, but
otherwise moving as a rider. Less frequently encountered Chinese pieces include the moa, nao and rao.
Special attributes
Royal pieces
A royal piece is one which must not be allowed to be captured. If a royal piece is threatened with capture and cannot
avoid capture next move, then the game is lost (this is "checkmate"). In orthodox chess, each side has one royal
piece, the king. In fairy chess any other orthodox piece or fairy piece may instead be designated royal, there may be
more than one royal piece, or there may be no royal pieces at all (in which case the aim of the game must be
something other than to deliver checkmate, such as capturing all of the opponent's pieces).
Xed pieces
Name
Notes
Crowned pieces Any piece which, in addition to its normal powers, can move like a King.
Knighted piece
Any piece which, in addition to its normal powers, can move like a knight. For example, an amazon is a knighted queen.
Notations
Parlett's movement notation
In his book The Oxford History of Board Games[3] David Parlett used a notation to describe fairy piece movements.
The move is specified by an expression of the form m={expression}, where m stands for "move", and the expression
is composed from the following elements:
Distance (numbers, n)
1 - a distance of one (i.e. to adjacent square)
2 - a distance of two
n - any distance in the given direction
Direction (punctuation, X)
* - orthogonally or diagonally (all eight possible directions)
King: 1*
Queen: n*
Bishop: nX
Rook: n+
Pawn: o1>, c1X>, oi2>
Knight: ~1/2
156
157
Notable examples
Name
Parlett
Betza
Found in
Notes
Alfil
~2X
Shatranj
Alibaba
~2*
AD
Fairy Chess
Problems
Amazon
n*, ~1/2
QN
Knightmare
Chess
Combines the powers of the Queen and the Knight. Also called Superqueen.
Andernach
chess
A Grasshopper that changes the colour of the hurdle it leaps over. Also
known as a Chopper.
Capablanca
chess
Four
Dimensional
Chess
mQ (Immo-N)
Nova Chess
A piece that moves as a Queen but immobilizes any piece within a knight's
move of itself, that is, it prevents it from moving or taking. If it is a fairy
piece with additional powers it may or may not perform these other tasks
depending on the case in question. A Basilisk that is caught by another
Basilisk in this fashion, for example, may continue to immobilize others,
including the other Basilisk.
mfFcfWimfF2
Berolina chess
Moves one square diagonally forward (except on its first move, when it may
move two), but captures by moving one square straight forward. Compare
with Pawn.
Andernach
grasshopper
Archbishop
nX, ~1/2
BN
Balloon
Basilisk
on*
(Immo~1/2)
Bishop
158
nX
Boyscout
Orthodox
Chess
zB
Fairy Chess
Problems
Moves like a bishop, but takes 90 degree turns after each step. Invented by J.
de A. Almay in the first half of the 20th century. Rediscovered as Crooked
Bishop by Ralph Betza.
Fairy Chess
Problems
Can jump to any square which would not be reachable by any orthodox
chess piece. Since the Amazon is the sum of all orthodox chess pieces, the
Bug-Eyed Monster is the complement of the Amazon.
Tamerlane
Chess
Bug-Eyed
Monster
Camel
~1/3
Cannon
Cardinal
See "Archbishop"
Champion
1+, ~2*
WAD
Omega Chess
Chancellor
n+, ~1/2
RN
Capablanca
chess
Combines the powers of the Rook and Knight. Also called Empress or
Marshal.
Checker
cn(^2X>),
o1X>
King:
cn(^2X),
o1X
Checkers
Multiple captures in one turn, or without capturing can move forward one
diagonal space, but cannot move backward until after it has finished a turn
on the far rank of the board. (cf. Draughts, Checkers)
Chopper
Colonel
KfsRfN
Chess with
different
armies
Dabbaba
~2+
Tamerlane
Chess
Dayrider
n(~2*)
AADD
Dummy
Edgehog
n*
Edgehog
[5]
Chess
A Queen that can move only to or from the edge of the board. Variant: when
it moves from an edge, it may not move to an edge. Represented in diagrams
by a Queen rotated 90 counterclockwise. Invented by John Driver in 1966.
Elephant
2X
nA
Xiangqi
(Chinese)
A (2,2) leaper, but it cannot jump over an intervening piece, like the Ma. In
Chinese Chess, the Elephant is restricted to its half of the board.
Empress
See "Chancellor"
Fers
1X
Shatranj
Fusilier
o1+, c1X
mWcF
Centennial
Chess
Giraffe
~1/4
Gold General
1+, 1X>
Grasshopper
Old historic piece. Jumps one square diagonally followed by three squares
orthogonally. See also Zurafa.
WfF
Shgi
gQ
Fairy Chess
Problems
A hopper which moves along the same lines as a queen and lands on the
square immediately beyond that of the hurdle. One of the most popular fairy
pieces. In diagrams, the Grasshopper is usually represented by an inverted
Queen.
159
Graz Pawn
1*> , io2*>
Combines the powers of the Berolina Pawn and the standard Pawn. Also
known as the Sergeant, this piece was used as early as 1943 in Arno von
Wilpert's Wolf Chess. It occurs (without the initial double move) as Iron
General in large Shogi variants from 15th century, e.g., in Tenjiku shogi.
Immobilizer
on*
(Immo1*)
mQ (Immo-K)
Ultima
Janus chess
See "Archbishop"
Janus
King
1*
Orthodox
Chess
Khohn
1X, 1>
FfW
Makruk
Move one square in any direction diagonally or one square straight forward.
It has the same moves as the Silver General in Shogi.
Knight
~1/2
Orthodox
Chess
pR
Korean Chess
(Janggi)
Moves and captures along orthogonal lines by jumping exactly one piece,
called the hurdle. There can be any number of free squares before and after
the hurdle. Unlike the Pao it moves the same way for capturing and
non-capturing moves. In chess problems it is sometimes called Rook Lion
or Rion.
Korean
Cannon
Kraken
~n/m
Leap to any square on the board, including the one it is currently on (leaping
to the current square has the effect of passing a move). Compare with
Universal leaper.
Leeloo
Quintessential
Chess
Leo
on*, c^&
mQcpQ
Chinese
Combines the powers of the Pao and Vao; it moves like a Queen when not
capturing (that is, a (1,0) or (1,1) rider), but captures by leaping over an
intervening piece and taking the piece on the Leo's destination square (the
captured piece can be any number of squares beyond the hurdle).
Lias' Pawn
o1>, o1=,
c1X>, io2>
mfsWcfFimfW2
Lias' proposal
An extended Pawn which can also step one square sidewards. Proposed in
the 1920s by A. G. Lias to improve standard chess
pQ
Fairy Chess
Problems
A hopper which moves along the same lines as a Queen and which can land
on a square any distance beyond the hurdle.
QN
Maharajah and
the Sepoys
Chinese
Moves like a Knight except that it does not leap. It first moves one square
orthogonally in any direction, and then continues in the same general
direction one square diagonally. The square it is on after its orthogonal move
must be vacant. For example, if a white mao is on b2 and there is a white
pawn on b3, the Mao cannot move to a4 or c4; if the pawn is on c3,
however, it can move to both those squares (because the first part of the
move is orthogonal, not diagonal).
Lion
Maharaja
Mao
n*, ~1/2
Marshal
Moa
See "Chancellor"
Chinese
as the Mao, but the first step is diagonal and the second orthogonal, not the
other way round.
Murray Lion
160
~2*, c1*
Nao
Nightrider
n(1/2) (in
same
direction)
ADcK
mNNcpNN
Chinese
NN
Fairy Chess
Problems
A rider which moves any number of 2,1 cells (i.e., knight moves) in the
same direction. A Nightrider on b2 on an empty board, therefore, can move
to a4, c4, d6, e8, d3, f4, h5 and d1. A Pawn of the opposing colour on d6
could be captured, but the Nightrider could not move any further in that
direction (i.e., it couldn't move on to e8). A pawn on b3, for example, would
have no effect. On diagrams, the nightrider is usually represented by an
inverted Knight. One of the most popular fairy pieces. See diagram below.
Fairy Chess
Problems
mRcpR
Chinese
Moves like a Rook when not capturing (that is, a (1,0) rider), but captures by
leaping over an intervening piece and taking the piece on the Pao's
destination square (the captured piece can be any number of squares beyond
the hurdle). Found in xiangqi (in which context it is normally known in
English as a Cannon). Compare with Korean Cannon.
mfWcfFimfW2
Orthodox
Chess
Moves one square straight forward (except on its first move, when it may
move two squares), but captures one square forward diagonally. Compare
with Berolina pawn.
Quinquereme
Chess
Odysseus
Pao
Pawn
o1>, c1X>,
io2>
Can move and capture as an Alfil or Dabbaba, and capture only as a King.
This piece stems from a misinterpretation of the Lion of Chu Shogi but has
become popular in fairy chess problems and chess variants. It is named after
the chess historian Harold James Ruthven Murray who brought it up.
Pentere
Princess
Pterodactyl
See "Archbishop"
~3/3, ~5/5,
~0/15
Quang trung
rook
Queen
n*
Quintessence
Rao
Reflecting
Bishop
mqNcpqN
Chess
mathematics
Quang Trung
Chess
Moves as Rook but when capturing must move on square away from
captured piece in the same direction.
Orthodox
Chess
Quintessential
Chess
Chinese
A Chinese Rose moves as a normal Rose when not capturing, but captures
by leaping over an intervening piece and taking the piece on the Rao's
destination square. The captured piece can be any distance beyond the
hurdle.
Moves like a bishop, but additionally is allowed to "bounce" off the edge of
the board when making a move, similar to a hockey puck or billiard ball. Its
path continues down the diagonal to any legitimate square after the
[7]
"bounce".
161
RennCavalier
Renniassance
Chess
Moves in the same move one square diagonally and any number of squares
othogonally or any number of squares orthogonally and one diagonally. It
has two paths to the same target square and must make at least a blockable
knight's move. Called Cavalier in RennChess, but the name Cavalier is used
for other pieces as well. Renniassance Chess was invented by 1980 by Eric
V. Greenwood.
RennDuke
Renniassance
Chess
Moves in the same move one square orthogonally and then any number of
squares diagonally or any number of squares diagonally and then one
straight. It has two paths to the same target square and must make at least a
blockable knight's move. Called Duke in RennChess, but the name Duke is
used for other pieces as well.
Orthodox
Chess
qN
Fairy Chess
Problems
Rook
n+
Rose
Spy
2>, 2=,
(1/1)>
fsDfF
Chess Empire
The Spy can move two spaces forwards or sideways, or can move like a
knight one forward and then one horizontally or vice versa. It can leap over
pieces and can only move two spaces; thus, it is "trapped" on its own color
like a Bishop.
Squirrel
~0/2, ~1/2,
~2/2
DAN
Fairy Chess
Problems
Superpawn
on>, cnX>
mfRcfB
Fairy Chess
Problems
Superqueen
See "Amazon"
Taxi
Fairy Chess
Problems
Universal
leaper
Moves without capture one step forward or backwards, captures one square
diagonally forwards like a Pawn. When in the second rank can move one,
two or three steps forward or one backwards. Can promote on the 8th rank or
continue to be a Taxi. Can capture en passant other Pawns or Taxis. May be
placed in the first or eight ranks.
Leap to any square on the board apart from the one it is on. Compare with
Kraken.
Unicorn
Vao
Raumschach
mBcpB
Chinese
Moves like a Bishop when not capturing (that is, a (1,1) rider), but captures
by leaping over an intervening piece and taking the piece on the Vao's
destination square (the captured piece can be any number of squares beyond
the hurdle).
Wazir
1+
Tamerlane
Chess
Wizard
1X, ~1/3
FL
Omega Chess
Zebra
~2/3
Old historic piece. Jumps one square orthogonally followed by two squares
diagonally outwards.
Zero
162
~0/0
A piece which can make a zero move, i. e., jump and land on its starting
square without any side effects. This gives the player the option to pass a
move. Sometimes used as a component to more complex pieces. It is
different from the piece with no move at all called Dummy
Zurafa
Tamerlane
Chess
Starts with a (1,4) leap (like the modern Giraffe) and may continue moving
outwards as a Rook.
1
a
10
10
1
a
Rose. Moves as Nightrider, but along pseudo-circular lines. (two possible paths depicted.) Of course it may move
clockwise or counter-clockwise.
163
The unicorn, represented here by an upside-down knight, moves through the vertices of cubes (triagonally). A
unicorn from its starting position can reach only 30 cubes. The white unicorn's destination squares are marked with a
circle, black's with an X. The boards are stacked, with board E on top.
Notes
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
References
David Parlett (1999). The Oxford History of Board Games. Oxford: Oxford University Press.
ISBN0-19-212998-8.
Christian Poisson. "Catgories de pices - Types of pieces" (http://christian.poisson.free.fr/problemesis/
categories.html). Retrieved 2008-04-18.
Christian Poisson. "Pices Pieces" (http://christian.poisson.free.fr/problemesis/pieces.html). Retrieved
2008-04-18.
Ralph Betza's funny notation (http://www.chessvariants.org/d.betza/chessvar/pieces/notation.html)
George Jelliss. "All the King's Men" (http://www.mayhematics.com/v/gm.htm). Retrieved 2010-07-20.
External links
Piececlopedia (http://www.chessvariants.org/index/mainquery.php?type=Piececlopedia&
orderby=LinkText&displayauthor=1&displayinventor=1&usethisheading=Piececlopedia) - an extensive list of
fairy chess pieces, their history and movement diagrams
Who is Who on Eight by Eight (http://www.chessvariants.org/piececlopedia.dir/whos-who-on-8x8.html)
Compiled by Ivan A Derzhanski, shows also piece values
Jerome Grimbert's List of Fairy Chess Pieces (french) (http://jgrimbert.free.fr/pieces/indexa.html)
Fairy chess pieces and fairy problem conditions (german) (http://www.hilmar-ebert.de/VV1000.htm)
Mrchenschachlexikon (http://www.dieschwalbe.de/lexikon.htm) (Die Schwalbe, German)
Hippogonal
A hippogonal chess move is one similar to a knight's move. That is, a leap m squares in one of the orthogonal
directions, and n squares in the other, for integer values of m and n. It need not be a 2:1 ratio for m and n. A specific
type of hippogonal move can be written (m,n), usually with the smaller number first.
For example, the knight itself moves two squares in one orthogonal direction and one in the otherit moves
hippogonally. It is a (1,2) hippogonal mover, sometimes referred to as a (1,2) leaper.
Other hippogonally moving pieces include the camel, a fairy chess piece, which moves three squares in one direction
and one in the other, and thus is a (1,3) hippogonal mover.
External links
Piececlopedia: knight [1]
References
[1] http:/ / www. chessvariants. com/ piececlopedia. dir/ knight. html
164
Grasshopper
165
Grasshopper
a
1
a
Grasshopper (shown as an inverted white queen with notation G) must hop over other pieces in order to move or
capture. Here, it can capture the pawn in a7.
The Grasshopper is a fairy chess piece that moves along ranks, files, and diagonals (as ordinary queen) but only by
hopping over another piece at any distance to the square immediately closest. If there is no piece to hop over, it
cannot move. If the square beyond a piece is occupied by a piece of the opposite color, the grasshopper can capture
that piece. The grasshopper may jump over pieces of either color; the piece being jumped over is unaffected.
On the diagram it is shown as an inverted queen with notation G.
For an example of grasshopper movement see the first diagram. The white grasshopper on d4 can move to the
squares marked by cross (b2, d1, d7 and h8), as well as capture the black pawn on a7. It cannot move on g4, because
there are two pieces to hop over.
Grasshopper was introduced by T. R. Dawson in 1913 in problems published in the Cheltenham Examiner
newspaper. Nowadays it is one of the most popular fairy pieces used in chess problems.
V. Onitiu, N. Petrovi, T. R. Dawson & C. M. Fox (1930)
a
1
a
Grasshopper
166
Grasshopper chess
a
1
a
Grasshopper chess. Second and seventh ranks are occupied with grasshoppers.
Grasshopper chess is a chess variant, in which the pawns are allowed to promote to a fairy piece grasshopper.
Grasshopper (shown as an inverted queen) must hop over other pieces in order to move or capture.
In some variations grasshoppers may also be present on the board in the opening position, in addition to the usual
pieces. For example, pawns can be moved forward and grasshoppers put along the second and seventh ranks[1] as
shown on the diagram at right. Another possibility is to replace queens with grasshoppers in initial position.[2]
References
[1] J. Boyer (1951). Les Jeux D'Echecs Non Orthodoxes.
[2] Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524-1420-1.
External links
Grasshopper chess (http://www.chessvariants.org/dpieces.dir/grashopper.html) by Hans Bodlaender.
Berolina chess
167
Berolina chess
a
1
a
On its first move, a Berolina pawn may move two steps forward. It may not change direction during its move. The
black e4-pawn may capture the white f2-pawn en passant if the white pawn advances to d4 in one move.
Berolina Chess is a chess variant using a popular fairy chess piece called the Berolina pawn (also called Berlin
pawn or Anti-pawn). The Berolina pawn was invented by Edmund Hebermann in 1926.
The rules of Berolina Chess are the same as in standard chess, including castling, except that all the pawns are
replaced by Berolina pawns.
Related pawns
Two famous pawns used in problem compositions are the Berolina Plus and the Sergeant.
The Berolina Plus moves and captures like the Berolina pawn, but in addition may capture one square sideways.
The Sergeant combines the normal chess pawn and the Berolina pawn; that is, it can move to or capture on any of
the three squares immediately in front.
Further reading
Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524142-0-1.
Berolina Chess, p.2122.
Berolina chess
168
External links
BrainKing.com [1] turn-based server for playing Berolina Chess
The Chess Variant Pages [2] article on Berolina Chess (specially "Recognized" by Chessvariants.org)
References
[1] http:/ / brainking. com/ en/ GameRules?tp=59
[2] http:/ / www. chessvariants. com/ dpieces. dir/ berlin. html
1
a
169
External links
The Maharaja and the Sepoys [1] by Hans L. Bodlaender.
Brainking Rules page [2]
References
[1] http:/ / www. chessvariants. org/ unequal. dir/ maharaja. html
[2] http:/ / brainking. com/ en/ GameRules?tp=21
Omega Chess
Omega Chess is a commercial chess variant designed by Daniel MacDonald in Toronto. The game is played on a
10x10 board with an extra square in each of the extreme corners where the wizards are placed at the start of the
game.[1] The game is laid out like regular chess with the addition of a "champion" in each corner and a "wizard"
diagonally behind each champion (see diagram on the right).
W1
W1
W2
A
W2
W3
W3
W4
W4
Omega Chess
170
W2
A
W2
W3
A
W3
W4
W4
Champion: jumps 2 squares in any direction or slides 1 square orthogonally. White's King Champion can
start the game by Ch2 or Cj2. In the position shown at the left, the black Champion's movement is indicated by
an X, and it can't capture the white Knight.
Wizard: a colorbound piece, jumps {1,3} or {3,1} squares in any direction, or slides 1 square diagonally.
White's King Wizard can start the game by Wj2. In the position shown at the left, the black Wizard's movement is
indicated by a black dot, and it can capture the white Knight.
Pawns
The Pawn may slide one, two or three squares in the forward direction, on its first move only. This is shown on
files (a),(b) and (d) respectively.
Capture, promotion and movement (following the first move) are otherwise identical to the pawn in standard
chess.
The en passant rule also applies. The d pawn may be captured en passant by either black pawn. The b pawn may
be captured normally by the pawn at c4, and en passant by the pawn at c3
Omega Chess
171
Castling
The normal rules of castling apply. Also, it is done exactly as in Chess, with the king moving two squares to either
side: to h0 for white or h9 for black to castle king-side, and to d0 or d9 to castle queen-side. (See diagram.)
W1
W1
W2
A
W2
W3
W3
W4
W4
Sample games
As seen in the diagrams, the ranks are numbered from 0-9, and the corner squares behind a0, j0, j9 and a9 are
notated w1, w2, w3 and w4 respectively. It should be noted that these squares are part of the board, and all pieces
(except rooks and pawns) can enter them. (See the problem at the end of the page. The solution of which starts with
1.Ww3+ .)
Omega Chess
172
W2
A
W2
W3
W3
W4
W4
Endgames
The four corner squares in Omega Chess offer many endgame possibilities and peculiarities. For example, if you
have two Rooks, a Bishop and a Wizard against a lone King, you cannot win if the Bishop and Wizard attack one
color, with the enemy King being on a corner square of the other color. This leads to the inevitable question of what
combinations of reduced material can deliver mate.
Unlike in chess, a lone Queen (without the King's assistance) can force mate. As well, two Rooks find it easy to mate
provided the enemy King is not in a Wizard or Champion starting square.
In the position on the left, White is obliged to check the enemy King back to the edge of the board, since Black isn't
going to go there voluntarily. 1.Rd8+ Ke9 2.Ke7 Kf9 3.Kf7 (The White King must pursue the enemy King because
when Black gets to i9, the White King wants to be on h7, controlling i8 so the rook can check on d9, forcing the
King to j8, followed by Re8 - Kj7, Rj8#) 3...Kg9 (Not 3...Ke8 because of 4.Rd6 Kf8 5.Rd8#) 4.Kg7 Kf9 it is safe for
the Black King to double back. If the Rook was on e8, then it could just retreat along the file and deliver mate next
move. Or if it was on any other rank, it could now move to the e-file, but as it is the Rook would be vulnerable to
capture.
Two Bishops can deliver mate fairly easily, as can two Knights, although in the latter case the task of herding the
enemy king into a corner requires a lot of patience.[4]
Omega Chess
173
W1
W1
W2
A
W2
W3
W3
W4
W4
W2
A
W2
Omega Chess
174
2
W3
W3
W4
W4
Omega Chess Advanced: The White Fool immobilizes Black Queen, The Black Fool - White Rook. Black dots show
squares where the White fool may move to for freeing own Queen from immobilizing. Moves of White Templar
Knight
In 2008, the authors of Omega Chess developed an extension to the game called Omega Chess Advanced.[7]
A special move was introduced called Guarding. This move is equal to Castling but it is executed by Queen and
Rook. For Guarding to be legal, both the Queen and Rook must never have made any previous moves, and there
may not be any pieces between them.[8]
A new piece is introduced called the Fool.[9] Each player owns exactly one.
The Fool has no starting position on the board. Instead, when a piece makes its first move in the game, its
owner may choose to place the Fool at that piece's starting location. When Castling or Guarding, the Fool can
be place on either of the two available squares.
The Fool moves and captures like the piece or pawn that the opponent last used. For example, if White moves
a Queen, then Black's Fool may move or capture as a Queen.
The following two rules are optional parts of Omega Chess Advanced:
The Fool may immobilize an opponent's piece on an orthogonally adjacent square, thus preventing it from
moving. In the figure to the right, the white Fool has immobilized the black Queen, and the black Fool has
immobilized the white Rook. An immobilized piece can move again if the Fool moves away or is captured. In
addition, an immobilized piece can move if it is also orthogonally adjacent to a friendly Fool.[10]
A new piece can replace the ordinary Knight, called the Templar Knight. The Templar Knight moves like an
ordinary Knight, but after it has made its move or capture, it may make an additional diagonal step in the same
direction onto an empty square. In the diagram to the right, the white Templar Knight may move or capture to
any of the squares marked with an X, and may make the additional step to any of the squares marked with a
circle.[11]
Optional rules extensions were also introduced in Omega Chess Advanced.
Solution to the Puzzle here [12].
References
[1] Dylan Loeb McClain (2007-08-19). "Giraffes, Viziers and Wizards: Variations on the Old Game" (http:/ / www. nytimes. com/ 2007/ 08/ 19/
crosswords/ chess/ 19chess. html). New York Times. . Retrieved 2009-10-12.
[2] Grandmaster reviews (http:/ / www. omegachess. com/ home. html?action=grandmaster-reviews).
[3] Omega Chess sample game (http:/ / www. omegachess. com/ scripts/ ltpgnviewer. html?http:/ / www. omegachess. com/ scripts/
Alex_Sherzer_vs_Judit_Polgar. html& SetBGColor=EEEEEE& SetBorder=1) with the option to view the moves in a JavaScript viewer.
[4] Checkmate with two knights in Omega chess (http:/ / www. omegachess. com/ scripts/ ltpgnviewer. html?http:/ / www. omegachess. com/
scripts/ King_+ _2_Knights_vs_King. html& SetBGColor=EEEEEE& SetBorder=1), animated example.
[5] Checkmate with Bishop and Wizard in Omega chess (http:/ / www. omegachess. com/ scripts/ ltpgnviewer. html?http:/ / www. omegachess.
com/ scripts/ King_+ _Bishop_+ _Wizard_vs_King. html& SetBGColor=EEEEEE& SetBorder=1), animated example.
[6] Checkmate with Knight and Bishop in Omega chess (http:/ / www. omegachess. com/ scripts/ ltpgnviewer. html?http:/ / www. omegachess.
com/ scripts/ King_+ _Knight_+ _Bishop_vs_King. html& SetBGColor=EEEEEE& SetBorder=1), animated example.
[7] Omega Chess Advanced official web site (http:/ / www. omegachess. com/ home. html?action=advanced)
[8] Definition of Guarding in Omega Chess Advanced (http:/ / www. omegachess. com/ home. html?action=advanced#guarding)
[9] Description of the Fool piece (http:/ / www. omegachess. com/ home. html?action=advanced#fool)
Omega Chess
175
External links
Stealth Chess
The fictional universe of the Discworld novels by Terry Pratchett features a number of invented games, some of
which have gone on to spawn real-world variants.
Stealth Chess
Stealth Chess is a chess variant, played in the Ankh-Morpork
Assassins' Guild, according to The Discworld Companion.
It is similar to normal chess, with the exception of an extra piece
and the widening of the board by two specially-colored fields
(red and white are described, as opposed to the normal black and
white) on either side, known as the Slurks. The extra piece is the
Assassin (appearing on either side of the Rooks in the beginning
of the game), the only piece to be able to move in the Slurk.
The Assassin moves one square in any direction, and two to
capture; however, on exiting the Slurks, the assassin may make
as many moves as it has taken within the slurks and, optionally,
a capture move.
An example may clarify: If an Assassin enters the Slurks and takes five moves within them (in any direction,
including back and forth), it may then appear in any square that is five moves from its original entry point into the
Slurk. It is then still able to make a one-square move to capture. If an Assassin were to make fifteen moves (the
minimum necessary to go from one corner of the normal board to the opposite corner), it could reappear anywhere
on the board. The mechanism of moving the assassin up and down the Slurks is used in order to a) use up a move by
the player and b) to keep count of how many spaces the assassin has moved.
The Slurks are, in essence, a second, "invisible" board, through which only the Assassin may travel, and from which
it may reemerge on the "visible" board at any time. The Assassin may take pieces of its own colour, should this give
the player an advantage, but may not take opposing Assassins (professional courtesy). Many players consider the
assassin to be moving "underneath" the actual board, ready to pop out when they have reached their intended
destination.
Stealth Chess
This makes it a highly powerful piece and a very effective counter to certain strategies depending on specific pieces,
and can quickly win the game if one manages to take control of the Slurks and access the King directly. The
Discworld Companion notes, however, that players should also take care that they don't focus on the opponent's
Assassin exclusively to the point that they lose track of what the opponent's other pieces are doing.
The acknowledged master of the game in the books is Lord Havelock Vetinari, Provost of Assassins and Patrician of
Ankh-Morpork.
According to the Companion, some Discworld scholars believe that Stealth Chess is the original form of chess in
their world; this belief is corroborated by the in-world discovery, in a tomb in Muntab, of a preserved corpse with an
810 board embedded in its skull and a pawn hammered up each nostril.
Cripple Mr Onion
Cripple Mr Onion was originally a fictional card game played by characters in the novels Wyrd Sisters, Reaper
Man, Witches Abroad and Lords and Ladies. A game called "Shibo Yancong-San" ("Cripple Mr Onion" in Japanese)
appears in Interesting Times as a tile game played in the Agatean Empire. This was used by Dr Andrew Millard and
Prof. Terry Tao as the basis for an actual card game. The complete rules and design of this game were posted on
USENET around 1993 and were approved by Pratchett himself. It contains elements of blackjack and poker.
The band "Cripple Mr Onion", a Progressive metal band, originally from Christchurch, New Zealand, was named
after the game.
The most notable aspect of the game is that it requires an eight-suited card deck, with suits representing the eight
Minor Arcana suits of a Discworld Tarot, or "Caroc" deck: the staves, swords, cups, and coins of real-world Tarot
plus four additional suits named for octograms, elephants, terrapins and crowns. For the purposes of flushes, each of
the real-world suits is paired with one of the four discworld suits (a commercially available deck marketed for use in
the game includes axes, tridents, roses and doves as suits to be paired, respectively, with the more traditional clubs,
spades, hearts and diamonds). For real-world play, two distinctive but identically-backed "normal" decks are
generally used, most frequently a traditional "French" deck and an identically-backed Latin-suited deck.
Each player receives a hand of ten cards: five cards are dealt face-down to each player, and the player may then
discard up to four of them, receiving new cards to replace them. Then a further five cards are dealt face-up to each
player except the dealer, who receives his face-down. The first player begins by assembling his or her cards into one
of the winning groupings described below, and displaying them. The next player must then create a more valuable
grouping or fold. If the player is successful in creating a more valuable grouping, the original first player may try
again to create an even more valuable grouping for himself, or fold. This process passes left around the table until
only one player remains, who then wins the hand.
The categories of winning group, in ascending order of value, are as follows. Number cards are worth their face
value, picture cards are worth ten, and aces are worth one or eleven at the player's choice (a la Blackjack).
Bagel, two cards with values totalling 20;
Two-card Onion, two cards with values totalling 21;
Broken Flush, a set of three or more cards totalling between 16 and 21 inclusive, and with all but one in the same
suit-pair;
Three-card Onion, three cards with values totalling 21;
Flush, as a broken flush but with all the cards being in the same suit-pair;
Four-card Onion, as two- and three-card Onion above;
Broken Royal, the combination 678 of any suit;
Five-card Onion;
Royal, the combination 777 of any suit;
Six-card Onion;
176
Stealth Chess
Wild Royal, the combination 888 in a hand when eights are wild (see below);
Seven-card Onion;
Double Onion, two picture cards and two aces;
Triple Onion, three picture cards and three aces;
Lesser Onion, four picture cards and four aces;
Great Onion, five picture cards and five aces.
"Modifiers" may also be played to increase the value of a hand. Apart from the crippling rule, modifiers are optional
rules, which may or may not be included in a game. The available modifiers (many of which are named after
Discworld characters or concepts) are as follows:
Crippling Mr Onion: if a player displays a Great Onion, an opponent may display a nine-card running flush and
instantly win the hand. If a player displays a Great or Lesser Onion, an opponent may display a ten-card running
flush and instantly win the hand; a player with a ten-card running flush can also use it to steal the win from
someone who has previously crippled Mr Onion with a nine-card running flush. (This is the only non-optional
modifier.)
Null Eights: in a normal hand, eights may be played as if their value were zero (but can be still be played with
value eight if the player wishes). Thus they can be included in an existing Onion in order to improve its size by
one card. Whenever this is done, eights become wild cards in the following hand, and this modifier cannot be
used in that hand. After one hand with eights as wild cards, they revert to normal, and this modifier becomes
available again.
Wild Crippling: when eights are wild, you cannot Cripple Mr Onion if your running flush contains more wild
eights than the Lesser or Great Onion you are trying to cripple.
Octavo: when eights are wild, the grouping 88888888 is considered a Lesser Onion, but beats any other Lesser
Onion and is considered a Great Onion for the purpose of being crippled.
The Lady: a player may reveal the Queen of Spades for one of two effects: if eights are not wild in the hand, the
player may draw two cards from the deck, then choose one of these cards to replace the queen in their hand. If
eights are wild, the player can force every opponent to devalue one ace in their hand to value 1 (rather than 11).
The opponent chooses which ace is devalued.
Fate: if the Lady has been played and replaced with another card from the deck as above, the King of Cups may
be revealed and replaced in the same way, also rendering all Aces held by the player who played the Lady
unplayable. If eights are wild, the King of Cups may be played to immediately cause them to cease being wild;
but if played this way, any other (not the same!) player who holds the Queen of Spades may reveal it to cause
their eights to remain wild.
Great A'Tuin: a player who reveals the Queen of Coins may subtract eight from the value of one of their cards and
add it to the value of another. Card values must still range from 1 to 11.
The Elephants: a player who reveals a set of four cards, each either a nine or ten (or a wild eight), plus the Queen
of Coins, may shift points of value between their cards to create a Double Onion, and may consider any other
nines or tens in their hands as ones (not aces) and twos respectively. However, any other Double Onion beats this
one.
The Sender of Eights: displaying a Jack of Diamonds when eights are not wild causes the aces of any other player
who has used a Null Eight to become unplayable. When eights are wild, displaying a Jack of Diamonds makes all
aces unplayable and bans wild eights from taking value 1 or 11.
Death: displaying a King of Swords "kills" one picture card in the hand of every player who has more than one in
their hand. A "killed" picture card may not participate in a Double Onion, and if eights are wild may not
participate in a Triple Onion either, but may still participate in other groupings.
The Archchancellor: When played, the Jack of Staves is wild in all hands. However, any player who plays a Jack
of Staves must play all their eights as null eights. Further, any opponent may reveal a King of Swords after the
Jack of Staves is revealed to cause the Jack of Staves to cease being wild and also cause all other players to reveal
177
Stealth Chess
178
Thud
Stealth Chess
Players
Setup time
Playing time
Thud is a board game devised by Trevor Truran and first published in 2002, inspired by the Discworld novels rather
than originating in them. It bears a strong resemblance to the ancient Norse games of Hnefatafl and Tablut but has
been changed to be less one-sided. The two sides are dwarfs and trolls.
In the game, the objective is to eliminate as many of the opposition's
pieces as possible. The two antagonists are the trolls and the dwarfs,
the trolls being few in number (but individually very powerful), while
there are a large number of dwarfs, but each individual dwarf is very
weak and requires support from nearby dwarfs to be of use against the
trolls. As in fox games, the two sides have different pieces with
different movement and attacking styles.
Thud uses an unconventional, octagonal board divided into smaller
squares, with only thirteen pieces allowed to occupy each square.
Fictional origins
The game, supposedly called in Dwarfish "Hnaflbaflwhiflsnifltafl", represents the famous Battle of Koom Valley
between dwarfs and trolls.
The game was first directly referenced in Going Postal, being played by Vetinari, and became a central concept in
the immediate sequel Thud!. The release of Thud! led to a special Koom Valley edition of the game. The pieces of
the Koom Valley version are similar to the cover of the novel Thud! drawn by Paul Kidby.
Terry Pratchett has devised a fictional history of how Thud was invented similar to the Shahnama theory of the
origins of chess. In short, the clever dwarf who invented the game was asked by his king to name his reward. The
Stealth Chess
179
answer was that he wanted his board filled with gold: One small gold piece on the first square, two pieces on the
second, four pieces on the third, etc. Needless to say, this is more than all the gold of the Disc combined. The king
then got angry and threatened to kill the dwarf who was 'too drhg'hgin clever by half'. The inventor then hastily
changed his reward to 'as much gold as he could carry', whereupon the king agreed and simply broke one of his
arms.
Gameplay
The octagonal playing area consists of a 15
by 15 square board from which a triangle of
15 squares in each corner has been removed.
The Thudstone is placed on the centre
square of the board, where it remains for the
entire game and may not be moved onto or
through. The eight trolls are placed onto the
eight squares adjacent to the Thudstone and
the thirty-two dwarfs are placed so as to
occupy all the perimeter spaces except for
the four in the same horizontal or vertical
line as the Thudstone. One player takes
control of the dwarfs, the other controls the
trolls. The dwarfs move first.[1]
On the dwarfs' turn, they may either move
or hurl one dwarf:
Move: any one dwarf is moved like a
chess queen, any number of squares in
any orthogonal or diagonal direction, but
not onto or through any other piece,
whether Thudstone, dwarf, or troll; or
A Thud game's initial positions. "d" represents the dwarfs, "T" represents the trolls,
and "X" represents the Thudstone.
Hurl: anywhere there is a straight (orthogonal or diagonal) line of adjacent dwarfs on the board, they may hurl
the front dwarf in the direction continuing the line, as long as the space between the lead dwarf and the troll is less
than the number of dwarfs in the line. This is different from a normal move in that the dwarf is permitted to land
on a square containing a troll, in which case the troll is removed from the board and the dwarf takes his place.
This may only be done if the endmost dwarf can land on a troll by moving in the direction of the line at most as
many spaces as there are dwarfs in the line. Since a single dwarf is a line of one in any direction, a dwarf may
always move one space to capture a troll on an immediately adjacent square.
On the trolls' turn, they may either move or shove one troll:
Move: one troll is moved like a chess king, one square in any orthogonal or diagonal direction onto an empty
square. After the troll has been moved, any dwarfs on the eight squares adjacent to the moved troll may optionally
[2]
be immediately captured and removed from the board, at the troll player's discretion; or
Shove: anywhere there is a straight (orthogonal or diagonal) line of adjacent trolls on the board, they may shove
the endmost troll in the direction continuing the line, up to as many spaces as there are trolls in the line. As in a
normal move, the troll may not land on an occupied square, and any dwarfs in the eight squares adjacent to its
final position may immediately be captured. Trolls may only make a shove if by doing so they capture at least one
dwarf.
Stealth Chess
180
The battle is over when both players agree that no more captures can be made by continuing to play, or when one
player has no more valid moves to make. At this point the players count score: the dwarfs score 1 point for each
surviving dwarf, and the trolls score 4 for each remaining troll, with the difference being the 'final' score. The players
should then swap sides to play another round, and the sum of their final scores for the two battles determines the
overall victor.
Tactics
The basic overall strategy for the dwarfs to form a large group and for the trolls to try and stop them.[3] It is normally
better for the trolls to be widely spaced.
A dwarf's strategy does widely depend on how the trolls are advancing on the dwarf block. A good tactic therefore is
to be prepared to sacrifice a few dwarfs to get in the way and slow down any trolls that are advancing into dangerous
positions.[3]
A troll's strategy can also vary but at the start of a match getting into shoving lines is regarded as the best tactic.
Objective
For the dwarfs to win they must move the rock to the
far side of the valley - onto any of the five squares on
the opposite side of the board against which the dwarf
commander is sitting. For the trolls to win they must
capture the rock by placing three trolls adjacent to it (in
any direction including diagonally). If neither side can
achieve their objective the game is drawn.
The board and initial positions for Thud: The Koom Valley. D for
Dwarves, T for Trolls, X for Thudstone, dark gray - far side of the
valley.
Movement
Movement is the same as Classic Thud except that Trolls may now move up to 3 spaces in any direction (horizontal,
vertical or diagonal).
Dwarfs may move the Rock instead of moving a dwarf piece. It may move only one square in any direction. To be
moved it must be next to a dwarf and it must also be next to a dwarf at the end of its move.
Captures
A troll captures a dwarf by trampling over it. It moves in a straight line from a square next to the dwarf, through the
square the dwarf is on and lands on the empty square immediately beyond. The trampled dwarf is removed from the
board.
Stealth Chess
Several captures may be made in one move and a change of direction is allowed between captures.
Dwarfs capture a troll by moving a dwarf so that the troll is trapped between two dwarfs in any straight line
(including diagonally). The three pieces, two dwarfs and a troll, must all be in line.
If the dwarf that has been moved also traps another troll between itself and another dwarf, that troll is also captured
Captures are only made when the capturing side moves a piece. The rock may be moved and come to rest next to
three trolls. It can only be captured when a troll is moved.
External links
The Fat Pack Playing Card Company [5] An eight suit pack of cards suitable for playing Cripple Mr Onion
The full rules. [6]
A play-against-your-computer version is available at http://www.davebudd.org.uk/cmo/index.html (Note
from program author: 1. The program is embarrassingly poor, and 2. I've lost the source, so don't ask!)
Official site [7], including Pratchett's Story of Thud
Photograph of an official board [8] at BoardGameGeek. This illustrates both what the official game set looks like,
and the initial positions.
Thud [9] at BoardGameGeek
ThudBoard [10] by Marc Boeren is software for playing Thud.
References
[1] Pratchett, Terry; Trevor Truran, Bernard Pearson (2006-09-29). "Rules for Classic Thud and Koom Valley Thud" (http:/ / www. thudgame.
com/ rules). . Retrieved 2006-12-15.
[2] Dewi Morgan (2006-08-08). "Masked Thudplayer challenge!" (http:/ / www. thudgame. com/ node/ 137). . Retrieved 2006-12-15.
[3] Pratchett, Terry; Trevor Truran, Bernard Pearson (2006-09-29). "Rules for Classic Thud and Koom Valley Thud ("rules3")" (http:/ / www.
thudgame. com/ rules). . Retrieved 2006-12-15.
[4] http:/ / www. thudgame. com/ kvt
[5] http:/ / www. fatpackcards. com
[6] http:/ / cripplemronion. info/
[7] http:/ / www. thudgame. com
[8] http:/ / www. boardgamegeek. com/ image/ 64064
[9] http:/ / www. boardgamegeek. com/ game/ 4532
[10] http:/ / www. million. nl/ thudboard
181
182
Rules
The starting position in this game is the same as in standard chess. Players make moves as in standard chess. Instead
of moving, a player can take one of their own pieces from the board and put it into the pocket, provided that the
pocket is empty. If the piece is placed into the pocket from the last rank, it gets promoted to a piece of higher class.
Otherwise the player has an option to mutate the piece into a different piece of the same class. The choice of
mutating (or not) must be made at the time the piece is removed. White cannot use the pocket on the first move. The
King cannot be placed into the pocket.
As a players move, a piece in the pocket can be dropped on any empty position on the board, except the last rank. A
pawn can make only a single step from the first rank, but can do a double step from the second one, even if dropped
there or moved from the first rank. The en passant rule applies as in standard chess. Pawns that reach the last rank do
not get promoted immediately. Instead, they can be placed into the pocket and promoted to a piece of higher class.
There is no castling in this chess variant. The game is declared a draw if no capture or promotion was made for 50
consecutive moves.
1
2
3
Usual
pieces
bishop
knight
rook
nightrider
queen
chancellor
(rook+knight)
cardinal
(bishop+knight)
Combined with
nightrider
pawn
Combined with
knight
cardinal rider
(bishop+nightrider)
super cardinal
(bishop+knight+king)
chancellor rider
(rook+nightrider)
super chancellor
(rook+knight+king)
amazon (queen+knight)
amazon rider
(queen+nightrider)
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1
a
References
[1] Pritchard, D. (2007). The Classified Encyclopedia of Chess Variants. John Beasley. ISBN 978-0955516801., p. 164.
[2] The Chess Variant Pages: Recognized Chess Variants (http:/ / www. chessvariants. com/ rindex. html)
External links
Pocket mutation chess (http://www.chessvariants.org/large.dir/pocketmutation.html) by Mike Nelson.
Baroque chess
184
Baroque chess
Baroque chess is a chess variant invented in 1962 by Robert Abbott. In 1963, at the suggestion of his publisher, he
changed the name to Ultima, by which name it is also known. Abbott considers his invention flawed, and he has
suggested amendments to the rules, but these suggestions - like the new name he attempted to give it - have been
substantially ignored by the gaming community, which continues, for the most part, to play by the 1962 rules. Since
the rules for Baroque were first laid down in 1962, some regional variation has arisen, causing the game to diverge
from Ultima.
a
1
a
Description
Baroque chess is usually played on a standard 88 chessboard with the standard Staunton design of chess pieces.
The rules that follow are widely found on the internet, but other variants exist. A variant popular among students at
Cambridge University in 1974 is described on this webpage [1].
The initial setup of the pieces is the same as in standard Chess, except for two things that the players must first
decide on - center counter symmetry, and corner counter symmetry.
Baroque chess
Moving
In Baroque, the King is the one piece alone that is limited to moving exactly one square at a time; it moves and takes
just like the King in Chess.
All of the remaining pieces on the first rank may move like the Queen, in all directions. They have this power as a
matter of privilege, as they are all considered to be Noble pieces. This is a kind of privilege that attaches to them at
birth, that is, at the outset of the game, and is never diminished; they retain this privilege no matter where they go,
except when they find themselves next to an Immobilizer (see below).
The pawns, on the other hand, move just like the Rook moves in Chess, unable to move diagonally. Just as in Chess,
pawns are the peasants of this game. Unlike Chess, pawns are never promoted to another kind of piece. (There is no
magic square to which pawns can be moved and then promoted.)
Capturing
All the pieces except for the King capture differently from their counterparts in chess, and all but the King have
different names. The King is the only piece that captures, as chess pieces do, by moving into a square that is
occupied by an enemy piece. All the other pieces capture enemy pieces in more complex ways. Friendly pieces are
never allowed to capture other friendly pieces.
Pieces
The names of the pieces and rules for movement are as follows:
The King moves and captures like a standard chess King. The objective of the game is to capture the opposing
king. Fast play with a chess clock usually makes declaration of checkmate a very rare thing to achieve in actual
face to face play.
The pawns - or pincers, as it were - move like standard chess Rooks. A pawn captures any opposing piece
horizontally or vertically between the square to which the pawn moved and a friendly piece (i.e. there may be no
gaps between any of the three pieces). This is considered a custodial form of capture because it has been likened
to two men coming up on the sides of the person to be seized, and taking hold of his arms to carry him off. Pawns
never capture diagonally, only horizontally or vertically.
The remaining pieces all move like standard chess queens, but have unique methods of capture.
The Withdrawer (or Retreater), represented by the Queen, captures by moving directly away from an adjacent
piece.
The long-leapers, represented by the Knights, capture by jumping over an opposing piece in a straight line. A
long-leaper may make multiple captures in the same line as long as each piece is jumped independently. Those
variants of Baroque prohibiting multiple leaps call this piece the Leaper, and restrict it to capturing the first
enemy piece it encounters, provided the next space is empty or open. It appears that the choice between a
Long-Leaper and a Single-Leaper tends to affect game play by encouraging "hunkering down" and overdefending
pieces, and allowing pieces to spread across the board more, with less attention to bulky blockades.
The Coordinator, represented by the unmarked Rook, captures any opposing piece that is on either of the two
squares found at a) the intersection of its own file and the King's rank, and b) the intersection of the King's file
and its own rank; these are found after the Coordinator has moved.
The Immobilizer, represented by the inverted Rook, does not capture anything, but immobilizes all adjacent
enemy pieces.
The Imitators (or Chameleons), represented by the Bishops, capture any piece by moving as a piece of the type
captured would have moved to capture. Also Imitators or Chameleons immobilize enemy Immobilizers to which
they are adjacent. Imitators cannot capture Imitators. In order for an Imitator to capture an enemy King, it must
185
Baroque chess
186
begin its turn adjacent to it, and step into its square. This is because the King is the only piece on the board that
steps one square at a time, and captures by 'occupation' and 'replacement' - stepping into the enemy's square to
capture it.
Diagrammed examples are indispensable to understanding the rules.
a
1
a
King
The white King moves c4-d5 delivering checkmate. Normally it would not be possible for the two kings to be
adjacent, but here the black king is unable to move due to the white immobilizer on f4, thus the d5 square is not
under attack by black, and the white king is not moving into check.
Note that white could not play c4-d4, as that would place his own King in check from the black Withdrawer.
Capturing the Withdrawer with c4-d3 would result in stalemate, as black would then have no legal moves.
a
1
a
Baroque chess
187
Pawn/Pincer
The white pawn (or Pincer) moves g4-d4, capturing the Black Immobilizer and black pawn. The Black Withdrawer
on e5 is not captured because pawns capture only vertically and horizontally, not diagonally. The Black Imitator
(Chameleon) on d3 is not captured, because there is no white piece on d2. Finally, the Black Long-leaper on g3 was
safe because it moved between the two white pawns, rather than a white pawn moving to complete the custodial
capture.
a
1
a
Withdrawer
The White Withdrawer moves g6-d3, capturing the black pawn on h7. The pawn on g7 and the Imitator (Chameleon)
on h6 are unaffected because the Withdrawer did not move in their respective lines, but the Withdrawer could have
captured either by a move in the g-file or sixth rank respectively. Note that the Withdrawer also gives check to the
Black King by threatening to move away on the d-file.
a
1
a
Baroque chess
188
Long-Leaper
The white Long-Leaper moves d2-d4-d6-d8, capturing three black pieces. It might instead have captured the Black
Withdrawer with either d2-g5 or d2-h6. On the other hand, the black pawn on b2 and the Black Chameleon on d1 are
safe from the Long Leaper because there is no square on the opposite side on which the Long Leaper could land.
Also the black pawns on f2 and g2 cannot be captured by d2-h2, because there is no space in between the two pawns
which would allow the Long Leaper to make two separate jumps. A move of d2-b4 would be illegal because long
leapers may not jump over friendly pieces. Some variations of Baroque forbid multi-leaping, if only because it is felt
that the game is more playable if the Leaper is less powerful. By requiring the Leaper to stop its movement
immediately after capturing the first piece, that objective is met.
a
1
a
Coordinator
The White Coordinator moves d4-f6, capturing black's Leaper on c6 and Immobilizer on f2. If White had played
d4-d6 instead, he would have captured black's Leaper and pawn. The Coordinator threatens only pieces on the same
rank or file as the friendly King. This kind of capture can be visualized by imagining an invisible cross emanating
from the square the King is sitting on, and another invisible cross emanating from the square the Coordinator arrives
at. The points where these two crosses intersect are the places where captures are possible.
a
1
a
Baroque chess
189
The Immobilizer's movement.
Immobilizer
The White Immobilizer moves f3-d5, immobilizing 5 black pieces. The black Leaper on g4, which had been
immobilized, is now free to move again.
An Immobilizer can never be captured by an Immobilizer, or Imitator (Chameleon). An Immobilizer can never be
captured by a King or Withdrawer unless the variation popular in Cambridge is being played, in which case the
Immobilizer itself must first be immobilized. When an Immobilizer comes into contact with an Enemy Chameleon or
Immobilizer, the two pieces freeze each other, after which neither can move unless the other is captured. In the
version played at Cambridge, the power of an enemy Immobilizer to arrest a friendly piece's movement is defeated
when another friendly Immobilizer or Chameleon is brought up to it, effectively cancelling out each other's power to
arrest movement.
Some versions of Baroque allow an immobilized piece to commit suicide, i.e. be removed from the board, in lieu of
the regular move of that player. There may be strategic reasons to open a line. For example, after the above
diagrammed move, the Black Leaper on c5 may wish to commit suicide, so that the other Leaper can capture the
White Immobilizer by jumping over it on the fifth rank. White cannot hinder this plan, because the Immobilizer is
itself immobilized by the Black chameleon.
a
1
a
Chameleon/Imitator
On the diagram on the right, the white chameleon moves g6-e6-c6, astoundingly capturing all seven black pieces
except the king in one move and delivering check.
It captures the black withdrawer by moving away from it.
It captures the black long-leapers by jumping over them.
It captures three black pawns by surrounding them. (A chameleon can only capture pawns on a horizontal move
or vertical move, not on a diagonal move.)
It captures the black coordinator by rank/file coordination with the white king.
It delivers check by moving adjacent to the black king.
In the Cambridge rules, this capture is not possible. The move is legal, but it captures only the two leapers, because
the move is not a legal move for any of the other target pieces. In the absence of the two black leapers, the same
move would capture the other five pieces.
Baroque chess
Variants
Maxima
Baroque played on a somewhat larger board that is mostly rectangular but for a couple extra squares that are outside
the board, located at D0 and E0 just behind the King and Queen's squares. A matching pair of squares are also on the
other side of the board, just beyond the Black King and Queen (D9 and E9). Although one objective of the game is
to capture the King, an alternative objective allows depositing a piece in the pair of squares on the other side of the
board. Unlike Baroque, the King in Maxima moves like the Knight in Chess, making for a game with much more
fluid movement of pieces.
Optima
Baroque that is similar to Maxima with additional pieces and rules.
Renaissance
As Shogi is to Chess, Renaissance to BaroquePieces may be revived and reborn. Renaissance is played on a 9x9
board with a Swapper (or Resurrector or Ankh) that moves like a Queen for all ordinary purposes, but for
swapping actions must move like a King, trading places with any adjacent piece (both friend or foe), never capturing
it. Consistent with the concept of the Swapper (or Resurrector) being a piece wholly incapable of killing, it can
also step into any adjacent empty square, and leave behind a previously captured piece resurrected by placing it in
the square just vacated. Although, seen in that light, though the Swapper is like a piece of life, it can be transformed
into a 1 square Bomb when captured and readmitted to the board - but capable only of death. Instead of moving, a
Bomb need merely explode to effect the destruction of both friendly pieces and enemy pieces adjacent to itself, and
suiciding in the process. The destruction of pieces in this way causes all effected to be unrevivable.
There are also two more pieces that, like the Coordinator, are not capable of unassisted capture: the Pusher and the
Puller. They can move like Queens for ordinary purposes, but for the purpose of exercising their special powers,
they must be adjacent to the affected piece at the start of the turn. If they begin adjacent to a piece (regardless if
friendly or foe), they can push or pull it by 1 square. For a Pusher, the empty square on the other side must be open
(except for the unusual circumstance of driving a King into an enemy piece, or an Imitator into a King.) Although
the Pushers and Pullers are not capable of capture, their pushing and pulling maneuvers can result in other pieces
being forced to make captures, regardless of the captured one being a friendly or enemy piece.
Rococo
Rococo is a species of Baroque that is played on a 10x10 board for the purposes of captures, but on the inner 8x8
square just inside it for the purpose of movement. To put it another way, the outer perimeter of squares can only be
entered as a result of a capturing maneuver. In addition to the traditional Baroque pieces, Rococo has an Advancer
piece that moves like a Queen, but captures the enemy piece it has run up next to, stopping just short of the piece
taken. As is usual for most pieces of the Baroque family, the Advancer will not enter into the space vacated by the
captured piece, it merely runs up to it, and stops short by 1 square. Unlike the game of Renaissance described above,
Rococo has a similarly named Swapper piece that moves like a Queen, but trades places with the enemy it runs up
to, a full Queen's move away. The Rococo Swapper has the unusual property of self-destructing at will, in lieu of
moving, provided it is not at the same time immobilized, with the effect of taking one enemy piece alongside it.
What sets Rococo apart from Baroque the most is the way the pawns work; they are called cannonball pawns and
move like a King, stepping 1 square in all directions, or leap over any adjacent piece (friend or foe). The only way
that they can effect capture is by leaping, and landing on the enemy piece. They cannot capture like a King does.
Apparently as compensation for their limited mobility, the cannonball pawns can be promoted into other pieces
when they reach the other side of the board.
190
Baroque chess
The pawn formations unique to the parent game, Baroque, already significantly different from traditional chess, are
not seen in Rococo. Instead, Rococo's cannonball pawns seem to hang away from enemy pieces by two or three
squares, rarely coming into contact with each other without advance preparation. In both Chess and Baroque,
however, fine nuances in maneuvering are made possible by locking positions together, made concrete by the
establishment of well-defined pawn structures. This sort of thing is lacking in Rococo.
Further reading
Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524142-0-1.
Ultima, p.329-330.
Pritchard, D. (2000). Popular Chess Variants. Bastford Chess Books. ISBN0-7134-8578-7. Ch. 18 Ultima,
p.104-107.
External links
Ultima [2] by Robert Abbott
Ultima [3] from the Chess Variant Pages
Rococo [4] from the Chess Variant Pages
An Illustrated Guide to Ultima Pieces [5] - Animated GIFs show how the pieces capture.
Ultima on Game Courier [6] - Play Ultima against others online
References
[1]
[2]
[3]
[4]
[5]
[6]
http:/ / www. inference. phy. cam. ac. uk/ mackay/ ultima/ ultima. html
http:/ / www. logicmazes. com/ games/ ultima. html
http:/ / www. chessvariants. org/ other. dir/ ultima. html
http:/ / www. chessvariants. org/ other. dir/ rococo. html
http:/ / www. chessvariants. org/ other. dir/ ultimapieces. html
http:/ / play. chessvariants. org/ pbm/ presets/ ultima. html
191
192
Rules
Before the game players choose their armies in a certain way, predefined by tournament rules. This can be done
either randomly or secretly by both players. Each player has a choice of 4 armies[2] : the Fabulous FIDEs, where all
pieces move as in standard chess, Colorbound Clobberers, Nutty Knights or Remarkable Rookies army.
All armies are designed to be equal in strength, but have significantly different properties. kings and pawns move the
same as in chess for all armies. Pawns can only promote to pieces available in either player's army at the start. The
castling is done as in standard chess with exception of the case when rook replacement is a colorbound, like in
colorbound clobberers army. In the latter case the king when castling long moves to b1 and rook replacement to c1.
This is so colorbound pieces don't change square color.
Fers.
Wazir.
Many pieces in the following armies are combination of standard chess pieces and 4 fairy pieces: fers, alfil, wazir
and dabbaba (see their movement diagrams above). The game can be played with standard chess pieces and the
following move diagrams use standard pieces as well (except queens).
Colorbound Clobberers
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1
a
193
1
a
FAD. Moves as fers, alfil or dabbaba (hence the name.) Can jump for all moves.
a
1
a
1
a
194
Nutty Knights
a
1
a
1
a
Charging knight. Moves as king backward and sideways and as knight forward.
a
1
a
195
1
a
Fibnif. Moves as fers or as a knight for its two longest forwards and backwards moves.
Remarkable Rookies
a
1
a
1
a
196
1
a
1
a
Woody rook. Moves as dabbaba or as wazir. Can jump for all moves.
Other armies
The four armies described above were play tested by Ralph Betza and selected as most balanced ones. There are
other armies, invented by Betza and other people:
In initial version of the game there were 8 armies[1] and in these armies the king moved differently than the king in
the standard chess. Instead of normal pawns, fairy pawns could be selected, for example berolina pawns. However,
later Betza abandoned the idea of using fairy pieces for king and pawn[10] and reduced the number of armies to four.
References
[1] Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524-1420-1.
[2] Chess with different armies (http:/ / www. chessvariants. org/ unequal. dir/ cwda. html) by Ralph Betza.
[3] The Amazon Army (http:/ / www. chessvariants. org/ d. betza/ chessvar/ cvda/ amazon. html) by Ralph Betza.
[4] The Cylindrical Cinders (http:/ / www. chessvariants. org/ d. betza/ chessvar/ cvda/ cylind01. html) by Ralph Betza.
[5] The Fighting Fizzies (http:/ / www. chessvariants. com/ dpieces. dir/ fighting-fizzies. html) by Peter Aronson
[6] The Forward FIDEs (http:/ / www. chessvariants. org/ d. betza/ chessvar/ dan/ forfid. html) by Ralph Betza.
[7] The Pizza Kings (http:/ / www. chessvariants. org/ unequal. dir/ pizza-kings. html) by John Lawson.
[8] The Meticulous Mashers (http:/ / www. chessvariants. org/ d. betza/ chessvar/ cda/ meticulous. html) by Ralph Betza.
[9] The Seeping Switchers (http:/ / www. chessvariants. org/ unequal. dir/ seeping-switchers. html) by Jrg Knappen.
[10] Different Kings and Pawns? (http:/ / www. chessvariants. org/ d. betza/ chessvar/ dan/ danx-70. html) by Ralph Betza
Duell
Duell is a two-player chess variant played with dice on a board of 9x8 squares. Players take turns moving one of
their dice in order to capture their opponent's pieces, with the ultimate aim of capturing the opponent's king to win
the game.
Designed by Geoffrey Hayes, it was previously published in the UK as "Conquest" and "The George v Mildred Dice
Game" and in Germany as "Tactix".
Setup
The board is placed between the two players such that the eight rows of nine squares run left to right. The pieces are
placed so that from left to right the following numbers appear face up: 5 1 2 6 1 6 2 1 5, with the "key piece"
(equivalent to the king in chess, which has a "1" on each face) appearing in the middle and the 3s facing towards the
controlling player. To ensure true fairness, each die should be of the same chirality.
Gameplay
Players take it in turn to move one piece the number of squares shown on the outermost face (at the start of that
move) by rolling it along the direction of travel such that the uppermost number changes with each square moved. A
move may optionally include a single 90-degree change in direction. Moves may not pass though existing pieces of
either color.
Opposing pieces are captured by landing on the occupied square with the final move. Captures are not compulsory,
and there is no penalty for not doing so when possible.
The game finishes when one of the players captures their opponent's key piece; the capturing player wins, or when a
players' key piece lands in the opponents "key space" (the square initially occupied by the key piece at the start of the
game, in the center of the home row).
197
Duell
198
References
Pritchard, D. B. (2007), The Classified Encyclopedia of Chess Variants, John Beasley, ISBN978-0-9555168-0-1
External links
Duell rules [1]
References
[1] http:/ / aboardgamesdatabase. com/ rules/ duell/ duell. htm
Gess
Gess is a strategic board game for two
players, involving a grid board and mutating
pieces. The name was chosen as a conflation
of "chess" and "go". It is pronounced with a
hard "g" as in "go", and is thus
homophonous with "guess".
Gess was created by the Puzzles and Games
Ring of The Archimedeans, and first
published in 1994 in the society's magazine
Eureka. It was popularized by Ian Stewart's
Mathematical Recreations column in the
November 1994 issue of Scientific
American.
Rules
Gess
199
If the footprint moves partially out of the board, the move ends. The stones of the piece which are on a square that
has moved out of the board are removed.
A move also may end before any stone is removed.
A ring is any piece consisting of eight stones around an empty central square.
The game object is to be the only player with a ring piece on the board: when, at the end of any turn, a player has
no ring pieces on the board, that player loses the game. If neither player has a ring piece, the player who has just
moved loses.
Equipment
A go set is one easy way to assemble the equipment needed for gess. The 19 19 line grid is simultaneously an 18
18 grid of squares, and the starting position needs only 43 each of the black and white stones.
Influences
The rules describe a highly variable set of pieces, which will often change every turn. In total there are 510 possible
sets of a footprint; however, the starting position uses these rules to emulate chess pieces: king, queen, bishop, rook
and pawn in this order R - B - Q - K - B - R in the last row (black's view) and 6 pawns in the next row. The game
objective, to remove the opponent's "ring" (described as a piece that moves like a chess king) also mimics that of
chess.
Notation
The rows are named 2 to 19 (1 and 20 being outside the grid), and the files are named b to s (a and t again being
outside the grid).
A move is notated by noting the place of the centre of the footprint at the beginning of a move and its place at the
end of the move.
External links
Gess the Game [1], original article at the online Eureka archive
GESS -- a New chess/go variant [2], Gess @ chessvariants.com with links to a java applet to play Gess
References
[1] http:/ / www. archim. org. uk/ eureka/ 53/ gess. html
[2] http:/ / www. chessvariants. com/ crossover. dir/ gess. html
200
1
a
Seirawan chess, position after 1. Nc3/Eb1. White moved his Queen Knight from b1 to c3 and placed the Elephant
on b1.
Seirawan chess is a chess variant invented by grandmaster Yasser Seirawan in 2007.[1] It is played on the standard
8x8 board and uses two new pieces, the hawk (which moves like a knight or a bishop) and the elephant (which
moves like a knight or a rook). Yasser Seirawan has given simultaneous exhibitions for the game. The first ever
event was a 12 board simultaneous exhibition held March 31, 2007 in Vancouver, Canada.[2]
Rules
The initial position is that of standard chess. Each side has additionally two pieces in hand (a hawk and an elephant):
Seirawan chess
201
Name
GM Seirawan has expressed dissatisfaction with the name Seirawan chess, noting that the variant was a joint
development with friend Bruce Harper.[3] The name SHARPER Chess (a combination of the names Seirawan and
Harper) has been suggested.
References
[1] Seirawan chess (http:/ / www. chessmastery. com/ seirawan-chess. html)
[2] Seirawan chess simultaneous (http:/ / www. chessmastery. com/ seirawan-simul. html), photos and videos.
[3] Grandmaster Yasser Seirawan explains Seirawan (http:/ / video. yahoo. com/ watch/ 1947363)
External links
Seirawan chess, a conservative drop chess (http://hem.passagen.se/melki9/seirawanchess.htm) by M.
Winther.
Seirawan chess videos (http://video.yahoo.com/?t=t&p=seirawan+chess)
Chessvariants.org entry on game (http://www.chessvariants.org/index/msdisplay.
php?itemid=MLseirawanchess)
Janus chess
a
1
a
Janus Chess. The Janus (knight + bishop compound) is placed on the b-file and i-file, beside the rooks.
Janus Chess is a chess variant played on a 108 board. It features a new piece, the Janus (also known as archbishop
or cardinal), with the combined moves of a bishop and a knight. This piece is named after the Roman god Janus
because this god was usually depicted with two faces looking in opposite directions. Janus Chess was invented in
1978 by Werner Schndorf from Bildstock, Germany.
The usual set of chess pieces is extended with two pawns and two Januses per player. Each Janus is placed between a
rook and a knight. The relative position of the king and queen is reversed compared to chess. After castling the king
is placed on either the b-file or i-file and a rook is placed on either the c-file or h-file, depending upon which side to
castle is chosen.
Note that the Janus is the only piece in this game which is able to checkmate the opponent's king without the
assistance of any other piece, if the king is in a corner.
Janus chess
202
This chess variant is quite popular in Europe. Several chess grandmasters play this game including Viktor Korchnoi,
Pter Lk and Artur Yusupov.
External links
References
[1] http:/ / www. chessvariants. org/ large. dir/ janus. html
[2] http:/ / www. janusschach. de/
[3] http:/ / www. chessv. com
Capablanca chess
a
1
a
Capablanca chess. Archbishop is placed between knight and bishop on the queen's side, chancellor on the king's
side.
Capablanca chess (or Capablanca's chess) is a chess variant invented in the 1920s by former World Chess
Champion Jos Ral Capablanca. It incorporates two new pieces and is played on a 108 board. Capablanca
proposed the variant while World Champion, and not as a "sour grapes" rationalization after losing his title as some
critics have asserted.[1] He believed that chess would be played out in a few decades and games between
grandmasters would always end in draws. The threat of "draw death" for chess was his main motivation for creating
a more complex and richer version of the game.
Capablanca chess
203
1
a
Carrera Chess. Earliest chess variant on 810 board with archbishop and chancellor.
Capablanca chess
204
1
a
It is noteworthy that Embassy Chess uses a starting position identical to Grand Chess adapted to a 108 board.
Another interesting recent development is Capablanca Random Chess, invented in 2004 by Reinhard Scharnagl. This
game combines ideas of Fischer Random Chess and Capablanca Chess. It also applies the sound principle which
demands that in the starting position, all pawns are protected by at least one piece.
Capablanca chess
205
10
10
1
a
Grand Chess. The chancellor and archbishop are at right of the king.
W1
W1
W2
A
W2
W3
W3
W4
W4
Capablanca chess
206
References
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
"In Moscow" (http:/ / www. time. com/ time/ magazine/ article/ 0,9171,721501,00. html). Time. 1925-12-07. .
http:/ / www. chessvariants. org/ large. dir/ capablancavariation. html
http:/ / www. chessvariants. org/ large. dir/ grotesque. html
http:/ / www. chessvariants. org/ large. dir/ univers. html
http:/ / www. chessvariants. org/ large. dir/ ladorean_chess. html
http:/ / www. chessvariants. org/ index/ msdisplay. php?itemid=MSschoolbook
http:/ / www. chessvariants. org/ index/ displaycomment. php?commentid=7258
http:/ / www. chessvariants. org/ index/ msdisplay. php?itemid=MPmoderncapablan
External links
Capablanca Chess (http://www.chessvariants.org/large.dir/capablanca.html) by Hans L. Bodlaender
Capablanca Chess | material values of pieces (http://www.symmetryperfect.com/shots/texts/values-capa.pdf)
1
a
Rules
The rules are the same as in Capablanca chess but initial setup is randomized. White and black pieces are set up in
symmetrical position. The pieces on the first rank are placed in a random way with the following restrictions:
Bishops must be on opposite colored spaces.
The queen and the archbishop (which are composite pieces possessing, in part, the movement powers of bishops)
must also be on opposite colored spaces.
The king must be between the rooks.
All pawns must be protected in initial setup.
The starting position must be different from that of Gothic Chess.
Starting positions with neighbouring bishops must be avoided.
The first restriction is taken from Fischer Random Chess for the purpose of balancing the power of colorbound
bishops. The second restriction is based upon the first restriction but extrapolated to the unique piece set used within
CRC. The third restriction is taken from Fischer Random Chess to preserve castling ability. The fourth restriction
helps to minimize the advantage held by white in having the first move of the game. The fifth restriction is to avoid
possible legal issues in America with Gothic Chess, which was formerly protected by a US patent. The sixth
restriction was introduced later upon discovery by Reinhard Scharnagl that such positions might increase the first
move of the game advantage for white.
Together, these six rules restrict the opening setup to 12,118 starting positions.
References
[1] "Contest to design a 10-chess variant" (http:/ / www. chessvariants. org/ contests/ 10/ index. html). The Chess Variant Pages. 2005-12-25. .
Retrieved 2007-08-19.
External links
Capablanca Random Chess | material values of pieces (http://www.symmetryperfect.com/shots/texts/
values-capa.pdf)
207
Gothic Chess
208
Gothic Chess
a
1
a
Tournaments
In 2004, Trice organized the Gothic Chess Computer World Championship, which was won by his own Gothic
Vortex computer program.[4]
References
[1] Chessvariants.org page on Gothic Chess (http:/ / www. chessvariants. org/ index/ displayitem. php?itemid=GothicChess) retrieved August 11,
2009
[2] United States Patent 6,481,716 (http:/ / patft. uspto. gov/ netacgi/ nph-Parser?Sect1=PTO1& Sect2=HITOFF& d=PALL& p=1& u=/
netahtml/ PTO/ srchnum. htm& r=1& f=G& l=50& s1=6481716. PN. & OS=PN/ 6481716& RS=PN/ 6481716) Method of playing a variant
of chess
[3] Notice of Expiration of Patents Due to Failure to Pay Maintenance Fee (http:/ / www. uspto. gov/ web/ offices/ com/ sol/ og/ 2007/ week03/
patexpi. htm) Patent 6,481,716 expired on November 19, 2006
[4] Trice E (Dec 2004). "The 2004 Gothic Chess Computer World Championship". ICGA Journal 27 (4): 249254.
External links
Play Gothic Chess online (http://grandgames.net/)
The Gothic Chess Federation (http://www.gothicchess.com)
CRC | material values of pieces (http://www.symmetryperfect.com/shots/texts/values-capa.pdf)
Embassy Chess
209
Embassy Chess
a
1
a
1
a
Embassy Chess
210
Computer implementations
Embassy chess is supported by at least three multi-variant programs available in the chess variant world. It was
selected as one out of seven 10x8 board games featured in SMIRF (developed by Reinhard Scharnagl). It was
selected as one out of eleven 8x10 board games featured in ChessV (developed by Gregory Strong). In both
programs, its opening setup can conveniently, automatically be loaded for play against a computer opponent.
It is also possible to play Embassy chess in Zillions of Games using a third-party rules file, such as this one [2].
References
[1] Embassy chess rules (http:/ / brainking. com/ en/ GameRules?tp=41) by Filip Rachunek.
[2] http:/ / www. chessvariants. org/ index/ zillions. php?itemid=zLargeChess
External links
Game Courier | Embassy Chess (http://play.chessvariants.org/pbm/play.php?game=Embassy+Chess&
settings=default)
ChessV (http://samiam.org/chessv/)
BrainKing (http://www.brainking.com) - a server where you can play Embassy Chess.
CRC | material values of pieces (http://www.symmetryperfect.com/shots/texts/values-capa.pdf)
Modern chess
a
1
a
Modern chess
211
External links
Modern chess [1] by Hans Bodlaender
References
[1] http:/ / www. chessvariants. com/ large. dir/ modern. html
Grand chess
a
10
10
1
a
Grand chess initial position. The marshall and cardinal are at the right of the king.
Grand chess is a popular[1] large-board chess variant invented by Dutch games designer Christian Freeling in
1984.[2] It is played on a 1010 board, with each side having two additional pawns and two new pieces: the marshall
and the cardinal.
Grand chess
212
Rules
a
10
10
1
a
White's major pieces are set up on the first and second ranks as shown in the diagram. White's pawns are set up on
the third rank. The white rooks alone are positioned on the first rank, which makes it easier for them to activate
earlier in the game since they are not blocked by the other pieces as they are in standard chess. The black rooks are
placed the same, for the same advantage. Black's major pieces are set up on the ninth and tenth ranks, and Black's
pawns are set up on the eighth rank.
A white pawn may elect to either promote or remain a pawn upon reaching the eighth and ninth ranks, but must
promote upon reaching the tenth rank. Unlike standard chess, a pawn may be promoted only to a previously captured
piece of the same color. (So, it is illegal for either side to have two queens, or two marshalls, or three rooks, etc.) If
no captured piece is available for promoting a white pawn about to reach the tenth rank, the pawn must stay on the
ninth rank, but it can still give check.
Similarly, a black pawn promotes optionally upon reaching the third and second ranks, but must promote in order to
move to the first rank. It can still give check from the second rank to a white king on the first rank, even if it can't yet
legally move to the first rank.
As in standard chess, pawns can move one or two squares on their first move, and they may also capture en passant.
As in chess, checkmate is a win and stalemate is a draw. But there is no castling in Grand chess.[4]
Notes
[1] Hans Bodlaender and John William Brown. "Christian Freeling's Grand Chess" (http:/ / www. chessvariants. org/ large. dir/ freeling. html).
The Chess Variants server. . Retrieved 2008-12-13.
[2] Dylan Loeb McClain (2007-08-19). "Giraffes, Viziers and Wizards: Variations on the Old Game" (http:/ / www. nytimes. com/ 2007/ 08/ 19/
crosswords/ chess/ 19chess. html). New York Times. . Retrieved 2008-12-07.
[3] Formed in 1960 by Bob Lauzon and Jim France, NOST held an annual convention and enjoyed several hundred active members (Pritchard
1994:210).
[4] "We're so used to castling that we tend to forget that it is the weirdest move in Chess, implemented specifically to solve a problem. Chess
turned out a great game despite its problem, but it needed an ad hoc fix to do so. In Grand Chess, pawns retain their usual distance and rooks
are free from the onset, so the problem doesn't exist in the first place." (Freeling)
Grand chess
References
R. Wayne Schmittberger (1992). New Rules for Classic Games. Wiley. ISBN978-0471536215.
Pritchard, David (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications.
ISBN0-9524-1420-1.
Hochberg, Burt (August 1997). "Don't be Scared, It's Still Chess". Chess Life.
External links
Christian Freeling's Grand chess (http://www.chessvariants.org/large.dir/freeling.html) by Hans L.
Bodlaender
Grand chess introduction (http://www.mindsports.nl/Arena/GrandChess/) official Mindsports website
contains rules, problems, example games
2001 Cyber World Championship game (http://www.samiam.org/grandchess/2001-VS.html) annotated by
John Vehre2001 Grand chess World Champion
Grand chess, The Yerevan Games (http://www.bcvs.ukf.net/grand.htm) by Malcolm Horne (Variant Chess,
Volume 3, Issue 24, Summer 1997, pages 7172)
213
214
An Arimaa Elephant
Designer(s)
Publisher(s)
Z-Man Games
Players
Setup time
< 1 minute
Playing time
15 minutes - 2 hours
Arimaa is a two-player abstract strategy board game that can be played using the same equipment as chess. Arimaa
was devised to be more difficult for artificial intelligences to play than chess.
History
Arimaa was invented by Omar Syed, an Indian American computer engineer trained in artificial intelligence. Syed
was inspired by Garry Kasparov's defeat at the hands of the chess computer Deep Blue to design a new game which
could be played with a standard chess set, would be difficult for computers to play well, but would have rules simple
enough for his then four-year-old son Aamir to understand. ("Arimaa" is "Aamir" spelled backwards plus an initial
"a"). In 2002 Syed published the rules to Arimaa and announced a $10,000 prize, available annually until 2020, for
the first computer program (running on standard, off-the-shelf hardware) able to defeat each of three top-ranked
human players in a three game series.[1]
Rules
Arimaa is played on a chessboard with four squares distinguished as trap squares, namely c3, f3, c6, and f6 in
algebraic chess notation. The two players, Gold and Silver, each control sixteen pieces. These are, in order from
strongest to weakest, one elephant (
), one camel (
), two horses (
), two dogs (
), two cats (
),
Arimaa
215
The players begin by setting up their pieces however they choose on their home rows.
The objective of the game is to move a rabbit of one's own color onto the home rank of the opponent. Thus Gold
wins by moving a gold rabbit to the eighth rank, and Silver wins by moving a silver rabbit to the first rank. However,
because it is difficult to usher a rabbit to the goal line while the board is full of pieces, an intermediate objective is to
capture opposing pieces by pushing or pulling them into the trap squares.
The game begins with an empty board. Gold places the sixteen gold pieces in any configuration on the first and
second ranks. Silver then places the sixteen silver pieces in any configuration on seventh and eighth ranks. The
diagram at right shows one possible initial placement.
Arimaa
216
After the pieces are placed on the board, the players alternate turns, starting with Gold. A turn consists of making
one to four steps. With each step a friendly piece may move into an unoccupied square one space left, right, forward,
or backward, except that rabbits may not step backward. The steps of a turn may be made by a single piece or
distributed between several pieces in any order.
A turn must make a net change to the position. Thus one may not, for example, take one step forward and one step
back with the same piece, effectively passing the turn. Furthermore, one's turn may not create the same position with
the same player to move as has been created twice before. This rule is similar to the situational super ko rule in the
game of Go, which prevents endless loops, and is in contrast to chess where endless loops are considered draws. The
prohibitions on passing and repetition make Arimaa a drawless game.
The second diagram, from the same game
movement.
[2]
A player may use two consecutive steps of a turn to dislodge an opposing piece with a stronger friendly piece which
is adjacent (in one of the four cardinal directions). For example, a friendly dog may dislodge an opposing rabbit or
cat, but not a dog, horse, camel, or elephant. The stronger piece may pull or push the adjacent weaker piece. When
pulling, the stronger piece steps into an empty square, and the square it came from is occupied by the weaker piece.
The silver elephant on d5 could step to d4 (or c5 or e5) and pull the gold horse from d6 to d5. When pushing, the
weaker piece is moved to an adjacent empty square, and the square it came from is occupied by the stronger piece.
The gold elephant on d3 could push the silver rabbit on d2 to e2 and then occupy d2. Note that the rabbit on d2 can't
be pushed to d1, c2, or d3, because those squares are not empty.
Friendly pieces may not be dislodged. Also, a piece may not push and pull simultaneously. For example the gold
elephant on d3 could not simultaneously push the silver rabbit on d2 to e2 and pull the silver rabbit from c3 to d3.
An elephant can never be dislodged, since there is nothing stronger.
A piece which is adjacent (in any cardinal direction) to a stronger opposing piece is frozen, unless it is also adjacent
to a friendly piece. Frozen pieces may not be moved by the owner, but may be dislodged by the opponent. A frozen
piece can freeze another still weaker piece. The silver rabbit on a7 is frozen, but the one on d2 is able to move
because it is adjacent to a silver piece. Similarly the gold rabbit on b7 is frozen, but the gold cat on c1 is not. The
dogs on a6 and b6 do not freeze each other because they are of equal strength. An elephant cannot be frozen, since
there is nothing stronger, but an elephant can be blockaded.
A piece which enters a trap square is captured and removed from the game unless there is a friendly piece adjacent.
Silver could move to capture the gold horse on d6 by pushing it to c6 with the elephant on d5. Also a piece on a trap
square is captured if all adjacent friendly pieces move away. Thus if the silver rabbit on c4 and the silver horse on c2
move away, voluntarily or by being dislodged, the silver rabbit on c3 will be captured.
Arimaa
Note that a piece may voluntarily step into a trap square, even if it is captured thereby. Also, the second step of a
pulling maneuver may be completed, even if the piece doing the pulling is captured on the first step. For example,
Silver to move could step the silver rabbit from f4 to g4, step the silver horse from f2 to f3, which captures the horse,
and still pull the gold rabbit from f1 to f2 as part of the horse's move.
In the diagrammed position, if it were Gold's turn to move, Gold could win in three steps: The dog on a6 can push
the rabbit on a7 to a8, and when the dog is on a7, it unfreezes the rabbit on b7, which can step to b8 for the victory.
Although almost all games end with a rabbit reaching goal,[3] there are two other ways for the game to end.
If a player has no legal move, either because all friendly pieces are frozen or blockaded, or because the only
moves by mobile pieces are illegal due to repetition of position, the player whose turn it is loses.
A player wins by capturing all eight opposing rabbits, even if he sacrifices his last rabbit in the same turn in which
he captures the last opposing rabbit. (Originally Arimaa was drawn if all sixteen rabbits were captured, but on
July 1, 2008, Syed changed the rules of Arimaa to eliminate the possibility of draws. This change was essentially
cosmetic, as there had never been a draw in thousands of human games anyway.)
Finally, if an opposing rabbit is dislodged onto its goal line and dislodged off within the same turn, the game
continues.
Computer performance
Several aspects of Arimaa make it difficult for computer programs to beat good human players. Because so much
effort has gone into the development of strong chess-playing software, it is particularly relevant to understand why
techniques applicable to chess are less effective for Arimaa.
Top chess programs use brute-force searching coupled with static position evaluation dominated by material
considerations. Chess programs examine many, many possible moves, but they are not good (compared to humans)
at determining who is winning at the end of a series of moves unless one side has more pieces than the other. The
same is true for Arimaa programs, but their results are not as good in practice.
When brute-force searching is applied to Arimaa, the depth of the search is limited by the huge number of options
each player has on each turn. Computationally, the number of options a player has available to them governs the
number of different paths play can go down. This is known as the branching factor. The average branching factor in
a game of Chess is about 35,[4] whereas in Arimaa it is about 17,281.[5]
These differing branching factors imply that a computer which can search to a depth of eight turns for each player in
chess, can only search about three turns deep for each player in Arimaa:
Brute force search depth, for chess software, is nearly doubled by alpha-beta pruning, which allows the software to
conclude that one move is better than another without examining every possible continuation of the weaker move. If
the opponent can crush a certain move with one reply, it isn't necessary to examine other replies, which dramatically
increases search speed. In Arimaa, however, the side to move switches only every four steps, which reduces the
number of available cutoffs in a step-based search.
Furthermore, the usefulness of alpha-beta pruning is heavily dependent on the order in which moves are considered.
Good moves must be considered before bad ones in order for the bad ones to be neglected. In particular, checking
and capturing moves are key for pruning, because they are often much better than other moves. In Arimaa software
the speedup provided by alpha-beta pruning is less, because captures are rarer. In rated games played on arimaa.com,
217
Arimaa
only 3% of steps result in capture, compared to about 19% of chess moves that result in capture.
In most Arimaa positions, particularly toward the beginning of the game when the board is still crowded, a
competent player can avoid losing any pieces within the next two turns. Compared to chess, Arimaa allows either
player to delay captures for longer. Indeed, the median move number of the first capture in chess is turn 6, whereas
in Arimaa it is turn 12. The struggle is initially more positional in Arimaa, and revolves around making captures
unavoidable at some point in the future. This magnifies the importance of correctly judging who is gaining ground in
non-material ways. Thus the strength of computer programs (examining millions of positions) is not as significant as
their weakness (judging the position apart from who has more pieces).
The weakness of Arimaa programs in the opening phases is further magnified by the setup phase. In chess every
game starts from the same position. By compiling before the game a list of stock replies to all standard opening
moves, chess programs may often make a dozen or more excellent moves before starting to "think". Humans do the
same, but have a smaller and less reliable memory of openings, which puts humans at a relative disadvantage in
chess. Arimaa, in contrast, has millions of possible ways to set up the pieces even before the first piece moves. This
prevents programs from having any meaningful opening book.
As the game progresses, exchanges and the advancement of rabbits tend to make the position more open and tactical.
Arimaa programs typically play better in this sort of position, because they see tactical shots which humans
overlook. However, it is usually possible for humans to avoid wide-open positions by conservative play, and to angle
for strategic positions in which computers fare worse. Against a conservative opponent it is almost impossible to
bust open the position in Arimaa, whereas in chess it is merely difficult. One must beat defensive play by the
accumulation of small, long-term advantages, which programs do not do very well.
One additional technique from computer chess which does not apply to Arimaa is endgame tablebases. Master-level
chess games sometimes trade down into unclear endgames with only a few pieces, for example king and knight vs.
king and rook. It is possible to build, by retrograde analysis, an exhaustive table of the correct move in all such
positions. Programs have only to consult a pre-generated table in such positions, rather than "thinking" afresh, which
gives them a relative advantage over humans. Arimaa, in contrast, seldom comes to an endgame. Equal exchanges of
pieces are less common than in chess, so it is rare for a game of Arimaa to "trade down" and still be unclear. An
average game of Arimaa has only eight captures (compared to seventeen for chess), and top humans can often defeat
top programs in Arimaa without losing a single piece, for example the second game of the 2011 challenge match [6].
In the 2007 Postal Championship, the game between the top two [7] finishers featured only one capture, a
goal-forcing sacrifice.
Omar Syed hopes that, because traditional computer game-playing techniques are only moderately effective for
Arimaa, programmers will be forced to use artificial intelligence techniques to create a strong Arimaa-playing
program. The successful quest to build a world-championship-caliber chess program has produced many techniques
to successfully play games, but has contributed essentially nothing to more general reasoning; in fact, the techniques
of chess playing programs have been excluded from some definitions of artificial intelligence; a goal for Arimaa is
that the techniques involved in playing it will help the larger goals of artificial intelligence.
The structure of Syed's man-against-machine challenge is focused on rewarding advances in AI software and not
advances in hardware. In the annual challenge, programs are run on machines chosen and provided by Syed himself,
under the criterion that it be a typical, inexpensive, off-the-shelf home computer. The challenge would not be open to
anyone requiring expensive multi-processor machines such as those used to challenge top-level chess players, much
less something like the custom-built supercomputer Deep Blue, even though it was the success of this
hardware-intensive approach which inspired Arimaa's invention. Syed believes that even the computer used in the
2004 challenge match (a Pentium 4 2.4GHz system with 512 MB of RAM) had sufficient hardware to win the
challenge prize if only it was running the proper software. Supercomputers might already have the power to conquer
Arimaa by brute force using conventional AI software, and eventually personal computers will too, if hardware
continues to advance at the current rate. This is why the Arimaa challenge prize is offered only until the year 2020.
218
Arimaa
219
Challenge history
Year Prize[8]
Challenger /
Developer
Result
Human Defender
[9] [10]
(Human Rank)
Notes
08
17
No handicap games
03
03
12
03
03
02
10
Juhnke gave handicaps of a dog, a horse, and a camel respectively, and won
all three. Syed gave a cat handicap in his last game and won. Siddiqui
substituted for Brendan's second game.
03
03
01
02
02
12
12
01
Juhnke gave a dog handicap in his second game and lost. Daligault gave a
horse handicap in his last game and won. Syed substituted for Daligault's
first game.
12
03
03
The Arimaa Challenge has been held eight times so far. Prior to the third match, Syed changed the format to require
the software to win two out of three games against each of three players, to reduce the psychological pressure on
individual volunteer defenders. Also Syed called for outside sponsorship of the Arimaa Challenge to build a bigger
prize fund.
In the first five challenge cycles, David Fotland, renowned for his program Many Faces of Go [11], won the Arimaa
Computer Championship [12] and the right to play for the prize money, only to see his program beaten decisively
each year. In 2009 Fotland's program was surpassed by several new programs in the same year, the strongest of
which was Clueless by Jeff Bacher. Humanity's margin of dominance over computers appeared to widen each year
from 2004 to 2008 as the best human players improved, but the 2009 Arimaa Challenge was more competitive.
Clueless became the first bot to win two games of a Challenge match.
In 2010, Mattias Hultgren's bot Marwin edged out Clueless in the computer championship. In the Challenge match
Marwin became the first bot to win two out of three games against a single human defender, and also the first bot to
win three of the nine games overall. In 2011, however, Marwin won only one of the nine games, and that having
received a material handicap.
The material handicaps given in the Challenge games can be roughly equated to chess handicaps as a proportion of
the total material on the board in each game. Arimaa handicaps of rabbit, dog, horse, and camel are roughly
equivalent to chess handicaps of pawn, two pawns, knight, and rook respectively.
Arimaa
220
World Championship
Each year since 2004 the Arimaa community has held a World Championship [13] tournament. The tournament is
played over the Internet and is open to everyone. Past world champion title holders are:
Arimaa
221
Footnotes
[1] Syed, Omar; Syed, Aamir (2003). "Arimaa a New Game Designed to be Difficult for Computers". International Computer Games
Association Journal 26: 138139.
[2] http:/ / arimaa. com/ arimaa/ gameroom/ replayFlash. cgi?gid=5641& s=w
[3] The Arimaa server game archive (http:/ / arimaa. com/ arimaa/ download/ gameData/ ) as of December 2006 showed the following number of
rated human versus human games: 1653 ending in goal, 38 ending in immobilization, 4 ending by repetition of position, and 0 ending in a
draw.
[4] Franois Dominic Larame. "Chess Programming Part IV: Basic Search" (http:/ / www. gamedev. net/ reference/ articles/ article1171. asp).
GameDev.net. . Retrieved 2007-05-01.
[5] Brian "Janzert" Haskin. "A Look at the Arimaa Branching Factor" (http:/ / arimaa. janzert. com/ bf_study/ ). http:/ / janzert. com/ . . Retrieved
2009-11-25.
[6] http:/ / arimaa. com/ arimaa/ games/ jsShowGame. cgi?gid=179122& s=w
[7] http:/ / arimaa. com/ arimaa/ games/ jsShowGame. cgi?gid=57508& s=w
[8] The history of prize fund pledges is as follows: In 2002 Omar Syed pledged $10,000 until 2020; Prior to 2006 Omar Syed pledged an
additional $5,000 until 2010; Prior to 2006 Paul Mertens pledged $2,000 for 2006, $1,500 for 2007, $1,000 for 2008, $500 for 2009, and $250
for 2010; Prior to 2006 Karl Juhnke pledged $500 for 2006; Prior to 2007 Karl Juhnke pledged $600 for 2007; Prior to 2008 Karl Juhnke
pledged $1,000 for 2008; Prior to 2009 Karl Juhnke pledged $1,000 for 2009; Prior to 2010 Karl Juhnke pledged $1,000 for 2010; Prior to
2011 Karl Juhnke pledged $1,000 for 2011
[9] The Arimaa Forum (http:/ / arimaa. com/ arimaa/ forum/ cgi/ YaBB. cgi?board=talk;action=display;num=1207699394;start=45#45) The rank
of human players was calculated from human games only, and does not necessarily reflect anti-computer expertise or lack thereof.
[10] The listed ranks include inactive players. Among active players only, the 2010 ranks were Magne(3), Scott(9), Dudek(16), and the 2011
ranks were Juhnke(3), Clark(5), Hudson(10).
[11] http:/ / www. smart-games. com/ manyfaces. html
[12] http:/ / www. arimaa. com/ arimaa/ wc/
[13] http:/ / arimaa. com/ arimaa/ wc/
[14] http:/ / www. google. com/ patents?vid=6981700
[15] http:/ / arimaa. com/ arimaa/ license/
Arimaa
References
Syed, Omar; Syed, Aamir (2003), Arimaa a New Game Designed to be Difficult for Computers, International
Computer Games Association Journal 26: 138139
Juhnke, Fritz (2009). Beginning Arimaa: Chess Reborn Beyond Computer Comprehension. Flying Camel
Publications. ISBN0-9824-2740-9
External links
Official Arimaa Website (http://arimaa.com/arimaa/)
First Official Hand-Crafted Arimaa Set (http://www.newforestearth.org/index.php?option=com_content&
view=category&layout=blog&id=24&Itemid=115&lang=en/)
Academic Papers and Presentations (http://arimaa.com/arimaa/papers/)
David Fotland's Arimaa Program (http://www.smart-games.com/arimaa.html)
The Arimaa Public License (http://www.arimaa.com/arimaa/license/current.txt)
Arimaa Strategy (wikibook)
Arimaa Videos (http://youtube.com/arimaa2)
Play Arimaa game on the iGoogle homepage (http://www.iggamecenter.com/)
Play Arimaa game online at [[boardspace.net (http://boardspace.net/)]
Arimaa articles @ Rajmahendra.com (http://www.rajmahendra.com/category/arimaa/)
Icehouse pieces
Icehouse pieces are pyramid-shaped gaming pieces invented by
Andrew Looney and John Cooper in 1987, originally for use in the
game of Icehouse.
Description
Each stash or set of Icehouse pieces consists of fifteen pyramids
(variously called pieces, pyramids, or minions) of the same color in
three different point (or pip) values: five large 3-point pyramids (called
Various Icehouse pieces.
queens in some games), five medium 2-point pyramids (sometimes
called drones), and five small 1-point pyramids (or pawns). The
commercially produced plastic sets are hollow and can be stacked and nested; this feature isn't used in the original
Icehouse game, but is taken advantage of in some of the other Icehouse-based games listed below.
Icehouse pieces were, for many years, sold as tubes containing one stash of durable crystal-look plastic pieces in one
of ten available colors (though cyan was only available through their promotional program or as part of the Ice
Towers set). There was also a less expensive starter set called Origami Icehouse (later called Paper Icehouse), made
of cardstock in four colors, which one punched out and folded into the pyramid shapes. In 2006, Looney Labs began
selling Icehouse pieces as Treehouse sets, which are multicolored sets of 15 pyramids: five colors, each color having
one each of the three sizes. Looney Labs has also sold boxed sets for Zendo and IceTowers; the latter contained cyan
pieces. The Icehouse website also has instructions for making your own pieces. Looney Labs has licenced Crystal
Caste LLC to make regulation-sized Icehouse pieces out of semiprecious stone[1].
In 2001, Icehouse: The Martian Chess Set won the Origins Award for Best Abstract Board Game of 2000. In 2004,
the Zendo boxed set won Best Abstract Board Game of 2003. In 2006, Treehouse won the Origins Award for Best
Board Game of 2006.
222
Icehouse pieces
223
Games
Icehouse pieces can be used to play many different abstract strategy
games. Most games need at least two colors, and some require other
readily-available equipment such as glass stones or a checkerboard.
Rules for these games can be found on the Icehouse website. Some are
also available in Playing with Pyramids, published by Looney Labs.
Games that use Icehouse pieces include:
Alien City
Armada
Blam!
Icehouse pieces
Zendo
Score-keeping
Icehouse pieces can also be used as a score-keeping device or counter for non-icehouse games. For example, when
scoring a Cosmic Wimpout game, a small pyramid would be worth five points, a medium pyramid worth twenty-five
points, and a large pyramid one-hundred; the goal being to collect five of the large pieces (for the 500 point standard
game). They could be use instead of poker chips, the denominations would be determined by size rather than color
(smalls are worth one, mediums worth five, and larges valued at twenty-five, for example).
External links
Icehouse official website [2]
Fan-run community website and comprehensive wiki [3]
Icehouse pieces [4] at BoardGameGeek
References
[1] http:/ / www. crystalcaste. com/ mm5/ merchant. mvc?Screen=CTGY& Store_Code=CC& Category_Code=PY
[2] http:/ / www. icehousegames. com
[3] http:/ / www. icehousegames. org
[4] http:/ / www. boardgamegeek. com/ game/ 225
Martian chess
See Jetan for a discussion of Edgar Rice Burroughs' Martian chess.
Martian Chess is an abstract strategy game for two to six players invented by Andrew Looney. It is played with
Icehouse pieces on a chessboard or checkerboard; to play with a number of players other than two or four, a small,
Non-Euclidean board is available [1] which can be tiled to produce a board of the required size, allowing up to six
players.
224
Martian chess
Rules
Initial setup
Each player starts with nine pieces: three small, three medium, and three large. The color of the pieces is irrelevant;
for reasons given below, a mix of colors should be used.
In a two-player game, only half the board is used; a folding checkerboard is useful. The pieces are placed in the
corners of the board as shown:
The players decide who moves first by a random method or by agreement. Play passes to the left after each move.
225
Martian chess
Strategy
Capturing with a queen often allows the opponent to immediately recapture, leading to a back-and-forth battle until
one player runs out of pieces in the line(s) of capture. This is more common in two-player games, since other players
may interfere in the four-player version. The net point difference is usually minor with two players, but can give the
players involved a significant lead over the others in a four-player game.
More generally, any piece used to capture becomes the opponent's.
Moving a pawn or drone into enemy territory can be a good move for several reasons:
it can prevent an opponent from capturing the piece from you
it can ensure that you capture that piece or another piece from an opponent
it can block an attack from an opposing queen or drone
External links
Rules of Martian Chess [2] by Looney Labs
References
[1] http:/ / ee0r. com/ tri-chess/
[2] http:/ / www. wunderland. com/ icehouse/ MartianChess. html
226
227
Historical variants
History of chess
For the book by H. J. R. Murray, see A History of Chess.
The history of chess spans some 1500 years. The earliest predecessors
of the game originated in India, before the 6th century AD. From India,
the game spread to Persia. When the Arabs conquered Persia, chess
was taken up by the Muslim world and subsequently spread to
Southern Europe. In Europe, chess evolved into its current form in the
15th century. In the second half of the 19th century, modern chess
tournament play began, and the first world Chess Championship was
held in 1886. The 20th century saw great leaps forward in chess theory
and the establishment of the World Chess Federation (FIDE).
Developments in the 21st century include use of computers for
analysis, which originated in the 1970s with the first programmed
chess games on the market. Online gaming appeared in the mid 1990's.
Origin
a
1
a
Chaturanga: The position of the pieces at the start of a game.[1] Note that the Rjas do not face each other; the white
Rja starts on e1 and the black Rja on d8.
History of chess
The precursors of chess probably originated in India during the Gupta empire,[2] [3] [4] [5] where its early form in the
6th century was known as chaturaga, which translates as "four divisions (of the military)": infantry, cavalry,
elephantry, and chariotry, represented by the pieces that would evolve into the modern pawn, knight, bishop, and
rook, respectively.[6]
Chess was introduced to Persia from India and became a part of the princely or courtly education of Persian
nobility.[7] In Sassanid Persia around 600 the name became chatrang, which subsequently evolved to shatranj, and
the rules were developed further. Players started calling "Shh!" (Persian for "King!") when attacking the opponent's
king, and "Shh Mt!" (Persian for "the king is helpless" see checkmate) when the king was attacked and could not
escape from attack. These exclamations persisted in chess as it traveled to other lands.
The game was taken up by the Muslim world after the Islamic conquest of Persia, with the pieces largely keeping
their Persian names. The Moors of North Africa rendered Persian "shatranj" as shaerej, which gave rise to the
Spanish acedrex, axedrez and ajedrez; in Portuguese it became xadrez, and in Greek zatrikion, but in the rest of
Europe it was replaced by versions of the Persian shh ("king"). Thus, the game came to be called ludus scacchorum
or scacc(h)i in Latin, scacchi in Italian, escacs in Catalan, checs in French (Old French eschecs); schaken in Dutch,
Schach in German, szachy in Polish, ahs in Latvian, skak in Danish, sjakk in Norwegian, schack in Swedish, akki
in Finnish, ah in Slovene, sakk in Hungarian and ah in Romanian; there are two theories about why this change
happened:
1. From the exclamation "check" or "checkmate" as it was pronounced in various languages.
2. From the first chessmen known of in Western Europe (except Iberia and Greece) being ornamental chess kings
brought in as curios by Muslim traders.
The Mongols call the game shatar, and in Ethiopia it is called senterej, both evidently derived from shatranj.
Chess spread directly from the Middle East to Russia, where chess became known as (shakhmaty, treated
as a plural).
The game reached Western Europe and Russia by at least three routes, the earliest being in the 9th century. By the
year 1000 it had spread throughout Europe.[8] Introduced into the Iberian Peninsula by the Moors in the 10th century,
it was described in a famous 13th century manuscript covering shatranj and backgammon and dice named the Libro
de los juegos.
Chess spread throughout the world and many variants of the game soon began taking shape.[9] Buddhist pilgrims,
Silk Road traders and others carried it to the Far East where it was transformed and assimilated into a game often
played on the intersection of the lines of the board rather than within the squares.[9] [10] Chaturanga reached Europe
through Persia, the Byzantine empire and the expanding Arabian empire.[11] Muslims carried chess to North Africa,
Sicily, and Iberia by the 10th century.[9]
The game was developed extensively in Europe, and by the late 15th century, it had survived a series of prohibitions
and Christian Church sanctions to almost take the shape of the modern game.[12] Modern history saw reliable
reference works,[13] competitive chess tournaments[14] and exciting new variants which added to the game's
popularity,[14] further bolstered by reliable timing mechanisms (first introduced in 1861), effective rules[14] and
charismatic players.[15]
228
History of chess
229
India
The earliest precursor of modern chess is a game called chaturanga,
which flourished in India by the 6th century, and is the earliest known
game to have two essential features found in all later chess variations
different pieces having different powers (which was not the case
with checkers and go), and victory depending on the fate of one piece,
the king of modern chess.[9] Other game pieces (speculatively called
"chess pieces") uncovered in archaeological findings are considered as
coming from other, distantly related, board games, which may have
had boards of 100 squares or more.[9] Findings in the Mohenjo-daro
and Harappa (26001500 BCE) sites of the Indus Valley Civilization
show a prevalence of a board game that resembles chess.[16]
Chess was designed for an ashtpada (Sanskrit for "having eight feet", i.e. an 8x8 squared board), which may have
been used earlier for a backgammon-type race game (perhaps related to a dice-driven race game still played in south
India where the track starts at the middle of a side and spirals in to the center).[17] Ashtpada, the uncheckered 88
board served as the main board for playing Chaturanga.[18] Other Indian boards included the 1010 Dasapada and
the 99 Saturankam.[18] Traditional Indian chessboards often have X markings on some or all of squares a1 a4 a5 a8
d1 d4 d5 d8 e1 e4 e5 e8 h1 h4 h5 h8: these may have been "safe squares" where capturing was not allowed in a
dice-driven backgammon-type race game played on the ashtpada before chess was invented.[17]
The Cox-Forbes theory, started in the late 19th century, mainly from the works of Captain Hiram Cox and Duncan
Forbes, proposed that the four-handed game chaturaji was the original form of chaturanga.[19] Other scholars dispute
this and say that the two-handed form was the first.[20]
In Sanskrit, "chaturanga" () literally means "having four limbs (or parts)" and in epic poetry often means
"army" (the four parts are elephants, chariots, horsemen, foot soldiers).[7] The name came from a battle formation
mentioned in the Indian epic Mahabharata.[9] The game Chaturanga was a battle simulation game[7] which rendered
Indian military strategy of the time.[21]
Some people formerly played chess using a die to decide which piece to move. There was an unproven theory that
chess started as this dice-chess and that the gambling and dice aspects of the game were removed because of Hindu
religious objections.[22]
Scholars in areas to which the game subsequently spread, for example the Arab Abu al-Hasan 'Al al-Mas'd,
detailed the Indian use of chess as a tool for military strategy, mathematics, gambling and even its vague association
with astronomy.[23] Mas'd notes that ivory in India was chiefly used for the production of chess and backgammon
pieces, and asserts that the game was introduced to Persia from India, along with the book Kelileh va Demneh,
during the reign of emperor Nushirwan.[23]
In some variants, a win was by checkmate, or by stalemate, or by "bare king" (taking all of an opponent's pieces
except the king).
In some parts of India the pieces in the places of the Rook and Knight and Bishop were renamed by words meaning
(in this order) Boat, Horse, Elephant, or Elephant, Horse, Camel, but keeping the same moves.[17]
In early chess the moves of the pieces were:
King: as now.
Queen: one square diagonally, only.
Bishop:
In the version that went into Persia: two squares diagonally (no more or less), but could jump over a piece
between
History of chess
230
In a version sometimes found in India in former times: two squares sideways or front-and-back (no more or
less), but could jump over a piece between.
In versions found in Southeast Asia: one square diagonally, or one square forwards.
Knight: as now.
Rook: as now.
Pawn: one square forwards (not two), capturing one square diagonally forward; promoted to queen only.
Two Arab travelers each recorded a severe Indian chess rule against stalemate[24] :
A stalemated player thereby at once wins.
A stalemated king can take one of the enemy pieces that would check the king if the king moves.
Iran (Persia)
Shams-e-Tabrz
as portrayed in a
1500 painting in
a page of a copy
of Rumi's poem
dedicated to
Shams.
The Karnamak-i Ardeshir-i Papakan, a Pahlavi epical treatise about the founder of the Sassanid Persian Empire,
mentions the game of chatrang as one of the accomplishments of the legendary hero, Ardashir I, founder of the
Empire.[26] The oldest recorded game in chess history is a 10th century game played between a historian from
Baghdad and a pupil.[11]
A manuscript explaining the rules of the game called "Matikan-i-chatrang" (the book of chess) in Middle Persian or
Pahlavi still exists.
In the 11th century Shahnameh, Ferdowsi describes a Raja visiting from India who re-enacts the past battles on the
chessboard.[23] A translation in English, based on the manuscripts in the British Museum, is given below:[26]
One day an ambassador from the king of Hind arrived at the Persian court of Chosroes, and after an oriental
exchange of courtesies, the ambassador produced rich presents from his sovereign and amongst them was an
elaborate board with curiously carved pieces of ebony and ivory. He then issued a challenge:
"Oh great king, fetch your wise men and let them solve the mysteries of this game. If they succeed my master
the king of Hind will pay tribute as an overlord, but if they fail it will be proof that the Persians are of lower
intellect and we shall demand tribute from Iran."
The courtiers were shown the board, and after a day and a night in deep thought one of them, Bozorgmehr,
solved the mystery and was richly rewarded by his delighted sovereign.
(Edward Lasker suggested that Bozorgmehr likely found the rules by bribing the Indian envoys.)
The Shahnameh goes on to offer an apocryphal account of the origins of the game of chess in the story of Talhand
and Gav, two half-brothers who vie for the throne of Hind (India). They meet in battle and Talhand dies on his
elephant without a wound. Believing that Gav had killed Talhand, their mother is distraught. Gav tells his mother
that Talhand did not die by the hands of him or his men, but she does not understand how this could be. So the sages
History of chess
of the court invent the game of chess, detailing the pieces and how they move, to show the mother of the princes how
the battle unfolded and how Talhand died of fatigue when surrounded by his enemies.[27] The poem uses the Persian
term "Shh mt" (check mate) to describe the fate of Talhand.[28]
The appearance of the chess pieces had altered greatly since the times of chaturanga, with ornate pieces and chess
pieces depicting animals giving way to abstract shapes.[29] The Islamic sets of later centuries followed a pattern
which assigned names and abstract shapes to the chess pieces, as Islam forbids depiction of animals and human
beings in art.[29] These pieces were usually made of simple clay and carved stone.[29]
East Asia
China
As a strategy board game played in China, chess is believed to have been derived from the Indian Chaturanga.[30]
Chaturanga was transformed and assimilated into the game xiangqi where the pieces are placed on the intersection of
the lines of the board rather than within the squares.[9] The object of the Chinese variation is similar to Chaturanga,
i.e. to render helpless the opponent's king, sometimes known as general.[30] Chinese chess also borrows elements
from the game of Go, which was played in China since at least the 6th century BC.[30] Owing to the influence of Go,
Chinese chess is played on the intersections of the lines on the board, rather than in the squares.[30] Chinese chess
pieces are usually flat and resemble those used in checkers, with pieces differentiated by writing their names on the
flat surface.[30]
An alternative origin theory contends that chess arose from Xiangqi or a predecessor thereof, existing in China since
the 2nd century BC.[31] David H. Li, a retired accountant, professor of accounting and translator of ancient Chinese
texts, hypothesizes that general Han Xin drew on the earlier game of Liubo to develop an early form of Chinese
chess in the winter of 204203 BC.[31] The German chess historian Peter Banaschak, however, points out that Li's
main hypothesis "is based on virtually nothing". He notes that the "Xuanguai lu," authored by the Tang Dynasty
minister Niu Sengru (779847), remains the first real source on the Chinese chess variant xiangqi.[32]
Japan
A prominent variant of chess in East Asia is the game of Shogi, transmitted from India to China and Korea before
finally reaching Japan.[33] The two distinguishing features of Shogi are: 1) The captured pieces may be reused by the
captor and played as a part of the captor's forces, and 2) Pawns capture as they move, one square straight ahead.[33]
Mongolia
Chess is recorded from Mongolian-inhabited areas, where the pieces are now called:
Names recorded from the 1880s by Russian sources, quoted in Murray,[17] among the Soyot people (who at the time
spoke the Soyot Turkic language) include: merz (dog), tb (camel), ot (horse), l (child) and Mongolian names for
the other pieces.
The change with the Queen is likely due to the Arabic word firzn or Persian word farzn (= "vizier") being confused
with Turkic or Mongolian native words (merz = "mastiff", bar or bars = "tiger", arslan = "lion").[17]
Chess in Mongolia is now played following the usual international rules.
231
History of chess
East Siberia
Chess was also recorded from the Yakuts, Tunguses, and Yukaghirs; but only as a children's game among the
Chukchi. Chessmen have been collected from the Yakutat people in Alaska, having no resemblance to European
chessmen, and thus likely part of a chess tradition coming from Siberia.[17]
Arab world
Chess passed from Persia to the Arab world, where its name changed to Arabic shatranj. From there it passed to
Western Europe, probably via Spain.
Over the centuries, features of European chess (e.g. the modern moves of Queen and Bishop, and castling) found
their way via trade into Islamic areas. Murray's[17] sources found the old moves of Queen and Bishop still current in
Ethiopia.
Europe
Early history
Shatranj made its way via the expanding Islamic Arabian empire to
Europe and the Byzantine empire.[11] Chess appeared in Southern
Europe during the end of the first millennium, often introduced to new
lands by conquering armies, such as the Norman Conquest of
England.[12] Chess remained largely unpopular in Northern Europe but
started gaining popularity as soon as figure pieces were introduced.[12]
The sides are conventionally called White and Black. But, in earlier
Knights Templar playing chess, Libro de los
European chess writings, the sides were often called Red and Black
juegos, 1283
because those were the commonly available colors of ink when
handwriting drawing a chess game layout. In such layouts, each piece
was represented by its name, often abbreviated (e.g. "ch'r" for French "chevalier" = "knight").
The social value attached to the game seen as a prestigious pastime associated with nobility and high culture is
clear from the expensive and exquisitely made chessboards of the medieval era.[34] The popularity of chess in the
Western courtly society peaked between the 12th and the 15th centuries.[35] The game found mention in the
vernacular and Latin language literature throughout Europe, and many works were written on or about chess between
the 12th and the 15th centuries.[35] Harold James Ruthven Murray divides the works into three distinct parts: the
didactic works e.g. Alexander of Neckham's De scaccis (approx. 1180); works of morality like Liber de moribus
hominum et officiis nobilium sive super ludo scacchorum (Book of the customs of men and the duties of nobles or
the Book of Chess), written by Jacobus de Cessolis; and the works related to various chess problems, written largely
after 1205.[35] Chess terms, like check, were used by authors as a metaphor for various situations.[36] Chess was soon
incorporated into the knightly style of life in Europe.[37] Peter Alfonsi, in his work Disciplina Clericalis, listed chess
among the seven skills that a good knight must acquire.[37] Chess also became a subject of art during this period,
with caskets and pendants decorated in various chess forms.[38] Queen Margaret of England's green and red chess
sets made of jasper and crystal symbolized chess's position in royal art treasures.[36] Kings Henry I, Henry II and
Richard I of England were chess patrons.[9] Other monarchs who gained similar status were Alfonso X of Castile and
Ivan IV of Russia.[9]
Saint Peter Damian denounced the bishop of Florence in 1061 for playing chess even when aware of its evil effects
on the society.[12] The bishop of Florence defended himself by declaring that chess involved skill and was therefore
"unlike other games," and similar arguments followed in the coming centuries.[12] Two separate incidents in 13th
century London involving men of Essex resorting to violence resulting in death as an outcome of playing chess
232
History of chess
233
further caused sensation and alarm.[12] The growing popularity of the game now associated with revelry and
violence alarmed the Church.[12]
The practice of playing chess for money became so widespread during the 13th century that Louis IX of France
issued an ordinance against gambling in 1254.[34] This ordinance turned out to be unenforceable and was largely
neglected by the common public, and even the courtly society, which continued to enjoy the now prohibited chess
tournaments uninterrupted.[34]
By the mid-12th century, the pieces of the chess set were depicted as kings, queens, bishops, knights and men at
arms.[39] Chessmen made of ivory began to appear in North-West Europe, and ornate pieces of traditional knight
warriors were used as early as the mid 13th century.[40] The initially nondescript pawn had now found association
with the pedes, pedinus, or the footman, which symbolized both infantry and loyal domestic service.[39]
The following table provides a glimpse of the changes in names and character of chess pieces as they transitioned
from India through Persia to Europe:[41] [42]
A comparison of the terms for chessmen in Sanskrit, Persian, Arabic, Latin, English,
Spanish, Portuguese, Italian, French, and Catalan
Sanskrit
Arabic
Latin
English
Spanish
Persian
Italian
French
Catalan
Portuguese
Raja (King)
Shah
Malik
Rex
King
Rey
Rei
Re
Roi
Rei
Mantri (Minister)
Vazr
(Vizir)
Wazr/Firz
Regina
Queen
Dama
Rainha
Regina
Reine
Dama/Reina
Gajah (war
elephant)
Pil
Al-Fl
Alfiere
Fou
Alfil
Ashva (horse)
Asp
Fars/Hisan
Miles/Eques
Cavallo
Chevalier Cavall
Ratha (chariot)
Rokh
Tour
Padati
Piadeh
(footman/footsoldier)
Knight
Caballo
Qal`a/Rukhkh Rochus/Marchio
Rook/Margrave
Torre/Roque Torre
Torre/Rocco
Baidaq/Jondi
Pawn
Pen
Pedone/Pedina Pion
Pedes/Pedinus
Cavalo
Peo
Torre
Pe
The game, as played during the early Middle Ages, was slow, with many games lasting for days.[12] Some variations
in rules began to change the shape of the game by 1300 AD.[43] A notable, but initially unpopular, change was the
ability of the pawn to move two places in the first move instead of one.[43]
In Europe some of the pieces gradually got new names:
Fers: "queen", because it starts beside the King.
Aufin: "bishop", because its two points looked like a bishop's mitre; In French fou; and others. Its Latin name
alfinus was reinterpreted many ways.
History of chess
234
1
a
History of chess
235
The first full work dealing with the various winning combinations was written by Franois-Andr Danican Philidor
of France, regarded as the best chess player in the world for nearly 50 years, and published in the 18th century.[13]
He wrote and published L'Analyse des checs (The Analysis of Chess), an influential work which appeared in more
than 100 editions.[13]
A tactical puzzle
from Lucena's
1497 book
"Marguerite
d'Alenon et son
frre Franois
d'Angoulme
jouant aux checs"
from the book
checs amoureux,
16th century
Portrait of Franois-Andr
Danican Philidor from
Lanalyse des checs.
London, second edition,
1777
Writings about the theory of how to play chess began to appear in the 15th century. The oldest surviving printed
chess book, Repeticin de Amores y Arte de Ajedrez (Repetition of Love and the Art of Playing Chess) by Spanish
churchman Luis Ramirez de Lucena was published in Salamanca in 1497.[47] Lucena and later masters like
Portuguese Pedro Damiano, Italians Giovanni Leonardo Di Bona, Giulio Cesare Polerio and Gioachino Greco or
Spanish bishop Ruy Lpez de Segura developed elements of openings and started to analyze simple endgames. In
the 18th century the center of European chess life moved from the Southern European countries to France. The two
most important French masters were Franois-Andr Danican Philidor, a musician by profession, who discovered the
importance of pawns for chess strategy, and later Louis-Charles Mah de La Bourdonnais who won a famous series
of matches with the Irish master Alexander McDonnell in 1834.[50] Centers of chess life in this period were coffee
houses in big European cities like Caf de la Rgence in Paris[51] and Simpson's Divan in London.[52]
As the 19th century progressed, chess organization developed quickly. Many chess clubs, chess books and chess
journals appeared. There were correspondence matches between cities; for example the London Chess Club played
against the Edinburgh Chess Club in 1824.[53] Chess problems became a regular part of 19th century newspapers;
Bernhard Horwitz, Josef Kling and Samuel Loyd composed some of the most influential problems. In 1843, von der
Lasa published his and Bilguer's Handbuch des Schachspiels (Handbook of Chess), the first comprehensive manual
of chess theory.
History of chess
236
History of chess
237
Since the end of 19th century, the number of annually held master tournaments
and matches quickly grew. Some sources state that in 1914 the title of chess
grandmaster was first formally conferred by Tsar Nicholas II of Russia to Lasker, Capablanca, Alekhine, Tarrasch
and Marshall, but this is a disputed claim.[62] The tradition of awarding such titles was continued by the World Chess
Federation (FIDE), founded in 1924 in Paris. In 1927, Women's World Chess Championship was established; the
first to hold it was Czech-English master Vera Menchik.[63]
Botvinnik participated in championship matches over a period of fifteen years. He won the world championship
tournament in 1948 and retained the title in tied matches in 1951 and 1954. In 1957, he lost to Vasily Smyslov, but
regained the title in a rematch in 1958. In 1960, he lost the title to the Latvian prodigy Mikhail Tal, an accomplished
tactician and attacking player. Botvinnik again regained the title in a rematch in 1961.
Following the 1961 event, FIDE abolished the automatic right of a deposed champion to a rematch, and the next
champion, Armenian Tigran Petrosian, a genius of defense and strong positional player, was able to hold the title for
two cycles, 19631969. His successor, Boris Spassky from Russia (19691972), was a player able to win in both
positional and sharp tactical style.[66]
History of chess
238
The next championship, the so-called Match of the Century, saw the
first non-Soviet challenger since World War II, American Bobby
Fischer, who defeated his Candidates opponents by unheard-of margins
and clearly won the world championship match. In 1975, however,
Fischer refused to defend his title against Soviet Anatoly Karpov when
FIDE refused to meet his demands, and Karpov obtained the title by
default. Karpov defended his title twice against Viktor Korchnoi and
dominated the 1970s and early 1980s with a string of tournament
successes.[67]
Karpov's reign finally ended in 1985 at the hands of another Russian
player, Garry Kasparov. Kasparov and Karpov contested five world
title matches between 1984 and 1990; Karpov never won his title
back.[68]
In 1993, Garry Kasparov and Nigel Short broke with FIDE to organize their own match for the title and formed a
competing Professional Chess Association (PCA). From then until 2006, there were two simultaneous World
Champions and World Championships: the PCA or Classical champion extending the Steinitzian tradition in which
the current champion plays a challenger in a series of many games; the other following FIDE's new format of many
players competing in a tournament to determine the champion. Kasparov lost his Classical title in 2000 to Vladimir
Kramnik of Russia.
Earlier in 1999, Kasparov as the reigning world champion played a game online against the world team composed of
more than 50,000 participants from more than 75 countries. The moves of the world team were decided by plurality
vote, and after 62 moves played over four months Kasparov won the game. The number of ideas, the complexity,
and the contribution it has made to chess theory make it one of the most important chess games ever played.[69]
The FIDE World Chess Championship 2006 reunified the titles, when Kramnik beat the FIDE World Champion
Veselin Topalov and became the undisputed World Chess Champion.[70] In September 2007, Viswanathan Anand
from India became the next champion by winning a championship tournament.[71] In October 2008, Anand retained
his title, decisively winning the rematch against Kramnik.[72]
Notes
[1]
[2]
[3]
[4]
[5]
"The History Of Chess" (http:/ / www. thechesszone. com/ history_of_chess). ChessZone. . Retrieved 29 March 2011.
Leibs (2004), page 92
Forbes (1860)
Robinson & Estes (1996), page34
Murray, H.J.R. (1913). A History of Chess. Benjamin Press (originally published by Oxford University Press). ISBN0-936317-01-9.
OCLC13472872.
[6] Davidson, Hooper & Whyld, and Golombek all give this correspondence. Bird (pp 4, 46) exchanges the bishop and rook.
[7] Meri 2005: 148
[8] Hooper and Whyld, 144-45 (first edition)
[9] Chess: Ancient precursors and related games (Encyclopedia Britannica 2002)
[10] Remus, Horst, "The Origin of Chess and the Silk Road" (http:/ / www. silk-road. com/ newsletter/ volumeonenumberone/ origin. html), The
Silk Road journal, The Silkroad Foundation, v.1(1), January 15, 2003.
[11] Chess: Introduction to Europe (Encyclopedia Britannica 2007)
[12] Riddler 1998
[13] Chess: Development of Theory (Encyclopedia Britannica 2002)
[14] Chess: The time element and competition (Encyclopedia Britannica 2002)
[15] Chess: Chess composition (Encyclopedia Britannica 2002)
[16] Gupta, K.R.; Gupta, Amita.(2006). Concise Encyclopaedia of India, Volume 3 (http:/ / books. google. com/ books?id=Efgu1BwmeCQC).
Atlantic Publishers & Distributors. pp. 964.
[17] A History of Chess, bottom of p.311, by H.J.R.Murray, publ. Oxford at the Clarendon Press.
History of chess
[18]
[19]
[20]
[21]
[22]
[23]
[24]
[25]
[26]
[27]
[28]
[29]
[30]
[31]
[32]
[33]
[34]
[35]
[36]
[37]
[38]
[39]
Wilkins 2002: 46
Encyclopedia Britannica (Ninth Edition)
Hooper 1992: 74
Kulke 2004: 9
Wilkins 2002: 48
Wilkinson 1943
A History of Chess
See the chess set's page (http:/ / www. metmuseum. org/ toah/ hd/ nish/ ho_1971. 193a-ff. htm) on the Museum's website.
Bell 1979: 57
Warner & Warner 2008, p. 394-402.
Yalom 2004, p. 5.
Chess: Set design (Encyclopedia Britannica 2007)
Chinese chess (Encyclopedia Britannica 2007)
Li 1998
Banaschak: A story well told is not necessarily true - being a critical assessment of David H. Li's "The Genealogy of Chess"
Shogi (Encyclopedia Britannica 2002)
Vale 2001: 172
Gamer 1954
Vale 2001: 177
Vale 2001: 171
Vale 2001: 152
Vale 2001: 173
239
History of chess
[66] Kasparov 2003b, 2004a
[67] Kasparov 2003a, 2006
[68] Keene, Raymond (1993). Gary Kasparov's Best Games. B. T. Batsford Ltd.. ISBN0-7134-7296-0. OCLC29386838., p. 16.
[69] Harding, T. (2002). 64 Great Chess Games, Dublin: Chess Mail. ISBN 0-9538536-4-0.
[70] Kramnik at ChessGames.com (http:/ / www. chessgames. com/ perl/ chessplayer?pid=12295). Retrieved 13 December 2006
[71] "Viswanathan Anand regains world chess title" (http:/ / in. reuters. com/ article/ sportsNews/ idINIndia-29785520070930). Reuters.
2007-09-30. . Retrieved 2007-12-13.
[72] "Anand draws 11th game, wins world chess title" (http:/ / ibnlive. in. com/ news/ anand-draws-11th-game-wins-world-chess-title/ 77005-5.
html?from=rssfeed). IBN Live. October 29, 2008. . Retrieved 2008-12-17.
References
Encyclopedia Britannica
"Chess: Ancient precursors and related games.". Encyclopedia Britannica. Encyclopdia Britannica. 2002.
"Chess: Development of Theory". Encyclopedia Britannica. Encyclopdia Britannica. 2002.
"Chess: The time element and competition". Encyclopedia Britannica. Encyclopdia Britannica. 2002.
"Chess: Chess composition". Encyclopedia Britannica. Encyclopdia Britannica. 2002.
"Chess (History): Standardization of rules". Encyclopedia Britannica. Encyclopdia Britannica. 2002.
WWW
Banaschak, Peter. "A story well told is not necessarily true : a critical assessment of David H. Li's The Genealogy
of Chess " (http://www.banaschak.net/schach/ligenealogyofchess.htm).
Books
Bell, Robert Charles (1979). Board and Table Games from Many Civilizations. Courier Dover Publications.
ISBN0486238555.
Bird, Henry Edward (1893). Chess History and Reminiscences. London. (Republished version by Forgotten
Books). ISBN 1-60620-897-7.
Davidson, Henry A. (1949, 1981). A Short History of Chess. McKay. ISBN0-679-14550-8. OCLC17340178.
Forbes, Duncan (1860). The History of Chess: From the Time of the Early Invention of the Game in India Till the
Period of Its Establishment in Western and Central Europe (http://books.google.com/
books?id=Oa4UAAAAYAAJ&printsec=frontcover). London: W. H. Allen & Co.
Golombek, Harry (1977). Golombek's Encyclopedia of Chess. Crown Publishing. ISBN0-517-53146-1
Harding, Tim (2003). Better Chess for Average Players. Courier Dover Publications. ISBN0-486-29029-8.
OCLC33166445.
Hooper, David Vincent; Whyld, Kenneth (1992). The Oxford Companion to Chess. Oxford University Press.
ISBN0198661649.
Hooper, David and Whyld, Kenneth (1992). The Oxford Companion to Chess, Second edition. Oxford University
Press. ISBN0-19-866164-9. OCLC25508610. Reprint: (1996) ISBN 0-19-280049-3
Kasparov, Garry (2003a). My Great Predecessors, part I. Everyman Chess. ISBN1-85744-330-6.
OCLC223602528.
240
History of chess
Kasparov, Garry (2003b). My Great Predecessors, part II. Everyman Chess. ISBN1-85744-342-X.
OCLC223906486.
Kasparov, Garry (2004a). My Great Predecessors, part III. Everyman Chess. ISBN1-85744-371-3.
OCLC52949851.
Kasparov, Garry (2004b). My Great Predecessors, part IV. Everyman Chess. ISBN1-85744-395-0.
OCLC52949851.
Kasparov, Garry (2006). My Great Predecessors, part V. Everyman Chess. ISBN1-85744-404-3.
OCLC52949851.
Kulke, Hermann; Dietmar Rothermund (2004). A History of India. Routledge. ISBN0415329205.
Leibs, Andrew (2004). Sports and Games of the Renaissance. Connecticut: Greenwood Publishing Group. ISBN
0-313-32772-6
Li, David H. (1998). The Genealogy of Chess. Premier Pub. Co. ISBN0-9637852-2-2.
Meri, Josef W. (2005). Medieval Islamic Civilization: An Encyclopedia. Routledge. ISBN0415966906.
Murray, H. J. R. (1913). A History of Chess. Oxford University Press. ISBN0-19-827403-3.
Musser Golladay, Sonja, "Los Libros de acedrex dados e tablas: Historical, Artistic and Metaphysical
Dimensions of Alfonso Xs Book of Games" (http://etd.library.arizona.edu/etd/GetFileServlet?file=file:///
data1/pdf/etd/azu_etd_2444_1_m.pdf&type=application/pdf) (PhD diss., University of Arizona, 2007)
Needham, Joseph (1962). "Thoughts on The Origin of Chess" (http://www.goddesschess.com/chessays/
needham1.html).
Needham, Joseph; Ronan, Colin A. (June 1985). The Shorter Science and Civilisation in China: Volume 2.
Cambridge University Press. ISBN9780521315364.
Needham, Joseph; Ronan, Colin A. (July 1986). The Shorter Science and Civilisation in China: Volume 3.
Cambridge University Press. ISBN0521315603.
Robinson, Dindy & Estes, Rebecca (1996). World Cultures Through Art Activities. New Hampshire: Libraries
Unlimited. ISBN 1-56308-271-3
Vale, M. G. A. (2001). The Princely Court: Medieval Courts and Culture in North-West Europe, 1270-1380.
Oxford University Press. ISBN0199269939.
Wilkins, Sally (2002). Sports and Games of Medieval Cultures. Greenwood Press. ISBN0313317119.
Yalom, Marilyn (2004). Birth of the Chess Queen: a History (Illustrated ed.). HarperCollins. ISBN0060090642.
Firdaus (1915). The Shhnm of Firdaus (http://www.archive.org/stream/shahnama07firduoft#page/n7/
mode/2up). VII. Trans. Warner, Arthur George & Warner, Edmond. London: Kegan Paul, Trench, Trbner &
Co.. ISBN0415245451.
Journals
Anand, Viswanathan, "The Indian Defense" (http://www.time.com/time/specials/2007/article/
0,28804,1815747_1815707_1815674,00.html), TIME, Thursday, Jun. 19, 2008. An article on the history of chess
by the 2007-10 chess world champion.
Gamer, Helena M. (October 1954). "The Earliest Evidence of Chess in Western Literature: The Einsiedeln
Verses". Speculum (Medieval Academy of America) 29 (4): 734750. doi:10.2307/2847098. JSTOR2847098.
Gordon, Stewart (July/August 2009). "The Game of Kings" (http://www.saudiaramcoworld.com/issue/
200904/the.game.of.kings.htm). Saudi Aramco World (Houston: Aramco Services Company) 60 (4): 1823. (
PDF version (http://www.saudiaramcoworld.com/pdf/2000/200904.pdf))
Riddler, Ian; Denison, Simon (February 1998). "When there is no end to a good game" (http://www.britarch.ac.
uk/ba/ba31/ba31feat.html). British Archaeology (United Kingdom: Council for British Archaeology) (31).
ISSN1357-4442
Wilkinson, Charles K (May 1943). "Chessmen and Chess" (http://www.goddesschess.com/chessays/
chessmenandchess.html). The Metropolitan Museum of Art Bulletin (The Metropolitan Museum of Art) New
241
History of chess
Series 1 (9): 271279. doi:10.2307/3257111. JSTOR3257111.
Wilkinson, Charles K. (May 1943). "Chessmen and Chess". The Metropolitan Museum of Art Bulletin (The
Metropolitan Museum of Art) New Series, Vol. 1, No. 9 (9): 271279. doi:10.2307/3257111. JSTOR3257111.
External links
Origin and history of Chess, Xiangqi, Shogi and more (http://history.chess.free.fr/)
Chess. (2007). In Encyclopedia Britannica. Retrieved July 30, 2007, from Encyclopedia Britannica Online (http:/
/www.britannica.com/ebc/article-80429)
"Chess," Microsoft Encarta Online Encyclopedia 2007 (http://encarta.msn.com/encyclopedia_761565896_3/
Chess.html#s18) ( Archived (http://www.webcitation.org/5kwqozOV2) 2009-10-31)
Initiative group Koenigstein (http://www.mynetcologne.de/~nc-jostenge/)
Goddess Chess Chessays (http://www.goddesschess.com/chessays/chessaystoc.html)
Chess for all ages (http://www.mark-weeks.com/aboutcom/caa-hist.htm)
Alfonso X y el ajedrez - Alfonso X and Chess (http://knol.google.com/k/braulio-vzquez-campos/
alfonso-x-y-el-ajedrez/1nt2tw69bo2xt/13?hl=en#/)
Cox-Forbes theory
The Cox-Forbes theory is a long-debunked theory on the evolution of chess put forward by Captain Hiram Cox and
extended by Professor Duncan Forbes (17981868).
The theory states that a four-handed dice-chess game (Chaturaji) was originated in India in approximately 3000 BC;
and that arising from the results of certain rules, or the difficulty in getting enough players, the game evolved into a
two-handed game (Chaturanga). On account of religious and legal objections in Hinduism to gambling, the dice were
dropped from the game, making it a game purely of skill.
In Forbes' explanation, he calls the four-handed dice version Chaturanga and insists that Chaturaji is a misnomer
that actually refers to a victory condition in the game akin to checkmate. In his 1860 account, the players in opposite
corners are allies against the other team of two players. He represents this "Chaturanga" as gradually developing into
the two-player diceless form by the time it was adopted by the Persians as "Chatrang". He further asserts that this
name later became "Shatranj" after the Arabic pronunciation.
The theory was allegedly based on evidence in the Indian text Bhavishya Purana, but more recent study of the work
has shown the evidence to be weaker than previously thought. The earliest Puranas are now assigned a more
conservative date of 500 BC, rather than 3000 BC. As a result, the theory is now rejected by all serious chess
historians.
Albrecht Weber (18251901) and Dutch chess historian Antonius van der Linde (18331897) found that the Purana
quoted by Forbes did not even contain the references he claimed. While working on Geschichte und Litteratur des
Schachspiels (Berlin, 1874, two vols.), Van der Linde also found that the actual text around which Forbes had built
his entire theory (Tithitattva of Raghunandana) was actually from around AD 1500, rather than 3000 BC as claimed
by Forbes. Van der Linde thought that Forbes deliberately lied, and was furious. John Griswold White wrote in 1898,
"He did not even make good use of the material known to him." (Hooper & Whyld 1992, pp.143, 2267)
242
Cox-Forbes theory
References
Hooper, David; Whyld, Kenneth (1992), The Oxford Companion to Chess (2 ed.), Oxford: Oxford University
Press, pp.143, 2267, ISBN0-19-280049-3
The History of Chess, 1860, by Duncan Forbes [1] - complete original text
Chaturanga [2] - website debunking Cox-Forbes
References
[1] http:/ / books. google. com/ books?id=Oa4UAAAAYAAJ& client=firefox-a
[2] http:/ / history. chess. free. fr/ chaturanga. htm
Liubo
Liubo (Chinese: ; pinyin: li b;
WadeGiles: liu po; literally "six sticks") is
an ancient Chinese board game played by
two players. For the rules, it is believed that
each player had six game pieces that were
moved around the points of a square game
board that had a distinctive, symmetrical
pattern. Moves were determined by the
throw of six sticks, which performed the
same function as dice in other race games.
The game was invented no later than the
A pair of Eastern Han Dynasty (25220 AD) ceramic tomb figurines of two
middle of the 1st millennium BCE, and was
gentlemen playing liubo
immensely popular during the Han Dynasty
(202 BCE220 CE). However, after the Han
Dynasty it rapidly declined in popularity, possibly due to the rise in popularity of the game of Go, and it eventually
became almost totally forgotten. Knowledge of the game has increased in recent years with archeological discoveries
of Liubo game boards and game equipment in ancient tombs, as well as discoveries of Han Dynasty picture stones
and picture bricks depicting Liubo players.
243
Liubo
244
History
Songs of Chu:
Then with bamboo dice and ivory pieces the game of Liu Bo is begun;
Sides are taken; they advance together; keenly they threaten each other.
Pieces are kinged and the scoring doubled. Shouts of five white! arise.[3]
The earliest Liubo boards to have been discovered are a pair of ornately decorated stone boards from a 4th century
BCE tomb in the royal tomb complex of the State of Zhongshan at Pingshan in Hebei.[4]
The game reached its greatest popularity during the Han
Dynasty, as is evidenced by the discovery of many examples
of Liubo boards or sets of Liubo game pieces as grave goods
in high status tombs dating to the Han Dynasty. Pottery or
wooden figurines of players with model Liubo boards have
also been discovered in some Han tombs.[5] [6] Engraved
picture stones () and moulded picture bricks ()
that were widely used to decorate tombs and temples during
the Eastern Han period (25220 CE) also frequently depict
people playing Liubo, sometimes as a small part of a complex
Eastern Han glazed pottery tomb figurines playing Liubo,
scene depicting many different activities, but sometimes as the
with six sticks laid out to the side of the game board
focal point of the scene, with the players attended by servants
and playing in the cool of a pavilion. Some picture stones and engravings on stone coffins, especially those from the
area of modern Sichuan and Yunnan provinces, show two winged immortals playing Liubo on a mountain, usually as
part of a larger scene depicting the Queen Mother of the West and various mythical animals.
After the end of the Han Dynasty the game seems to have lost its poularity, and there are no known examples of
Liubo funerary ware or depictions of Liubo playing later than the Jin Dynasty (265420). Although the game is still
occasionally referred to in some historical sources and in poetry as late as the Tang Dynasty (618907), it seems that
Liubo had been largely displaced by the game of Go. By the time of the Yuan Dynasty (12711368) all knowledge
Liubo
of the game of Liubo had been lost, and it is only with the archeological discoveries of recent years that the game has
become better known.
There is some evidence that the game of Liubo spread to beyond the confines of China. The Old Book of Tang
mentions that Tibetans enjoyed playing both the game of Go and Liubo,[7] but although ancient Tibetan Go boards
have been discovered, no examples of Tibetan Liubo boards are known.[8] The Chinese version of the Mahayana
Mahaparinirvana Sutra also mentions the playing of several games, including Liubo, which some have taken as
evidence that Liubo was transmitted to India. However, to date no examples of Liubo boards have been found
outside of China.
Equipment
Liubo boards and game equipment are often found as grave goods in tombs from the Han Dynasty. Various types
and sizes of Liubo board have been unearthed, made from a variety of materials, including wood, lacquered wood,
pottery, stone and bronze. Some of the boards are simple square slabs of stone or wood, but others are supported by
knobs at the four corners, and some are built as tables with long legs. Regardless of their size or shape, the common
feature of all Liubo boards is the distinctive pattern that is carved or painted on their surface:
All excavated boards have the angular V-shaped marks at the corners and L-shaped marks at the center of the edges,
as well as the central square and T-shaped protrusions, and most boards also have four marks (usually circular but
sometimes a decorative pattern) between the corner mark and the central square. However, on some boards each
circular mark is replaced by a straight line joining the corner mark to the corner of the inner square, and in a few
cases there is no mark between the corner and the square at all.
245
Liubo
246
Liubo
247
Rules
The exact rules of the game of Liubo are not known, and some of
the surviving descriptions of the game are conflicting, which
suggests that the game may have been played according to
different rules at different times or in different places. The most
complete description of the rules of Liubo occurs in a quotation
from the lost Book of Ancient Bo () in a commentary by
Zhang Zhan () to the Book of Liezi that was written during
the Jin Dynasty (265420):
Method of play: Two people sit facing each other over
a board, and the board is divided into twelve paths,
A close-up view of the board game with game pieces
from the Eastern Han tomb model set
with two ends, and an area called the "water" in the
middle. Twelve game pieces are used, which
according to the ancient rules are six white and six black. There are also two "fish" pieces, which are
placed in the water. The throwing of the dice is done with a jade. The two players take turns to throw the
dice and move their pieces. When a piece has been moved to a certain place it is stood up on end, and
called an "owl (or) ". Thereupon it can enter the water and eat a fish, which is also called "pulling a
fish". Every time a player pulls a fish he gets two tokens, and if he pulls two fish in a row he gets three
tokens [for the second fish]. If a player has already pulled two fish but does not win it is called
double-pulling a pair of fish. When one player wins six tokens the game is won.
Another, somewhat later source, The Family Instructions of Master Yan by Yan Zhitui (531591) states that there
were two variants of Liubo, "Greater Bo" () which was played with six throwing sticks, and "Lesser Bo" ()
which was played with two dice:[14]
The ancient Greater Bo used six sticks, whereas Lesser Bo used two dice. Nowadays there is no-one
who knows how to play, but in those days when it was played it used one die and twelve game pieces. It
had very little skill, and was not worth playing.
Most game historians think that Liubo was a race game, and that players moved their six games pieces around the
marks on the board. However, others consider Liubo to have been a battle game played with dice or throwing sticks.
There have been several attempts to reconstruct the rules of the game, most notably by Lien-sheng Yang, who
discusses the game as it was possibly played on TLV mirrors.[15] Yang theorizes that a players piece would start on
an L-shaped mark and try to move to a V-shaped corner mark depending on the throw of the sticks. Certain throws
would allow a player's piece to move into the center and kill the opponents piece if it was already there. Once in
the center, a piece could begin to block the enemys pieces from taking a square. For each block one would gain two
points. One could also attempt to recover ones pieces after they are blocked, and would gain three points for doing
this. If one failed to win after having blocked two men, then the opponent would gain six points and win the game.
The first player to six points would win the game. Jean-Louis Cazaux has also reconstructed similar rules for playing
Liubo.[16] An implementation of these reconstructed rules as a playable computer game has also been attempted.[17]
Liubo
248
Chupu
A variant of Liubo in which dice were used to make the moves was called Chupu () or Wumu ().[18] In
Korea the traditional game of jeopo (hanja: ) is still played, on a board that is similar to a Liubo
board.[19]
Liubo
249
Liubo coins
The Liubo pattern is also sometimes found on the reverse of Wu Zhu coins. Such coins were not used as currency
but were probably lucky charms.[25]
Sundials
In 1897 a stone sundial was discovered in Inner Mongolia
which had been overcarved with a Liubo board pattern.[26]
The only other complete Han dynasty sundial, in the
collection of the Royal Ontario Museum, also has a Liubo
pattern carved on it. It may be that the sundials were
repurposed as Liubo boards by carving the Liubo pattern over
the original sundial markings, or it may be that the Liubo
markings were added for some unknown ritual purpose.
Divination boards
Stone sundial from Inner Mongolia overcarved with a Liubo
board pattern
Liubo
250
Li Xueqin has suggested that the board was used for divination by matching the day to be divined to the
corresponding sexagenary term on the Liubo diagram, and then reading off the corresponding prognostication
according to the position of the sexagenary term on the Liubo diagram.[29] However, Lillian Tseng points out that the
divination could also be done the other way round, by looking for the desired prognostication (for example an
auspicious marriage day), and then all the days on the Liubo board that were written on the position corresponding to
the term heading the prognostication would match the desired prognostication.
It has been theorized that the placement of the sixty sexagenary terms on the points of the Liubo divination diagram
indicate the possible positions for placing pieces when playing Liubo, and that the sequence of the terms across the
divination diagram reflects the path to be followed around the board when playing the game (starting at the
north-east corner and ending at the north side of the central square).[30]
Liubo
References
[1] Xu, Shen. "/06 [[[Shuowen Jiezi (http:/ / zh. wikisource. org/ wiki/ / 06)] vol. 7]"] (in Chinese). (Chinese
Wikisource). . Retrieved 2009-06-26. ""
[2] Sima, Qian. "/069 [Records of the Grand Historian vol.69]" (http:/ / zh. wikisource. org/ wiki/ / 069) (in Chinese).
(Chinese Wikisource). . Retrieved 2009-06-26. ""
[3] Hawkes, David (1985). The Songs of the South: An Anthology of Ancient Chinese Poems by Qu Yuan and Other Poets. Harmondsworth:
Penguin Books. p.229. ISBN0-14-044375-4.
[4] Rawson, Jessica (1996). Mysteries of Ancient China. London: British Museum Press. pp.159161. ISBN0-7141-1472-3.
[5] (Gansu Provincial Museum). " [Brief report of the excavation of three Han tombs at Mozuizi
in Wuwei]" (in Chinese). (Cultural Relics) 1972 (12): 916.
[6] (Henan Provincial Museum). " [The Han tomb at Zhangwan in Lingbao]" (in Chinese). (Cultural Relics)
1975 (11): 8081.
[7] Xu, Liu. "/196 [Old Book of Tang vol.196A]" (http:/ / zh. wikisource. org/ wiki/ / 196) (in Chinese).
(Chinese Wikisource). . Retrieved 2009-06-26. ""
251
Liubo
252
[8] Hazod, Guntram (2002). "The Royal Residence Pho brang byams pa mi 'gyur gling and the Story of Srong btsan sgam po's Birth in Rgya ma"
(http:/ / books. google. com/ books?id=UsC1sEKQNeYC). Tibet, past and Present: Tibetan Studies I. Proceedings of the Ninth Seminar of the
IATS, 2000. Leiden: Brill. pp.2748. ISBN 9004127755. .
[9] (Xiong Chuanxin). "3 [Discussion of the Liubo set unearthed from the No. 3 Western Han tomb at
Mawangdui]" (in Chinese). (Cultural Relics) 1979 (4): 3539.
[10] (Dabaotai Han Tomb Excavation Group) (1989) (in Chinese). [The Han tomb at Dabaotai in
Beijing]. Beijing: Wenwu chubanshe. p.53. ISBN7-5010-0238-X.
[11] "The green-glazed liubo-playing pottery figurines" (http:/ / www. cultural-china. com/ chinaWH/ html/ en/ History2041bye5118. html).
Cultural China. . Retrieved 2009-06-26.
[12] (Laixi County Culture Hall). " [The Western Han timber-chambered tomb at Daishu in Laixi
county in Shandong]" (in Chinese). (Cultural Relics) 1980 (12): 15.
[13] (Archeology Research Institute of the Chinese Academy of Social Sciences) (1980) (in Chinese).
[Excavation report for the Han tomb at Mancheng]. Beijing: Wenwu chubanshe. pp.271274.
[14] Yan, Zhitui. "/7 [The Family Instructions of Master Yan vol. 7]" (http:/ / zh. wikisource. org/ wiki/ / 7)
(in Chinese). (Chinese Wikisource). . Retrieved 2009-06-26.
""
[15] Yang, Lien-sheng (June 1952). "An Additional Note on the Ancient Game Liu-po". Harvard Journal of Asiatic Studies 15 (1): 124139.
doi:10.2307/2718275. JSTOR2718275.
[16] Cazaux, Jean-Louis (2008-01-20). "Reconstructed rules of Liubo" (http:/ / history. chess. free. fr/ liubo-rules. htm). . Retrieved 2009-06-26.
[17] "The Ancient Game of Liubo" (http:/ / liubo-game. appspot. com). 2011-04-11. . Retrieved 2011-04-19.
[18] (http:/ / pjlog. com/ viewthread. php?tid=2648)
[19] "[[Traditional Games (http:/ / gomalee. tistory. com/ 155) Play Jeopo]"]. 20 May 2011. . Retrieved 2011-09-30.
[20] "Give up Western Chess play Chinese Chess instead! (interview between Dr. Ren Gralla and Prof. David H. Li)" (http:/ / www.
chessbase. com/ newsdetail. asp?newsid=2455). ChessBase. 2005-06-15. . Retrieved 2009-06-26. "Professor Li, it seems to be that historians
from China endorse your thesis that the origins of chess can be found in China. In summary: XiangQi originates from the mysterious game
Liubo; Liubo turned into GeWu, the latter has turned into Proto-XiangQi. Peter Banaschak analysed the sources that the representatives of the
Chinese school cite, and he thinks that all those quotations from the past can be references to some game, but not necessarily to the game of
chess or XiangQi."
[21] "Liubo the Ancestor of Board Games" (http:/ / kaleidoscope. cultural-china. com/ en/ 140K2115K5502. html). Cultural China. . Retrieved
2009-06-26. "According to the research of modern board game historians, liubo is actually the ancestor of all battle board games of the world
today, such as Chinese chess, chess etc. These games all evolve from liubo."
[22] Banaschak, Peter. "A story well told is not necessarily true being a critical assessment of David H. Li's "The Genealogy of Chess"" (http:/
/ www. banaschak. net/ schach/ ligenealogyofchess. htm). . Retrieved 2009-06-26.
[23] Cazaux, Jean-Louis (2001). "Is Chess a Hybrid Game ?" (http:/ / www. mynetcologne. de/ ~nc-jostenge/ cazaux. pdf) (PDF). pp. 58. .
Retrieved 2009-06-26. "My idea, very speculative I must confess, is that someone could have turned this race game into a confrontation game
opposing in each side the 6 stones as Soldiers, with a notion of promotion during the course of the game, and 10 fishes as Officers. ... Also, to
divide the two sides on a battlefield, the best was probably to convert the central water into a river in the middle."
[24] (Zhou Zheng). """"" ["Geometric mirrors" should be called "Liubo pattern mirrors"]" (in Chinese).
(Archeology) 1987 (12): 11161118.
[25] "#54832: China, charm Wu Zhu coin" (http:/ / www. zeno. ru/ showphoto. php?photo=54832). Zeno Oriental Coins Database. . Retrieved
2009-06-26.
[26] (Sun Ji). " [The Togtoh sundial]" (in Chinese). (Journal of the Museum of Chinese History) 1971
(3): 7481.
[27] " [Preliminary investigation about the wooden slips from the Han tomb at Yinwan]" (in Chinese). (Cultural
Relics) 1996 (10): 6871.
[28] (Lillian Tseng). """ [Attempt to explain the "Liubo divination" wooden slip from the Han tomb at
Yinwan]" (in Chinese). (Cultural Relics) 1994 (8): 6265.
[29] (Li Xueqin). """ ["Liubo board divination" and geometric patterns]" (in Chinese). (Cultural Relics) 1997
(1): 4951.
[30] Cazaux, Jean-Louis. "Liubo" (http:/ / history. chess. free. fr/ liubo. htm). . Retrieved 2009-06-26.
[31] "/ [Account of King Mu of Zhou vol.5]" (http:/ / zh. wikisource. org/ wiki/ / ) (in Chinese).
(Chinese Wikisource). . Retrieved 2009-06-26. ""
[32] Sima, Qian. "/038 [Records of the Grand Historian vol.38]" (http:/ / zh. wikisource. org/ wiki/ / 038) (in Chinese).
(Chinese Wikisource). . Retrieved 2009-06-26.
""
[33] Sima, Qian. "/077 [Records of the Grand Historian vol.77]" (http:/ / zh. wikisource. org/ wiki/ / 077) (in Chinese).
(Chinese Wikisource). . Retrieved 2009-06-26.
"
Liubo
253
[34] Sima, Qian. "/86 [Records of the Grand Historian vol.86]" (http:/ / zh. wikisource. org/ wiki/ / 086) (in Chinese).
(Chinese Wikisource). . Retrieved 2009-06-26.
""
[35] Sima, Qian. "/106 [Records of the Grand Historian vol.106]" (http:/ / zh. wikisource. org/ wiki/ / 106) (in Chinese).
(Chinese Wikisource). . Retrieved 2009-06-26.
""
[36] Xu, Liu. " [Biographies chapter 111]" (http:/ / www. my285. com/ shishu/ jts/ 165. htm) (in Chinese). (Old
Book of Tang). (my285.com). . Retrieved 2009-06-26.
[37] Xue, Juzheng. "/135 [Old History of the FIve Dynasties vol. 135]" (http:/ / zh. wikisource. org/ wiki/ / 135) (in
Chinese). (Chinese Wikisource). . Retrieved 2009-06-26.
[38] Kong, Qiu. "/ [Analects ch. 17]" (http:/ / zh. wikisource. org/ wiki/ / ) (in Chinese).
(Chinese Wikisource). . Retrieved 2009-06-26. ""
[39] "/ [Family Sayings of Confucius vol. 1]" (http:/ / zh. wikisource. org/ wiki/ / ) (in Chinese).
(Chinese Wikisource). . Retrieved 2009-06-26.
"
External links
Illustrated article on Liubo by Jean-Louis Cazaux (http://history.chess.free.fr/liubo.htm)
Pictures of Liubo artefacts on the Cultural China website (http://www.cultural-china.com/chinaWH/html/en/
11Kaleidoscope2115.html)
Andrew West, Pictures of funerary statuettes of Liubo Players (http://babelstone.co.uk/Blog/2009/05/
lost-game-of-liubo-part-1-funerary.html)
Chaturanga
Further information: Chess (disambiguation)
This article is about the two-player ancient game Chaturanga. For the four-player version, played with dice,
see Chaturaji.
Chaturanga pieces
Raja (King)
Mantri or Senapati (Counselor or General; Queen)
Ratha (Chariot; Rook)
Gaja (Elephant; Bishop)
Asva (Horse; Knight)
Padti or Bhata (Foot-soldier; Pawn)
Chaturanga
254
1
a
Chaturanga: The position of the pieces at the start of a game.[1] Note that the Rjas do not face each other; the white
Rja starts on e1 and the black Rja on d8.
a
1
a
Ashtpada, the uncheckered 8x8 board, sometimes with special marks, on which Chaturanga was played.
Chaturanga (Sanskrit caturaga ) is an ancient Indian game that is presumed to be the common ancestor of the
games of chess, shogi, and makruk, and related to xiangqi and janggi.
Chaturanga developed in Gupta India around the 6th century. In the 7th century, it was adopted as Shatranj in
Sassanid Persia, which in turn was the form that brought chess to late-medieval Europe (see Origins of chess for
more information on the ancestry of chess.)
The exact rules of Chaturanga are not known. Chess historians suppose that the game had similar rules to those of its
successor Shatranj. In particular, there is uncertainty as to the moves of the Gaja (elephant), the precursor of the
Bishop in modern chess.
Chaturanga
255
History
Sanskrit caturaga is a bahuvrihi compound, meaning "having four limbs or parts" and in epic poetry often means
"army".[2] The name itself comes from a battle formation mentioned in the Indian epic Mahabharata, referring to four
divisions of an army, viz. elephants, chariots, cavalry, and infantry.
Chaturanga was played on an 8x8 uncheckered board, called Ashtpada [3]. The board had some special marks, the
meaning of which is unknown today. These marks were not related to chaturanga, but were drawn on the board only
by tradition. The great chess historian Murray has conjectured that the Ashtpada was also used for some old race
type dice game, perhaps similar to Chowka bhara, in which these marks had a meaning.
An early reference to an ancient Indian board game is sometimes attributed to Subandhu in his Vasavadatta (c. AD
450):
The time of the rains played its game with frogs for pieces [nayadyutair] yellow and green in color, as if
mottled by lac, leapt up on the black field squares.
The colors are not those of the two camps, but mean that the frogs have a two-tone dress, yellow and green.
Banabhatta's Harsha Charitha (c. 625) contains the earliest reference to the name Chaturanga:
Under this monarch, only the bees quarreled to collect the dew; the only feet cut off were those of
measurements, and only from Ashtpada one could learn how to draw up a Chaturanga, there was no
cutting-off of the four limbs of condemned criminals....
While there is little doubt that Ashtpada is the gaming board of 8x8 squares, the double meaning of Chaturanga, as
the four folded army, may be controversial. There is a probability that the ancestor of Chess was mentioned there.
Pieces
Raja (King) - Moves like the King in chess, as in Shatranj.
Mantri (Minister); also known as Senapati (General) - Moves one
square diagonally, like the Fers in Shatranj.
Ratha (Chariot); also spelled akata - Moves like the Rook in
chess, as in Shatranj.
Gaja (Elephant) - Three different moves are described in ancient
literature:
1. Two squares in any diagonal direction, jumping over one square,
as the Alfil in Shatranj.
Chaturanga
256
tank").
The German historian Johannes Kohtz (18431918) suggests, rather, that this was the earliest move of
the Ratha. [7]
Ashva (Horse); also spelled Ashwa, Asva - Moves like the Knight in chess, as in Shatranj. (This is the distinctive
move that marks a game as a likely descendant of Chaturanga.)
Padti/Bhata (Foot-soldier); also spelled Pedati, Bhata; also known as Sainik (Warrior)Moves like the Pawn
in chess, as in Shatranj.
Al-Adli also mentions two further differences from Shatranj:
Stalemate was a win for a stalemated player. This rule appeared again in some medieval chess variations in
England ca. 1600. According to some sources, there was no stalemate, though this is improbable.
The player that is first to bare the opponent's king (capture all the pieces except the king) wins. In Shatranj this is
also a win, but only if the opponent cannot bare the player's king on the next move in return.
References
[1] "The History Of Chess" (http:/ / www. thechesszone. com/ history_of_chess). ChessZone. . Retrieved 29 March 2011.
[2] Meri 2005: 148
[3] http:/ / history. chess. free. fr/ ashtapada. htm
[4] W. Borsodi, etc. (1898). American Chess Magazine (http:/ / books. google. com/ books?id=I_4LAAAAYAAJ& pg=RA1-PA262&
dq="Horse+ ship"#PRA1-PA262,M1). Original from Harvard University. pp.262. .
[5] http:/ / www. chessvariants. org/ piececlopedia. dir/ dabbabah. html
[6] http:/ / web. archive. org/ web/ 20091028083454/ http:/ / www. geocities. com/ SiliconValley/ Lab/ 7378/ aladli. htm
[7] http:/ / www. goddesschess. com/ chessays/ calvognosis2. html
Further reading
External links
Chaturanga, from Chess Variants (http://www.chessvariants.org/historic.dir/chaturanga.html)
Software including the different historical rules variants (http://www.chaturanga.org/)
Sessa
257
Sessa
Sessa (or Sissa) was a legendary vellalar and
creatorlaskerbook of the game of chess ancestor,
chaturanga.
References
1. Edward Lasker (1959). Adventure of Chess, Dover.
Chaturaji
258
Chaturaji
a
1
a
Chaturaji, starting position. Pieces with different colors were used for each of four players.
Chaturaji (means "four kings", also known as "Choupat", IAST Caup, IPA:[tpa]) is a four player chess-like
game. It was first described in detail circa 1030 by Biruni in his India book.[1] Originally, this was a game of chance:
the pieces to be moved were decided by rolling two dice. A diceless variant of the game was still played in India at
the close of the 19th century.
History
The ancient Indian epic Mahabharata contains a reference to a game, which could be Chaturaji:[2]
Presenting myself as a Brahmana, Kanka by name, skilled in dice and fond of play, I shall become a courtier
of that high-souled king. And moving upon chess-boards beautiful pawns made of ivory, of blue and yellow
and red and white hue, by throws of black and red dice. I shall entertain the king with his courtiers and friends.
However, there is no certainty whether the mentioned game is really a chess-like game like Chaturaji, or a race game
like Pachisi.
Captain Cox and professor Forbes put forth a theory (the Cox-Forbes theory), that Chaturaji is a predecessor of
Chaturanga and hence the ancestor of modern chess. An even stronger version of this theory was put forward by
Prof. Stewart Culin.[3] However, this theory was rejected by Murray,[1] modern scholars siding with Murray.
Rules
Piece moves
Chaturaji
259
1
a
Boat move. The boat at f6 can move to any of the four squares marked with a cross.
The game is played with pieces of four different colors as shown in the diagram. Each player has four pieces on the
back rank with four pawns in front of them on the second rank. The four pieces are king, elephant, horse and boat (or
ship in some sources). The king moves like the chess king, the elephant like the chess rook and the horse like the
chess knight. The boat corresponds to the chess bishop but has a more restricted range, like the alfil in Shatranj. The
boat moves two squares diagonally in any direction as shown in the diagram, jumping over the intervening square.
Note that this differs from most ancient chess-like games where it is the elephant which normally corresponds to the
chess bishop.
The pawn also moves as in chess, but does not have the option of an initial double-square move. Each of the four
players' pawns moves and captures in a different direction along the board, as one would expect from the initial
player's setup. For example, the red pawns which start on the g-file above move left across the board, promoting on
the a-file. Also, the pawn's promotion rules are different; one must promote to the piece that starts on the same file
(or rank) of the promotion square (king included) and one can promote only after one's piece of that type has been
captured.
Boat triumph
a
1
a
Chaturaji
Boat triumph rule. Green boat c3 can capture all other boats by moving to e5. All boats shown belong to different
players.
When a boat moves in such a way that a 2x2 square filled with boats is formed, it captures all three boats of other
players (see diagram). This rule is called boat triumph.
Dice throws
On each turn two dice are thrown. Usually oblong (four sided) stick dice were used. Players were allowed to throw
the dice in the air and catch them, exercising some control over the outcome. However, playing with cubic dice is
also possible. Pieces to be moved are determined by dice numbers (note that the stick dice didn't have 1 and 6):
1 or 5 - pawn or king
2 - boat
3 - knight
4 or 6 - elephant
On each turn two moves may be made, one for each die. The same or two different pieces may be moved, and the
player may skip one or both of his moves if desired.
Scoring
There is no check or checkmate. The king can be captured like any other piece. The goal of the game is to collect as
many points as possible. Points are scored by capturing opponents' pieces, according to this scale:
pawn - 1
boat - 2
knight - 3
elephant - 4
king - 5.
A score of 54 points is awarded to a player who manages to capture all three opponents' kings while his own king
remains on the board. This value is a sum of points of all pieces in three armies.
References
[1] Murray, H.J.R. (1913). A History of Chess. Benjamin Press (originally published by Oxford University Press). ISBN0-936-317-01-9.
[2] Mahabharata, Book 4, Section 1 (http:/ / www. sacred-texts. com/ hin/ m04/ m04001. htm)
[3] Four-Handed Chaturanga (http:/ / history. chess. free. fr/ chaturanga. htm) by Jean-Louis Cazaux.
Further reading
D.B. Pritchard (1994). The Encyclopedia of Chess Variants (p.48-49). ISBN 0-9524142-0-1.
External links
Chaturanga for four players (http://www.chessvariants.org/historic.dir/chaturang4.html) by Hans
Bodlaender.
Chaturaji software (http://Chaturanga.net), including multi-media encyclopedia with Cox-Forbes theory.
4-handed Chaturanga with dice (http://hem.passagen.se/melki9/4chaturanga.htm) implementation for Zillions
of Games.
260
Shatranj
261
Shatranj
Further information: Chess (disambiguation)
Shatranj (Devanagari: , Persian: )is an old
form of chess, which came to the Western world from
India. Modern chess has gradually developed from this
game.
1
a
Shatranj: The position of the pieces at the start of a game. Note that the Shahs face each other, either in the d-file (as
shown) or the e-file.
The word shatranj is derived from the Sanskrit chaturanga
(catu="four", anga="arm"). In Middle Persian the word appears as
chatrang, with the 'u' lost due to syncope and the 'a' lost to apocope,
e.g., in the title of the text Mdayn chatrang ("Book of Chess") from
the 7th century AD. In Persian folk etymology, the word is sometimes
re-bracketed as sad ("hundred") + ranj ("worries"), which might appear
quite meaningful to players. The word was adapted into Arabic as
shatranj, and then into the Portuguese xadrez, Spanish ajedrez, and
Greek ; but English chess and check come via French checs
(Old French eschecs) from Persian ( shh = "king").
Shatranj
262
The game came to Persia from India in the early centuries of the Christian Era (Common Era). The earliest Persian
reference to shatranj is found in the Middle Persian book Karnamak-i Artaxshir-i Papakan, which was written
between the 3rd and 7th centuries AD (Common Era). This ancient Persian text refers to Shah Ardashir I, who ruled
from 224241, as a master of the game:[1]
By the help of Providence Ardeshir became more victorious and warlike than all, on the polo and the
riding-ground, at Chatrang and Vine-Artakhshir, and in several other arts.
However, Karnamak contains many fables and legends, and this only establishes the popularity of chatrang at the
time of its composition.[2]
Iranian shatranj
set, glazed
fritware, 12th
century. New
York
Metropolitan
Museum of
Art.
Shams-e-Tabrz
as portrayed in a
1500 painting in
a page of a copy
of Rumi's poem
dedicated to
Shams.
During the reign of the later Sassanid king Khosrau I (531579), a gift from an Indian king (possibly a Maukhari
Dynasty king of Kannauj)[3] included a chess game with sixteen pieces of emerald and sixteen of ruby (green vs.
red).[2] The game came with a challenge which was successfully resolved by Khosrau's courtiers. This incident,
originally referred to in the Mdayn chatrang (c. 620 AD), is also mentioned in Firdausi's Shahnama (c. 1010
AD).
The rules of Chaturanga seen in India today have enormous variation, but all involve four branches (angas) of the
army: the horse, the elephant (bishop), the chariot (rook) and the foot-soldier (pawn), played on a 8x8 board.
Shatranj adapted much of the same rules as Chaturanga, and also the basic 16 piece structure. In some later variants
the darker squares were engraved. The game spread Westwards after the Islamic conquest of Persia and achieved
great popularity and a considerable body of literature on game tactics and strategy was produced from the 8th c.
onwards.
With the spread of Islam, chess diffused into the Maghreb and then to Andalusian Spain. During the Islamic
conquest of India (c.12th c.), some forms came back to India as well, as evidenced in the N. Indian term mt (mate,
derivaative from Persian mt) or the Bengali borey (pawn, presumed der. Arabic baidaq).[4] Over the following
centuries, chess became popular in Europe eventually giving rise to modern chess.
Rules
Shatranj
263
Shatranj pieces
Shah (King)
Fers or Wazr (Counsellor)
Rukh (Chariot or Rook)
"Pl" in Persian and "al-Fl" in Arabic (Elephant)
Asb (Horse in Persian) or Knight
Sarbaz (piyadeh) (Pawn)
Pl, Alfil, Aufin, and similar. A move diagram for a Pl. This piece can jump over other pieces.
The initial setup in shatranj was essentially the same as in modern chess. However the position of the white shah
(king), on the right or left side was not fixed. Either the arrangement as in modern chess or as shown on the diagram
above were possible. In either case, however, the white and black shh would be on the same file (but not always in
modern India). The game was played with these pieces:
Shh (king) moves like the king in chess.
Fers (counsellor; also spelled ferz; Arabic firz, from Persian farzn ; also called Wazr) moves exactly one
square diagonally, which makes it a rather weak piece. It was renamed "queen" in Europe. Even today, the word
for the queen piece is (ferz) in Russian, vezr in Hungarian and "vazr" in Persian. It has analogues to the
guards in xiangqi and Gold Generals in shogi.
Rukh (chariot; from Persian rokh) moves like the rook in chess.
Pl, Alfil, Aufin, and similar (elephant; from Persian pl; al- is the Arabic for "the") moves exactly two squares
diagonally, jumping over the square between. Each Pl could reach only one-eighth of the squares on the board,
and because their circuits were disjoint, they could never capture one another. This piece might have had a
different move sometimes in chaturanga, where the piece is also called "elephant". The Pl was replaced by the
bishop in modern chess. Even today, the word for the bishop piece is alfil in Spanish, alfiere in Italian, "fl" in
Persian and (which means elephant) in Russian. The elephant piece survives in xiangqi with the limitations
that the elephant in xiangqi cannot jump over an intervening piece and is restricted to the owner's half of the
Shatranj
board. In janggi, its movement was changed to become a slightly further-reaching version of the horse.
Faras (horse, from Arabic; Persian asp) moves like the knight in chess.
Baidaq (from Arabic from Persian piyda, foot-soldier, by adapting the Persian word as Arabic baydiq,
which was treated as a broken plural from which was extracted an apparent singular baidaq) moves and captures
like the pawns in chess, but not moving two squares on the first move. When they reach the eighth rank, baidaqs
are promoted, but only to fers.
Pieces are shown on the diagrams and recorded in the notation using the equivalent modern symbols, as in the table
above. In modern descriptions of shatranj, the names king, rook, knight and pawn are commonly used for shah, rukh,
faras, and baidaq.
There were also other differences compared to modern chess: Castling was not allowed (it was invented much later).
Stalemating the opposing king resulted in a win for the player delivering stalemate. Capturing all one's opponent's
pieces apart from the king (baring the king) was a win, unless your opponent could capture your last piece on his or
her next move, then in most parts of the Islamic world it was a draw, but in Medina it was a win.[2]
History
Early Arabic shatranj literature
During the Golden Age of Arabic, many works on shatranj were written, recording for the first time the analysis of
opening games, chess problems, the knight's tour, and many more subjects common in modern chess books. Many of
these manuscripts are missing, but their content is known due to compilation work done by the later authors.[2]
The earliest listing of works on chess is in the Fihrist, a general bibliography produced in 377 AH (988 CE) by Ibn
al-Nadim. It includes an entire section on the topic of chess, listing:
There is a passage referring to chess in a work said to be by Hasan, a philosopher from Basra who died in 728 CE.
However the attribution of authorship is dubious.
Player classification
Al-Adli as well as as-Suli introduced classifications of players by their playing strength. Both of them specify 5
classes of players:
Aliyat (or aliya), grandees
Mutaqaribat, proximes - players who could win 2-4 games out of 10 in the match against grandee. They received
odds of a pawn from grandee (better players g-, a- or h-pawn, weaker ones d- or e-pawn).
Third class - players who received odds of a fers from grandee.
Fourth class - received odds of a knight.
Fifth class - received odds of a rook.
To determine his or her class, a player would play a series or match with a player of a known class without odds. If
he won 7 or more games out of 10, he belonged to a higher class.
264
Shatranj
265
Famous players
During the reign of the Arab caliphs, shatranj players of highest class were called aliyat or grandees.[2] There were
only a very few players in this category. The most well known of them were:
Jabir al-Kufi, Rabrab and Abun-Naam were three aliyat players during the rule of caliph al-Ma'mun.
Al-Adli was the strongest player during the rule of caliph al-Wathiq. At this time he was the only player in aliyat
category.
Ar-Razi in 847 won a match against an already old al-Adli in the presence of caliph al-Mutawakkil and so
become a player of aliyat category.
As-Suli was the strongest player during the reign of caliph al-Muktafi. Ar-Razi was already dead and there were
no players of comparable strength before as-Suli appeared on the scene. In the presence of al-Muktafi he easily
won a match against a certain al-Mawardi and thus proved that he was the best player of that time. As-Suli
considered Rabrab and ar-Razi as the greatest of his predecessors.
Al-Lajlaj was a pupil of as-Suli and also a great shatranj master of his time.
Game play
Openings
a
1
a
Mujannah - Mashaikhi opening. In opening shatranj players usually tried to reach a specific position, tabiya.
Openings in shatranj were usually called tabbiyya( pl. tabbiyyaat), which can be translated as battle array.
Due to slow piece development in shatranj, the exact sequence of moves was relatively unimportant. Instead players
aimed to reach a specific position, tabiya, mostly ignoring the play of their opponent.
The works of al-Adli and as-Suli contain collections of tabiyat. Tabiyat were usually given as position on a
half-board with some comments about them. The concrete sequence of moves to reach them was not specified. In his
book Al-Lajlaj analyzed some tabiya in detail. He started his analysis from some given opening, for example
"Double Mujannah" or "Mujannah - Mashaikhi", and then continued up to move 40., giving numerous variations.
Shatranj
266
Piece values
Both al-Adli and as-Suli provided estimation of piece values in their books on shatranj. They used a monetary
system to specify piece values. For example, as-Suli gives piece values in dirhem, the currency in use in his time:[2]
Piece
Value
1 dirhem
Rook
2/3 dirhem
Knight
1/3 - 3/8 dirhem
Fers
1/4 dirhem
Alfil
1/4 dirhem
Central pawn (d-, or e-pawn)
1/6 - 1/5 dirhem
Knight's or Alfil's pawn (b-, c-, f-, or g-pawn)
1/8 dirhem
Rook's pawn (a- or h-pawn)
As-Suli also believed that the b-pawn was better than the f-pawn and King's side Alfil (on the c-file) was better than
Queen's side one (on the f-file). Furthemore, an Alfil on the c-file was better than the d-pawn and the Alfil on the
f-file was better than an e-pawn.
Mansubat
Dilaram Problem,
ca. 10th century
a
1
a
White to move and win. This is a typical example of a shatranj problem, Mansuba.
Persian chess masters composed many shatranj problems. Such shatranj problems were called mansba (pl.
mansbt). This word can be translated from Arabic as arrangement, position or situation. Mansubat were typically
composed in such a way that a win could be achieved as a sequence of checks. One's own king was usually
threatened by immediate checkmate.
One of the most famous Mansuba is the Dilaram Problem shown at the right. Black threatens immediate checkmate
by 1...Ra2 or Ra8. However, white can win with a two-rook sacrifice:
Shatranj
267
1. Rh8+ Kxh8; 2. Bf5+ Kg8; 3. Rh8+ Kxh8; 4. g7+ Kg8; 5. Nh6#. or
1. Rh8+ Kxh8; 2. Bf5+ Rh2; 3. Rxh2+ Kg8; 4. Rh8+ Kxh8; 5. g7+ Kg8; 6. Nh6#.
Note that the Alfil (bishop) moves two squares diagonally, jumping over intermediate pieces; this allows it to jump
over the white knight to deliver the discovered check from the second rook with 2.Bf5+. It was said that a nobleman
wagered (playing white) his wife Dilrm on a chess game, and this position arose, and she appealed "Sacrifice your
two Rooks, and not me."[5]
References
[1] Unknown court historian of the Sassanid Empire (before 628AD). The Karnamik-I-Ardashir, or The Records of Ardashir. http:/ / www.
fordham. edu/ halsall/ ancient/ ardashir. html. Note: Vine-Artakhsir is a reference to the game later known as Nard, a predecessor of
Backgammon.
[2] Murray, H.J.R. (1913). A History of Chess. Benjamin Press (originally published by Oxford University Press). ISBN0-936-317-01-9.
[3] Jean-Louis Cazaux (12 March 2004). "The Enigma of Chess birth: The Old Texts: 6th, 7th and 8th centuries" (http:/ / history. chess. free. fr/
sources. htm). . Retrieved 14 July 2007.
[4] Jean-Louis Cazaux (16 June 2006). "Indian Chess Sets" (http:/ / history. chess. free. fr/ india. htm). . Retrieved 14 July 2007.
[5] A History of Chess, bottom of p.311, by H.J.R.Murray, publ. Oxford at the Clarendon Press.
External links
Shatranj, the medieval Arabian Chess (http://history.chess.free.fr/shatranj.htm) by Jean-Louis Cazaux.
Shatranj (http://www.chessvariants.com/historic.dir/shatranj.html) by Hans L. Bodlaender
The Time of Shatranj and the Aliyat (http://www.schemingmind.com/journalarticle.aspx?article_id=3&
page=1) by Miguel Villa.
ICC Shatranj rules (http://www.chessclub.com/help/shatranj)
268
Chess
Al-Suli came to prominence as a shatranj player sometime in between 902 and 908 when he beat al-Mawardi, the
court shatranj champion of al-Muktafi, the Caliph of Baghdad. Al-Mawardi was so thoroughly beaten he fell from
favour, and was replaced by al-Suli. After al-Muktafi's death, al-Suli remained in the favour of the succeeding ruler,
al-Muqtadir and in turn ar-Radi.
Al-Suli's shatranj-playing ability became legendary and he is still considered one of the best Arab players of all time.
His biographer ben Khalliken, who died in 1282, said that even in his lifetime great shatranj players were said to
play like al-Suli. Documentary evidence from his lifetime is limited, but the endgames of some of the matches he
played are still in existence. His skill in blindfold chess was also mentioned by contemporaries. Al-Suli also taught
shatranj. His most well known pupil is al-Lajlaj ("the stammerer").
One of his most prominent achievements is his book, Kitab Ash-Shatranj (Book of Chess), which was the first
scientific book ever written on chess strategy. It contained information on common chess openings, standard
problems in middle game, and annotated end games. It also contains the first known description of the knight's tour
problem. Many later European writers based their work on modern chess on al-Suli's work. Apart from his chess
book he also wrote several historical books.
Al-Suli's Diamond
a
1
a
[1]
al-Suli created a shatranj problem called "al-Suli's Diamond" that went unsolved for over a thousand years.[2] David
Hooper and Ken Whyld studied this problem in the mid-1980s but were unable to crack it. It was finally solved by
Russian Grandmaster Yuri Averbakh.[1] [3]
As this is a shatranj, the "queen" (counsellor) is a very weak piece, able to move only a single square diagonally. It is
also possible to win in shatranj by capturing all pieces except the king.
The solution given is 1. Kb4 in Hans Ree's "The Human Comedy of Chess".
269
Notes
[1] Damsky, Yakov (2005), The Book of Chess Records, Batsford, pp.166167, ISBN0-7134-8946-4
[2] Shenk, David, The Immortal Game: A History of Chess
[3] Ree, Hans (2000), The Human Comedy of Chess, Access Publishers Network
References
Robert Charles Bell (1980). Board and Table Games from Many Civilizations. ISBN 0-486-23855-5.
Leder, S. "al-Suli, Abu Bakr Muhammad." Encyclopaedia of Islam, Second Edition. Edited by: P. Bearman , Th.
Bianquis , C.E. Bosworth , E. van Donzel and W.P. Heinrichs. Brill, 2008. Brill Online.
H.J.R. Murray (1913). A History of Chess. ISBN 0-936317-01-9.
Tamerlane chess
Tamerlane chess is a strategic board
game related to chess and derived from
shatranj. It was developed in Persia
during the reign of Timur, also called
Tamerlane (13361405). Some sources
attribute the game's invention to Timur,
but this is by no means certain. Because
Tamerlane Chess is a larger variant of
shatranj, it is also called Shatranj Kamil
(perfect chess) or Shatranj Al-Kabir
(large chess). It is distinctive in that
there are multiple varieties of pawn,
each of which promotes in its own way.
The board
Tamerlane chess starting board
Tamerlane chess
Pieces
Anglicised versions of piece names are used here.
Promotion rules
Upon reaching the last rank on the board, a pawn is promoted to its corresponding piece. Thus, Pawn of Giraffes
becomes a Giraffe, etc. Exceptions to this are the Pawn of Kings and Pawn of Pawns. A Pawn of Kings becomes a
Prince, which must be mated or taken before the opponent can win. It moves as a king.
When the Pawn of Pawns reaches the last rank, it stays there and cannot be taken. As soon as a situation develops
where the opponent cannot escape losing a piece to a pawn, or where a pawn may attack two opposing units at the
same time, the player must move his/her pawn to that location. Upon the second promotion of this pawn, it moves to
the starting point of the Pawn of Kings. Upon the third promotion it becomes an adventitious king, which acts as a
prince.
Other rules
When multiple kings are held, they may be captured as normal pieces. When only one king remains it must be
checkmated. Once during the game a player may exchange a checked king for another non-royal piece. A player may
move into check if he holds multiple kings. The adventitious king is the only piece that may move into a player's
own citadel. This is often done to prevent the opponent from entering.
External links
270
Tamerlane chess
References
[1]
[2]
[3]
[4]
Hiashatar
Hiashatar is a medieval chess variant played in Mongolia. The game is played on a 10 x 10 board. The pieces are
the same as in chess with the exception that there is an additional piece which is called the "bodyguard".[1] [2] The
game is not as popular as western chess or Shatar.
Pieces
King (noyon) - moves like the King in chess
Queen (bers) - moves like the Queen in chess
Bodyguard (hia) - moves like a Queen, but can only move one or two squares. The Bodyguard has a special
power; any piece sliding must stop its move if it moves through any square a king's move away from the
bodyguard. Any piece a king's move away from the bodyguard can only move one square. The only piece
immune to this power of the Bodyguard is the Knight.
Rook (tereg) - moves like the rook in chess
Knight (mori) - moves like the Knight in chess
Bishop (teme) - moves like the Bishop in chess
Pawn (fu) - moves like the pawn in chess except that it can make an initial triple step.
Other Rules
There is no castling
Pawns promote only to queen
References
N. Okano, Sekai-no meina shogi (World's chess games), p.40-46, chapter V. 1999.
[1] http:/ / web. archive. org/ web/ 20080703142230/ http:/ / www. geocities. com/ kisslook/ eng/ mongeng. html
[2] http:/ / www. chessvariants. org/ index/ msdisplay. php?itemid=MLhiashatar
271
Senterej
Senterej
Senterej (or Ethiopian chess) is a chess variant, the form of chess traditionally played in Ethiopia. It is the last
popular survival of shatranj.[1]
Rules
The board is not checkered, merely marked into squares; it is usually a red cloth, marked by strips of black. Each
king stands just to the right of the centerline from its player's point of view. It moves one step in any direction. At its
left stands the ferz, moving one square diagonally. (One source says it moves one step in any direction, but may only
capture diagonally. There may have been regional variations.) On their flanks stands a piece called the fil. This is the
alfil, leaping diagonally to the second square distant. Beside these stand the horses, moving as knights. In the corners
stand the rooks. The second rank is filled with pawns, which move one step forward and capture one square
diagonally forward. There is no double first move, and therefore no capture en passant. A pawn reaching the farthest
rank is promoted to ferz (one source says, to the rank of any piece already lost).
In Senterej both sides start playing at the same time without waiting for turns. The phase before first capture is called
the Mobilization Phase, or werera. Both players may move their pieces as many times as they like without concern
for the number of moves the opponent makes. During this phase the players watch each other's moves, and retract
their own and substitute others as they think best. They only start to take turns after the First Capture.
The play was much more sociable than Europe is used to, with all the bystanders (even, in the old days, slaves)
calling out their notions of useful plays and moving the pieces about to demonstrate.
The rules and customs surrounding checkmate are numerous. Dealing the fatal blow with a rook or knight was
considered inartistic. Delivering the fatal stroke with a ferz or fil is more respectable; with a combination of pawns,
even more praiseworthy. A king denuded of all pieces cannot be mated. A king with only a single piece supporting
him (pawns do not count, in this case or the previous one) can only be mated before that piece has moved seven
times.[2]
Advantages
Senterej creates randomized initial chess positions, which make the memorizing chess opening sequences far less
helpful.
References
[1] Pritchard, D. (2007). The Classified Encyclopedia of Chess Variants. John Beasley. ISBN 978-0955516801., p. 247
[2] This account of the rules is taken from Murray, H. J. R., A History of Chess, Oxford University Press, Oxford, 1913, pages 362364.
External links
Senterej, the Ethiopian Chess (http://history.chess.free.fr/senterej.htm)
Senterej Ethiopian Chess with a flying start (http://www.chessbase.com/newsdetail.asp?newsid=5321) by
Dr. Ren Gralla
A Note on Ethiopian Chess (http://tezeta.net/25/a-note-on-ethiopian-chess) by Dr. Richard Pankhurst
Kaiserin setzte ein Korps matt (Neues Deutschland) (http://www.neues-deutschland.de/artikel/143861.
kaiserin-setzte-ein-korps-matt.html) (German)
272
Lewis chessmen
273
Lewis chessmen
Lewis Chessmen
Walrus Ivory
Created
12th century
Discovered
Present location
The Lewis Chessmen (or Uig Chessmen, named after the bay where they were found) are a group of 78
12th-century chess pieces, most of which are carved in walrus ivory. Discovered in 1831 on the Isle of Lewis in the
Outer Hebrides, Scotland,[1] they may constitute some of the few complete, surviving medieval chess sets, although
it is not clear if a set as originally made can be assembled from the pieces. They are owned and exhibited by the
British Museum in London, which has 67 of the original pieces, and the Museum of Scotland in Edinburgh, which
has the remaining 11 pieces.
Lewis chessmen
Origin
The chessmen were probably made in Norway, perhaps by craftsmen in
Trondheim, in the 12th century,[2] although some scholars have suggested
other sources in the Nordic countries.[3] During that period the Outer
Hebrides, along with other major groups of Scottish islands, were ruled by
Norway.[2]
According to Dr. Alex Woolf, director of the Institute for Medieval Studies
of the University of St. Andrews, there are a number of reasons for
believing the chess pieces probably came from Trondheim: a broken queen
piece in a similar style found in an excavation of the archbishop's palace (it
appeared the piece was broken as it was being made), the presence of
wealthy people in Trondheim able to pay craftsmen for the high-quality
pieces, similar carving in Nidaros Cathedral in Trondheim, the excavation
in Trondheim of a kite-shaped shield similar to shields on some of the
pieces and a king piece of similar design found on Hitra Island, near the
mouth of Trondheim Fjord. Woolf has said that the armour worn by the
chess figures includes "perfect" reproductions of armour worn at the time in
Norway.[4]
Some historians believe that the Lewis chessmen were hidden (or lost) after
some mishap occurred during their carriage from Norway to wealthy Norse
"Beserker" rook, at the British Museum in
towns on the east coast of Ireland, like Dublin. The large number of pieces
London
and their lack of wear may suggest they were the stock of a trader or dealer
in such pieces.[2] Along with the chess pieces, there were 14 plain round tablemen for the game of tables and one belt
buckle, all made of ivory, making a total of 93 artifacts.[5]
Another possibility, put forward by Icelanders Gudmundur G. Thorarinsson and Einar S. Einarsson, is that the
chessmen originated in Iceland.[6] The pair claim that the most important indicator of Icelandic origins is the
presence of bishops among the Lewis Chessmen such pieces first being used in Iceland. However this is disputed
by Woolf, who stated that the use of bishops originated in England.[4]
The Icelandic hypothesis has been strongly challenged by chess historian and member of the Ken Whyld
Association,[7] Morten Lilleren, who has written an article entitled "The Lewis Chessmen Were Never Anywhere
Near Iceland!"[8]
Description
Almost all of the pieces in the collection are carved from walrus ivory, with a few made instead from whale teeth.
The 78 pieces consist of 8 kings, 8 queens, 16 bishops, 15 knights, 12 rooks and 19 pawns. The heights of the pawns
range from 3.5 to 5.8 cm while the major pieces are between 7 and 10.2 cm. Although there are 19 pawns (a
complete set requires 16), they have the greatest range of sizes of all the pieces, which has suggested that the 78
pieces might belong to at least 5 sets.[9] All the pieces are sculptures of human figures, with the exception of the
pawns, which are smaller, geometric shapes. The knights are mounted on rather diminutive horses and are shown
holding spears and shields. The rooks are standing soldiers or warders holding a shield and sword; four of the rooks
are shown as wild-eyed berserkers biting their shields with battle fury.[10] Some pieces bore traces of red stain when
found, indicating that red and white were used to distinguish the two sides, rather than the black and white used in
modern chess.[4]
274
Lewis chessmen
275
Scholars have observed that, to the modern eye, the figural pieces, with
their bulging eyes and glum expressions, have a distinct comical
character.[11] [12] This is especially true of the single rook with a worried,
sideways glance (front left of first image below) and the beserkers biting
their shields which have been called "irresistibly comic to a modern
audience."[13] It is believed, however, that the comic or sad expressions
were not intended or perceived as such by the makers to whom these images
instead displayed strength, ferocity or, in the case of the queens who hold
their heads with a hand, "contemplation, repose and possibly wisdom."[11]
Modern discovery
The chessmen were discovered in early 1831 in a sand bank at the head of
Camas Uig on the west coast of the Isle of Lewis, in the Outer Hebrides of
Scotland. There are various local stories concerning their arrival and
modern discovery on Lewis.
Lewis chessmen
276
Controversy
In 200708 a dispute arose regarding the most appropriate place to display the pieces. The issue first arose late in
2007 with calls from Scottish National Party (SNP) politicians in the Western Isles (notably Councillor Annie
Macdonald, MSP Alasdair Allan and MP Angus MacNeil) for the return of the pieces to the place they were found.
Linda Fabiani the Scottish Minister for Europe, External Affairs and Culture stated that "it is unacceptable that only
11 Lewis Chessmen rest at the National Museum of Scotland while the other 82 remain in the British Museum in
London". Richard Oram, Professor of Medieval and Environmental History at the University of Stirling, agreed
arguing that there was no reason for there to be more than "a sample" of the collection in London. Both points of
view have been dismissed by Margaret Hodge the UK Minister of State in the Department for Culture, Media and
Sport, writing "It's a lot of nonsense, isn't it?"[14] The local historical society in Uig, Comann Eachdraidh Uig, which
operates a registered museum near the find site featuring detailed information about the chessmen and Norse
occupation in Lewis, has indicated publicly that it has no intention of pursuing any claim to the ownership of the
pieces and does not support demands for them to be sent to Edinburgh, but would welcome short-term loans.[16]
In October 2009 twenty-four of the pieces from the London collection and six from Edinburgh began a 16-month
tour of diverse locations in Scotland. The tour was part-funded by the Scottish Government and Mike Russell, the
Minister for Culture and External Affairs stated that the Government and the British Museum had "agreed to
disagree" on their eventual fate. Bonnie Greer, the museum's deputy chairman said that she "absolutely" believed the
main collection should remain in London.[17]
A selection of some
of the other chess
pieces, with a row of
bishops at the back,
then a row of knights.
A resin
replica of
one of the
kings
Knight in
London
Popular culture
The Harry Potter series depicts a game known as Wizard's Chess where magically animated pieces move and kill on
vocal command of the players. In the films, the pieces of the standard tabletop game are depicted using Lewis
Chessmen.
Notes
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
Chessbase: The enigma of the Lewis chessmen (http:/ / www. chessbase. com/ newsdetail. asp?newsid=6665)
British Museum Website. (http:/ / www. britishmuseum. org/ the_museum/ news_and_press_releases/ statements/ the_lewis_chessmen. aspx)
Robinson, p. 14.
McClain, Dylan Loeb (8 September 2010), Reopening History of Storied Norse Chessmen (http:/ / www. nytimes. com/ 2010/ 09/ 09/ arts/
09lewis. html), New York Times, , retrieved 14 September 2010 (appeared September 9, 2010 in the newspaper, page C2, New York Times)
(Robinson 2004, pp.5, 36, 5455)
Are the Isle of Lewis chessmen Icelandic? (http:/ / www. leit. is/ lewis/ ), , retrieved 14 September 2010
Ken Whyld Association (http:/ / www. kwabc. org/ Homepage-UK/ home-english. htm)
Lilleren, Morten, The Lewis Chessmen Were Never Anywhere Near Iceland! (http:/ / www. chesscafe. com/ text/ skittles399. pdf)
(ChessCafe.com, 2011)
Lewis chessmen
[13] Robinson, p. 37.
[14] Burnett, Allan (February 3, 2008) "Stalemate". Glasgow. The Sunday Herald.
[15] "Lewis Chessman exhibition opens in Stornoway museum" (http:/ / www. bbc. co. uk/ news/ uk-scotland-highlands-islands-13085170).
BBC. Retrieved 15 April 2011.
[16] Uig News, February 2008
[17] Cornwell, Tim (2 October 2009) "Chessmen 'will never come home'. The Scotsman. Edinburgh.
References
British Museum Website. (http://www.britishmuseum.org/the_museum/news_and_press_releases/statements/
the_lewis_chessmen.aspx)
Murray, H. J. R. (1985). A History of Chess. Oxford University Press.
Robinson, James (2004). The Lewis Chessmen. British Museum Press.
Stratford, N. (1997). The Lewis chessmen and the enigma of the hoard. The British Museum Press.
Taylor, Michael (1978). The Lewis Chessmen. British Museum Publications Limited.
External links
The British Museum's page on the chessmen (http://www.britishmuseum.org/explore/highlights/
highlight_objects/pe_mla/t/the_lewis_chessmen.aspx)
National Museums Scotland's pages on the chessmen (http://www.nms.ac.uk/our_museums/
national_museum/special_exhibitions/lewis_chessmen_tour.aspx)
A History of the World in 100 Objects, Number 61: The Lewis Chessmen (http://www.bbc.co.uk/
programmes/b00stb51)
Not Chess pieces, Not from Lewis (http://textualities.net/writers/features-a-g/chandlerg05.php)
The Isle Of Lewis Chessmen Website (http://www.isleoflewischessset.co.uk/)
277
278
Board game
Players
Setup time
Playing time
Xiangqi
Chinese
Transcriptions
Mandarin
- Hanyu Pinyin xingq
- WadeGiles
hsiang4-ch'i2
[listen]
Min
- Hokkien POJ chhi-k
Cantonese
- Jyutping
zeong6 kei2
Xiangqi
279
Xiangqi
280
Play
The pieces start in the position shown in the diagram above. Which player moves first has varied throughout history,
and also varies from one part of China to another. Some Xiangqi books state that the black side moves first; others
state that the red side moves first. Also, some books may refer to the two sides as north and south; which direction
corresponds to which color also varies from source to source. Generally, red goes first in most modern formal
tournaments.[1]
Each player in turn moves one piece from the point it occupies to another point. Generally pieces are not permitted to
move through a point occupied by another piece. A piece can be moved onto a point occupied by an enemy piece, in
which case the enemy piece is "captured" and removed from the board. A player cannot capture one of his own
pieces. Pieces are never "promoted" (converted into other pieces), although the pawn/soldier is able to move
sideways after it crosses the river.
Generally all pieces capture using their normal moves. One piece has a special capture move, as described below.
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281
"Checkmate!" (assuming the cannon is safe) Note that the horse is not actually
needed for this to be checkmate.
Pieces
The pieces are flat circular disks, each
with a Chinese character on,
sometimes engraved into the surface.
The black pieces are marked with
somewhat different characters from the
corresponding red pieces; this practice
Western version of pieces
may have originated in situations
where there was only one material
available to make the pieces from and no coloring material available to distinguish the opposing armies.
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282
General
The generals are labelled with the Chinese character
(trad.) / (simp.) jing (general) on the black side
and (trad.) / (simp.) shui (marshal) on the red
side.
The general starts the game at the midpoint of the back
edge (within the palace). The general may move and
capture one point either vertically or horizontally, but
not diagonally. The two generals may not face each
other in the same file with no intervening pieces.
If that happens, the "flying general" () move may
be executed, in which one general may "fly" across the
board to capture the enemy general. In practice this rule
is only used to enforce checkmate. The general may not
leave the palace except when executing the "flying
general" move.
Advisor
The advisors (also known as guards or ministers, and less commonly
as assistants, mandarins, or warriors) are labelled sh ("scholar",
"gentleman", "officer") for black and sh ("scholar", "official") for
red. Rarely, sets use the character for both colours.
The advisors start to the sides of the general. They move and capture one point diagonally and may not leave the
palace, which confines them to five points on the board. They serve to protect the general.
The advisor is probably derived from the mantri in Chaturanga, like the queen in Western chess.
Elephant
The elephants are labeled xing (elephant) for black and xing
(minister) for red. They are located next to the advisors. These pieces
move and capture exactly two points diagonally and may not jump
over intervening pieces (the move is described as being like the
character Tin [field]). If an elephant is blocked by an intervening
piece, it is known as "blocking the elephant's eye" (). They may not cross the river; thus, they serve as
defensive pieces.
Because an elephant's movement is thus restricted to just seven board positions, it can be easily trapped or
threatened. Typically the two elephants will be used to defend each other.
The Chinese characters for "minister" and "elephant" are homophones (Listen) and both have alternative meanings as
"appearance" or "image". However, both are referred to as elephants in the game.
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283
Horse
Green moves are legal; red ones are illegal because another piece
is obstructing the movement of the horse
Xiangqi
284
Chariot
The chariots are labelled for black and for red in sets marked
with Traditional Chinese characters and for both black and red in
sets marked with Simplified Chinese characters. Some traditional sets
use for both colors. All of these characters are pronounced as j.
The chariot moves and captures vertically and horizontally any
distance, and may not jump over intervening pieces. The chariots begin the game on the points at the corners of the
board. The chariot is considered to be the strongest piece in the game.
The chariot is sometimes known as the "rook" by English speaking players, since it is like the rook in Western chess.
Chinese players (and others) often call this piece a "car", since that is one modern meaning of the character .
Cannon
The cannons are labelled po for black and po for red. They
are homophones. Sometimes is used for both red and black.
po means a "catapult" for hurling boulders. po means
"cannon". The sh radical of means 'stone', and the hu
radical of means 'fire'. However, both are normally referred to as
cannons in English.
In Xiangqi, each player has two cannons. The cannons start on the row
behind the soldiers, two points in front of the horses. Cannons move
like the chariots, horizontally and vertically, but capture by jumping
exactly one piece (whether it is friendly or enemy) over to its target.
When capturing, the cannon is moved to the point of the captured
piece. The cannon may not jump over intervening pieces if not
capturing another piece, nor may it capture without jumping. The piece
which the cannon jumps over is called the (trad.) / (simp.)
po ti ("cannon platform"). Any number of unoccupied spaces may
exist between the cannon and the cannon platform, or between the
cannon platform and the piece to be captured, including no spaces (the
pieces being adjacent) in both cases. Cannons are powerful pieces at
the beginning of the game when platforms are plentiful, and are used
frequently in combination with chariots to achieve checkmate.
Although cannons can be exchanged for a horse immediately from
their starting positions, this is usually not favorable, in part due to the
superiority of cannons over horses at the beginning of the game. The
two cannons, when used together, can form a check that cannot be
The long-range threat of the cannon
stopped easily. As they line up in the attack against the opposing
general, the back cannon checks the general while the front cannon,
serving as the platform, prohibits blocking for the opposing side. The opposing side can only move the general,
capture the back cannon, or block between the two cannons.
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285
Soldier
Each side has five soldiers, labelled z (pawn/private) for black
and bng (soldier) for red. Soldiers are placed on alternating points,
one row back from the edge of the river. They move and capture by
advancing one point. Once they have crossed the river, they may also
move (and capture) one point horizontally. Soldiers cannot move
backward, and therefore cannot retreat; however, they may still move sideways at the enemy's edge.
The soldier is sometimes known as the "pawn" by English speaking players, since it is similar to that piece in
Western chess.
Approximate relative values of the pieces
Piece
Point(s)
1
These approximate values do not take into account positional advantages. For example, the chariot at the corner in
the beginning of the game is not very useful, but it can be moved to points where it affects the game much more, for
example near the center of the board or the opponent's palace. Also, the value of a cannon drops as the game goes on
due to having fewer platforms for use in capturing, while the value of the horse increases slightly due to fewer
obstructions. Although the chariot has the highest value of 910 points, players will often in certain game scenarios
value a cannon or horse at or more than the level of a chariot due to the cannon's unique attack style. What is left on
the board is also important to the value of a piece. For example, in a mid or late game, if red still has two chariots
and black has one advisor left, that advisor is very valuable for black because it is very easy for red to checkmate
with two chariots if black does not have an advisor.
Equipment
One player's pieces are usually painted red (or, less commonly, white), and the other player's pieces are usually
painted black (or, less commonly, blue or green).
Xiangqi pieces are represented by disks marked with a Chinese character identifying the piece and painted in a
colour identifying which player the piece belongs. In mainland China, most sets still use traditional Chinese
characters (as opposed to simplified Chinese characters) for the pieces. Modern pieces are usually made of plastic,
though some sets use pieces made of wood, and more expensive sets may use pieces made of jade. In more ancient
times, many sets were simple unpainted woodcarvings; thus, to distinguish between the pieces of the two sides, most
corresponding pieces use characters that are similar but vary slightly between the two sides.
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286
The oldest Xiangqi piece found to date is a (chariot) piece. It is kept in the Henan Provincial Museum.
Notation
There are several types of notation used to record Xiangqi games. In each case the moves are numbered and written
with the same general pattern.
1. (first move) (first response)
2. (second move) (second response)
It is clearer but not required to write each move pair on a separate line.
Notational system 1
The book The Chess of China[5] describes a move notation in which the ranks of the board are numbered 1 to 10
from closest to farthest away, followed by a digit 1 to 9 for files from right to left. Both values are relative to the
moving player. Moves are then indicated as follows:
[piece name] ([former rank][former file])-[new rank][new file]
Thus, the most common opening in the game would be written as:
1. (32)35, (18)37
Notational system 2
A notational system partially described in A Manual of Chinese Chess[6] and used by several computer software
implementations describes moves in relative terms as follows:
[single-letter piece abbreviation][former file][operator indicating direction
of movement][new file, or in the case of purely vertical movement, number of
ranks traversed]
The file numbers are counted from each player's right to each player's left.
In case there are two identical pieces in one file, symbols + (front) and (rear) are used instead of former file
number. Direction of movement is indicated via an operator symbol. A plus sign is used to indicate forward
movement. A minus sign or hyphen is used to indicate backwards movement. A dot or period or equal sign is used to
indicate horizontal or lateral movement. If a piece (such as the horse or elephant) simultaneously moves both
vertically and horizontally, then the plus or minus sign is used rather than the period.
Thus, the most common opening in the game would be written as:
1. C2.5 H8+7
The single letter piece abbreviations are
Piece
Initial(s)
Advisor
Cannon
Chariot
R*
Elephant E
General
Horse
Soldier
*for Rook, because using C would conflict with the letter for Cannon
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287
position][capture
indication][new
Pieces are abbreviated as for system 2, except that no letter is used for the soldier.
Former position is only indicated if necessary to distinguish between two identical pieces that could have made the
move. If they share the same file, indicate which rank moves; if they share the same rank, indicate which file moves.
If they share neither rank or file then the file is indicated.
Capture is indicated by "x". No letter is used to indicate a non-capturing move.
Check is indicated by "+", double check by "++", triple check by "+++", and quadruple check by "++++".
Checkmate is indicated by "#".
For analysis purposes, bad moves are indicated by "?" and good moves by "!". These can be combined if the analysis
is uncertain ("!?" might be either but is probably good; "?!" is probably bad) or repeated for emphasis ("??" is a
disaster).
Thus, the most common opening in the game would be written as:
1. Che3 Hg8
An example of a brief game ("the early checkmate") is:
1.
2.
3.
4.
10
9
8
Cbe3 Che8
Ch6 Cb4?
Cxe7+! Cexe4??
Ce6#
Black is mated and therefore loses the game. Notice how Red's doubled cannons can't be
blocked, and that the general can't move off the file either.
7
6
5
4
3
2
1
a
Xiangqi
288
Gameplay
Because of the size of the board and the low number of long-range pieces, there is a tendency for the battle to focus
on a particular area of the board.
Tactics
There are several tactics common to games in the chess family, including Xiangqi. Some common ones are briefly
discussed here; see Chess tactics for more details.
Fork: When one enemy piece can attack more than one piece, they are forked.
Pin: A piece is pinned when it cannot be moved without exposing a more important piece to be captured. A
cannon can pin two pieces at once on one file or rank, and unlike in Western chess, because the horse can be
blocked it can pin pieces as well.
Skewer: A piece is skewered when it is attacked and, on moving, exposes a less important piece to be captured.
Fork
10
9
8
7
6
5
4
3
2
1
a
Xiangqi
289
10
9
8
7
6
5
4
3
2
1
a
The chariot is skewering the general and chariot. When the general moves, the chariot can be taken.
Discovered check: A discovered check occurs when an attacking piece moves so that it unblocks a line for a
chariot, cannon, and less often, the horse, to check the enemy general. The piece uncovering the check can safely
move anywhere within its powers regardless of whether the opponent has those squares under protection.
Double check: A double check occurs when two pieces simultaneously threaten the enemy general. It may or
may not be possible to block. An example of a double check that can be blocked is a chariot checking the general
and acting as a platform for a cannon situated behind. This can be blocked by moving a piece between the general
and the chariot, blocking the cannon's fire and that of the chariot as well. An example of a double check that can
not be blocked is a horse between the enemy general and a chariot. The horse can move to check the general and
uncover a check from the chariot. No piece can block because there is an attack from two directions, and both
can't be blocked at once. In either case, capturing one of the checking pieces doesn't get the general out of check
either. Sometimes a double check results in mate. Another, blockable, case of double check is when a cannon or
chariot uncovers two checks at once from two horses, but it is rare.
Particular to Xiangqi is triple check, which arises with a cannon, a chariot, and a horse or a chariot and two
horses, the latter being comparatively rare. In the first case the horse moves to give check uncovering a double
check from the chariot and the cannon, which uses the chariot as a platform. This check can't be blocked and
capturing a checking piece doesn't work either, as that would leave the general still in check from two enemy
pieces. In the second case the chariot moves to give check uncovering a double check from the two horses.
Quadruple check is also possible, arising with 2 horses, a chariot, and a cannon.
Triple check
10
9
8
7
6
5
4
3
2
1
Xiangqi
290
a
Red's horse has moved from e5 to d7, giving check and exposing a double check from chariot and cannon.
Quadruple check
10
9
8
7
6
5
4
3
2
1
a
Red's chariot has moved from f9 to e9, giving check and exposing a triple check from cannon and both horses.
Triple check, alternate position
10
9
8
7
6
5
4
3
2
1
a
Red's chariot discovers two checks from the horses and gives check itself.
Use of pieces
Usually, the soldiers do not support each other unless the player has no better move. This is because from the initial
position, it takes a minimum of 5 moves of a soldier to allow twin soldiers to protect each other.
The two chariots are not normally lined up together as they are the most powerful pieces and in doing so, a player
risks losing one chariot to an inferior piece of the enemy. Depending on the situation, it may be advantageous to
position a chariot at one of the corners of the enemy's side of the board, where it is very difficult to dislodge, and
threatens the enemy general.
It is common to use the cannons independently to control particular ranks and files. Using a cannon to control the
middle file is often considered vital strategy, because it helps to lock certain pieces such as the advisors and
elephants in certain positions to prevent a check. The two files adjacent to the middle file are also considered
Xiangqi
291
important and horses and chariots can be used to push for checkmate here.
The two cannons on the same file is also a powerful formation. For example, the rear cannon threatens the general.
Moving a piece in front of the cannons to block the attack does not work, because then the front cannon will attack
the general.
A common defensive configuration is to leave the general at its starting position, deploy one advisor and one
elephant on the two points directly in front of the general, and to leave the other advisor and the other elephant in
their starting positions, to the side of the general. In this setup, the paired-up advisors and elephants support each
other, and the general is immune from attacks by cannons. However, with the loss of a single advisor or elephant, the
general becomes vulnerable to cannons, and this setup may need to be abandoned. The defender may move advisors
or elephants away from the general, or even sacrifice them intentionally, to ward off attack by a cannon.
Openings
10
9
8
7
6
5
4
3
2
1
a
Xiangqi
advancing the soldier on the third or seventh file
moving a horse forward
moving either cannon behind the 2nd soldier from the left or right
General advice for the opening includes rapid development of at least one chariot, because it is the most powerful
piece and the only long-range piece besides the cannon. There is a saying that only a poor player does not move a
chariot in the first three moves. It may not be a bad move to develop one horse to the edge of the board, for example,
to avoid being blocked by one of one's own soldiers that cannot advance. Usually, at least one horse should be
moved to the middle.
History
Xiangqi has a long history. Its ancestor is believed to be the Indian chess game of Chaturanga,[7] though its precise
origins have not yet been definitely confirmed; there are some indications that the game may have been played as
early as the third century BC, during the Warring States Period. (See chess in early literature and timeline of chess.)
Judging by its rules, Xiangqi was apparently closely related to military strategy in ancient China. The ancient
Chinese game of Liubo may have had an influence as well.
References to a game called Xiangqi date back to the Warring States Period; according to the first century BC text,
Shuo yuan (), it was one of Lord Mengchang of Qi's interests.[8] Emperor Wu of Northern Zhou once wrote a
book Xiang Jing in AD 569. It is believed to have described the rules of an astronomically themed game called
Xiangqi or Xiangxi (). The word Xingq is usually translated as "elephant game" or "figure game",
because the Chinese character means "elephant" and "figure"; it originated as a stylized drawing of an elephant,
and was used also to write a word meaning "figure", likely because the two words were pronounced the same. But
the name can also be treated as meaning "constellation game", and sometimes the xingq board's "river" is called the
"heavenly river", which may mean the Milky Way. For these reasons, Harold James Ruthven Murray, author of A
History of Chess, theorized that "in China it [Chess] took over the board and name of a game called in the
sense of "Constellation Game" (rendered by Murray as "Astronomical Game"), which represented the apparent
movements of naked-eye-visible astronomical objects in the night sky, and that the earliest Chinese references to
meant the Astronomical Game and not Chinese chess". previous games called xingq may have been based on
the movements of sky objects. However, the connection between and astronomy is marginal, and arose from
constellations being called merely "figures" in astronomical contexts where other meanings of "figure" were less
likely; this usage may have led some ancient Chinese authors to theorize that the game started as a simulation
of astronomy.
To support his argument, Murray quoted an old Chinese source that says that in that older Xiangqi (which modern
Xiangqi may have taken some of its rules from) the game-pieces could be shuffled, which does not happen in
chess-type Xiangqi as known now.[9] Murray also wrote that in ancient China there was more than one game called
Xiangqi.[10]
An alternative hypothesis to Murray's is that Xiangqi was patterned after the array of troops in the Warring States
era. David H. Li, for example, argues that the game was developed by Han Xin in the winter of 204 BC-203 BC to
prepare for an upcoming battle.[11] His theories have been questioned by other chess researchers, however.[12]
The earliest description of the game's rules appears in the story "Cen Shun" () in the collection Xuanguai lu
(), written in the middle part of the Tang dynasty.
292
Xiangqi
293
With the economic and cultural development during the Qing Dynasty,
Xiangqi entered a new stage. Many different schools of circles and
players came into prominence. With the popularization of Xiangqi,
many books and manuals on the techniques of playing the game were
published. They played an important role in popularizing Xiangqi and
improving the techniques of play in modern times.
Modern play
Tournaments and leagues
Although Xiangqi has its origin in Asia, there are Xiangqi leagues and clubs all over the world. Each European
nation generally has its own governing league; for example, in Britain, Xiangqi is regulated by the United Kingdom
Chinese Chess Association. Asian countries also have nationwide leagues, such as the Malaysia Chinese Chess
Association in Malaysia.
In addition, there are also several international federations and tournaments. For example, the Chinese Xiangqi
Association hosts several tournaments every year, including the Yin Li and Ram Cup Tournaments.[13] Other
organizations include the Asian Xiangqi Federation[14] and a World Xiangqi Federation,[15] which hosts tournaments
and competitions bi-annually, though most are limited to players from member nations.
Rankings
The Asian Xiangqi Federation and its corresponding member associations also rank players in a number format
similar to the rankings of chess. The best player in China, according to the 2006 Chinese National Ratings, was Xu
Yinchuan with a rating of 2628.[16] Other strong players include Lu Qin and Hu Ronghua.
The Asian Xiangqi Federation also bestows the title of grandmaster to select individuals around the world who have
excelled at Xiangqi or have made special contributions to the game. Though there are no specific criteria for
becoming a grandmaster, the list of grandmasters is limited to fewer than a hundred people.[17]
Computers
The game-tree complexity of Xiangqi is approximately 10150, so in 2004 it was projected that a human top player
will be defeated before 2010.[18]
And in the Computer-Human Xiangqi Dual Meet in 2006, the final score was Computer 5.5 Human 4.5
Xiangqi is one of the more popular competitions at the annual Computer Olympiad.
Computer programs for playing Xiangqi show the same development trend as has occurred for international Chess:
they are usually console applications (called engines) which communicate their moves in text form through some
standard protocol. For displaying the board graphically, they then rely on a separate Graphical User Interface.
Through such standardization, many different engines can be used through the same GUI, and the GUI can also be
used for automated play of different engines against each other. Popular protocols are UCI (Universal Chess
Interface), UCCI (Universal Chinese Chess Interface), Qianhong (QH) protocol, and WinBoard/XBoard (WB)
protocol (the latter two named after the GUIs that implemented them). There now exist many dozens of Xiangqi
engines supporting one or more of these protocols, including some commercial engines.
Computer Xiangqi Programs
Chinese Chess Soul [19]
Xiangqi
294
NEU Chess [20]
XieXie [21]
XQ Master [22]
Hidden Lynx [23]
HOXChess [24]
Variations
Using a standard Xiangqi board and pieces
Blitz Chess
Each player only has around 510 minutes each (depending on rules), leading to a fast-paced game with little
or no room for thought, and moves have to be made by instinct.
Supply Chess
Similar to the Western chess variant, Bughouse Chess, this variant features the ability to re-deploy captured
pieces, similar to a rule in Shogi, Four players play two games side-by-side with a team of two playing against
another team. One teammate plays black and other plays red. Any piece obtained by capturing the opponent's
piece is given to the teammate for use in the other game. These pieces can be deployed by the teammate to
give him an advantage over the other player, so long as the piece starts on the player's own side of the board
and does not cause the opponent to be in check.
Formation
One player's pieces are jumbled up, then placed randomly on one side of the river, except for the generals and
advisors which must be at their usual positions in normal Xiangqi, and elephants must start at two of the seven
points that they could reach from their usual positions. The other player's pieces are set up to mirror the first's.
All other rules are the same as in Xiangqi.
Blind Chess
More well known in Hong Kong than in mainland China, this game uses Xiangqi's pieces and board, but does
not follow any of its rules, bearing more of a resemblance to the western game Stratego as well as the Chinese
gameLuzhanqi. The game is played on only half the Xianqi board, turned sideways to allow nine rows and five
columns. Players flip their pieces so that the characters are concealed from their opponent, and then arrange
them on their respective ends of the board. At each turn, a player can do one of three things: They may choose
to uncover a concealed piece, move one of their own pieces to an empty square (pieces can only move to an
Xiangqi
295
adjacent square and not diagonally regardless of its movement style in original Xiangqi), or they may choose
to capture one of their opponents pieces. There are limitations for the last option however: Each piece has a
"rank" that enables it to capture pieces beneath its rank when an enemy piece is directly next to it. In the
Taiwanese version, the rank of pieces (from highest to lowest) is: 1. General. 2. Advisor. 3. Elephant. 4.
Chariot. 5. Horse. 6. Cannon. 7. Soldier. In Hong Kong, the rank is: 1. General. 2. Chariot. 3. Horse. 4.
Cannon. 5. Elephant. 6. Advisor. 7. Soldier. In either version the Soldier is the lowest rank, but also important
as it is the only piece that can capture the enemy General. A special rule enables the cannon to capture the
same way as it does in Xiangqi by jumping over exactly one piece (whether friend or foe) landing on its target.
Because of this rule, although by rank the cannon is higher than soldier, it cannot capture a soldier even when
the soldier is placed directly next to it. The game continues until one of the players has lost all of his pieces.
Blind chess is mostly a game of luck as the player cannot choose where his pieces are set up; he can only
increase his chances by moving pieces and uncovering appropriately, calculating the odds that the uncovered
piece next to them can be friend or foe, superior or inferior. T
Xiangqi
References
[1]
[2]
[3]
[4]
Xiangqi: Chinese Chess (http:/ / www. chessvariants. com/ xiangqi. html) at chessvariants.com
Chinese Chess Rules (http:/ / www. clubxiangqi. com/ rules/ ) at clubxiangqi.com
Asian Chinese Chess Rules (http:/ / www. clubxiangqi. com/ rules/ asiarule. htm) at clubxiangqi.com
A History of Chess, p.120, footnote 3 says that Ss-ma Kuang wrote in T'ung-kien nun in AD 1084 that Emperor Wen of Sui (541604) found
at an inn some foreigners playing a board game whose pieces included a piece called "I pai ti" = "white emperor"; in anger at this misuse of
his title he had everybody at the inn put to death.
[5] Leventhal, Dennis A. The Chess of China. Taipei, Taiwan: Mei Ya, 1978. ( getCITED.org listing (http:/ / www. getcited. org/ pub/
101996662))
[6] Wilkes, Charles Fred. A Manual of Chinese Chess. 1952.
[7] Henry Davidson, A Short History of Chess, p. 6
[8] "Facts on the Origin of Chinese Chess" (http:/ / www. banaschak. net/ schach/ origins. htm). Banaschak.net. Retrieved on 2011-10-01.
[9] A History of Chess, p.122, footnote 12: "In the biography of L-Ts'ai. The Emperor T'ai-Tsung (627650) was puzzled by the phrase
t'ai-tze-si-ma ('the crown-prince washes the horses') in the Zhou Wudi sanju xiangjing ('Zhou Wudi's three games
in the Xiangjing'): 'to wash the dominoes' means 'to shuffle them' in modern Chinese; ma or 'horse' is used for the pieces in a game. The phrase
probably meant 'the crown-prince shuffles the men'). He consulted Yn-Kung, who had known the phrase as a young man but had forgotten it,
and then L-Ts'ai. The latter, after a night's consideration, explained the point, and recovered the method of play of the astronomical game and
the actual position."
[10] A History of Chess, p.122: The 32nd book of the history of the T'ang dynasty (618907) said that Wu-Ti wrote and expounded a book
named San-k-siang-king (Manual of the three xiangqi's).
[11] This theory is propounded in The Genealogy of Chess
[12] "A story well told is not necessarily true being a critical assessment of David H. Li's "The Genealogy of Chess", by Peter Banaschak
(http:/ / www. banaschak. net/ schach/ ligenealogyofchess. htm). Banaschak.net. Retrieved on 2011-10-01.
[13] From FAQ #21: What are some of the top tournaments in the world? (http:/ / www. chessvariants. com/ chinfaq. html#question20),
rec.games.chinese-chess, chessvariants.com
[14] Asian Xiangqi Federation (http:/ / www. asianxiangqi. org/ ) homepage includes English translations of Asian tournament results, rules, etc.
[15] World Xiangqi Federation (http:/ / www. wxf. org/ ). Wxf.org. Retrieved on 2011-10-01.
[16] -- (http:/ / chess. ourgame. com/ info/ info. asp)
[17] rec.games.chinese-chess FAQ lists the International Grandmasters by country (http:/ / www. chessvariants. com/ chinfaq. html).
[18] Yen, Chen, Yang, Hsu, 2004, Computer Chinese Chess (http:/ / www. csie. ndhu. edu. tw/ ~sjyen/ Papers/ 2004CCC. pdf).
[19] Chinese Chess Soul (http:/ / www. chesssoul. com) Chinese Chess Computer Software
[20] NEU Chess (http:/ / www. neuchess. com/ ). NEU Chess. Retrieved on 2011-10-01.
[21] XieXie (http:/ / www. cc-xiexie. com/ ). Cc-xiexie.com. Retrieved on 2011-10-01.
[22] XQ Master (http:/ / www. xqmaster. com/ )
[23] Hidden Lynx A free Chinese Chess program for Windows (http:/ / mayoneez. 1g. fi/ hiddenlynx/ )
[24] HOXChess A cross platform, open source Xiangqi program (http:/ / hoxchess. googlecode. com/ ). Hoxchess.googlecode.com
(2010-03-25). Retrieved on 2011-10-01.
[25] Qianhong Xiangqi (http:/ / www. jcraner. com/ qianhong/ ). Jcraner.com (2009-04-01). Retrieved on 2011-10-01.
[26] WinBoard Xiangqi (http:/ / home. hccnet. nl/ h. g. muller/ XQ. html). Home.hccnet.nl. Retrieved on 2011-10-01.
[27] Xiangqi Wizard. Sourceforge.net. Retrieved on 2011-10-01.
[28] (http:/ / www. xqbase. com). Xqbase.com. Retrieved on 2011-10-01.
[29] Vietson Online Chinese Chess (http:/ / www. vietson. com/ ). Vietson.com. Retrieved on 2011-10-01.
[30] ThaiGB An Internet Chinese Chess server in Thai (http:/ / www. thaibg. com/ CCOnline/ ). Thaibg.com. Retrieved on 2011-10-01.
[31] Ajax Chinese Chess Play Chinese Chess online! (http:/ / ajaxchess. pragmaticlogic. com/ ). Ajaxchess.pragmaticlogic.com. Retrieved on
2011-10-01.
[32] Club Xiangqi A Chinese Chess server with English/Vietnamese/Chinese interface (http:/ / www. clubxiangqi. com/ ). Clubxiangqi.com
(2007-12-22). Retrieved on 2011-10-01.
[33] PlayXiangqi A Xiangqi server with Open Source client and Open Server API (http:/ / www. playxiangqi. com/ ). Playxiangqi.com.
Retrieved on 2011-10-01.
[34] "The Chess Variants Pages" (http:/ / www. chessvariants. com/ xiangqivariants. dir/ chin3pl. html). The Game of the Three Kingdoms. .
Retrieved 31 August 2011.
[35] "Sanguo Qi (Three Kingdoms Chess) & Sanyou Qi (Three Friends Chess)" (http:/ / history. chess. free. fr/ sanguoqi. htm). Another view on
Chess: Odyssey of Chess. . Retrieved 31 August 2011.
296
Xiangqi
Further reading
Lau, H. T. Chinese Chess. Tuttle Publishing, Boston, 1985. ISBN 0-8048-3508-X.
Leventhal, Dennis A. The Chess of China (http://www.banaschak.net/index.html). Taipei, Taiwan: Mei Ya,
1978. (out-of-print but can be partly downloaded)
Li, David H. First Syllabus on Xiangqi: Chinese Chess1. Premier Publishing, Bethesda, Maryland, 1996. ISBN
0-9637852-5-7.
Li, David H. The Genealogy of Chess. Premier Publishing, Bethesda, Maryland, 1998. ISBN 0-9637852-2-2.
Li, David H. Xiangqi Syllabus on Cannon: Chinese Chess2. Premier Publishing, Bethesda, Maryland, 1998.
ISBN 0-9637852-7-3.
Li, David H. Xiangqi Syllabus on Elephant: Chinese Chess3. Premier Publishing, Bethesda, Maryland, 2000.
ISBN 0-9637852-0-6.
Li, David H. Xiangqi Syllabus on Pawn: Chinese Chess4. Premier Publishing, Bethesda, Maryland, 2002. ISBN
0-9711690-1-2.
Li, David H. Xiangqi Syllabus on Horse: Chinese Chess5. Premier Publishing, Bethesda, Maryland, 2004. ISBN
0-9711690-2-0.
Sloan, Sam. Chinese Chess for Beginners. Ishi Press International, San Rafael, Tokyo, 1989. ISBN
0-923891-11-0.
Wilkes, Charles Fred. A Manual of Chinese Chess. 1952.
Lo, Andrew; Wang, Tzi-Cheng. "'The Earthworms Tame the Dragon': The Game of Xiangqi" in Asian Games,
The Art of Contest, edited by Asia Society, 2004. (a serious and updated reading about Xiangqi history)
External links
Learn
Play
297
External links
http://www.elephantbase.net/ecco/ecco_intro.htm
298
Banqi
299
Banqi
Banqi
Players
Age range
Any
Setup time
< 1 minute
Playing time
5-15 minutes
Random chance
High
Skill(s) required
Tactics, Strategy
Banqi (Chinese: , or ; Pinyin: bnq, nq or mngq; ), or Half Chess, is a two-player Chinese board
game played on a 4x8 grid, or half of the Xiangqi (Chinese Chess) board. Most games last between ten and twenty
minutes, but advanced games can go on for an hour or more. Banqi is a social game, usually played for fun rather
than serious competition. A more formal version of the game may have evolved into modern Luzhanqi.
Equipment
Board
Although boards made specifically for Banqi exist, it is common
to play on one half of the Xiangqi board (using only one side of
the River).
Pieces
Banqi uses Xiangqi pieces. The backs of the pieces must be
indistinguishable from each other so the pieces cannot be
Basic 4x8 Banqi board
identified when face down. Pieces with international symbols
printed on their backs are unsuitable. Each player controls five
Soldiers, one General, and two each of the five other piece types, for a total of 16 pieces. In a typical set, one players
pieces are red, and the other players pieces are black. The characters may also differ. For more detailed descriptions
of the pieces used in this game, see the Xiangqi article.
Banqi
300
Name of piece
Notes
shuai, jing
1
Second-highest rank in Taiwanese version.
j, j
2
Horse, cavalry
m, m
2
Soldier, private, pawn
bng, z
5
Cannon, catapult
po, po
Moving a piece
A player may only move face-up pieces of their own color.
Unlike Xiangqi, all pieces move identically: a piece may move only one square up, down, left, or right. A piece may
never move onto a square that is already occupied unless such a move is a legal capture.
Banqi
Note that all pieces capture the same way that they move, except the cannon in Taiwanese rules.
Stalemate
A stalemate threat occurs when one player forces an endless cycle of moves. In a typical stalemate, the instigator
repeatedly attacks, but cannot capture, an enemy piece. The legality of stalemating varies by culture:
Some players consider stalemate illegal. This is consistent with the rules of Chinese Chess, which require the
instigator to cease the continual attack, else the victim wins.
Some players consider stalemate a legal strategy. The ability to instigate a stalemate in an otherwise losing game
is one of the ways that skill can overcome luck, since the victim must accept either a drawn game or the loss of a
piece. Handling a stalemate situation requires skill for the winning player, as well the necessity of heading off
a potential stalemate adds spice to an otherwise overwhelming victory. And deciding whether you can still win,
even without that piece, requires great expertise.
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Banqi
Games in which stalemate is allowed tend to produce much more even games many a lopsided game is turned
into an interesting match by the surrender of a piece to avoid a stalemate.
Strategy
Early Action - Under Taiwanese rules, playing first is a slight disadvantage. If you turn up a cannon, the
opponent can turn up next to it with a high likelihood of capturing the cannon and no risk of losing his piece to
the cannon. If you turn up anything else, the opponent can turn over a piece one hop away. If he finds a cannon, it
can take your piece, but no matter what it is, your piece can't immediately take his. By convention, the new
challenger plays first to give the previous games loser a slight advantage.
Chance - It is difficult to form strategy early on, since all pieces are hidden. This is a disadvantage to experienced
players, who cannot follow a formulaic win strategy.
Royalty - Incidentally, the life of the general is not the point of this game; the game does not end because of the
generals death. In fact, both generals usually die long before the end of the game. The game ends only when one
player has no legal move. Banqi is often a game of attrition.
Soldiers - Since there are five opposing soldiers, the mighty general is perversely vulnerable, and frequently the
general turns out to be worthless in the face of a soldier front. This vulnerability makes the second-highest rank,
chariots in Hong Kong or advisors in Taiwan, the most powerful pieces in many games.
It is often advantageous to search out and destroy the enemy soldiers, which the opponent may overlook as less
valuable pieces. Once the enemy soldiers are eliminated, the general can roam free across the field in relative
safety, vulnerable only to attacks by cannons and the opposing general.
Cannons - Under Taiwanese rules, the cannon has devastating potential if it is well placed behind a shield of
strong allied pieces. Given such position, a cannon can be stronger than either general or advisor, especially if the
opposing general and/or advisors have limited lateral mobilitythat is, if they cant sidestep a cannon attack. On
the other hand, the opponent has plenty of pieces that can capture the cannon if only they can get next to it, so a
poorly placed Cannon is usually short-lived. Most players will readily sacrifice a horse, chariot, or elephant to
capture a cannon.
Hidden Pieces - Play is often directed by the face-down pieces. Pieces are vulnerable in a dead-end tunnel (a
sequence of empty squares one square wide, surrounded by face-down pieces), in which there is no escape from a
pursuing enemy piece.
If there is enough space between you and the attacker, you will have time to turn up some face-down pieces
before the attacker closes on you. If you get to an open area at least 2 x 2 in size, you can use that rotation
space to dodge a single enemy piece by sidestepping. You can sometimes create a rotation space by turning up
a smaller enemy piece on the inside corner of a bend in the tunnel, or you might be able to punch through a
wall of the tunnel to reach an open area on the other side.
It is often important to keep track of what pieces are still face-down. Usually this is done by checking both the
graveyard for dead pieces and the playing field for live pieces; by the process of elimination you can figure
out what must still remain.
Resignation - A player may simply resign if the game seems lopsided.
Attrition - Exchanging equal pieces is usually to the advantage of the player who is ahead. When winning by a
sufficient margin, even disadvantageous trades can accelerate victory if chosen carefully.
Objective - Often, the move that will win most quickly (or break an impending stalemate) gives away the most
valuable piece. Such moves are often overlooked.
Evasion - Some players derive pleasure from making it as difficult as possible for the opponent to actually coerce
the win. Others make a game of seeing how many opposing pieces they can capture before their demise. Some
just resign when defeat becomes evident, and start a new game.
302
Banqi
303
Parity - Parity is important, especially in the end game. In situations where only an opposing King and pawn are
left with one space between, turn order invariably determines the winner. The pawn's move will produce a
stalemate, while the King's move will result in his inevitable capture.
Pinning - It is fairly easy to pin a piece against the edge of the board. Frequently, being pinned or not is the
difference between defeat and stalemate.
External links
Introduction to one variant of Banqi [1]
Software
Banqi Blue for Android [2]
Chinese Dark Chess for Android [3]
References
[1] http:/ / woodpress. org/ banqi/
[2] https:/ / market. android. com/ details?id=com. mct. banqiblue2011
[3] https:/ / market. android. com/ details?id=com. xidea. ChineseDarkChess& hl=en
Giog
Giog is a game played by two to four players. It can either be played for fun or as a serious competition. It contains a
considerable amount of luck, strategic and psychological elements.
Giog
Players
2 to 4
Age range
Any
Setup time
< 1 minute
Playing time
5-10 minutes
Equipment
Like Banqi, Giog uses Xiangqi Pieces. For Giog, it is important that the backs as well as the rims of the pieces be
indistinguishable from each other so the pieces cannot be identified when face down. There are seven piece types in
the game: Pawns, Cannons, Horses (or Knights), Chariots (or Rooks), Advisors (or Elephants), Guards, Generals (or
Kings), respectively shown in the figure below. There are altogether 32 pieces and 2 colors. Let's say the colors are
Red and Black.
Giog
304
Set Up
All players help to scramble the 32 pieces face down and distribute the pieces evenly to themselves. If the number of
players is three, the winner of the previous game or a volunteer receives 12 pieces and the other two players receive
10 pieces each. Like a Mahjong game, each player arranges his/her pieces into one line with half of the pieces on top
of the other half. Figure below shows how 3 players arrange their pieces.
Giog
305
Black < Red. The ranking of "Dui" is same as the ranking of "Liab". The ranking of "Giog" is as follows:
Chariot, Horse, Cannon < Cannon, Advisor, Guard < General, Guard, Advisor.
The ranking of "Sam Mui", "Si Mui" and "Wu Mui" are according to color, since only pawns are possible to form
them.
The player who played the strongest combinations of a same type (as what the round-starter played) wins that round.
If there is a tie, the round-starter always wins, or the order of players determines the winner. For example, if the first
and fourth player play the same combinations, first player wins unless fourth player is the round-starter. The winner
of a round collects the won pieces and starts a new round. The game is played until all pieces are exhausted. The
winner will go to the player who wins most pieces.
306
Shogi
A shogi game being played with a magnetic traveling set. Captured pieces in the tray (bottom-center) can be dropped on the board by the capturing
player.
Genre(s)
Board game
Players
Age range
5+
Setup time
< 2 minutes
Playing time
Random chance
None
Skill(s) required
Tactics, Strategy
Shogi ( shgi, generals' chess) ( /oi/), also known as Japanese chess, is a two-player board game in the
same family as Western chess, chaturanga, and Chinese Xiangqi, and is the most popular of a family of chess
variants native to Japan. Shgi means general's (sh ) boardgame (gi ).
The earliest predecessor of the game, chaturanga, originated in India in the 6th century, and was brought to Japan
sometime in the 10th to 12th centuries, 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 Nichreki, which is an edited copy of Shchreki and Kaichreki 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 capturedno
doubt as an alternative to execution."[1]
Shogi
307
Game equipment
Two players, Sente (Black) and Gote
(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 color. 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:
1 king
1 rook
1 bishop
2 gold generals
2 silver generals
2 knights
A traditional shgi-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.
2 lances
9 pawns
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.
It has been claimed that the Japanese characters have deterred 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.
Shogi
308
English name
Image
Kanji
Rmaji
Meaning
Abbreviations
King
(reigning)
sh
king general
King
(challenging)
gyokush
jeweled general
gyoku
Rook
hisha
flying chariot
hi
Promoted rook
("Dragon")
ry
dragon king
+R or * ry
Bishop
kakugy
angle mover
Promoted
bishop
("Horse")
Gold general
("Gold")
kaku
+B
uma
kinsh
gold general
kin
Silver general
("Silver")
ginsh
silver general
gin
Promoted silver
narigin
promoted silver
+S ()
Knight
keima
cassia horse
kei
Promoted knight
narikei
promoted cassia
+N ( or )
Lance
kysha
incense chariot
Promoted lance
nariky
promoted incense +L ( or )
Pawn
fuhy
foot soldier
Promoted pawn
("tokin")
tokin
reaches gold
+p (or ) to
ky
fu
Shogi
309
L N S G K G S N L
or
King
Gold generals
Silver generals
Knights
Shogi
310
Shogi
311
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.
Shogi
312
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.
Silver general
A silver general can move one square diagonally or one square directly forward, giving it five possibilities.
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.
Shogi
313
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, for the most part.
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; it is easier, for example, to extract an unpromoted silver from
Shogi
314
behind enemy lines, whereas a promoted silver, with only one line of retreat, can be easily blocked.
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, Ryuou) may move as a rook or as a king, but not as both on the same turn.
Promoted bishop
A promoted bishop ("dragon horse Ryuuma") may move as a bishop or as a king, but not as both on the same turn.
Shogi
Drops
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:
1. A pawn cannot be dropped onto the same file (column) as another unpromoted pawn controlled by the same
player (promoted pawns do not count). 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.
2. 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 oppose 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.
315
Shogi
316
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 jishgi 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 Kat at 4-3.
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 jishgi occurs in a handicap game, the removed pieces are counted as if White had them in play, or available for
drops.[8]
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" 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.
Shogi
317
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.
3.
5.
7.
P-7f
P-2f
P-2e
Sx8h
2.
4.
6.
8.
P-3d
G-3b
Bx8h+
S-2b
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."[1] "The western branch became Shatranj in Arabia
and Orthodox Chess in Europe. The northern branch became Xiangqi in China and Changgi in Korea."[1] "Sometime
in the 10th to 12th centuries, 'chess' crossed the channel to Japan where it spawned a number of interesting
variants."[1] "One of these was called 'Small Shogi'."[1] "Eventually, Small Shogi (though it went through many
forms) won out over the larger variants and is now referred to simply as 'Shogi'."[1] "It is certain that Shogi in its
present form was played in Japan as early as the 16th century."[1]
It is not clear when chess was brought to Japan. The earliest generally accepted mention of shogi is Shin Saru
Gakuki () (10581064) by Fujiwara Akihira. The oldest archaeological evidence is a group of 16 shogi
pieces excavated from the grounds of Kfuku-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, Nichreki () (ca. 12101221), a collection based on the two works
Shchreki () and Kaichreki (), describes two forms of shogi, large (dai) shogi and small (sh)
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 Nichreki states that one wins if one's opponent is reduced to a single king,
indicating that drops had not yet been introduced. According to Kji 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
Shogi
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 (Meijin ()). 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 hashi and It 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 Shogi Association () was
formed, and in 1924, the Tokyo Shogi Association () was formed. This was an early incarnation of
the modern Japan Shogi Association (), founded in 1997.
In 1935, meijin Sekine Kinjir stepped down, and the rank of meijin came to be awarded to the winner of a Meijin
title match ( meijin-sen). Yoshio Kimura () became the first Meijin under this system in 1937. This
was the start of the shogi title matches (see titleholder system). After the war other tournaments were promoted to
title matches, culminating with the Ry title match ( ry-sen) 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 the 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
popularity 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 professionals ().
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 Kindai Shogi () 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.
Computer shogi
Shogi has the highest game complexity of all popular chess variants. Therefore, Shogi is the hardest of the popular
chess variants in terms of programming the computer to beat the highest rated player. Computers have steadily
improved in playing shogi since the 1970s. In 2007, champion Yoshiharu Habu estimated the strength of the 2006
world computer shogi champion Bonanza at the level of 2-dan shoreikai. Tools used by shogi programmers are the
GUI Shogidokoro, shogi server Floodgate and the annual computer tournaments. The Japan Shogi Association
prohibits professionals from playing computers in public without prior permission. After some 35 years of
development, a computer finally beat a professional player on October 12, 2010, when the top ranked female
champion Ichiyo Shimizu was beaten by the Akara2010 system in a game lasting just over 6 hours.[10] Highest rated
player on Shogi Club 24 is computer program Ponanza, rated 3211.[11] On July 24 2011, computer Shogi programs
318
Shogi
319
Bonanza and Akara crushed the amateur team of Kosaku and Shinoda in 2 games. The allotted time for the amateurs
was 1 hour and then 3 minutes per move. The allotted time for the computer was 25 minutes and then 10 seconds per
move.[12]
Notes
[1] ChessVariants.com (http:/ / www. chessvariants. com/ shogi. html)
[2] The Japanese-language page Shogi Pineapple (http:/ / shogi-pineapple. com/ bbs/ mibbs. cgi?mo=p& fo=beginner& tn=0006) 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. luckydog. pwp.
blueyonder. co. uk/ games/ shogi/ index. htm)
[3] http:/ / lists. topica. com/ lists/ shogi/ read/ message. html?sort=a& mid=812767402
[4]
[5]
[6]
[7]
[8]
YouTube - How to play Shogi() -Lesson#15- Repetition("Sen-nichi-te") (http:/ / www. youtube. com/ watch?v=7SZpI_a4aC0)
http:/ / www. shogi. net/ arc/ shogi-l/ shogi_rules. txt
http:/ / www. shogi. net/ arc/ shogi-l/ shogi_ranking. txt
Title offset illustration (http:/ / web-japan. org/ kidsweb/ archives/ news/ 04-12/ image/ kyudan. gif)
- The Basic Rules, par. 2 (http:/ / eric. macshogi. com/ shogi/ handicap/ handicap-intro. html)
[9] Hitoshi Matsubara, Reijer Grimbergen. "Differences between Shogi and western Chess from a computational point of view". Proceedings:
Board Games in Academia.
[10] http:/ / search. japantimes. co. jp/ cgi-bin/ nn20101012x3. html
[11] "Computer program Ponanza highest rated player on Shogi Club 24" (http:/ / www. shogidojo. com) (in Japanese). Shogi Club 24. .
[12] "Shogi computer programs crush Amateurs" (http:/ / www. asahi. com/ shougi/ topics/ TKY201108020334. html) (in Japanese). The Asahi
Shimbun. 2 August 2011. .
References
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 ISBN 4-87187-999-2
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
Shogi
320
External links
Shogi (http://www.dmoz.org/Games/Board_Games/Abstract/Battle_Games/Shogi/) at the Open Directory
Project
Shogi play site, with almost all Shogi variants available for online play (http://shogitter.com/)
Presentation, rules, history of shogi (http://history.chess.free.fr/shogi.htm)
Micro-Shogi (http://www.kolumbus.fi/geodun/shogi.htm)
Shogi.Net (http://www.shogi.net/shogi.html)
Reijer Grimbergen's Shogi Page (http://www.teu.ac.jp/gamelab/SHOGI/shogipage.html)
Ricoh Shogi Page (http://www.ricoh.co.jp/SHOGI/index_e.html)
An Introduction to Shogi for Chess Players (http://www.crockford.com/chess/shogi.html)
Photos from international shogi tournament Tendo, Japan 2008 (http://depositfiles.com/files/06htzgcug)
Turn Based Shogi on GoldToken (http://goldtoken.com/games/play?rules=Shogi)
Shogipedia (http://wiki.81squareuniverse.com/)
Japanese Chess (http://www.japanesechess.org/) Flash file with an AI to play against.
Opening
The opening of shogi is generally slower than that of chess, due to the larger board and less mobile pieces. But since
a quick offense will leave a player's home territory open to drop attacks as soon as pieces are exchanged, the aim of
the opening is to build up defenses for the king, typically by moving the king to the side in a castle with three
generals.[2] Leaving a king on its original square ( igyoku or "sitting king") is a particularly dangerous
position.[3]
Both players can move the rook pawn forward, or, more commonly, advance the pawn above and to the right of the
bishop. The former is known as a rook opening and the latter a bishop opening. With a bishop opening, it's common
to exchange bishops by having one capture the other. This allows each player to put their newly captured bishop into
play anywhere on the board. However, it is not advantageous to exchange bishops if your opponent has a better
defensive setup, or more lines of attack.
Openings are also classified as static rook ( ibisha) openings, where the offense is supported by the rook in
its original position, and ranging rook ( furibisha) openings, where the rook moves to the center or left of
the board to support an attack there, typically with the idea of allowing the opponent to attack while arranging a
better defense and aiming for a counterattack. However, as the most powerful piece on the board, the rook invites
321
322
1. Move the rook to the left side of the board, preferably to the sixth
file. This move must be first.
2. Move the king to where the rook started, 3 moves.
3. Move the right-side silver general up one space, so it is now adjacent to the king.
4. Move the left-side gold general diagonally up and right so that it is protected by the other gold general, which has
not yet moved.
5. (Optional) Move the edge pawn one square forward; two is even better. This gives king an escape route at the end
game.
6. (Optional) Move the fourth file pawn one square forward. This makes it harder for the most direct threat-mate on
the castle to be made.
3. Move the lance up one square, then move the king to the lance's starting square.
4. Move the silver general up and right.
5. Move both gold generals to the castle for additional defense.
Middle game
Professional shogi players tend to evaluate the 'flow' of the game, that is, the sequence of moves leading to the
current position and its likely development, much more than chess players.[4]
Because pawns attack head on, and cannot defend each other, they tend to be lost early in the game, providing
ammunition for such attacks. Dropping a pawn behind enemy lines, promoting it to a "tokin" (gold general), and
dropping a second pawn immediately behind the "tokin" so that they protect each other makes a strong attack; it
threatens the opponent's entire defense, but provides little value to the opponent if the attack fails and the pieces are
captured.
End game
The collapse of one side's defense marks the beginning of the end game. Once a player has broken through the
enemy lines, the opponent's king can be easily trapped by its own pieces. A common last-ditch defensive tactic is to
open the pawn line to allow the king to escape. Kings are more difficult to checkmate in the open, especially if the
opponent does not have many ranged pieces in play.
In the endgame, it comes down to a race over who can checkmate the opponent first. A tactic known as speed
counting plays an important role in the endgame. By counting the number of moves until checkmate (assuming the
opponent doesn't get to move) for both Black and White, this will help to influence decisions on whether to attack or
defend. A simple mistake can change the flow of the game drastically. Among this, there are many other delicate
factors to look out for within the endgame, including sacrificial attacks and traps.
References
[1] Hitoshi Matsubara, Reijer Grimbergen. "Differences between Shogi and western Chess from a computational point of view". Proceedings:
Board Games in Academia.
[2] Jonathan Schaeffer, Martin Mller, Yngvi Bjrnsson (2003). Computers and games: third international conference, CG 2002, Edmonton,
Canada, July 25-27, 2002: revised papers. Springer. pp.175.
[3] Shogi for Beginners, John Fairbairn, 1984.
[4] Ito Takeshi, Matsubara Hitoshi, R. Grimbergen (2004). "A Cognitive Science Approach to Shogi Playing Processes (2)-Some Results on Next
Move Test Experiments". Transactions of Information Processing Society of Japan 45 (5): 14811492.
Bibliography
Shogi for Beginners (1984) by John Fairbairn. An introduction.
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 ISBN 4-87187-999-2
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
Lightning Speed Endgame Technique (http://gamelab.yz.yamagata-u.ac.jp/SHOGI/TANIGAWABOOK/
tanigawabookmain.html) (1988) by Koji Tanigawa. Advanced strategy.
SHOGI Magazine (70 issues, January 1976 - November 1987) by The Shogi Association (edited by George
Hodges)
323
External links
Ricoh Shogi Club (http://www.ricoh.co.jp/SHOGI/index_e.html)
History of shogi
Arrival in Japan
It is not clear when the ancestral chess-type game that later developed into shogi was brought to Japan. This is in
contrast to the game of go, which was almost certainly brought to Japan in or around the Nara period, since a go
board is stored in the treasury of Shsin (). There are tales that relate that it was invented by Yuwen Yong of
Northern Zhou, and that Kibi Makibi () brought it back after visiting the country of Tang, but both these
tales are likely to have been invented at the start of the Edo period by those keen to make a name for themselves as
authorities on shogi.
There are several theories about when shogi spread to Japan, but the earliest plausible date is around the 6th century.
It is thought that the pieces used in the shogi of the time were not the current five-sided pieces, but three-dimensional
figures, as were used in Chaturanga. This parallels the changes in chess pieces, which are more representational and
less abstract than those made earlier. However, a large problem with this theory is that as pieces in this form have
never been found, let alone stored in the treasury of Shsin, there is little physical evidence supporting it.
Another theory gives a later date, stating that shogi was brought to Japan after the start of the Nara period. but as
these games are different from shogi, for example in that pieces are placed on the intersections of lines, serious
doubts about this theory remain. The games of makruk from Thailand and Cambodia and sittuyin from Myanmar
have an elephant which moves in the same way as the silver general. Sittuyin also has the practice of dropping
pieces. From the Song Dynasty through the Ming Dynasty, China sent great trade convoys through the southern
islands and all around the Indian Ocean and also traded with Japan, so elements of South Asian chess could have
reached Japan.
See also the history of chess.
324
History of shogi
one's opponent is reduced to a single king, apparently indicating that at the time there was no concept of pieces in the
hand.
The pieces used in these variants of shogi consist of those used in Heian shogi: the king, gold general, silver general,
knight, lance, and pawn, and those used only in Heian great shogi: the copper general, iron general, side mover,
tiger, flying dragon, free chariot and go between. According to Kji 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 (jewel, gold, silver, katsura tree,
and incense). There is also a theory by Yoshinori Kimura that while chaturanga was from the start a game simulating
war, and thus pieces were discarded once captured, Heian shogi involved pieces kept in the hand.
Modern shogi
Modern shogi (hon shogi), like go, was officially approved by the Tokugawa shogunate. In 1612, the shogunate
passed a law giving endowments to shogi players including Kan Sansa () (Hon'inb Sansa ())
and Shkei () (who was given the name hashi Shkei () after his death). These iemotos (families
upholding the tradition of go or shogi) gave themselves the title of go-dokoro () (literally, places of go) and
shogi-dokoro (), places of shogi. The first O-hashi Shu-kei received fifty koku of rice and five men. In the
Kan'ei period (around 1630), the "castle shogi" () tournament, where games were played before a shogun,
was held. During the time of the eighth shogun, Tokugawa Yoshimune, a system was established where the castle
shogi tournament was held once a year on the 17th day on Kannazuki, and today the corresponding day in the
modern calendar, November 17, has been designated Shogi Day.
325
History of shogi
The Meijin (), who were the iemotos of shogi, were paid endowments. Over the reign of the shogunate, the title
of meijin became a hereditary title of the hashi family and one of its branches, and the It family. Today the title of
meijin is still used, for the winner of the Meijin-sen competition. It became a tradition for shogi players inheriting the
title of meijin to present a collection of shogi puzzles to the shogunate government.
A number of genius shogi players emerged who were not hereditary meijin. It Kanju () was born in the
mid-Edo period, and showed promise as a potential meijin, but died young and never inherited the title (which was
bestowed on him posthumously). Kanju was a skilled composer of shogi puzzles, and even today his collection of
puzzles "Shogi Zuk" () is well known as one of the greatest works of its kind. In the late Edo period,
Amano Sho () came to prominence. As he was one of the "Arino group" of amateur shogi players, the rank
of meijin was out of his reach, but he was feared for his skill, being said to have "the ability of a 13-dan player", and
was later termed a kisei () (literally, wise man or master of shogi). More than a few count Sho as one of the
greatest shogi players in history.
326
History of shogi
After the number of titles increased to seven in 1983, it was believed to be impossible to hold all of them at once, but
in 1996, Yoshiharu Habu became the first septuple champion (), beginning an age known as the "Habu age".
Since then, there has never been a time when he was without a title, and he has amassed a total of over 70 title
holding periods (71 at October 2008).
327
History of shogi
The number of players who have left the pro qualifier leagues and gone on to have success as amateurs has
increased. Shji Segawa () retired from the qualifier leagues due to age restrictions, but went on to
compete as an amateur in professional matches. His performance in the Ginga title match (, ginga-sen) was
particularly notable, and at one point he won over 70% of his matches with professionals. Sekawa submitted a
petition requesting entry to the professional ranks to the Japan Shogi Association, and was granted exceptional
permission to take the entrance exam. He is the first person to become a professional after retiring from the pro
qualifier leagues.
In 2006, the Shogi Association officially admitted the entrance of amateurs and women professionals to the ranks of
professionals (), and announced details of an entrance exam for the 4-dan level (entering the "free class"
() level of the professional ranking league ()) and the third-level pro qualifier league
(). Unless exceptional permission is granted, applicant normally need to have experience in the
pro qualifier leagues, and cannot become professionals if they have retired from the leagues, but given the reforms
taking place in the Association, it would be by no means unlikely if another Shji Segawa were to appear.
328
History of shogi
329
Computer shogi
Computers have steadily improved in playing shogi since the 1980s. Champion Habu estimated the strength of the
2006 world computer shogi champion Bonanza at the level of 2 dan shoreikai. Tools to help shogi programmers are
Shogidokoro, annual computer tournaments and the Floodgate shogi server. The Japan Shogi Association restricts
professionals from playing computers.
2010 50th i
Akihito Hirose
2009 57th za
2010 58th sh
Toshiaki Kubo
2009 34th Ki
Toshiaki Kubo
References
This article was translated from the history section of the Japanese Wikipedia shogi article, retrieved on
September 17, 2006.
Meijin
330
Meijin
Meijin () is one of the seven titles in Japanese professional shogi, and is the most prestigious title, along with
Ryu-oh.
The word "meijin" means "an excellent person" in a certain field. ("mei"() = excellent, artful) ("jin"() = person)
The Meijin institution started in the 17th century (Edo period), but the person who assumed the Meijin position was
selected by succession.
In the 1930s, Kinjiro Sekine (13th Meijin) made a courageous decision. He abandoned his Meijin position and
proposed the institution of a tournament. Since 1937, the Meijin title has been given to the person who wins the
Meijin Championship each year.
The preliminary round of the Meijin tournament is called "Rank Tournament" (Jun-i Sen ) and involves five
league classes (A, B1, B2, C1, C2). The top three players of the C2 league are promoted to next year's C1 league.
The top two of the C1, B2, B1 leagues are promoted to next year's B2, B1, and A leagues, respectively. Only the
winner of the A-Class league can challenge the Meijin title holder. Therefore, at least five years experience of
Rank-Tournament-league is needed for challenging for the title of Meijin after one's professional debut.
The player that wins four games out of seven first in the championship will become the new Meijin title holder.
Honorary Meijin
Honorary Meijin (Permanent Meijin, Eiseimeijin ) title is given to a person who won Meijin Championship
five times.
Winners
Year
Winner
Score
Opponent
Yoshio Kimura
4-1
Doi Ichitaroh
1942
Yoshio Kimura
4-0
Kanda Tatsunosuke
Yoshio Kimura
no match
Yoshio Kimura
no match
1947
Masao Tsukada
4-2
Yoshio Kimura
1948
Masao Tsukada
4-2
Yasuharu Oyama
1949
Yoshio Kimura
3-2
Masao Tsukada
1950
Yoshio Kimura
4-2
Yasuharu Oyama
1951
Yoshio Kimura
4-2
Kozoh Masuda
1952
Yasuharu Oyama
4-1
Yoshio Kimura
Meijin
331
1953
Yasuharu Oyama
4-1
Kozoh Masuda
1954
Yasuharu Oyama
4-1
Kozoh Masuda
1955
Yasuharu Oyama
4-2
Takashima Kazukiyo
1956
Yasuharu Oyama
4-0
Hanamura Motoji
1957
Kozoh Masuda
4-2
Yasuharu Oyama
1958
Kozoh Masuda
4-2
Yasuharu Oyama
1959
Yasuharu Oyama
4-1
Kozoh Masuda
1960
Yasuharu Oyama
4-1
Hifumi Katoh
1961
Yasuharu Oyama
4-1
Maruta Yuzoh
1962
Yasuharu Oyama
4-0
Tatsuya Futakami
1963
Yasuharu Oyama
4-1
Kozoh Masuda
1964
Yasuharu Oyama
4-2
Tatsuya Futakami
1965
Yasuharu Oyama
4-1
Michiyoshi Yamada
1966
Yasuharu Oyama
4-2
Kozoh Masuda
1967
Yasuharu Oyama
4-1
Tatsuya Futakami
1968
Yasuharu Oyama
4-0
Kozoh Masuda
1969
Yasuharu Oyama
4-3
Michio Ariyoshi
1970
Yasuharu Oyama
4-1
Rensho Nada
1971
Yasuharu Oyama
4-3
Kozoh Masuda
1972
Makoto Nakahara
4-3
Yasuharu Oyama
1973
Makoto Nakahara
4-0
Hifumi Katoh
1974
Makoto Nakahara
4-3
Yasuharu Oyama
1975
Makoto Nakahara
4-3
Nobuyuki Ouchi
1976
Makoto Nakahara
4-3
Kunio Yonenaga
1977
blank
1978
Makoto Nakahara
4-2
Keiji Mori
1979
Makoto Nakahara
4-2
Kunio Yonenaga
1980
Makoto Nakahara
4-1
Kunio Yonenaga
1981
Makoto Nakahara
4-1
Kiyozumi Kiriyama
1982
Hifumi Katoh
4-3
Makoto Nakahara
1983
Koji Tanigawa
4-2
Hifumi Katoh
1984
Koji Tanigawa
4-1
Hidemitsu Moriyasu
1985
Makoto Nakahara
4-2
Koji Tanigawa
1986
Makoto Nakahara
4-1
Yasuharu Oyama
1987
Makoto Nakahara
4-2
Kunio Yonenaga
1988
Koji Tanigawa
4-2
Makoto Nakahara
1989
Koji Tanigawa
4-0
Kunio Yonenaga
1990
Makoto Nakahara
4-2
Koji Tanigawa
1991
Makoto Nakahara
4-1
Kunio Yonenaga
Meijin
332
1992
Makoto Nakahara
4-3
Michio Takahashi
1993
Kunio Yonenaga
4-0
Makoto Nakahara
1994
Yoshiharu Habu
4-2
Kunio Yonenaga
1995
Yoshiharu Habu
4-1
Taku Morishita
1996
Yoshiharu Habu
4-1
Toshiyuki Moriuchi
1997
Koji Tanigawa
4-2
Yoshiharu Habu
1998
Yasumitsu Satoh
4-3
Koji Tanigawa
1999
Yasumitsu Satoh
4-3
Koji Tanigawa
2000
Yasumitsu Satoh
2001
Koji Tanigawa
2002
Tadahisa Maruyama
2003
Yoshiharu Habu
Toshiyuki Moriuchi
2004
Yoshiharu Habu
2005
Yoshiharu Habu
2006
Koji Tanigawa
2007
Masataka Goda
2008
Yoshiharu Habu
4-2
Toshiyuki Moriuchi
2009
Yoshiharu Habu
4-3
Masataka Goda
2010
Yoshiharu Habu
4-0
Hiroyuki Miura
References
Japan Shogi Association : Meijin Tournament [1]
[1] http:/ / www. shogi. or. jp/ kisenhyo/ meizin. html
4-0
Ryu-oh
333
Ryu-oh
Ryu-oh or Ry (, lit. "Dragon King") is the name of a promoted
piece in shogi, a Japanese professional shogi tournament, and the title
of its winner.
The basic meaning of "Ryu-oh" is a "promoted rook". It can move as
either a rook (hisha , lit. flying chariot") or a king (gyokush
, lit. "jade general") during a turn, and is one of the most powerful
pieces in shogi.
"Ryu-oh" also refers to the annual Ryu-oh Tournament (Ry-sen
) organized by Yomiuri Shimbun as well as the title awarded to
its winner. The Ryu-oh Tournament, which is one of seven Japanese
shogi title matches, was first held in 1988. It comprises preliminary
The dragon king
tournaments in six classes and one final. The final tournament, which
determines the challenger, involves competitions among eleven players
(the top five players from 1st class, top two from 2nd class, and the top four from 3rd, 4th, 5th and 6th classes). The
first player to win four out of seven championship games becomes the new titleholder.
Cash prizes are 32,000,000 for the winner of championship and new Ryu-oh titleholder, and 8,000,000 for the
loser (approximately US$320,000 and $80,000 respectively). Additional compensation includes 14,500,000 for the
previous titleholder and 7,000,000 for the challenger (approximately US$145,000 and $70,000).
Among the seven rankings in the professional shogi titleholder system, Ryu-oh and Meijin are the most prestigious
designations.
Honorary Ryu-oh
Honorary Ryu-oh ("Eisei Ryu-oh" = Permanent Ryu-oh) is the title given to a player who won the championship five
times in a row or seven times.[1]
Akira Watanabe won the championship five times in a row from 2004 to 2008, which makes him the first honorary
Ryu-oh.
Winners
Year
Winner
Score
Opponent
1988
Akira Shima
4-0
Kunio Yonenaga
1989
Yoshiharu Habu
4-3
Akira Shima
1990
Koji Tanigawa
4-1
Yoshiharu Habu
1991
Koji Tanigawa
4-2
Taku Morishita
1992
Yoshiharu Habu
4-3
Koji Tanigawa
1993
Yasumitsu Sato
4-2
Yoshiharu Habu
1994
Yoshiharu Habu
4-2
Yasumitsu Sato
1995
Yoshiharu Habu
4-2
Yasumitsu Sato
1996
Koji Tanigawa
4-1
Yoshiharu Habu
1997
Koji Tanigawa
4-0
Keiichi Sanada
Ryu-oh
334
1998
Takeshi Fujii
4-0
Koji Tanigawa
1999
Takeshi Fujii
4-1
Daisuke Suzuki
2000
Takeshi Fujii
4-3
Yoshiharu Habu
2001
Yoshiharu Habu
4-1
Takeshi Fujii
2002
Yoshiharu Habu
4-3
Takashi Abe
2003
Yoshiharu Habu
2004
Akira Watanabe
4-3
Toshiyuki Moriuchi
2005
Akira Watanabe
4-0
Kazuki Kimura
2006
Akira Watanabe
4-3
Yasumitsu Sato
2007
Akira Watanabe
4-2
Yasumitsu Sato
2008
Akira Watanabe
4-3
Yoshiharu Habu
2009
Akira Watanabe
4-0
Toshiyuki Moriuchi
References
[1] () (http:/ / www. shogi. or. jp/ osirase/ qa. html#kisen)
External links
(http://www.shogi.or.jp/kisenhyo/ryuuou.html), Ry Tournament: Japan Shogi
Association (Japanese)
21 (http://live.shogi.or.jp/ryuou/), 21st Ry Tournament website (Japanese)
Computer shogi
335
Computer shogi
Computer shogi is a field of artificial intelligence concerned with the creation of computer programs which can play
shogi. The research and development of shogi software has been carried out mainly by freelance programmers,
university research groups and private companies.
Game complexity
Shogi has the distinctive feature of reusing captured pieces. Therefore shogi has a higher branching factor than other
chess variants. The computer has more positions to examine because each piece in hand can be dropped on many
squares. This gives shogi the highest number of legal positions and the highest number of possible games of all the
popular chess variants. The higher numbers for shogi mean it is harder to reach the highest levels of play. The
number of legal positions and the number of possible games are 2 measures of shogis Game complexity.
Game
Board Size
Legal Positions
Possible Games
Chess
64
1047
10123
80
Xiangqi 90
1048
10150
95
Shogi
1071
10226
110
81
Bonanza Vs Watanabe
The Japan Shogi Association (JSA) started restricting professionals from playing computers in 2005. In 2007, the
JSA granted permission to one professional to play one game against a computer. The Japan Shogi Association gave
reigning Ryuo Champion Watanabe permission to compete in a showdown against the reigning World Computer
Shogi Champion Bonanza on 21 March 2007. Daiwa Securities sponsored the match. Hoki Kunihito wrote Bonanza.
The computer was an Intel Xeon 2.66GHz 8 core with 8 gigabytes of memory and 160-gigabyte hard drive. The
game was played with 2 hours each and 1 minute byo-yomi per move after that. Those conditions favor Watanabe
because longer time limits mean there are fewer mistakes from time pressure. Longer playing time also means
human players can make long-term plans beyond the computers calculating horizon. The 2 players were not at the
same playing level. Watanabe was 2006 Ryuo Champion and Bonanza was at the level of 2 dan shoreikai.[1]
Computer shogi
Bonanza was a little stronger than before due to program improvements and a faster computer. Watanabe prepared
for a weaker Bonanza as Watanabe studied old Bonanza game records.
Bonanza moved first and played fourth file rook anaguma as Watanabe expected. Watanabe thought some of
Bonanzas moves were inferior. However, Watanabe deeply analyzed these moves thinking that maybe the computer
saw something that Watanabe did not see.[3] Watanabe commented after the game that he could have lost if Bonanza
had played defensive moves before entering the endgame. But the computer choose to attack immediately instead of
taking its time (and using its impressive endgame strategies) which cost it the match. Bonanza resigned after move
112. Hidetchi reviews this game.[4]
After Bonanzas loss Watanabe commented on computers in his blog, I thought they still had quite a way to go, but
now we have to recognize that theyve reached the point where they are getting to be a match for professionals.
Ryuo champion Akira Watanabe clarifies his position on computers playing shogi. Yomiuri Shimbun newspaper
quoted Akira Watanabe on June 27, 2008. Watanabe said "I think I'll be able to defeat shogi software for the next 10
years". Another indication Bonanza was far below the level of professional Watanabe came 2 months after the match
at the May 2007 World Computer Shogi Championship. Bonanza lost to the 2007 World Computer Shogi Champion
YSS. Then YSS lost to amateur Kato Yukio in a 15-minute game.
Akara vs Shimizu
The Computer program Akara defeated the womens Osho champion Shimizu Ichiyo. Akara contained 4 computer
engines, Gekisashi, GPS Shogi, Bonanza and YSS. Akara ran on a network of 169 computers. The 4 engines voted
on the best moves. Akara selects the move with the most votes. If there is a tie vote then Akara selects Gekisashis
move. Researchers at the University of Tokyo and the University of Electro-Communications developed Akara.
Shimizu moved first and resigned in 86 moves after 6 hours and 3 minutes. Shimizu said she was trying to play her
best as if she was facing a human player. She played at the University of Tokyo on 11 October 2010. The allotted
thinking time per player is 3 hours and 60 seconds byoyomi. 750 fans attended the event. This is the second time
since 2005 that the Japan Shogi Association granted permission to a professional to play a computer, and the first
victory against a female professional. However, a computer has never defeated a male professional under standard
time controls. Hidetchi reviews this game.[5]
Akara aggressively pursued Shimizu from the start of the game. Akara played with a ranging rook strategy and
offered an exchange of bishops. Shimizu made a questionable move partway though the game, and Akara went on to
win.[6] Ryuo champion, Akira Watanabe, criticized Shimizus game. On 19 November 2010, the Daily Yomiuri
quoted Watanabe. Watanabe said, "Ms. Shimizu had plenty of chances to win".[7]
336
Computer shogi
337
Year
Program
Human
Handicap
Time
Byoyomi Winner
2003
IS Shogi
Computer
2004
YSS
25 Min None
Computer
2005
Gekisashi
25 Min None
Computer
2006
Bonanza
Yukio Kato
None
15 Min 30 Sec
Human
2007
YSS
Yukio Kato
None
15 Min 30 Sec
Human
2008
None
15 Min 30 Sec
Computer
2008
Gekisashi
Shimizugami Toru
None
15 Min 30 Sec
Computer
2009
GPS Shogi
Amateur champion
None
1 hour
Canceled
1 min
In each succeeding year, the human competition was stronger to match the stronger programs. Kato Yukio was the
Asahi Amateur Meijin champion. Shimizugami Toru was the Amateur Meijin champion. The current winning
program does not play humans in public tournaments or on a game server such as the Shogi Club 24. Therefore, its
strength relative to humans is unknown.
Computer
Sente (first)
Gote (second)
Moves
Computer
Time
Amateur
Time
Bonanza
Kosaku &
Shinoda
Bonanza
93
24 min 41 sec
2 hours 2 min
Akara
Akara
Kosaku &
Shinoda
150
25 min 54 sec
1 hour 42 min
Hardware
Winner
Akara
Programmer tools
Shogidokoro[12] is a graphical user interface (GUI) that calls a program to play shogi and displays the moves on
a board. Shogidokoro was created in 2007. Shogidokoro uses the Universal Shogi Interface (USI). The USI is an
open communication protocol that Shogi programs use to communicate with a user interface. USI was designed
by Norwegian computer chess programmer Tord Romstad in 2007. Tord Romstad based USI on Universal Chess
Interface (UCI). UCI was designed by computer chess programmer Stefan Meyer-Kahlen in 2000. Shogidokoro
can automatically run a tournament between 2 programs. This helps programmers to write shogi programs faster
because they can skip writing the user interface part. It is also useful for testing changes to a program.
Shogidokoro can be used to play Shogi by adding a Shogi engine to shogidokoro. Some engines that will run
under shogidokoro are Blunder, GPS Shogi, Laramie, Lightning, ponanza, Spear, Ssp and TJshogi. Bonanza can
also run with an adapter (u2b).
WinBoard/XBoard and BCMShogi are other GUIs that support Shogi. This support was added to WinBoard in
2007 by H.G. Muller. WinBoard uses its own protocol (Chess Engine Communication Protocol) to communicate
with engines, but can connect to USI engines through the UCI2WB adapter. Engines that can natively support
WinBoard protocol are Shokidoki, TJshogi, GNU Shogi and Bonanza.[13] Unlike Shogidokoro, WinBoard is open
source, and also available under Linux as XBoard. BCMShogi[14] is a graphical user interface for the USI
Computer shogi
338
Program
Rating
3054
The annual computer vs computer world shogi championship[16] is organized by the Computer Shogi
Association (CSA) of Japan. The computers play automated games through a server. Each program has 25
minutes to complete a game. The first championship was in 1990 with 6 programs. In 2001, it grew to 55
programs. The championship is broadcast on the Internet. At the 19th annual CSA tournament, 4 programs (GPS
Shogi, Otsuki Shogi, Monju and KCC Shogi) that had never won a CSA tournament defeated 3 of the previous
years strongest programs (Bonanza, Gekisashi and YSS).[17] The top three winners of the 2010 CSA tournament
are Gekisashi, Shueso and GPS Shogi.[18]
In 2011, Bonkras won the CSA tournament with 5 wins out of 7 games. Bonkras ran on a computer with 3
processors containing 16 cores and 6 gigabytes of memory. Bonanza won second place on a computer with 17
processors containing 132 cores and 300 gigabytes of memory. Shueso won third place. The 2010 CSA
winner, Gekisashi, won fourth place. Ponanza won fifth place. GPS Shogi won 6th place on a computer with
263 processors containing 832 cores and 1486 gigabytes of memory.[19] [20]
Computer shogi
Shogi Kakinoki won 2nd place in 1990, 1992, 1993 and 1996 and written by Yoshikazu Kakinoki.
Kiwame won in 1992, 1993 and 1994 and written by Shinichirou Kanazawa.
Shogi Kanazawa won in 1996 and in 1999 also written by Shinichirou Kanazawa.
Morita Shogi won in 1991 and written by Kazurou Morita.
Shotest won 3rd place in 1998, 1999 and written by British programmer Jeff Rollason.
Spear a free program written by Reijer Grimbergen has won 9th place of 24 in the 2009 upper division contest.
GPS Shogi is free software written by students of the University of Tokyo and won in 2009.
GNU Shogi is a free software program by the Free Software Foundation that plays Shogi.
Restrictions
On 18 September 2005 a Japan Shogi Association professional 5 dan played shogi against a computer. The game
was played at the 29th Hokkoku Osho-Cup Shogi Tournament in Komatsu, Japan. The Matsue National College of
technology developed the computer program Tacos. Tacos played first and chose the static rook line in the opening.
Professional Hashimoto followed the opening line while changing his bishop with the bishop of Tacos. Tacos had a
good development with some advantages in the opening and middle game even until move 80. Many amateur
players expected Tacos to win. However, professional Hashimoto defended and Tacos played strange moves. Tacos
lost.[21]
On 14 October 2005, the Japan Shogi Association banned professional shogi players from competing against a
computer.[22] The Japan Shogi Association said the rule is to preserve the dignity of its professionals, and to make
the most of computer shogi as a potential business opportunity. The ban prevents the rating of computers relative to
professional players. Since 2005, the Japan Shogi Association has permitted one game between a male professional
and a computer.
Milestones
2005, At the Amateur Ryo tournament, program Gekisashi defeated Eiji Ogawa in a 40 minute game of the first
knock out round.
2005, Program Gekisashi defeated amateur 6-dan Shinoda Masato in a 40 minute exhibition game.
2007, Highest rating for a computer on Shogi Club 24 is 2744 for YSS.[23]
2008 May, computer program Tanase Shogi beat Asahi Amateur Meijin title holder Kato Yukio. 75 moves played
in 15 minute exhibition game.
2008 May, computer program Gekisashi beat Amateur Meijin Shimizugami Toru. 100 moves played in 15 minute
exhibition game.[24]
2008 November, Gekisashi beat Amateur Meijin Shimizugami in a 1 hour game with 1 minute byoyomi.[25]
2010 October, first time a computer beat a Shogi champion. Akara beat the womens Osho champion Shimizu in 6
hours and 3 minutes.
2011 May, Highest rated player on Shogi Club 24 is computer program Ponanza, rated 3211.[26]
339
Computer shogi
Notes
[1] Yoshiharu, Habu (2007-03-27). "Yoshiharu Habu rates computer at the level of 2 dan shoreikai" (http:/ / lists. topica. com/ lists/ shogi/ read/
message. html?sort=d& mid=812686165& start=1928). Shogi-L mailing list. . Retrieved 2008-11-13.
[2] Kaufman, Larry (2008-05-07). "Computer with a lance handicap will beat a Meijin" (http:/ / lists. topica. com/ lists/ shogi/ read/ message.
html?sort=d& mid=813103510& start=2563). Shogi-L mailing list. . Retrieved 2008-08-12.
[3] "Watanabe comments on his game with Bonanza" (http:/ / lists. topica. com/ lists/ shogi/ read/ message. html?mid=812678696& sort=d&
start=1965). .
[4] Hidetchi. "Famous Shogi Games: Bonanza Vs Watanabe (Mar. 21st, 2007)" (http:/ / www. youtube. com/ watch?v=H1YrSkDxXYQ) (video).
.
[5] Hidetchi. "Famous Shogi Games: Shimizu Vs Akara (Oct. 11th, 2010)" (http:/ / www. youtube. com/ watch?v=lUnbzhnDIvA) (video). .
[6] "Shogi computer beats female champ Shimizu" (http:/ / blog. chess. com/ view/ shogi-computer-beats-female-champ-shimizu). The Mainichi
Newspapers. 12 October 2010. .
[7] "Will shogi software beat male pros?" (http:/ / www. yomiuri. co. jp/ dy/ national/ T101118005564. htm). The Daily Yomiuri. 19 November
2010. .
[8] Reijer Grimbergen. "Report on the Annual Computer Shogi Championships" (http:/ / www. teu. ac. jp/ gamelab/ SHOGI/ articlesmain. html).
.
[9] "The University of Electro-Communications" (http:/ / entcog. c. ooco. jp/ entcog/ event/ event2011_comvshum. html) (in Japanese). 3 August
2011. .
[10] "Shogi programs crush Amateurs" (http:/ / www. asahi. com/ shougi/ topics/ TKY201108020334. html) (in Japanese). The Asahi Shimbun. 2
August 2011. .
[11] "Museum of Abstract Strategy Games" (http:/ / www. nakajim. net/ index.
php?-) (in Japanese). 3 August 2011. .
[12] "Shogidokoro Shogi Graphical User Interface" (http:/ / www. geocities. jp/ shogidokoro/ index. html) (in Japanese). .
[13] "WinBoard for Shogi" (http:/ / home. hccnet. nl/ h. g. muller/ shokidoki. html). .
[14] "BCMShogi Shogi Graphical User Interface" (http:/ / home. arcor. de/ Bernhard. Maerz/ BCMShogi/ ). .
[15] "Floodgate is a computer shogi server for computers" (http:/ / wdoor. c. u-tokyo. ac. jp/ shogi/ logs/ LATEST/ players-floodgate. html) (in
Japanese). .
[16] "Computer Shogi Association" (http:/ / www. computer-shogi. org/ index_e. html). .
[17] Reijer Grimbergen. "Upset at the 19th CSA Computer Shogi Championship" (http:/ / www. teu. ac. jp/ gamelab/ SHOGI/ CSA2009/ 19csa.
html). .
[18] "Winners of 2010 CSA tournament" (http:/ / www. computer-shogi. org/ wcsc20/ index_e. html). .
[19] "Winners of 2011 CSA tournament" (http:/ / www. computer-shogi. org/ wcsc21/ index_e. html). .
[20] "Teams in 2011 CSA tournament" (http:/ / www. computer-shogi. org/ wcsc21/ team. html) (in Japanese). .
[21] "Hashimoto vs Tacos in 2005" (http:/ / www. jaist. ac. jp/ rccg/ menu/ topic. htm). .
[22] "Shogi pros warned not to play computers" (http:/ / search. japantimes. co. jp/ member/ member. html?nn20051016a4. htm). .
[23] Hiroshi Yamashita. "Computer Shogi Program YSS On Shogi Club 24" (http:/ / www32. ocn. ne. jp/ ~yss/ 24rating. html) (in Japanese). .
[24] Reijer Grimbergen. "Exhibition Games at the 18th CSA Computer Shogi Championships" (http:/ / www. teu. ac. jp/ gamelab/ SHOGI/
CSA2008/ 18csa. html). .
[25] "Gekisashi beat Amateur Meijin Champion in a 1 hour game" (http:/ / www. computer-shogi. org/ kifu/ gpw2008/ vs_shimizugami. sjis.
csa). .
[26] "Computer program Ponanza highest rated player on Shogi Club 24" (http:/ / www. shogidojo. com) (in Japanese). .
External links
Computer versus Human Shogi Events (http://www.junichi-takada.jp/computer_shogi/comvshuman.html) in
Japanese
340
Shogi variant
Shogi variant
Many variants of shogi 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 variants are still regularly played, though none are nearly as
popular as shogi itself.
The drop rule, often considered the most notable feature of shogi, is absent from most shogi variants, which therefore
play more like other forms of chess, with the board becoming less crowded as pieces are exchanged.
Large-board variants
There are a number of shogi variants played on boards larger than 99. These variants are all quite old, and were
probably all played without drops. It is thought that the really huge games (dai shogi and up) were never really
played to any significant extent and were devised merely so that the creators could have the fun of inventing
enormous games, amazing their friends and confounding their enemies. However, the games up to Tenjiku shogi at
least appear to be quite playable, assuming one has the time.[1]
The same 12th century document which describes the Heian form of shogi also describes a variant played on a
1313 board, which is now called Heian dai shogi (). As with the smaller Heian shogi, the rules for this
game have not been completely preserved.
The most popular large-board variant is chu shogi (), played on a 1212 board. The name means middle
shogi, and the game is sometimes so called in English. Chu shogi has existed since at least the 14th century; there are
earlier references, but it's not clear that they refer to the game as we now know it. Chu shogi is best known for a very
powerful piece called the lion, which moves like a king but twice per turn. The game was still commonly played in
Japan in the early 20th century, but has now largely died out. It has, however, gained some adherents in the West.
The main reference work in English is the Middle Shogi Manual by George Hodges.
Other large medieval shogi variants were wa shogi (1111, possibly played with drops), dai shogi (, "great
shogi", 1515), tenjiku shogi (, literally "Indian shogi", but probably meant in the sense of "exotic shogi",
1616), dai-dai shgi (, "great great shogi", 1717), maka dai-dai shgi (, "ultra great great
shogi", 1919) and tai shogi (, "grand shogi", 2525). These variants date back at least to the 17th century.
Tai shogi was thought to be the world's largest chess variant, but recently records of an even larger variant, taikyoku
shogi (, "ultimate shogi", 3636), was discovered.
341
Shogi variant
342
The most recent large board variant is k shgi ( or "wide (elephant) chess", 1919), which is
played on a Go board and incorporates elements of Chinese chess. Ko shogi is unusual for the interdependence of its
pieces and the complex rules of promotion.
Modern variants
These are some of the new and old shogi variants which have been invented. Time will show which if any of the
many recently-invented variants stand the test of usage and competition from other games, and stay in use.
Small variants
name
board
size
pieces
each
when invented
invented by
notes
Bushi
Shogi[2]
12
2000?
Georg Dunkel
The pieces are cubes, and move only by being rotated and set
another face up.
Gufuu
Shogi[3]
23
2000?
Georg Dunkel
Nana
shogi[4]
33
1998/2001
Georg Dunkel
The pieces are cubes, and each piece's power and moves varies
according to which of its 6 sides is up.
Dbutsu
shgi
34
recently
Madoka Kitao
Micro shogi
45
modern, before
1982
Oyama Yasuharu?
Minishogi
55
c. 1970
Shigenobu Kusumoto
Kyoto shogi
55
c. 1976
Tamiya Katsuya
Judkins
shogi
66
before April
1998
Whale shogi
66
12
1981
R. Wayne Schmittberger
of USA
Tori shogi
77
16
late 18th
century
hashi Sei
All pieces named after birds. Uses the drop rule. One of the more
popular shogi variants
Yari shogi
79
14
1981
Christian Freeling,
Netherlands
Heian shogi
88 or
98
16 or 18
c. 1120 or
before
Standard-size variants
Shogi variant
343
name
board
size
pieces
each
when
invented
Sho shogi
99
21
16th century
Cannon
shogi
99
20
February
1998
Hasami
shogi
99
9 or 18
invented by
notes
Hand shogi 99
Annan
shogi
99
20
Unashogi
99
20
Edward Jackman
Large variants
name
board
size
pieces
each
when invented
Okisaki shogi
1010
22
c. 1996
Wa shogi
1111
27
Chu shogi
1212
46
1313
34
Dai shogi
1515
65
about AD 1230
Tenjiku shogi
1616
76
Dai-dai shgi
1717
96
Maka-dai-dai
shgi
1919
96
15th century
K shgi
1919
90
Hishigata shogi
1919
39
Tai shogi
2525
177
15th century
Taikyoku shogi
3636
209
invented by
notes
Masayuki
Nakayachi
All pieces are named after animals.
Shogi variant
344
board size
invented by
notes
circa 1930
Yonin shogi
1993
Ota Mitsuyasu
99
four-person shogi
References
[1]
[2]
[3]
[4]
[5]
[6]
See http:/ / www. cs. caltech. edu/ ~mvanier/ hacking/ gnushogi/ gnushogi_17. html
http:/ / www. kolumbus. fi/ geodun/ bushi/ bushi. htm
http:/ / www. kolumbus. fi/ geodun/ gufuu/ gufuu. htm
http:/ / www. kolumbus. fi/ geodun/ nana/ nana3. htm
http:/ / doubutsushogi. jp
http:/ / www. chessvariants. org/ shogivariants. dir/ hishigata. html Hishigata shogi
External links
Shogi Variants Program (http://www.netspace.net.au/~trout/)
International Chu Shogi Ladder (http://www.shogi.net/chu-ladder/)
Richard's Play-By-EMail Server (http://www.gamerz.net/pbmserv/) - supports many shogi variants and chess
variants.
Shogi variants (http://history.chess.free.fr/shogivar.htm) (French)
Micro shogi
Microshogi ( gofun maka shgi "5-minute (scarlet) poppy chess") is a modern variant of shogi
(Japanese chess), with very different rules for promotion, and depromotion. Kerry Handscomb of NOST (knights Of
the Square Table) gave it this English name. Although not confirmed, he credits its invention to the late Oyama
Yasuharu, a top level shogi player. The game was invented before 1982.
Game equipment
Two players play on a board ruled into a grid of 5 ranks (rows) by 4 files (columns).
The squares are undifferentiated by marking or color.
Each player has a set of 5 wedge-shaped pieces. The pieces are of slightly different
sizes. From largest to smallest (or most to least powerful) they are:
1 king
1 bishop
1 gold general
1 silver general
1 pawn
Micro shogi
345
Setup
4
c
P d
K e
Each side places his pieces in the following positions, pointing toward the opponent. For more information click here
[1]
.
In the rank nearest the player:
Promotion
Unlike standard shogi, microshogi has no promotion zone. Instead, a piece promotes when it captures, and
promotion is mandatory. When a promoted piece captures, it demotesthat is, it is flipped back over to show its
original unpromoted value.
Promotion values are entirely different from standard shogi:
Thus when a lance, tokin, rook, or knight makes a capture, it reverts back to its former state.
A knight which reaches one of the two far ranks is trapped, as is a pawn which captures and thus promotes there.
Likewise, a pawn that reaches the far rank is trapped, as is a knight which captures there. A lance is also trapped at
the far rank, but can escape if it captures there and thus demotes to a silver. A silver which captures in the far rank
and therefore promotes to a lance is trapped.
Any trapped piece may be captured and returned to play as part of the opposing army.
A tokin moves the same way as a golden general.
Micro shogi
Drops
Drops are similar to standard shogi, except that:
A player may drop a piece with either side facing up.
Except for dropping in the far rank, there are no other restrictions when dropping pawns. That is, a player may
have two unpromoted pawns on the same file, and a pawn can be dropped to give immediate checkmate.
External links
Shogi Net [2]
Shogi: Japanese Chess [3]
Chessvariants.com [1]
References
[1] http:/ / www. chessvariants. com/ shogivariants. dir/ poppysh. html
[2] http:/ / www. shogi. net/ shogi. html
[3] http:/ / www. chessvariants. org/ shogi. html
Minishogi
Minishogi (5 gogo shgi "5V chess" or "55 chess") is a
modern variant of shogi (Japanese chess). Shigenobu Kusumoto of
Osaka, Japan, invented or rediscovered the game c. 1970. The rules are
identical to those of standard shogi, except that it is played with a
reduced number of pieces on a 5x5 board, and each player's promotion
zone consists only of the rank farthest from the player.
Game equipment
Two players play on a board ruled into a grid of 5 ranks (rows) by 5
files (columns). The squares are undifferentiated by marking or color.
Each player has a set of 6 wedge-shaped pieces. The pieces are of slightly different sizes. From largest to smallest
(or most to least powerful) they are:
1 king
1 rook
1 bishop
1 gold general
1 silver general
1 pawn
346
Minishogi
347
Setup
Each side places his pieces in the positions shown below, from the perspective of Black, pointing toward the
opponent.
In the rank nearest the player:
External links
Minishogi [1] at chessvariants.com
Website of the Japanese Minishogi Association [2] (in Japanese, but contains game records which can be
understood without knowing Japanese)
Mini Shogi [3] 6x5 Mini Shogi iPhone software
References
[1] http:/ / www. chessvariants. com/ shogivariants. dir/ minishog. html
[2] http:/ / www. geocities. co. jp/ Playtown-Spade/ 8662/
[3] http:/ / www. cascadiagames. com/ game_minishogi. html
Kyoto shogi
348
Kyoto shogi
Kyoto shogi ( kyto shgi "Kyoto chess") is a modern variant of shogi (Japanese chess). It was invented
by Tamiya Katsuya c. 1976.
Kyoto shogi is played like standard shogi, but with a reduced number of pieces on a 55 board. However, the pieces
alternately promote and demote with every move, and the promotion values are entirely different from standard
shogi.
1 gold general
1 silver general
1 tokin
1 pawn
Piece
Kanji
Rmaji
White king
sh
Black king
gyokush
Rook/pawn
hifu
Silver-general/bishop
ginkaku
Gold-general/knight
kinkei
Lance/tokin
kyto
The names of the pieces combine their promoted and unpromoted values, and are puns in Japanese for words with
the same pronunciations but different kanji. For example, the lance/tokin is homonymous with the name of the city
Kyoto, and provides the name of the game.
Setup
Setup
Kyoto shogi
349
T a
Each side places his pieces in the positions shown below, pointing toward the opponent.
In the rank nearest the player:
Promotion
There is no promotion zone in Kyoto shogi. Every time a piece makes a move it alternately promotes and reverts to
its unpromoted state. Promotion is effected by turning the piece over after it moves, revealing the name of its
promoted rank; demotion is effected by turning the piece back.
The promotion rules and values are reminiscent of microshogi and entirely different from standard shogi:
Drops
A captured piece may be dropped with either side facing up.
External links
Shogi Net [2]
Benri Shogi (in Chinese) [1]
Shogi: Japanese Chess [3]
Kyoto shogi
350
References
[1] http:/ / shogi. hk/
Judkins shogi
Judkins shogi ( Jadokensu shgi "Judkins chess") is a modern variant of shogi (Japanese
chess), however it is not Japanese. Credit for its invention has been given to Paul Judkins of Norwich, UK, prior to
April 1998.
Game equipment
Two players, Black and White (or sente and gote), play on a
board ruled into a grid of 6 ranks (rows) by 6 files (columns). The squares
are undifferentiated by marking or color.
Each player has a set of 7 wedge-shaped pieces, of slightly different sizes.
From largest to smallest (most to least powerful) they are:
1 king
1 rook
1 bishop
1 gold general
1 silver general
1 knight
Setup
1 pawn
Most of the English-language names are 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 written on its face. On the reverse side of some pieces are one or
two other characters, often in a different color (commonly 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.
Table of pieces
Listed here are the pieces of the game with their Japanese representation:
Judkins shogi
351
Piece
Kanji
King (reigning)
Rmaji
[] [sh]
Unicode
Hiragana
Meaning
738b [5c06] []
king
7389 [5c06] []
jade general
Rook
[] hi[sha]
98db [8eca] []
flying chariot
Promoted rook
[] ry[]
7adc [738b] []
dragon king
Bishop
[] kaku[gy]
89d2 [884c] []
angle mover
Promoted bishop
Gold general
[] kin[sh]
91d1 [5c06] []
gold general
Silver general
[] gin[sh]
9280 [5c06] []
silver general
Promoted silver
6210 9280
promoted silver
Knight
[] kei[ma]
Promoted knight
Pawn
[]
Promoted pawn
[] to[kin]
narigin
6842 [99ac] []
laurelled horse
narikei
6210 6842
promoted laurel
fu[hy]
6b69 [5175] []
foot soldier
3068 [91d1] []
reaches gold
English speakers sometimes refer to promoted bishops as horses and promoted rooks as dragons, after their Japanese
names, and generally use the Japanese name tokin for promoted pawns. Silver generals and gold generals are
commonly referred to simply as silvers and golds.
The characters inscribed on the backs 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 versions of 'gold',
becoming more cursive (more abbreviated) as the value of the original piece decreases. These abbreviated characters
have these equivalents in print: for promoted silver, for promoted knight, for promoted lance, and for
promoted pawn (tokin). Another convention has abbreviated versions of the original characters, with a reduced
number of strokes: for promoted knight, for promoted lance, with promoted silver the same as above, and
for tokin.
Setup
6
K a
P b
c
d
P
K
e
G
Each side places his pieces in the positions shown below, pointing toward the opponent.
In the rank nearest the player:
Judkins shogi
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are not literally descriptive.) A move consists of moving a
single piece on the board and potentially promoting that piece, displacing (capturing) an opposing piece or dropping
a captured piece onto an empty square of the board. Each of these options is detailed below.
Promotion
A player's promotion zone consists of the two farthest ranks, at the original line of the opponent's pawn and beyond
(that is, the opponent's territory at setup). If a piece crosses the board within the promotion zone, including moves
into, out of, or wholly within the zone, but not including drops (see below), then that player may choose to promote
the piece at the end of the turn. Promotion is effected by turning the piece over after it moves, revealing the name of
its promoted rank.
352
Judkins shogi
353
Promoting a piece has the effect of changing how that piece moves until it is removed from the board. Each piece
promotes as follows:
A king or gold general cannot promote, nor can pieces which are already promoted.
A silver general, knight or pawn, when promoted, loses its normal movement and gains the movement of a gold
general.
A bishop or rook, when promoted, keeps its normal movement and gains the ability to move one square in any
direction (like a king). This means the bishop is now able to reach any square on the board, given enough moves.
If a pawn or knight reaches the furthest rank, it must be promoted, since it would otherwise have no legal move on
subsequent turns. For the same reason, a knight reaching the penultimate rank must be promoted.
When captured, pieces lose their promoted status.
Individual pieces
Following are diagrams that indicate the movement of each piece. Pieces are pared with their promotion and those
with a grey heading start out in the game; promoted pieces have a blue heading.
Notation
King (reigning)
Step: The king can step one square in any direction,
orthogonal or diagonal. The king general goes to the
superior player.
King (challenging)
Gold General
Step: The gold general can step one square in one of the
four orthogonal directions; or, one square diagonally
forward, giving it six possibilities.
Silver General
Step: The silver general can step one square in one of the
four diagonal directions; or, one square straight forward,
giving it five possibilities.
Promoted Silver
Knight
Promoted Knight
Judkins shogi
354
Bishop
Range: The bishop can move any number of free squares
along any of the four diagonal directions.
Dragon Horse
Rook
Dragon King
Pawn
Step: The pawn can step one square forward. A pawn that
reaches the furthest rank must promote. There are
restrictive rules for where a pawn may be dropped (see
below).
Tokin
Drops
Captured pieces are truly captured in Judkins 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 across the board, a player can take a
piece he has previously captured and place it on any empty square, facing the opponent. 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; that requires an additional move.
Pieces that are dropped in the promotion zone do not promote as a result: Promotion requires that piece make a
normal movement on a subsequent turn, as detailed under "Promotion", above. Pieces that are promoted when
captured lose that promotion; they are unpromoted when dropped back on the board.
A pawn or knight may not be dropped on the furthest rank, since it would have no legal move on subsequent turns.
Similarly, a knight may not be dropped on the penultimate rank.
Judkins shogi
There are two restrictions when dropping pawns:
A pawn cannot be dropped into the same file (vertical column) as another unpromoted pawn controlled by the same
player. (A tokin, or promoted pawn, does not count as a pawn when considering this drop restriction.)
A pawn cannot be dropped directly in front of the opponent's king, if the opponent would have no way to prevent his
king being captured on the next move. In other words, a pawn cannot be dropped to give immediate mate.
Game end
A player who captures the opponent's king wins the game. In practice this 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 are two other possible (but fairly uncommon) ways for a game to end: repetition ( sennichite) and
impasse ( jishgi). 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. For two positions to be considered the same, the
pieces in hand must be the same, as well as the position on the board.
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 then 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 less than 12 points loses. If both players have at
least 12 points, then the game is no contest.
Games which are no contest are usually counted as draws in amateur tournaments, but in professional style
tournaments the rules may require the game to be replayed with colors reversed (possibly with reduced time limits).
Handicaps
Games between players of disparate strength are often played with handicaps. 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. Note that the pieces
removed at the beginning play no further part in the game - they are not available for drops. The imbalance created
by this method of handicapping is not as strong as it is in chess, because material advantage is not as powerful in
Judkins shogi as in chess.
Common handicaps, in increasing order of size, are as follows:
Remove White's bishop
Remove White's rook
Two pieces: remove White's rook and bishop
Other handicaps are also occasionally used. The relationship between handicaps and differences in rank is not
universally agreed upon.
355
Judkins shogi
356
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. Minor variations are made for
Judkins shogi.
A typical example is P-6d. The first letter represents the piece moved: P = pawn, N = knight, S = silver, G = gold, B
= bishop, R = rook, K = king. Promoted pieces have a + added in front of the letter. e.g., +P for a tokin (promoted
pawn). The designation of the piece is followed by a symbol indicating the type of move: - for an ordinary move, x
for a capture, or * for a drop. 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 6f 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 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, Nx5c= indicates a knight capturing on 5c 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. For example, if Black has two golds (one was
captured and dropped) which can be moved to the square 5e in front of the king, and these are distinguished as
C6e-5d (moving the left one) and C4e-5d (moving the right one).
Moves are commonly numbered as in chess. For example, the start of a game might look like this:
1. P-1c
2. P-1d
P-6d
P-6c
External links
Chessvariants.com [1]
References
[1] http:/ / www. chessvariants. com/ shogivariants. dir/ judkin. html
Whale shogi
357
Whale shogi
Whale Shogi ( kujira shgi) is a modern variant of shogi (Japanese chess). It is not, however, Japanese: it
was invented by R. Wayne Schmittberger of the United States in 1981. The game is similar to Judkins shogi, but
with more pieces, and all the pieces are named after a type of whale.
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 6 ranks (rows) by
6 files (columns). The squares are undifferentiated by marking or color.
Each player has a set of 12 wedge-shaped pieces, of slightly different sizes. From largest to smallest (most to least
powerful) they are:
Each piece has its initial written on its face. On the reverse side of the porpoise is another letter (K for 'killer whale'),
often in a different color (commonly 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.
Because this is a Western shogi variant, and kanji for the whales are difficult even for the Japanese, the pieces use
Latin letters rather than kanji.
Setup
1
W G
H a
D b
c
d
D
D e
G W
This is the starting setup of a game of whale shogi, from the perspective of Black.
Each side places his pieces in the positions shown below, pointing toward the opponent.
In the rank nearest the player:
The white whale is placed just left of center.
Whale shogi
358
The porpoise is placed in the adjacent file to the right of the white whale.
The humpback is placed in the left corner.
The grey whale is placed between the white whale and the humpback.
The narwhal is placed adjacent to the porpoise.
The blue whale is placed adjacent to the narwhal in the right corner.
In the second rank, the six dolphins are placed one in each file.
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are not literally descriptive.) A move consists of moving a
single piece on the board and potentially promoting that piece, displacing (capturing) an opposing piece or dropping
a captured piece onto an empty square of the board. Each of these options is detailed below.
Whale shogi
359
Individual pieces
Below are diagrams indicating each piece's movement. Pieces with a grey heading start out in the game; those with a
blue heading only appear on the board after promotion.
Notation
Step: The white whale can step one square in any direction, orthogonal or diagonal.
Porpoise ( nezumi iruka)
Jump: The narwhal can jump to the second square directly forward; or,
Step: It can move one square directly backward or sideways.
Blue Whale ( shironagase kujira)
Whale shogi
360
Step: The blue whale can step one square directly forward or backward, or one square diagonally forward, giving
it four possibilities.
Grey Whale ( koku kujira)
|
|
G
Range: The grey whale can move any number of free squares directly forward or diagonally backward.
Killer Whale ( shachi)
Range: The killer whale can move any number of free squares along any of the four orthogonal directions.
Step: It can move one square in any diagonal direction.
Humpback Whale ( zat kujira)
Step: The humpback can step one square in one of the four diagonal directions, or directly backward.
Dolphin ( iruka)
Whale shogi
361
Drops
Captured pieces are truly captured in whale 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 across the board, a player can take a
piece he has previously captured and place it on any empty square, facing the opponent. 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; that requires an additional move.
A porpoise cannot be dropped as such. When captured, the porpoise promotes to a killer whale and can only be
dropped as a killer whale.
There are three restrictions when dropping dolphins:
A dolphin may not be dropped on the furthest rank, even though it has a legal move on subsequent turns.
A dolphin cannot be dropped into the same file (vertical column) as two other dolphins controlled by the same
player. For this reason, one may sacrifice a dolphin in order to gain flexibility for drops.
A dolphin cannot be dropped if the opponent would have no way to prevent his white whale being captured on the
next move. In other words, a dolphin cannot be dropped to give immediate mate.
Game end
A player who captures the opponent's white whale wins the game. In practice this 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 are two other possible (but fairly uncommon) ways for a game to end: repetition ( sennichite) and
impasse ( jishgi).
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. For two positions to be considered the same, the pieces in hand must be the
same, as well as the position on the board.
The game reaches an impasse if both white whales 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 then the winner is decided as
follows: each grey whale scores 5 points for the owning player, and all other pieces (except white whales) score 1
point each. Promotions are ignored for the purpose of scoring. A player scoring less than 14 points loses. If both
players have at least 14 points, then the game is no contest.
Whale shogi
362
Games which are no contest are usually counted as draws in amateur tournaments, but if a professional-style
tournament is to be played the rules may require the game to be replayed with colors reversed (possibly with reduced
time limits).
Handicaps
Games between players of disparate strength are often played with handicaps. 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. Note that the pieces
removed at the beginning play no further part in the gamethey are not available for drops. The imbalance created
by this method of handicapping is not as strong as it is in chess, because material advantage is not as powerful in
whale shogi as in chess.
Common handicaps, in increasing order of size, are as follows:
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. This notation is modified for use in
whale shogi in the letters used to name the pieces.
A typical example is P-f6. The first letter represents the piece moved: D = dolphin, B = blue whale, N = narwhal, G
= grey whale, H = humpback, P = porpoise, W = white whale. The promoted porpoise is simply K = killer whale.
The designation of the piece is followed by a symbol indicating the type of move: - for an ordinary move, x for a
capture, or * for a drop. Next is the designation for the square on which the piece lands. This consists of a lowercase
letter representing the file and a number representing the rank, with a1 being the top right corner (as seen from
Black's point of view) and f6 being the bottom left corner. (This method of designating squares is the reverse of
Japanese convention.)
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. For example, if Black has two humpbacks (one
was captured and dropped) which can be moved to the square h5 in front of the White whale, and these are
distinguished as Hi6-h5 (moving the left one) and Gi4-h5 (moving the right one).
Moves are commonly numbered as in chess. For example, the start of a game might look like this:
1. D-e4
2. D-d4
3. D-d3
D-c3
N-b3
Dxd3
Whale shogi
363
Setup
1
W A
H a
D b
c
d
e
D
A W
B g
External links
Shogi Net [2]
chessvariants.com [1]
Whale Shogi [2]
References
[1] http:/ / www. chessvariants. com
[2] http:/ / www. chessvariants. com/ shogivariants. dir/ whale. html
Tori shogi
364
Tori shogi
Tori shgi ( or , 'bird chess') is a variant of shogi (Japanese chess) attributed to hashi Sei in the
late 18th century. The game is played on a 77 board and uses the drop rule; it's the only Japanese variant to do so.
This is one of the more popular shogi variants.
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 7 ranks (rows) by
7 files (columns). The squares are undifferentiated by marking or color.
Each player has a set of 16 wedge-shaped pieces, of slightly different sizes. From largest to smallest (or most to least
powerful) they are:
1 phoenix
1 falcon
2 cranes
2 pheasants
2 quails (a left and a right)
8 swallows
In line with the bird theme, each piece is named after a different kind of bird.
Each piece has its name in the form of a kanji written on its face. On the reverse side of some pieces is another
character, often in a different color (commonly red instead of black) and are usually cursive; this reverse side is
turned up to indicate that the piece has been promoted during play. (The quail are different: on one side is the
character for "quail", while on the other is the character for left or right; some people will play with the "left"/"right"
side up instead of the "quail" side up.)
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.
Table of pieces
Listed here are the pieces of the game in English and Japanese:
Piece
Kanji
Romaji
Abbreviation
Phoenix
ootori, h
Ph
Falcon
taka,
Fa
kumataka, sh +Fa
Crane
tsuru, kaku
Cr
Pheasant
kiji, chi
Pt
uzura, jun
Swallow
tsubame, en
Sw
*Wild goose
kari, gan
+Sw
Tori shogi
365
The first pronunciation of each piece is the Japanese pronunciation, while the second is the Sino-Japanese
pronunciation. The promoted pieces (*) are usually called eagle and goose in English.
Setup
Below is a diagram showing the setup of the pieces. Black pieces are in bold face in the first diagram, and bigger in
the second, and move first:
RQ Pt
Cr
Ph
Cr
Pt
LQ
Fa
Sw Sw Sw Sw Sw Sw Sw
Sw
Sw
Sw Sw Sw Sw Sw Sw Sw
Fa
LQ Pt Cr Ph Cr Pt RQ
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are no longer literally descriptive.) A move consists of
moving a single piece on the board and potentially promoting that piece, displacing (capturing) an opposing piece or
dropping a captured piece onto an empty square of the board. Each of these options is detailed below.
Tori shogi
366
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 phoenix, falcon, crane, and the 8 swallows on each side.
Limited ranging piece
The eagle can move along a limited number (2) of free (empty) squares along a straight line in certain directions.
Other than the limited distance, it moves like ranging pieces (see below).
Jumping pieces
The pheasant and goose can jump, that is, they can pass over any intervening piece, whether friend or foe, with no
effect on either.
Ranging pieces
The quail and eagle can move any number of empty squares along a straight 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.
Promotion
A player's promotion zone consists of the two farthest ranks, at the original line of the opponent's falcon and beyond.
If a piece crosses the board within the promotion zone, including moves into, out of, or wholly within the zone, but
not including drops (see below), then that player must promote the piece at the end of the turn. Promotion is effected
by turning the piece over after it moves, revealing the name of its promoted rank.
Promoting a piece has the effect of changing how that piece moves until it is removed from the board (see above).
Only two pieces promote, as follows:
A falcon promotes to an eagle.
A swallow promotes to a goose.
When captured, pieces lose their promoted status.
Individual pieces
Below are diagrams indicating each piece's movement. Pieces with a grey heading start out in the game; those with a
blue heading only appear on the board after promotion.
Notation
Tori shogi
367
Phoenix
Step: The phoenix can step one square in any
direction, orthogonal or diagonal.
Falcon
Step: The falcon can step one square in any direction,
orthogonal or diagonal except directly backwards.
Eagle
Crane
Step: The crane can move one square in the four
diagonal directions; or, It can move one square
orthogonally forward or backward. That is, it can
move to any of the six adjacent squares ahead or
behind it, but not directly to the side.
Pheasant
Left Quail
Right Quail
Swallow
Goose
Tori shogi
Drops
Captured pieces are truly captured in tori 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 across the board, a player can take a
piece he has previously captured and place it on any empty square, facing the opponent. 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; that requires an additional move.
Pieces that are dropped in the promotion zone do not promote as a result: Promotion requires that piece make a
normal movement on a subsequent turn, as detailed under "Promotion", above. Pieces that are promoted when
captured lose that promotion; they are unpromoted when dropped back on the board.
There are three restrictions when dropping swallows:
A swallow may not be dropped on the furthest rank, since it would have no legal move on subsequent turns.
A swallow cannot be dropped into the same file (vertical column) as two other unpromoted swallows controlled by
the same player. (A goose, or promoted swallow, does not count as a swallow when considering this drop
restriction.)
A swallow cannot be dropped where the opponent would have no way to prevent his phoenix being captured on the
next move. In other words, a swallow cannot be dropped to give immediate mate.
Repetition
The rule for repetition ( sennichite) in tori shogi is that if the same position occurs three times with the same
player to play by repetition of moves, the player starting the sequence must vary the move. For two positions to be
considered the same, the pieces in hand must be the same, as well as the position on the board.[1]
Game end
A player who captures the opponent's phoenix wins the game. In practice this 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 (but fairly uncommon) way for a game to end is impasse ( jishgi).
The rules for impasse and tournaments are of modern origin and may be ignored for traditional game play.
The game reaches an impasse if both phoenixes 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 then the winner is decided as
follows: each falcon scores 5 points for the owning player, and all other pieces (except phoenixes) score 1 point
each. Promotions are ignored for the purposes of scoring. A player scoring less than 17 points loses. If both players
have at least 17 points, then the game is no contest.
Games which are no contest are usually counted as draws in amateur tournaments, but in professional style
tournaments the rules may require the game to be replayed with colors reversed (possibly with reduced time limits).
368
Tori shogi
369
Handicaps
Games between players of disparate strength are often played with handicaps. 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. Note that the pieces
removed at the beginning play no further part in the gamethey are not available for drops. The imbalance created
by this method of handicapping is not as strong as it is in chess, because material advantage is not as powerful in tori
shogi as in chess.
Common handicaps, in increasing order of size, are as follows:
Other handicaps are also occasionally used. The relationship between handicaps and differences in rank is not
universally agreed upon.
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
tori shogi.
A typical example is Sw-6d. The first letter represents the piece moved: Sw = swallow, Q = quail, Pt = pheasant, Cr
= crane, Fa = falcon, Ph = phoenix. Promoted pieces have a + added in front of the letter, as +Sw for a goose
(promoted swallow). The designation of the piece is followed by a symbol indicating the type of move: - for an
ordinary move, x for a capture, or * for a drop. 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 7g 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 in Japanese.)
If a move requires the player to promote the piece, then a + is added to the end to signify that the promotion was
taken. For example, SWx4a+ indicates a swallow capturing on 4a and 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. For example, if Black has a crane at both 3c
and 5c, which can be moved to the square 4b in front of the phoenix, then these are distinguished as Cr5c-4b
(moving the left one) and Cr3c-4b (moving the right one). Optionally, a prefix may be added to the quail to
distinguish the left quail from the right quail, LQ and RQ, when the left quail appears to the right of the right quail.
Moves are commonly numbered as in chess. For example, the start of a game might look like this:
1. Swx3c
2. Fax5e
3. Cr-5f
Swx5e
Fax3c
Q-1b
Tori shogi
370
References
[1] Rules for Tori Shogi (http:/ / www. shogi. net/ rjhare/ tori-shogi/ tori-intro. html#rules) by Roger Hare
External links
Shogi Net (http://www.shogi.net/shogi.html)
Shogi.net/tori shogi (http://www.shogi.net/rjhare/tori-shogi/tori-intro.html)
Online play on Little Golem (http://www.littlegolem.net)
Yari shogi
Yari shogi ( yari shgi, spear chess, where 'spear' is another name for the lance piece) is a modern variant of
shogi (Japanese chess), however it is not Japanese. It was invented in 1981 by Christian Freeling of the Netherlands.
This game accentuates shogis intrinsically forward range of direction by giving most of the pieces the ability to
move any number of free squares orthogonally forward like a shogi lance. The opposite is true of promoted pieces
which can move backward with the same power.
Game equipment
Two players, Black and White (or sente and gote), play on a
board ruled into a grid of 9 ranks (rows) by 7 files (columns). The
squares are undifferentiated by markings or color.
Each player has a set of 14 wedge-shaped pieces, of slightly different
sizes. From largest to smallest (most to least powerful) they are:
1 general
2 yari rooks
2 yari bishops
2 yari knights
7 pawns
Setup
Each piece has its name in the form of two kanji written on its face. On
the reverse side of some pieces are one or two other characters, often in a different color (commonly 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.
Yari shogi
371
Table of pieces
Listed here are the pieces of the game with their Japanese representation:
Piece
Kanji
Rmaji
Hiragana
Meaning
General
sh
general
Yari rook
[]
ky hi[sha]
[]
Rook
[]
hi[sha]
[]
flying chariot
ky kaku[gy]
[]
Yari bishop []
Yari gold
Yari knight []
ky kei[ma]
[]
Yari gold
nariky kei
Pawn
[]
fu[hy]
[]
foot soldier
Yari silver
[]
ky gin[sh]
[]
Setup
7
YR YN YN G YB YB YR a
b
P
d
e
YR YB YB G YN YN YR i
Each side places his pieces in the positions shown, pointing toward the opponent.
In the rank nearest the player:
g
h
In the third rank, the seven pawns are placed one in each file.
Yari shogi
Gameplay
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are not literally descriptive.) A move consists of moving a
single piece on the board and potentially promoting that piece, displacing (capturing) an opposing piece or dropping
a captured piece onto an empty square of the board. Each of these options is detailed below.
Promotion
A player's promotion zone consists of the three farthest ranks, at the original line of the opponent's pawns and
beyond (that is, the opponent's territory at setup). If a piece crosses the board within the promotion zone, including
moves into, out of, or wholly within the zone, but not including drops (see below), then that player may choose to
promote the piece at the end of the turn. Promotion is effected by turning the piece over after it moves, revealing the
name of its promoted rank.
Promoting a piece has the effect of changing how that piece moves until it is removed from the board. Each piece
promotes as follows:
A general cannot promote, nor can pieces which are already promoted.
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Yari shogi
373
A yari bishop or yari knight loses its normal movement and gains the ability to move one square orthogonally
forward or sideways, diagonally forward and any number of free squares orthogonally backward.
A pawn, when promoted, keeps its normal movement and gains the ability to move one square diagonally forward
or any number of free squares backward.
A yari rook, when promoted, keeps its normal movement and gains the ability to move any number of free
squares backward.
If a yari bishop, yari knight or pawn reaches the farthest rank, it must be promoted, since it would otherwise have no
legal move on subsequent turns. When captured, pieces lose their promoted status.
Individual pieces
Below are diagrams indicating each piece's movement. Pieces are paired with their promotion. Pieces with a grey
heading start out in the game; those with a blue heading only appear on the board after promotion.
Notation
Steps to an adjacent square
Jumps to a non-adjacent square, bypassing any intervening piece
General
Step: The general can step one square in any direction,
orthogonal or diagonal.
Yari Knight
Jump: The yari knight jumps at an angle intermediate
between orthogonal and diagonal, amounting to one square
forward plus one square diagonally forward, in a single
motion, ignoring any intervening piece; or, Range: It can
move any number of free squares straight forward.
Yari Gold
Yari Rook
Range: The yari rook can move any number of free squares
orthogonally forward or sideways.
Rook
Yari Bishop
Yari Gold
Yari shogi
374
Pawn
Step: The pawn can step one square forward. A pawn that
reaches the farthest rank must promote.
There are restrictive rules for where a pawn may be dropped
(see below).
Yari Silver
Drops
Captured pieces are truly captured in yari 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 across the board, a player can take a
piece he has previously captured and place it on any empty square, facing the opponent. 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; that requires an additional move.
Pieces that are dropped in the promotion zone do not promote as a result: Promotion requires that piece make a
normal movement on a subsequent turn, as detailed under "Promotion", above. Pieces that are promoted when
captured lose that promotion; they are unpromoted when dropped back on the board.
A pawn, yari knight, or yari bishop may not be dropped on the farthest rank, since it would have no legal move on
subsequent turns.
A pawn cannot be dropped into the same file (vertical column) as another unpromoted pawn controlled by the same
player. (A yari silver, or promoted pawn, does not count as a pawn when considering this drop restriction.) 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.
Unlike shogi, a pawn can be dropped when the opponent would have no way to prevent his general being captured
on the next move. In other words, a pawn can be dropped to give immediate mate.
Game end
A player who captures the opponent's general wins the game. In practice this 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.)
Yari shogi
There are two other possible (but fairly uncommon) ways for a game to end: repetition ( sennichite) and
impasse ( jishgi).
If the same position occurs three times with the same player to play, then the game is no contest. (Recall, however,
the prohibition against perpetual check.) For two positions to be considered the same, the pieces in hand must be the
same, as well as the position on the board.
The game reaches an impasse if both generals 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 then the winner is decided as
follows: each yari rook or yari bishop scores 5 points for the owning player, and all other pieces (except generals)
score 1 point each. Promotions are ignored for the purposes of scoring. A player scoring less than 26 points loses. If
both players have at least 26 points, then the game is no contest.
Games which are no contest are counted as draws in tournament style games.
Handicaps
Games between players of disparate strength are often played with handicaps. 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. Note that the pieces
removed at the beginning play no further part in the game - they are not available for drops. The imbalance created
by this method of handicapping is not as strong as it is in chess, because material advantage is not as powerful in yari
shogi as in chess.
Common handicaps, in increasing order of size, are as follows:
Other handicaps are also occasionally used. The relationship between handicaps and differences in rank is not
universally agreed upon.
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 has been modified for use in yari
shogi.
A typical example is P-7f. The first letter represents the piece moved: P = pawn, YN = yari knight, YB = yari
bishop, YR = yari rook, G = general. Promoted pieces have a + added in front of the letter. e.g., +P for a yari silver
(promoted pawn). The designation of the piece is followed by a symbol indicating the type of move: - for an ordinary
move, x for a capture, or * for a drop. 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 7i 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 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, YNx7c= indicates a yari 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. For example, in the initial position Black has
375
Yari shogi
376
two yari bishops which can be moved to the square 5h, and these are distinguished as YB6i-5h (moving the left one)
and YB5i-5h (moving the right one).
Moves are commonly numbered as in chess. For example, the start of a game might look like this:
1. P-7f
2. P-2f
P-3d
YB-3b
External links
Chessvariants.com / yari shogi [1]
MindSports / yari shogi [2]
References
[1] http:/ / www. chessvariants. com/ ms. dir/ yarishogi. html
[2] http:/ / mindsports. nl/ index. php/ side-dishes/ more-games-by-cf?start=5
Heian shogi
Heian shogi
Heian shgi ( "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 dates from the early 12th century (c. 1120, during the Heian period). Unfortunately, this description does not
give enough information to actually play the game, but this has not stopped people attempting to reconstruct this
early form of shogi.
Objective
The objective of the game is to either capture your opponent's king or all the other pieces.
Game equipment
Two players, Black and White ( sente and gote), play on a board ruled into a grid of 8 or 9 ranks (rows)
by 8 or 9 files (columns). The squares are undifferentiated by marking or color.
Each player has a set of 16 or 18 wedge-shaped pieces, of slightly different sizes. From largest to smallest (most to
least powerful) they are:
1 king
1 or 2 gold generals
2 silver generals
2 knights
2 lances
8 or 9 pawns
Most 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 written on its face. On the reverse side of some pieces are two other
characters, often in a different color (commonly 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.
Table of pieces
Listed here are the pieces of the game with their Japanese representation.
377
Heian shogi
378
Piece
Kanji
Rmaji
Unicode
Abbreviation
Meaning
King
jade general
Gold general
kinsh
91d1 5c06
gold general
Silver general
ginsh
9280 5c06
silver general
Knight
keima
6842 99ac
laureled horse
Lance
kysha
9999 8eca
incense chariot
Pawn
fuhy
6b69 5175
foot soldier
Silver generals and gold generals are commonly referred to simply as silvers and golds, parallel to their
abbreviations in Japanese.
The characters inscribed on the backs of the pieces to indicate promoted rank may be in red ink. All pieces except
the king and gold general promote to gold.
Setup
Below is the board setup for a 9x9 board. Smaller boards, of size 9x8, 8x9, or 8x8, can be obtained from this size
board by removing the e-row (-row), the sixth column, or both.
L a
b
d
e
g
h
Each side places his pieces in the positions shown below, pointing toward the opponent.
In the rank nearest the player:
Heian shogi
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are no longer literally descriptive.) A move consists of
moving a single piece on the board and potentially promoting that piece or displacing (capturing) an opposing piece.
379
Heian shogi
380
King
Step: The king can step one square in
any direction, orthogonal or diagonal.
Gold General
Knight
Lance
Range: The lance can move any
number of free squares straight
forward. A lance that reaches the
farthest rank must promote.
Silver General
Step: The silver general can step one
square in one of the four diagonal
directions; or, one square straight
forward, giving it five possibilities.
Step: The gold general can step one square in one of the four orthogonal
directions; or, one square diagonally forward, giving it six possibilities.
Pawn
Step: The pawn can step one square forward. A pawn that reaches the farthest
rank must promote.
Promotion
A player's promotion zone consists of the three farthest ranks, at the original line of the opponent's pawns and
beyond (that is, the opponent's territory at setup). If a piece crosses the board within the promotion zone, including
moves into, out of, or wholly within the zone then that player may choose to promote the piece at the end of the turn.
Promotion is effected by turning the piece over after it moves, revealing the name of its promoted rank.
Promoting a piece has the effect of changing how that piece moves until it is removed from the board. Each piece
promotes as follows:
A king or a gold general cannot promote, nor can pieces which are already promoted.
A silver general, knight, lance or pawn, when promoted, loses its normal movement and gains the movement of a
gold general.
If a pawn, knight or lance reaches the farthest rank, it must be promoted, since it would otherwise have no legal
move on subsequent turns. For the same reason, a knight reaching the penultimate rank must be promoted.
Heian shogi
381
Game end
A player who captures the opponent's king or all of the other pieces (bare king) wins the game. In practice this 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 are two other possible (but fairly uncommon) ways for a game to end: repetition ( sennichite) and
impasse ( jishgi).
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.)
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.
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.
A typical example is P-8f. The first letter represents the piece moved: P = pawn, L = lance, N = knight, S = silver, G
= gold, K = king. Promoted pieces have a + added in front of the letter. e.g., +P for a tokin (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 8h or 9h 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 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. For example, in the initial position Black may
have two golds which can be moved to the square 5g in front of the king, and these are distinguished as G6h-5g
(moving the left one) and G4h-5g (moving the right one).
Moves are commonly numbered as in chess. For example, the start of a game might look like this:
1. P-7e
2. P-2e
P-3d
G-3b
Heian shogi
External links
Shogi Net [2]
Chessvariants.com/heian shogi [1]
References
[1] http:/ / www. chessvariants. com/ shogivariants. dir/ heian. html
Sho shogi
Sh Shgi ( 'small chess') is a 16th century form of shogi (Japanese chess), and the immediate predecessor
of the modern game. It was played on a 9x9 board with the same setup as in modern shogi, except that an extra piece
stood in front of the king: A 'drunk elephant' that promoted into what was effectively a second king. (While 9x9 may
not seem 'small', it was smaller than the other shogi variants prevalent at the time.) The drunk elephant was
eliminated by the Emperor Go-Nara (reigned 1526-1557), and it is assumed that the drop rule was introduced at
about the same time, giving rise to shogi as we know it today.
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 9 ranks (rows) by
9 files (columns). The squares are undifferentiated by marking or color.
Each player has a set of 21 wedge-shaped pieces, of slightly different sizes. From largest to smallest (most to least
powerful) they are:
1 king
1 drunken elephant
1 rook
1 bishop
2 gold generals
2 silver generals
2 knights
2 lances
9 pawns
Most 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 written on its face. On the reverse side of some pieces are two other
characters, often in a different color (commonly 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.
382
Sho shogi
383
Table of pieces
Listed here are the pieces of the game with their Japanese representation:
Piece
King (reigning)
Kanji
Rmaji
sh
Abr.
Meaning
royal general
King (challenging)
gyokush
jade general
Drunken Elephant
suiz
drunken elephant
Crown prince
taishi
crown prince
Rook
hisha
flying chariot
Promoted rook
ry
dragon king
Bishop
kakugy
angle mover
Promoted bishop
ryma
dragon horse
Gold general
kinsh
gold general
Silver general
ginsh
silver general
Promoted silver
narigin
promoted silver
Knight
keima
laureled horse
Promoted knight
narikei
promoted laurel
Lance
kysha
incense chariot
Promoted lance
nariky
promoted incense
Pawn
fuhy
foot soldier
Promoted pawn
tokin
reaches gold
English speakers sometimes refer to promoted bishops as horses and promoted rooks as dragons, after their Japanese
names, and generally use the Japanese name tokin for promoted pawns. Silver generals and gold generals are
commonly referred to simply as silvers and golds.
The characters inscribed on the backs 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 versions of 'gold',
becoming more cursive (more abbreviated) as the value of the original piece decreases. These abbreviated characters
have these equivalents in print: for promoted silver, for promoted knight, for promoted lance, and for
promoted pawn (tokin). Another convention has abbreviated versions of the original characters, with a reduced
number of strokes: for promoted knight, for promoted lance, with promoted silver the same as above, and
for tokin.
Sho shogi
384
Setup
9
L a
R
P
DE
P
e
f
DE
S
R
G
g
h
Each side places his pieces in the positions shown below, pointing toward the opponent.
In the rank nearest the player:
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are no longer literally descriptive.) A move consists of
moving a single piece on the board and potentially promoting that piece or displacing (capturing) an opposing piece.
Each of these options is detailed below.
Sho shogi
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 lance or pawn, pieces that cannot retreat or move aside, advances across the board until it can no longer move, it
must promote.
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, drunken elephant, gold general, silver general and the 9 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 piece
The bishop and rook can move any number of empty squares along a straight 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.
Promotion
A player's promotion zone consists of the three farthest ranks, at the original line of the opponent's pawns and
beyond (that is, the opponent's territory at setup). If a piece crosses the board within the promotion zone, including
moves into, out of, or wholly within the zone, then that player may choose to promote the piece at the end of the
turn. Promotion is effected by turning the piece over after it moves, revealing the name of its promoted rank.
Promoting a piece has the effect of changing how that piece moves until it is removed from the board. Each piece
promotes as follows:
A king or a gold general cannot promote, nor can pieces which are already promoted.
A silver general, knight, lance or pawn, when promoted, loses its normal movement and gains the movement of a
gold general.
A drunken elephant, bishop or rook, when promoted, keeps its normal movement and gains the ability to move
one square in any direction (like a king). This means the bishop is now able to reach any square on the board,
given enough moves.
If a pawn, knight or lance reaches the farthest rank, it must be promoted, since it would otherwise have no legal
move on subsequent turns.
385
Sho shogi
386
Individual pieces
Below are diagrams indicating each piece's movement. Pieces are paired with their promotion. Pieces with a grey
heading start out in the game; those with a blue heading only appear on the board after promotion.
- Steps to a square.
- Leaps to a square (jumping over any intervening piece).
- Ranging movement (may cross any number of empty squares).
King
Step: The king can step one square in any direction,
orthogonal or diagonal. The challenger moves first.
Drunken Elephant
Step: The drunken elephant can step one square in any
direction, orthogonal or diagonal, except directly
backward.
Crown Prince
Rook
Dragon
Bishop
Range: The bishop can move any number of free
squares along any of the four diagonal directions.
Horse
Gold General
The gold general does not promote.
Sho shogi
387
Silver General
Knight
Jump: The knight jumps at an angle intermediate
between orthogonal and diagonal, amounting to one
square forward plus one square diagonally forward, in
a single motion, ignoring any intervening piece. That
is, it has a choice of two forward destinations. A
knight that reaches the farthest rank must promote.
Promoted Lance
Pawn
Step: The pawn can step one square forward. A pawn
that reaches the farthest rank must promote.
Promoted Knight
Lance
Range: The lance can move any number of free
squares straight forward. A lance that reaches the
farthest rank must promote.
Tokin
Game end
A player who captures the opponent's king and crown prince (if present) or all other pieces (bare king or bare crown
prince) wins the game (unless the bared player immediately follows this baring by baring his own opponent, in
which case it's a draw). In practice this 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 are two other possible (but fairly uncommon) ways for a game to end: repetition ( sennichite) and
impasse ( jishgi).
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.)
Sho shogi
388
The game reaches an impasse if either kings or crown princes have advanced into their respective promotion zones
and neither player can hope to mate the other or to gain any further material.
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.
A typical example is P-8f. The first letter represents the piece moved: P = pawn, L = lance, N = knight, S = silver, G
= gold, B = bishop, R = rook, DE = drunken elephant, K = king. Promoted pieces have a + added in front of the
letter. e.g., +P for a tokin (promoted pawn). The designation of the piece is followed by a symbol indicating the type
of move: - for an ordinary move and 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 9i 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 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. For example, the start of a game might look like this:
1.
2.
3.
4.
P-7f
P-2f
P-2e
Sx8h
P-3d
G-3b
Bx8h+
S-2b
External links
Shogi Net [2]
Chessvariants.com/Sho shogi [1]
References
[1] http:/ / www. chessvariants. com/ shogivariants. dir/ shoshogi. html
Cannon shogi
389
Cannon shogi
Cannon shogi is a modern variant of shogi (Japanese chess). It was invented by Peter Michaelsen in February 1998.
Game equipment
Two players, Black and White (or sente and gote),
play on a board ruled into a grid of 9 ranks (rows) by 9 files
(columns). The squares are undifferentiated by marking or color.
Each player has a set of 20 wedge-shaped pieces, of slightly
different sizes. From largest to smallest (most to least powerful)
they are:
1 King
1 Rook
1 Bishop
1 Gold cannon
1 Silver cannon
1 Copper cannon
1 Iron cannon
2 Gold generals
2 Silver generals
2 Knights
2 Lances
5 Pawns
Most of the English names 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 written on its face. On the reverse side of some pieces are two or
three other characters, often in a different color (commonly 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. The game is often played with "Westernized" (or "international") pieces, which replace the kanji with
more intuitive symbols, such as pictorial icons.
Table of pieces
Listed here are the pieces of the game and, if they promote, which pieces they promote to.
Cannon shogi
390
Piece
White king (king)
Kanji
Rmaji
sh
Promotes to
gyokush
hisha
kakugy
Gold cannon
kinh
Silver cannon
ginh
Copper cannon
dh
Iron cannon
tetsuh
Gold general
kinsh
Silver general
ginsh
keima
kysha
fuhy
English speakers sometimes refer to promoted bishops in shogi and its variants as horses and promoted rooks as
dragons, after their Japanese names, and generally use the Japanese name tokin for promoted pawns. Silver generals
and gold generals are commonly referred to simply as silvers and golds.
The characters on the backs of the pieces that promote to gold generals are cursive versions of 'gold', becoming
more cursive (more abbreviated) as the value of the original piece decreases. These abbreviated characters have these
equivalents in print: for promoted silver, for promoted knight, for promoted lance, and for promoted
pawn (tokin). Another convention has abbreviated versions of the original characters, with a reduced number of
strokes: for promoted knight, for promoted lance, with promoted silver the same as above, and for
tokin.
Setup
Cannon shogi
391
L a
GC SC B
R CC IC
P
e
f
B SC GC
IC CC R
K
g
h
Each side places his pieces in the positions shown below, pointing towards the opponent.
In the rank nearest the player:
Cannon shogi
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'Black' and 'White' are used to
differentiate the sides during discussion of the game, but are not literally descriptive.) A move consists of moving a
single piece on the board and potentially promoting that piece, displacing (capturing) an opposing piece or dropping
a captured piece onto an empty square of the board. Each of these options is detailed below.
392
Cannon shogi
Rook
The rook is the same as in shogi. It may move any number of empty squares in any orthogonal direction, capturing
the first opposing piece it encounters. The rook may optionally promote to a dragon king when beginning or ending a
move in one of the final 3 ranks on the board. As a dragon king it may move either as a rook or one square
diagonally.
Gold Cannon
The gold cannon moves as a rook, by sliding any number of empty squares along a row or column, but can capture
an enemy only if there is another piece (of either side) in between. Thus to capture the gold cannon leaps over the
intervening piece and lands on the enemy piece, like a cannonball. This is the same move and capture as the cannon
(Pao) of Chinese chess (xiangqi). The gold cannon may promote (optionally) if it begins or ends its move in one of
the last 3 ranks of the board. On promotion it becomes a flying gold cannon. As a flying gold cannon it may move
orthogonally over whole rows and is able to leap one piece while moving. Additionally, it can move one square
diagonally, or move or capture two squares diagonally, by leaping an adjacent piece.
Silver Cannon
The silver cannon captures in the same way as the gold cannon, but can only move by leaping over an intervening
piece, called a screen. This is the move and capture of the cannon of Korean chess (janggi). The silver cannon may
promote (optionally) if it begins or ends its move in one of the last 3 ranks of the board. On promotion it becomes a
flying silver cannon. As a flying silver cannon it has the same powers as the flying gold cannon. It may therefore
move orthogonally over whole rows and is able to leap one piece while moving. It can also move one square
diagonally, or move or capture two squares diagonally, by leaping an adjacent piece.
Copper Cannon
The copper cannon moves as a bishop, by sliding any number of empty squares in a diagonal direction, but can
capture an enemy only if there is another piece (of either side) in between. Thus to capture the copper cannon leaps
over the intervening piece and lands on the enemy piece, like a cannonball. This is the same move and capture as the
gold cannon, but in a diagonal rather than orthogonal direction. The copper cannon may promote (optionally) to a
flying copper cannon if it begins or ends its move in one of the last 3 ranks of the board. As a flying copper cannon it
gains the power to move diagonally over whole rows to leap one piece while moving. Additionally, it can move one
square orthogonally, or move or capture two squares orthogonally, by leaping an adjacent piece.
Iron Cannon
The iron cannon captures in the same way as the copper cannon, but can only move by leaping over an intervening
piece, called a screen. The iron cannon may promote (optionally) to a flying iron cannon if it begins or ends its move
in one of the last 3 ranks of the board. As a flying iron cannon it has the same powers as the flying copper cannon. It
may therefore move diagonally over whole rows and is able to leap one piece while moving. It can also move one
square orthogonally, or move or capture two squares orthogonally, by leaping an adjacent piece.
King
The king has the same move as in shogi. It may move one square in any direction.
Promotion
A player's promotion zone consists of the three farthest ranks, at the original line of the opponent's pawns and
beyond (that is, the opponent's territory at setup). If a piece crosses the board within the promotion zone, including
moving into, out of, or wholly within the zone, but not including drops (see below), then that player may choose to
promote the piece at the end of the turn. Promotion is effected by turning the piece over after it moves, revealing the
393
Cannon shogi
394
Movement diagrams
Below are diagrams indicating each piece's movement. Pieces are paired with their promotion. Pieces with a gray
heading start out in the game; those with a blue heading only appear on the board after promotion.
Notation
King (reigning)
The king can move one square in any
direction.
King (challenging)
Rook
Dragon
Bishop
Horse
Cannon shogi
395
Gold Cannon
Silver Cannon
Copper Cannon
Iron Cannon
Cannon shogi
396
Gold General
The gold general does not promote.
Silver General
The silver general can step one square in
one of the four diagonal directions; or, one
square straight forward, giving it five
possibilities.
Promoted Knight
Lance
The lance can move any number of free
squares straight forward. A lance that
reaches the farthest rank must promote.
Knight
The knight jumps one square forward plus
one square diagonally forward, ignoring
any intervening piece. That is, it has a
choice of two forward destinations. A
knight that reaches one of the two farthest
ranks must promote.
Promoted Lance
The promoted lance can step one square in one of the
four orthogonal directions; or, one square diagonally
forward, giving it six possibilities.
Pawn
The pawn can step one square forward or
sideways, giving it three possibilities.
Tokin
The tokin can step one square in one of the four
orthogonal directions; or, one square diagonally
forward, giving it six possibilities.
Cannon shogi
Drops
Captured pieces are truly captured in cannon 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 can take a piece he
has previously captured and place it on any empty square, facing the opponent. 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; that requires an additional move.
Pieces that are dropped in the promotion zone do not promote as a result: Promotion requires that piece make a
normal movement on a subsequent turn, as detailed under "Promotion", above.
A knight, or lance may not be dropped on the farthest rank, since it would have no legal move on subsequent turns.
Similarly, a knight may not be dropped on the penultimate rank.
Unlike in shogi, there are no restrictions when dropping pawns: a pawn can be dropped into the same file (vertical
column) as another unpromoted pawn controlled by the same player. Also a pawn can be dropped to check the
opponent's king, if the opponent would have no way to prevent his king being captured on the next move. In other
words, a pawn can be dropped to give immediate mate.
Game end
A player who captures the opponent's king wins the game. In practice this 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 are two other possible (but fairly uncommon) ways for a game to end: repetition ( sennichite) and
impasse ( jishgi).
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.) For two positions to be considered the same, the pieces in hand must be the
same, as well as the position on the board.
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 then the winner is decided as follows: each
rook, bishop and cannon 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 less than 38 points loses. If both players have at
least 38 points, then the game is no contest.
Games which are no contest are usually counted as draws in amateur tournaments, but in professional style
tournaments the rules typically require the game to be replayed with colors reversed (possibly with reduced time
limits).
397
Cannon shogi
Handicaps
Games between players of disparate strength are often played with handicaps. 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. Note that the pieces
removed at the beginning play no further part in the game - they are not available for drops. The imbalance created
by this method of handicapping is not as strong as it is in chess, because material advantage is not as powerful in
shogi as in chess.
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.
A typical example is P-8f. The first letter represents the piece moved: P = pawn, L = lance, N = knight, S = silver, G
= gold, GC = gold cannon, SC = silver cannon, IC = iron cannon, CC = copper cannon, B = bishop, R = rook, K =
king. Promoted pieces have a + added in front of the letter. e.g., +P for a tokin (promoted pawn). The designation of
the piece is followed by a symbol indicating the type of move: - for an ordinary move, x for a capture, or * for a
drop. 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 9i 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 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.
In handicap games White plays first, so Black's move 1 is replaced by an ellipsis.
398
Cannon shogi
399
External links
Shogi: Cannon Shogi [1]
References
[1] http:/ / www. chessvariants. org/ shogivariants. dir/ cannonshogi. html
Hasami shogi
Hasami shogi ( hasami shgi, sandwiching chess) is a variant of shogi (Japanese chess).
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 9 ranks (rows) by
9 files (columns). The squares are undifferentiated by marking or color.
Each player has a set of 9 wedge-shaped pieces or pawns (foot soldiers).
Each pawn has its name in the form of two Japanese characters marked on its face (). On the reverse side of each
pawn is the abbreviated character for tokin (), often in a different color (e.g., red instead of black). Black plays
with pawns and White plays with tokins.
Setup
9
Each side places his or her pieces in the nearest rank, one piece per file.
Hasami shogi
400
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are no longer literally descriptive.) A move consists of
moving a piece onto an empty square of the board.
A similar game is Mak-yek played in Siam (and Malaysia under the name Apit-sodok) with the same goal, on an 8x8
board, but the 16 stones of each player are placed on the first and third row. The moves are the same, but the capture
is custodian and also by intervention. Intervention capture is the opposite of custodian. If a stone moves between two
enemy stones, it captures both stones.
There is a hexagonal variant for Hasami Shogi, called Take invented in 1984 by Mike Woods. Curiously, there is an
old Roman game, called Latrunculi seemly very similar to Hasami Shogi, but the exact rules are not known.
Hasami shogi
External links
References
[1] http:/ / www. chessvariants. com/ shogivariants. dir/ hasami. html
[2] http:/ / www. di. fc. ul. pt/ ~jpn/ gv/ hasami. htm
Hand shogi
Hand shogi ( te shgi, hand chess) is a variant of shogi (Japanese chess), however it is not Japanese. It was
invented in early 1997 by John William Brown of Lewisville, AR, USA. The name hand comes from the fact that
each player starts the game with most of their pieces in hand and that each round of a match plays like the hand of a
card game.
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 9 ranks (rows) by
9 files (columns). The squares are undifferentiated by marking or color.
Each player has a set of 19 wedge-shaped pieces, of slightly different sizes. From largest to smallest (most to least
powerful) they are:
1 king
1 tycoon
1 shogun
2 gold generals
2 silver generals
1 pard
1 onager
1 hasty
2 knights
2 lances
5 soldiers
Each piece has its name in the form of two kanji written on its face. On the reverse side of each knight two other
characters, often in a different color (commonly 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.
The game is often played with "Westernized" (or "international") pieces, which replace the kanji with more intuitive
401
Hand shogi
402
Setup
9
SO
PD
SO
SO SO SO
c
d
e
f
SO SO SO
SO
PD
SO
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 two files from the king.
That is, the first rank is | | |G| |K| |G| | |.
In the second rank, each player places:
The pard in the same file as the king.
A soldier in the same files as the golden generals.
In the third rank, the three remaining soldiers are placed in the three center files.
All remaining pieces are held in hand.
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are not literally descriptive.) A move consists of moving a
single piece on the board and potentially promoting that piece, displacing (capturing) an opposing piece or dropping
a captured piece onto an empty square of the board. Each of these options is detailed below.
Hand shogi
403
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, gold general, silver general and the 5 soldiers on each side.
Limited ranging pieces
The tycoon and shogun can move along a limited number (3) of free (empty) squares along a straight line in certain
directions. Other than the limited distance, they move like ranging pieces (see below).
Jumping pieces
Several pieces can jump, that is, they can pass over any intervening piece, whether friend or foe, with no effect on
either. These are the knight, onager and hasty.
Ranging piece
The lance can move any number of empty squares along a straight 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.
Promotion
A player's promotion zone consists of the three farthest ranks, at the original line of the opponent's soldiers and
beyond (that is, the opponent's territory at setup). If a knight crosses the board and into the promotion zone then that
player must promote the piece at the end of the turn. Promotion is effected by turning the piece over after it moves,
revealing the name of its promoted rank.
Promoting a knight has the effect of changing how that piece moves until it is removed from the board. The knight,
when promoted, loses its normal movement and gains the movement of a gold general.
When captured, knights lose their promoted status.
Individual pieces
Below are diagrams indicating each piece's movement. Pieces with a grey heading start out in the game; those with a
blue heading only appear on the board after promotion.
Notation
Steps to an adjacent square or has limited range
Jumps to a non-adjacent square, bypassing any intervening piece
Hand shogi
404
King
Step: The king can step one square in any direction,
orthogonal or diagonal.
Pard
Jump: The pard jumps to the
second square in any direction,
orthogonal or diagonal.
Pd
Gold General
Step: The gold general can step one square in one of the
four orthogonal directions; or, one square diagonally
forward, giving it six possibilities.
Silver General
Step: The silver general can
step one square in one of the
four diagonal directions; or,
one square straight forward,
giving it five possibilities.
Knight
Jump: The knight jumps at an angle intermediate
between orthogonal and diagonal, amounting to one
square forward plus one square diagonally forward, in a
single motion, ignoring any intervening piece. That is, it
has a choice of two forward destinations. A knight that
reaches one of the two furthest ranks must promote.
Promoted Knight
Lance
Range: The lance can move any number of free squares
straight forward. A lance that reaches the furthest rank
is stuck there until captured.
+N
Tycoon
Limited range: The tycoon can
move one to three squares
along one of the four diagonal
directions.
Shogun
Limited range: The shogun can move one to three
squares along one of the four orthogonal directions.
Sh
Hasty
Soldier
Onager
Hand shogi
405
So
Drops
Captured pieces are truly captured in hand shogi. They are retained "in hand", and can be brought back into play
under the capturing player's control. Add to this the fact that each player starts the game with ten pieces in hand. On
any turn, instead of moving a piece across the board, a player can take a piece he has previously captured or has in
hand and place it on any empty square, facing the opponent. 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; that requires an additional move.
A knight cannot be dropped into the promotion zone.
A lance may not be dropped on the furthest rank, since it would have no legal move on subsequent turns.
A soldier cannot be dropped into the same file (vertical column) as another soldier controlled by the same player. A
player who has an soldier on every file is therefore unable to drop a soldier anywhere.
A hasty or onager must be dropped so that it gives check (see below).
Game end
A player who captures the opponent's king wins the hand. In practice this 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 are two other possible (but fairly uncommon) ways for a hand to end: repetition and impasse.
If the same position occurs four times with the same player to play, then the hand is a draw. (Recall, however, the
prohibition against perpetual check.) For two positions to be considered the same, the pieces in hand must be the
same, as well as the position on the board.
The hand 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 then the hand is a draw.
Hand 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 differs in several respects.
A typical example is S-8f. The first letter represents the piece moved: SO = soldier, L = lance, N = knight, S = silver,
G = gold, PD = pard, O = onager, H = hasty, T = tycoon, SH = shogun, K = king. Promoted pieces have a + added
in front of the letter. e.g., +N for a promoted knight. The designation of the piece is followed by a symbol indicating
the type of move: - for an ordinary move, x for a capture, or * for a drop. 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 9i 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 in Japanese.)
If a move forces the player to promote the piece, then a + is added to the end to signify that the promotion was taken.
For example, Nx7c+ indicates a knight capturing on 7c and 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.
External links
Chessvariants.com/hand shogi [1]
References
[1] http:/ / www. chessvariants. com/ shogivariants. dir/ handshogi. html
406
Annan shogi
407
Annan shogi
Annan shogi (Japanese: annan shgi) also called Korean shogi, is a variant of shogi (Japanese chess).
Annan shogi is a popular shogi variant in Japan.
Gameplay
The game is played as standard shogi, except that, when a piece has a friendly piece on the square directly behind it,
it has the movement of that piece instead of its own. A variant rule is that a piece may move like any friendly piece
that protects it. The setup is somewhat different from standard shogi.
The game should not be confused with Korean chess, a variant of chess that is played in Korea, but which resembles
xiangqi (Chinese chess) rather than shogi.
Setup
9
L a
R
P
External links
The rules of Annan Shogi [1]
References
[1] http:/ / piccoro. ezdns. jp/ rule/ index. html
P
P
P
P
c
d
e
P
P
B
L
f
P
R
S
g
h
Unashogi
Unashogi
Unashogi is a variant of shogi (Japanese chess), invented in late 1994 by Edward Jackman and based on Unachess
by Jeff Miller.
Rules
Same as standard Shogi except:
1. The board is initially empty and each player has the normal complement of 20 pieces in reserve.
2. During a turn, a player must do one of three things:
place a piece from the reserve on an empty square on the board
move a previously placed piece to an empty square
move a piece to a square occupied by an opposing piece, capturing it.
3. A player may not make a capture until her/his own king is on the board. Your pieces have no real power of check
on the opposing king until your own king is placed. Your opponent can legally place his or her king right next to
your promoted Rook if your king is still in hand. There is no additional rule governing when you must enter your
king. If a piece is checking the opposing king, but the friendly king has not been placed, that is called
quasi-check. A player is under no compulsion to move out of quasi-check.
Variations
Pieces do not promote unless their king has been placed. This is strongly recommended.
Pieces do not promote unless the enemy king has been placed.
Sources
Unashogi on www.chessvariants.org [1]
References
[1] http:/ / www. chessvariants. org/ diffsetup. dir/ unachess. html#unashogi
408
Wa shogi
Wa shogi
Wa shogi (, wa shgi, peaceful 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.
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 11 ranks (rows)
by 11 files (columns). The squares are undifferentiated by marking or color.
Each player has a set of 27 wedge-shaped pieces, of slightly different sizes. From largest to smallest (most to least
powerful) they are:
1 crane king
1 cloud eagle
1 flying falcon
1 swallows wings
1 treacherous fox
1 running rabbit
1 violent wolf
1 violent stag
1 flying goose
1 flying cock
1 strutting crow
1 swooping owl
1 blind dog
1 climbing monkey
1 liberated horse
1 oxcart
11 sparrow pawns
Each piece has its name in the form of two kanji marked on its face. On the reverse side of each piece (other than
crane kings, cloud eagles and treacherous foxes) are 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
409
Wa shogi
410
11
10
11
10
7
VS
CE
SP
LH CM SO FC
SP
SP
CK VW FG SC BD OC a
SW
SP RR
SP
SP
SP
TF SP
FF
SP
SP c
SP
d
e
f
g
SP
SP
SP
FF
SP TF
SP
SP
SP
SP
SW
OC BD SC FG VW CK
RR SP
h
SP
SP
CE
VS
i
j
FC SO CM LH k
Each side places his pieces in the positions shown below, pointing toward the opponent.
In the rank nearest the player:
The strutting crow is placed in the file to the left of the flying goose.
The swooping owl is placed in the file to the right of the flying cock.
The blind dog is placed in the file to the left of the strutting crow.
Wa shogi
The climbing monkey is placed in the file to the right of the swooping owl.
The oxcart is placed in the corner file to the left of the blind dog.
The liberated horse is placed in the corner file to the right of the climbing monkey.
That is, the first rank is |OC|BD|SC|FG|VW|CK|VS|FC|SO|CM|LH|.
In the second rank, each player places:
The swallows wings in the same file as the crane king.
The flying falcon in the same file as the blind dog.
The cloud eagle in the same file as the climbing monkey.
In the third rank, each player places:
The treacherous fox in the same file as the flying goose.
The running rabbit in the same file as the flying cock.
Nine sparrow pawns are placed in the remaining files.
In the fourth rank, each player places:
A sparrow pawn in the same file as the treacherous fox.
A sparrow pawn in the same file as the running rabbit.
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are no longer literally descriptive.) A move consists of
moving a single piece on the board and potentially promoting that piece or displacing (capturing) an opposing piece.
Each of these options is detailed below.
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Wa shogi
412
Jumping piece
The treacherous fox 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 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 cloud eagle, flying falcon, running rabbit, swallows wings, liberated horse and oxcart.
Promotion
A player's promotion zone consists of the three farthest ranks, at the original line of the opponent's treacherous fox,
running rabbit and beyond. If a piece crosses the board within the promotion zone, including moves into, out of, or
wholly within the zone then that player may choose to promote the piece at the end of the turn. Promotion is effected
by turning the piece over after it moves, revealing the name of its promoted rank.
Promoting a piece has the effect of changing how that piece moves.
Individual pieces
Below are diagrams indicating each piece's movement. Pieces are paired with their promotion. Pieces with a grey
heading start out in the game; those with a blue heading only appear on the board after promotion. Pieces with an
asterisk ("*") only appear as promoted pieces.
Notation
Wa shogi
413
Violent Wolf mr
Wa shogi
414
Violent Wolf mr
Step: The violent wolf can step one square in one of the
four orthogonal directions; or, one square diagonally
forward, giving it six possibilities.
Step: The violent stag can step one square in one of the
four diagonal directions; or, one square straight forward,
giving it five possibilities.
Wa shogi
415
Strutting Crow uk
Oxcart gissha
*Plodding Ox sengy
Wa shogi
416
Drops
Main article: Shogi, Drops
Descriptions of wa shogi from historical texts make no mention that drops were ever used; however, many people in
modern times enjoy playing this game with drops. The rules pertaining to drops are usually based on modern shogi.
Game end
A player who captures the opponent's crane king wins the game. In practice this 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 are two other possible (but fairly uncommon) ways for a game to end: repetition ( sennichite) and
impasse ( jishgi).
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.) For two positions to be considered the same, the pieces in hand must be the
same, as well as the position on the board.
The game reaches an impasse if both crane kings have advanced into their respective promotion zones and neither
player can hope to mate the other or to gain any further material.
Wa 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 differs in several respects. Modifications have been made for
wa shogi.
A typical example is SP-8f. The first letter represents the piece moved: SP = sparrow pawn, OC = oxcart, LH =
liberated horse, CM = climbing monkey, BD = blind dog, SO = swooping owl, SC = strutting crow, FC = flying
cock, FG = flying goose, VS = violent stag, VW = violent wolf, RR = running rabbit, TF = treacherous fox, SW =
swallows wings, FF = flying falcon, CE = cloud eagle and , CK = crane king.
Promoted pieces have a + added in front of the letter e.g., +SP for a golden bird (promoted sparrow 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
11k 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 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, FFx7c= indicates a flying falcon 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. This can only apply to golden birds.
Moves are commonly numbered as in chess.
Modern rules
In modern rules, Wa Shogi is played with drops. All other rules as the same as original rules.
External links
Shogi Net [2]
Shogi.net / Wa shogi [1]
References
[1] http:/ / www. shogi. net/ rjhare/ wa-shogi/ wa-intro. html
417
Chu shogi
Chu shogi
Ch shgi ( 'mid (sized) chess') is a board game native to Japan. It is similar to modern shogi (sometimes
called Japanese chess) in its rules and game play. Its name means "mid-sized shogi", from a time when there were
three sizes of shogi variants in regular use. Chu shogi seems to have been developed in the early 14th century as a
derivative of dai shogi ("large shogi"). There are earlier references, but it is not clear that they refer to the game as
we now know it. With fewer pieces than dai shogi, the game was considered more exciting. It was still commonly
played in Japan in the early 20th century, especially in Kyoto, but now has largely died out. It has, however, gained
some adherents in the West. The main reference work in English is the Middle Shogi Manual by George Hodges.
Game 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 all
or part of its move lies in the promotion zone.
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 12 ranks (rows)
and 12 files (columns). The squares are undifferentiated by marking or color, unlike a Western chess board.
Each player has a set of 46 pieces of 21 different types, and each piece has its name written on it in Japanese kanji.
The writing is typically in black. On the reverse side of most pieces there are characters to indicate the piece's
promoted rank, typically written in red. The pieces are wedge-shaped and their orientation indicates which player
they belong to, as they point toward the opposing side. The pieces are of slightly different sizes; from largest to
smallest (most to least powerful) they are:
418
Chu shogi
419
1 King
1 Free king
1 Lion
2 Dragon kings
2 Dragon horses
2 Rooks
2 Bishops
1 Kirin
1 Phoenix
1 Drunk 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 Lances
2 Go-betweens
12 Pawns
Pieces
Piece name
Kanji
Romaji
Abbrev.
Promotion
bishop
kakugy
dragon horse
blind tiger
mko
flying stag
copper general
dsh
side mover
*crown prince
taishi
dragon horse
ryma1
horned falcon
dragon king
ry
soaring eagle
drunk elephant
suiz
crown prince
ferocious leopard
mhy
bishop
*flying ox
higy
*flying stag
hiroku
*free boar
honcho
Chu shogi
420
free king
honn1
go-between
chnin
drunk elephant
gold general
kinsh
rook
*horned falcon
kaku
king (challenging)
gyokush
king (reigning)
sh
kirin
kirin
lion
lance
kysha
white horse
lion
shishi
pawn
fuhy
phoenix
free king
reverse chariot
hensha1
whale
rook
hisha
dragon king
side mover
gy
free boar
silver general
ginsh
vertical mover
*soaring eagle
hij
*tokin2
tokin
(promoted pawn)
vertical mover
shugy
flying ox
*whale
keigei
*white horse
hakku1
(promoted lance)
The names of , , , and are irregular. The regular forms ryme, hon, hansha, and
hakuku are also seen.
2
In many accounts of chu shogi, a pawn is described as promoting to gold; the special name tokin for a
promoted pawn is in these descriptions restricted to standard shogi. Note that this is simply a naming
convention and makes no difference in the movement of the piece.
Below is a diagram showing the setup of the players pieces. The board setup is symmetrical: the way one player
sees their own pieces is the same way that the opposing player sees their pieces.
Setup
12
11
10
FL
DE
FL
RC
SM VM
BT Ph
Kr BT
RC b
DH DK FK Ln DK DH R VM SM c
p
GB
GB
d
e
f
g
GB
p
GB
p
h
p
Chu shogi
421
SM VM
RC
FL
DH DK Ln FK DK DH R VM SM j
BT Kr
Ph BT
DE
B
S
RC k
FL
Setup legend
Abbreviation
Name
Abbreviation
Name
Abbreviation
Name
bishop
FL
ferocious leopard
pawn
BT
blind tiger
gold general
Ph
phoenix
copper general
GB
go-between
rook
DE
drunk elephant
king
RC
reverse chariot
DH
dragon horse
Kr
kirin
silver general
DK
dragon king
lance
SM
side mover
FK
free king
Ln
lion
VM
vertical mover
Promotion
The promotion zone is the 'enemy camp', the farthest four 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 makes a move within the promotion
zoneincluding entering, leaving, or moving entirely within the 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. 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. Promotion is permanent and promoted pieces may not revert to
their original rank. If a piece is not promoted upon entering the promotion zone, then it may not promote on the next
turn unless it makes a capture, with the exception of pawns: If a pawn does not promote once entering the promotion
zone, then it may not promote until it reaches the farthest rank.
Many promoting pieces promote to a piece that exists in the initial setup of the board. However, such a promoted
piece cannot then promote a second time as its namesake does. For example, a drunk elephant promotes to a crown
prince. However, while a go-between can promote to a drunk elephant, it does not further promote to a crown prince
later. Rather, it remains a drunk elephant for the rest of the game. This should be obvious from the game pieces,
which only have two sides.
Promoting a piece has the effect of changing how that piece moves. See below.
If a pawn or lance reaches the furthest rank, it must promote, since it would otherwise have no legal move on
subsequent turns.
Chu shogi
Piece movement
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 lion is the sole exception, in that it is not required to move in a straight
line.
As stated earlier, this game is based on dai shogi and all of the pieces of this game can be found in dai shogi. The
eight types of pieces that were removed all promoted to gold generals, which made for comparatively dull game
play.
If a pawn or lance, which cannot retreat or move aside, advances across the board until it reaches the other side, it
must promote.
Many 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, drunk elephant, blind tigers, ferocious leopards, the generals, go-betweens, and the 12
pawns of each side. Only the king and crown prince can potentially move in all eight directions.
Jumping pieces
Several pieces can jump, that is, they can pass over any intervening piece, whether friend or foe, with no effect on
either. These are the lion, the kirin, the phoenix, the horned falcon and the soaring eagle. Only the lion can jump in
all directions.
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 free king, dragon king, dragon horse, rook, bishop, vertical mover, side mover, reverse
chariot, lance, and all those pieces which do not appear in the initial setup. Only the free king can range along all
eight directions.
Lion move (multiple capture)
The lion has a double-capture ability, called a 'lion move', as to a lesser extent do the soaring eagle and horned falcon
(promoted dragon king and dragon horse). The details of these powerful moves are described for the lion below.
Individual pieces
Following are diagrams that indicate the movement of each piece. Pieces are listed roughly in order, from front to
back rows, with pieces making similar moves paired. Pieces with a grey heading start out in the game; those with a
blue heading only appear on the board as a promoted piece.
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Chu shogi
423
Notation
Step
The go-between steps one square directly forward or backward.
Side Mover gy (promotes to free boar)
Range
The side mover can move any number of free squares orthogonally sideways; or,
Step
It can step one square directly forward or backward.
Bishop kakugy (promotes to dragon horse)
Range
The bishop can move any number of free squares along any one of the four diagonals.
Because it cannot move orthogonally, an unpromoted bishop can only reach half the squares on the board.
Dragon Horse ryma (promotes to horned falcon)
Chu shogi
424
Range
The dragon horse can move any number of free squares along any one of the four diagonals; or,
Step
It can take one step in any direction.
Lance kysha (promotes to white horse)
Range
The lance can move any number of free squares directly forward. It cannot return and must promote upon
reaching the farthest row.
Blind Tiger mko (promotes to flying stag)
Step
The blind tiger can take one step in any direction except directly forward.
Copper General dsh (promotes to side mover)
Step
The copper general can take one step to any of the three squares ahead of it, or else directly backward, giving
it four possibilities.
Gold General kinsh (promotes to rook)
Promoted Pawn tokin
Chu shogi
425
Step
The gold general can take one step orthogonally, one else step diagonally forward, giving it six possibilities.
The promoted pawn has a different symbol in some game sets, but moves identically.
Kirin kirin (promotes to lion)
Jump
The kirin can jump to the second square in one of the four orthogonal directions. Or,
Step
It can take one step diagonally.
Because of its unusual movement, an unpromoted kirin can only reach half the squares on the board.
Free King honn
Range
The free king can move any number of free squares along any one of the eight orthogonal or diagonal
directions.
Flying Ox higy (promoted vertical mover)
Range
The flying ox can move any number of free squares forwards, backwards, or diagonally, but not directly to the
side.
Whale keigei (promoted reverse chariot)
Chu shogi
426
Range
The whale can move any number of free squares directly forwards, backwards, or along either rear diagonal.
King gyokush, sh
Step
The king can take one step in any direction.
Pawn fuhy (promotes to tokin)
Step
The pawn can only step one square directly forward.
It must promote upon reaching the farthest rank of the board.
Vertical Mover shugy (promotes to flying ox)
Range
The vertical mover can move any number of free squares orthogonally, either forward or backward; or,
Step
It can take one step directly sideways.
Rook hisha (promotes to dragon king)
Chu shogi
427
Range
The rook can move any number of free squares along any one of the four orthogonals.
Dragon King ry (promotes to soaring eagle)
Range
The dragon king can move any number of free squares along any one of the four orthogonals; or,
Step
It can take one step in any direction.
Reverse Chariot hensha (promotes to whale)
Ranging
The reverse chariot can move any number of free squares directly forward or backward.
Ferocious Leopard mhy (promotes to bishop)
Step
The ferocious leopard can take one step to any of the three squares ahead or three squares behind it, but not
directly to either side.
Silver General ginsh (promotes to vertical mover)
Chu shogi
428
Step
The silver general can take one step diagonally, or else directly forward, giving it five possibilities.
Drunk Elephant suiz (promotes to crown prince)
The drunk elephant can take one step in any direction except directly backward.
Phoenix h (promotes to free king)
Jump
The phoenix can jump to the second square in one of the four diagonal directions. Or,
Step
It can take one step orthogonally.
Flying Stag hiroku (promoted blind tiger)
Range
The flying stag can move any number of free squares directly forward or backward; or,
Step
It can take one step in any direction.
Free Boar honcho (promoted side mover)
Chu shogi
429
Range
The free boar can move any number of free squares diagonally or to the side, but not directly forward or
backward.
White Horse hakku (promoted lance)
Range
The white horse can move any number of free squares directly backwards, forwards, or along either forward
diagonal.
Crown Prince taishi (promoted drunk elephant)
Step
The crown prince can take one step in any direction, like a king.
If a crown prince is in play, it must be captured along with the king.
The next three pieces have special movements that involve the ability to move and even capture twice
per turn.
Horned Falcon kaku (promoted dragon horse)
Chu shogi
430
Range
The horned falcon can move any number of free squares along a
straight line in any direction except directly forwards.
Lion move
The soaring eagle can move any number of free squares along a
straight line in any direction except the forward diagonals.
Range
Lion move
It can step or jump up to two squares along either forward
diagonal, potentially capturing two pieces. This power includes
igui and skipping a turn (see "Lion"), but not moving off the
diagonal.
Lion shishi
By returning to its starting square with the second step, it can effectively capture a piece on an adjacent square without moving. This is called
igui "stationary feeding". It can step to an adjacent empty square and back without capturing anything; this leaves the board unchanged,
effectively passing a turn (jitto). Jitto may prove useful in endgame situations; it is traditionally indicated by tapping the lion and leaving it in place.
Jump
The lion can jump anywhere that it could step to on an empty board; that is, anywhere within a distance of two squares. This is equivalent to
jumping in any of the eight diagonal or orthogonal directions, or making any of the jumps of a knight in Western chess.
Chu shogi
431
(1) Lion, note on protection: This may involve so-called "hidden protectors". The attacking lion is ignored when
determining whether the defending lion is protected. That is, it doesn't matter if the attacking lion blocks the line of
protection: if the attacking lion could be captured upon taking the defending lion, then the defending lion is
considered to be protected.[1] For example, in the diagram below, the black lion is directly protected by the black
pawn, so, since the two lions are not adjacent, red cannot capture black. Similarly, even though the black lion
occupies the line of protection between the red bishop and the red lion, it could be captured by the red bishop if it
were to take the red lion, so it is not allowed to do so. (This is the case even if the red bishop is tied down protecting
the red king, and would not actually be used to capture the black lion.)
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. Note that certain pieces have the ability to pass in certain situations (a Lion, when at least one square
immediately adjacent to it is unoccupied, a Horned Falcon, when the square immediately in front of it is unoccupied,
and a Soaring Eagle, when one or both of the two squares immediately diagonally in front of it are unoccupied).
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.
Game end
A player who captures the opponent's sole remaining king or crown prince wins the game. A player who has only
one piece left (a bare king or bare crown prince) loses automatically if his opponent has a gold in play which is
neither promoted to rook, nor promoted from a pawnthat is, unless he can bare his opponent in the next move (in
which case the result is a draw).[2] In practice these winning conditions are rarely fulfilled, 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.)
Chu shogi
432
Handicaps
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 setupin exchange, a few of White's pieces may be moved up to fill in the
gaps and protect the weaker pieces, and White plays first.[3] [4] Lions can also be handicapped by having Black's
kirin promoted for a second lion, and, for a third, swapping Black's phoenix for White's kirin and promoting the
latter.[5]
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 chu shogi as it is in chess.
The handicaps detailed in the Middle Shogi Manual, in increasing order of size, are as follows:
Copper General
Two Lions
Three Lions
Silver General
Three Lions and One Piece: Three Lions and a Free King
Blind Tiger
Three Lions and Two Pieces: Three Lions, a Free King and a Dragon King
Ferocious
Leopard
Three Lions and Three Pieces: Three Lions, a Free King, a Dragon King and a Rook
Gold General
Three Lions and Four Pieces: Three Lions, a Free King, a Dragon King, a Rook and a
Vertical Mover
Side Mover
Vertical Mover
Rook
Three Lions and Five Pieces: Three Lions, a Free King, a Dragon King, a Rook, a
Vertical Mover and a Side Mover
Other handicaps may be used, such as Free King, or Free King and Dragon King.
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 chu shogi.
A typical example is p-8f. The first letter represents the piece moved (see setup above). Promoted pieces have a +
added in front of the letter, for example +p for a tokin (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 12l 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 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, px7d= indicates a pawn 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.
When a 'Lion', 'Horned Falcon' or 'Soaring Eagle' captures by 'igui' (that is, without moving), the square of the piece
being captured is used instead of the destination square, and this is preceded by the symbol '!'. For example, a Lion
on 8c capturing a piece on 9d would be shown as Lnx!9d.
When a piece makes a double capture with 'Lion' powers both captures are shown in the order that they were made.
For example, a Lion on 3g, capturing a piece on 3h and then capturing another on 2i, would be represented by
Chu shogi
433
Lnx3hx2i.
Moves are commonly numbered as in chess.
Variations
Heisei Chu Shogi setup
12
11
10
FL
B
R
p
DE
BT
FL
B
DH DK FK Ln DK DH R
BT
GB
GB
d
e
f
g
GB
p
p
R
B
FL
GB
p
h
p
DH DK Ln FK DK DH R
BT
G
BT
K
DE
i
j
k
FL
One modern variant of Chu Shogi, called Heisei Chu Shogi (),[6] is played on a more open board. Forty
percent of the pieces are set aside at setup and held in reserve, and once during the game a player may drop one of
these on an empty square adjacent to a friendly piece. Captured pieces do not come back into play, and the rest of the
game is played as in regular Chu.
The set-aside pieces are the Lances, Coppers, Silvers, Side Movers, Vertical Movers, Reverse Chariots, Kyrin, and
Phoenix. As with dropped pieces in standard shogi, the piece may not be dropped on a square from where it cannot
move (e.g. a Lance in the far rank). If dropped into the promotion zone, the piece may promote immediately or on
any subsequent move in the promotion zone.
References
[1] If your attacking Lion is positioned directly between the opposing Lion, and another opposing piece, such that if your Lion were to be
removed from the board, then the opposing Lion would be protected, then the opposing Lion is considered to be protected, and so may not be
captured under the conditions of this rule (the "Hidden Protector"). The rules of the European Chu Shogi tournament (http:/ / www. colina.
demon. co. uk/ chulib/ rules. en. html#double-capture)
[2] The Bare King rule. If there are only three pieces left on the board, and one of the pieces is a Gold General (not a Tokin and not a Rook that
has been promoted from a Gold General), then the player with the Gold General has won the game. The rules of the European Chu Shogi
tournament (http:/ / www. colina. demon. co. uk/ chulib/ rules. en. html#AEN14) (3).
[3] Chu Shogi Handicaps and Grades (http:/ / www. colina. demon. co. uk/ chuhand. html)
[4] German Chu Shogi Association (http:/ / www. chushogi. de/ strategy/ chu_strategy_handicap. htm)
[5] Richard's Play-by-eMail rules for ChuShogi (http:/ / www. gamerz. net/ pbmserv/ chushogi. html)
[6] Heisei Chu Shogi (http:/ / www. chessvariants. org/ index/ external. php?itemid=ChuShogi)
Chu shogi
External links
Chu Shogi page (http://www.shogi.net/rjhare/chu-shogi/chu-intro.html)
Chu Shogi strategy etc. (http://www.luckydog.pwp.blueyonder.co.uk/games/shogi/chu.htm)
German Chu Shogi Association (GCSA) (http://www.chushogi.de) with many reports and games to replay
online
Presentation of Chu Shogi (http://history.chess.free.fr/chushogi.htm)
SDIN Chu Shogi (http://sdin.jp/en/browser/board/chushogi/) - Play Chu Shogi in real time vs human players
or AI
Chess Variants Game Courier (http://play.chessvariants.org/pbm/index.html) - Play Chu Shogi via web page,
with email notifications when it's your move.
Richard's Play-by-eMail Server (http://www.gamerz.net/pbmserv/) - Play Chu Shogi via web page or email
your commands to the server, with email notifications when moves have been made in the game you're playing
Game equipment
Two players, Black and White (or sente and 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
434
435
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 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
13
12
11
10
13
12
11
10
FC
FD
FT
P
SM
P
P
GB
FT
P
FD FC b
P
c
d
e
f
g
h
i
GB
436
P
FC
FD
FT
I
SM
G
FT
G
FD FC
Each side places his pieces in the positions shown below, pointing toward the opponent.
In the rank nearest the player:
or
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 all or part of its move lies in the promotion zone.
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 makes a move within the promotion
zoneincluding entering, leaving, or moving entirely within the 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. Promotion is permanent and promoted pieces may not revert to their original rank.
Promoting a piece has the effect of changing how that piece moves until it is removed from the board. Each piece
promotes as follows:
A king or a gold general cannot promote, nor can pieces which are already promoted.
A flying dragon, when promoted, keeps its normal movement and gains the ability to move one square in any
direction (like a king). This means the flying dragon is now able to reach any square on the board, given enough
moves.
All other pieces, when promoted, lose their normal movement and gain the movement of a gold general.
If a pawn, knight or lance reaches the furthest rank, it must be promoted, since it would otherwise have no legal
move on subsequent turns.
437
438
Individual pieces
Following are diagrams that indicate the movement of each piece. Pieces are listed roughly in order, from nearest to
furthest rows.
It should be noted to players of chu shogi and dai shogi that the copper general and iron general move differently in
this game from how they move in the other two games.
Notation
King gyokush
Step: The copper general can take one step in any of the four
orthogonal directions.
Knight keima
Jump: The knight jumps at an angle intermediate between
orthogonal and diagonal, amounting to one square forward plus one
square diagonally forward, in a single motion, ignoring any
intervening piece. That is, it has a choice of two forward
destinations. A knight that reaches the furthest rank must promote.
Side Mover gy
Lance kysha
439
Range: The side mover can move any number of free squares
orthogonally sideways. Step: It can step one square directly forward.
Pawn fuhy
The pawn can only step one square directly forward. It must promote
upon reaching the farthest rank of the board.
Go Between chnin
Game end
A player who captures the opponent's king or all the other pieces (bare king) wins the game unless the opponents
bare king can bare the players 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 are two other possible (but fairly uncommon) ways for a game to end: repetition ( sennichite) and
impasse ( jishgi).
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.)
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.
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 instead of letters. For example, the square 2c is denoted by 2 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.
External links
Shogi Net [2]
Chessvariants.org/heian dai shogi [1]
References
[1] http:/ / www. chessvariants. org/ shogivariants. dir/ heiandai. html
440
Akuro
441
Akuro
Akuro ( akur) or Evil Wolf is a piece in some variants of the Japanese board game Shogi. There are typically
two akuro at the beginning of the game. They can step one square orthogonally sideways or forward, or diagonally
forward.
Cultural references
In the Doctor Who episode Gridlock, a poster appears in the background with the kanji . The characters here
allude to the theme of Bad Wolf, which appeared in almost all of the 2005 episodes as a hint to the events of the
finale.
The primary antagonist in the 2011 Nintendo DS game Okamiden is named Akuro, and his final form is a dark wolf.
Dai shogi
Dai shgi (, 'large chess') is a board game native to Japan. It is similar to standard shogi (sometimes called
Japanese chess) in its rules and game play. Dai shogi is only one of several large board shogi variants. Its name
means large shogi, from a time when there were three sizes of shogi games. Early versions of dai shogi can be traced
back the end of the Heian period about AD 1230.
Objective
The objective of the game is to capture the opponent's king and, if present, the crown prince, which counts as a
second king; or to capture all the other pieces leaving a bare king or bare crown prince. Unlike standard shogi, pieces
may not be dropped back into play after capture.
Game 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 all
or part of its move lies in the promotion zone.
Dai shogi
442
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 15 ranks (rows)
and 15 files (columns) with a total of 225 squares. The squares are undifferentiated by marking or color, unlike a
Western chess board.
Each player has a set of 65 pieces of 29 different types. In all, a player must remember 36 different moves. Each
piece has its name written on it in Japanese kanji. The writing is typically in black. On the reverse side of most
pieces there are characters to indicate the piece's promoted rank, typically written in red. The pieces are
wedge-shaped and their orientation indicates which player they belong to, as they point toward the opposing side.
The pieces are of slightly different sizes, from largest to smallest (most to least powerful) they are:
1 King
2 Violent oxen
2 Cat swords
1 Free king
2 Flying dragons
2 Vertical movers
1 Lion
1 Drunken elephant
2 Side movers
2 Dragon kings
2 Blind tigers
2 Reverse Chariots
2 Dragon horses
2 Ferocious leopards
2 Lances
2 Rooks
2 Gold generals
2 Knights
2 Bishops
2 Silver generals
2 Evil wolfs
1 Kirin
2 Copper generals
2 Iron generals
1 Phoenix
2 Angry boars
2 Stone generals
2 Go betweens
15 Pawns
Setup
Below is a diagram showing the initial setup of the board.
15
14
13
12
11
10
Dai shogi
443
15
14
13
12
11
10
St
St
RC
CS
VO
R
p
FL
AB
FD SM VM
p
BT DE BT
EW Ph
B
p
Ln
FL
Kr EW
DH DK FK DK DH
p
GB
CS
AB
B
p
RC b
VO
VM SM FD
p
c
R
GB
f
g
h
i
GB
p
R
FD SM VM
VO
RC
L
AB
CS
St
GB
p
EW Kr
DH DK FK DK DH
FL
I
Ln
Ph EW
BT DE BT
S
j
p
AB
VM SM FD
FL
S
VO
CS
St
m
RC n
Legend
AB: angry boar
B: bishop
C: copper general
GB: go-between
G: gold general
I: iron general
K: king
Kr: kirin
L: lance
Ln: lion
N: knight
p: pawn
Ph: phoenix
R: rook
S: silver general
VO: violent ox
Dai shogi
Promotion
The promotion zone is the 'enemy camp', the farthest five 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 makes a move within the promotion
zoneincluding entering, leaving, or moving entirely within the zoneit 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. 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. Promotion is permanent and promoted pieces may not revert to
444
Dai shogi
445
Individual pieces
Following are diagrams that indicate the movement of each piece. Pieces are listed in order, from back to front rows,
from the center out. Pieces are paired with their promotion and those with a grey heading start out in the game;
promoted pieces have a blue heading. Pieces with an asterisk ("*") only appear on the board as a promoted piece.
Names are rough translations that have become somewhat standardized in English.
Notation
King (reigning) sh
Step: The king can step one square in
any direction, orthogonal or diagonal.
The king general goes to the superior
player.
Rook hisha
Range: The rook can move any
number of free squares along any of
the four orthogonal directions.
Dai shogi
446
Side Mover gy
Range: The side mover can move
any number of free squares
orthogonally sideways. Step: It can
move one square orthogonally
forward or backward.
Knight keima
Jump: The knight jumps at an angle
intermediate between orthogonal and
diagonal, amounting to one square
forward plus one square diagonally
forward, in a single motion, ignoring
any intervening piece. That is, it has a
choice of two forward destinations. A
knight that reaches the furthest rank
must promote.
Lance kysha
Dai shogi
447
Bishop kakugy
Range: The bishop can move any
number of free squares along any of
the four diagonal directions. Because
it cannot move orthogonally, an
unpromoted bishop can only reach
half the squares on the board.
*Whale keigei
Dai shogi
448
Lion shishi
Area move/double capture: The lion can step one square in any direction up to twice in a turn. It can change directions after
its first step, and is not restricted to following one of the eight orthogonal or diagonal directions. That is, it can also step to
one of the in-between squares that a knight jumps to in Western chess. It can continue after a capture on the first step,
potentially capturing two pieces on each turn. By moving back to its starting square, it can effectively capture a piece on an
adjacent square without moving. This is called igui "stationary feeding". A similar move without capturing leaves
the board unchanged, which is a way to pass a turn. Jump: The lion can jump anywhere within two squares. This is
equivalent to jumping in any of the eight diagonal or orthogonal directions, or making any of the jumps of a knight in
Western chess. The lion does not promote.
Phoenix h
Step: The phoenix can step one square
in one of the four orthogonal
directions.
Kirin kirin
Step: The kirin can step one square in
one of the four diagonal directions.
Jump: It can jump to the second
square in one of the four orthogonal
directions.
Because of its unusual movement, an
unpromoted kirin can only reach half
the squares on the board.
Lion shishi
See Lion above for text description.
Dai shogi
449
Evil Wolf akur
Violent Ox mgy
Limited range: The violent ox can
move one or two squares along one of
the four orthogonal directions.
Dragon King ry
Range: The dragon king can move
any number of free squares along any
of the four orthogonal directions.
Step: It can move one square in any
diagonal direction.
Dai shogi
450
*Flying Ox higy
Range: The flying ox can move any
number of free squares along one of
the four diagonal directions; or, it
can move any number of free
squares orthogonally forward or
backward.
Side Mover gy
Bishop kakugy
Dai shogi
451
Flying Dragon hiry
Rook hisha
Range: The rook can move any
number of free squares along any of
the four orthogonal directions.
Dragon King ry
Range: The dragon king can move
any number of free squares along
any of the four orthogonal
directions.
Pawn fuhy
Step: The pawn can only step one
square directly forward. It must
promote upon reaching the farthest
rank of the board.
Go Between chnin
Step: The go between can move one
square orthogonally forward or
backward.
Dai shogi
Game end
A player who captures the opponent's sole remaining king or crown prince wins the game. In practice this rarely
happens, as a player will resign when checkmated, as otherwise when loss is inevitable.
A player who has only one piece left (a bare king or bare crown prince) loses unless he can bare or mate his
opponent in the next move.
A player who makes an illegal move loses immediately. (This rule may be relaxed in casual games.)
There are two other possible (but fairly uncommon) ways for a game to end: repetition ( sennichite) and
impasse ( jishgi).
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.)
The game reaches an impasse if both kings, or crown princes have advanced into their respective promotion zones
and neither player can hope to mate the other or to gain any further material.
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 dai shogi.
A typical example is P-8f. The first letter represents the piece moved (see setup above). Promoted pieces have a +
added in front of the letter. e.g., +P for a gold general (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 15o 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 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, 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.
When a 'Lion', 'Horned Falcon' or 'Soaring Eagle' captures by 'igui' (that is, without moving), the square of the piece
being captured is used instead of the destination square, and this is preceded by the symbol '!'. For example, a Lion
on 8c capturing a piece on 9d would be shown as LNx!9d.
When a piece makes a double capture with 'Lion' powers, both captures are shown in the order that they were made.
For example, a Lion on 3g, capturing a piece on 3h and then capturing another on 2i, would be represented by
LNx3hx2i.
Moves are commonly numbered as in chess.
452
Dai shogi
453
External links
References
[1]
[2]
[3]
[4]
Tenjiku shogi
Tenjiku shogi ( tenjiku shgi, or tenjiku dai shgi "exotic 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 earlier chu shogi,
which itself was based on dai shogi.
Game equipment
Two players, Black and White (or sente and 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 45 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 Lion hawk
2 Silver generals
1 Great general
1 Lion
2 Copper generals
1 Vice general
2 Dragon kings
2 Vertical movers
2 Rook generals
2 Dragon horses
2 Side movers
2 Bishop generals
2 Rooks
2 Reverse chariots
1 Free eagle
2 Bishops
2 Vertical soldiers
1 Free king
1 Kirin
2 Side soldiers
2 Soaring eagles
1 Phoenix
2 Lances
2 Horned falcons
1 Drunken elephant
2 Knights
2 Water buffalos
2 Blind tigers
2 Iron generals
4 Chariot soldiers
2 Ferocious leopards
2 Dogs
2 Fire demons
2 Gold generals
16 Pawns
Tenjiku shogi
454
Several 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 one or two kanji written on its face. On the reverse side of some pieces are
two or three other characters, often in a different color such as red; 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.
Table 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.
Piece
Kanji
Rmaji
Abbrev.
Promotes to
Bishop
kakugy
dragon horse
Bishop general
kakush
BG
vice general
Blind tiger
mko
BT
flying stag
Chariot soldier
shahei
CS
heavenly tetrarch
Copper general
dsh
side mover
*Crown prince
taishi
CP
Dog
inu
multi general
Dragon horse
ryme
DH
horned falcon
Dragon king
ry
DK
soaring eagle
Drunk elephant
suiz
DE
crown prince
Ferocious leopard
mhy
FL
bishop
Fire demon
kaki
FD
*Flying ox
higy
FO
*Flying stag
hiroku
FS
*Free boar
honcho
FB
Free eagle
honj
FE
Free king
honn
FK
free eagle
Gold general
kinsh
rook
Great general
taish
GG
*Heavenly tetrarch
shitenn
HT
Horned falcon
kaku
HF
bishop general
Iron general
tessh
vertical soldier
King (Black)
gyokush
King (White)
sh
Kirin
kirin
Kr
lion
Knight
keima
side soldier
Lance
kysha
white horse
Lion
shishi
Ln
lion hawk
Lion hawk
shi, shitaka LH
Tenjiku shogi
455
*Multi general
suish
MG
Pawn
fuhy
gold general
Phoenix
Ph
free king
Reverse chariot
hensha
RC
whale
Rook
hisha
dragon king
Rook general
hish
RG
great general
Side mover
gy
SM
free boar
Side soldier
hei
SS
water buffalo
Silver general
ginsh
vertical mover
Soaring eagle
hij
SE
rook general
Vertical mover
shugy
VM
flying ox
Vertical soldier
shuhei
VS
chariot soldier
Vice general
fukush
VG
Water buffalo
suigy
WB
fire demon
*Whale
keigei
*White horse
hokku
WH
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.
Jeweled general
*Crown prince
King general
Drunk elephant
Vice general
Great general
Bishop general
Rook general
Horned falcon
Soaring eagle
Dragon horse
Dragon king
Bishop
Rook
Fire demon
*Heavenly tetrarch
Water buffalo
Chariot soldier
Side soldier
Vertical soldier
Knight
Iron general
Free eagle
Free king
Lion
Phoenix
Kirin
Lion hawk
Tenjiku shogi
456
*Free boar
*Flying ox
Side mover
Vertical mover
Copper general
Silver general
*Multi general
*Flying stag
Dog
Blind tiger
*White horse
*Whale
Lance
Reverse chariot
Setup
The initial setup of the board is as follows. See below for a description of the types of moves involved.
Color coding
Range-jumping pieces
Jumping pieces
16
15
14
13
12
11
10
Tenjiku shogi
457
16
15
14
13
12
11
10
FL
DE
FL
CS
CS
BT
Ph
FK
Ln
Kr
BT
VS
DH DK WB FD
SM VM
HF
SE
RC
SS
FE LH FD WB DK DH
BG RG VG GG RG BG
p
CS CS
SE HF
p
RC b
VS
VM SM d
SS
f
g
h
i
j
D
p
SM VM
HF
SE
SE HF
VM SM m
SS
DH DK WB FD LH FE FD WB DK DH
VS
CS
CS
FL
VS
RC
L
BG RG GG VG RG BG
BT
Kr
Ln
FK
Ph
BT
DE
k
p
CS CS
C
FL
SS
RC o
N
Legend
B: Bishop
C: Copper General
D: Dog
G: Gold General
I: Iron General
K: King
Kr: Kirin
L: Lance
Ln: Lion
N: Knight
p: Pawn
Ph: Phoenix
R: Rook
S: Silver General
Tenjiku shogi
Game 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 all
or part of its move lies 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.
Unlike many shogi variants, the very first move can have a very profound effect on the outcome of the game, and
indeed it is sometimes wondered whether playing first is an automatic win, barring any mistakes.
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Tenjiku shogi
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, free king, 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, 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
crown prince of either side. The relevant ranking is:
1.
2.
3.
4.
That is, bishop and rook generals cannot jump any other range-jumping piece.
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, soaring eagle, horned falcon, and in some rule variants the lion hawk, 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.
Promotion
Tenjiku shogi pieces that occur in chu shogi promote as they do in that game, with the exceptions of the lion and free
king, which do not promote in chu shogi.
A player's promotion zone consists of the five far ranks, at the original line of the opponent's pawns and beyond. As
a promotable piece ends a move within the promotion zoneincluding moves entering, leaving, or moving entirely
within the zone,it has the option of "promoting" to a more powerful rank. (Pieces which take multiple steps per
move may promote by crossing into the promotion zone and back out again.) Promotion is effected by turning the
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Tenjiku shogi
piece over after it moves, revealing the name of its promoted rank. 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.
Promotion is permanent and promoted pieces may not revert to their original rank.
Promoting a piece has the effect of changing how that piece moves. See above for what each piece promotes to and
below for how they move.
The king, great general, vice general, free eagle, lion hawk, and fire demon do not promote, nor can already
promoted pieces promote further.
If a piece which cannot retreat or move to the side advances to the far rank, so that it would otherwise have no
further legal move, it is forced to promote. These pieces are the pawn, knight, iron general, and lance. Similarly, a
knight reaching the penultimate rank must promote.
If a piece does not promote when it first has the opportunity, it may not promote on its subsequent turn unless it
captures or is forced to promote. Thereafter it may promote normally.
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, yellow for jumps, and orange for ranging jumps.
Notation
Steps within an area, not restricted to a straight line. Must stop upon capture.
Steps a limited number of squares within an area, and may capture more than once.
Jumps along a straight line, crossing any number of squares. In TSA rules, it may only jump when making a capture, otherwise it moves as a
ranging piece. According to Japanese Wikipedia, it may always jump.
Burns any adjacent enemy pieces wherever it stops (background color indicates movement).
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Tenjiku shogi
461
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.
Jeweled general (inferior player's king) gyokush
Step: The king can step one square in any direction, orthogonal or diagonal.
Note: The king can move into check at any time.
King general (superior player's king) sh
Step: The king can step one square in any direction, orthogonal or diagonal.
Note: The king can move into check at any time.
Vice general fukush
The vice general may make either a range-jumping move or an area move on any one turn.
Range jump: When making a capture, the vice general can jump any number of lower-ranking pieces along any
one diagonal. Otherwise it ranges without jumping.
It cannot jump a king, crown prince, great general, or another vice general.
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462
Area move: The vice general can step in any direction, orthogonal or diagonal, up to three times in one turn. That
is, it can step in another direction after its first or second step. It need not take all three steps. It must stop when it
captures.
It can return to the square it started from, allowing the player to "skip" a turn.
Bishop general kakush
Range jump: When making a capture, the bishop general can jump any number of lower-ranking pieces along any
diagonal. Otherwise it ranges without jumping.
It cannot jump a king, crown prince, or another range-jumping general.
Horned falcon kaku
Range: The horned falcon can move any number of free squares along any directio except directly forwards.
Lion move: It can step twice, or jump two squares, directly forward, capturing up to two pieces. This power
includes igui and skipping a turn (see "Lion").
Dragon horse ryme
The dragon horse moves as either a bishop or a king.
Range: It can move any number of free squares along any of the four diagonal directions.
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463
Range: The bishop can move any number of free squares along any of the four diagonal directions.
Because it cannot move orthogonally, an unpromoted bishop can only reach half the squares on the board.
Ferocious leopard mhy
Step: The leopard can step one square in the four diagonal directions, or directly forward or backward, giving it
six directions of movement.
That is, it can move to any of the six adjacent squares ahead or behind it.
Fire demon kaki
The fire demon may either make a range move or an area move on any one turn. In addition, it has the power to
"burn".
Range: It can move any number of free squares in the four diagonal directions, or directly forward or backward.
Note: The Shgi Zushiki and Sho Shgi Zushiki state that it moves like the water buffalo; that is,
diagonally and to the sides.
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464
Area move: It can step in any direction up to three times per turn. It can change direction after its first or second
step, and it need not take all three steps. However, unlike the lion, it must stop when it captures.
It can return to the square it started from, allowing the player to "skip" a turn, but does not have the lion
power of igui.
Burn: Wherever the fire demon stops, all adjacent opposing pieces except fire demons are removed from the
board, in addition to any piece on the square it lands on. That is, a fire demon can capture up to eight pieces per
turn (one it displaces, and seven it burns on adjacent squares).
Passive burn: Any piece stopping next to an opposing fire demon is removed from the board (after making its
capture, if any). Such suicide moves do not count as a turn for the stationary player: The fire demon passively
burns opposing pieces that land on adjacent squares without using up a turn.
Conflict between fire demons: When one fire demon lands next to another, it is the only the moving piece that is
immolated. The stationary fire demon survives, as do all other adjacent pieces. (These are the TSA rules. In Colin
Adam's book, the stationary fire demon survives the suicide move, but all other adjacent enemy pieces are
immolated.)
Water buffalo suigy
Range: The water buffalo can move any number of free squares in the four diagonal directions, or orthogonally
sideways.
Limited range: It can move one or two squares directly forward or backward.
Note: Since a piece promotes when its move is finished, the water buffalo does not burn surrounding pieces upon
promotion to fire demon.
Side soldier hei
Range: The side soldier can move any number of free squares orthogonally sideways.
Limited range: It can move one or two squares directly forward.
Step: It can move one square directly backward.
Knight keima
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465
Jump: The 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 ignores any intervening piece on the way to its destination.
Since a knight cannot move backward or to the sides, it must promote when it reaches one of the two far ranks.
Free eagle honj
Move according to Edo-era sources:
Range: The free eagle can move any number of free squares in any direction.
Double move: It can move twice as a cat-sword (one square in any diagonal direction).
Based on descriptions of the lion having a triple king move, it is thought that the double cat-sword move includes
jumping a piece.
Move in English-language sources
Range: The free eagle can move any number of free squares in any of the eight directions, orthogonal or diagonal.
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466
Range: The free king can move any number of free squares in any of the eight directions, orthogonal or diagonal.
Phoenix h
Step: The phoenix can move one square in one of the four orthogonal directions.
Jump: It can jump to the second square in one of the four diagonal directions.
Free boar honcho
Range: The free boar can range any number of free squares along any one of the four diagonal directions, or
directly to either side, giving it six directions of movement.
Side mover gy
Range: The side mover can move any number of free squares orthogonally sideways.
Step: It can move one square directly forward or backward.
Copper general dsh
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467
Step: The copper general can move one square directly forward or backward, or one square diagonally forward,
giving it four directions of movement.
Multi general suish
Range: The multi general can move any number of free squares directly forward or diagonally backward, giving it
three directions of movement.
Dog inu
Step: The dog can move one square directly forward, or diagonally backward, giving it three directions of
movement.
White horse hokku
Range: The white horse can move any number of free squares orthogonally forward or backward, or diagonally
forward, giving it four directions of movement.
Lance kysha
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468
Range: The lance can move any number of free squares directly forward, giving it only one direction of
movement.
Since a lance cannot move backward or to the sides, it must promote when it reaches the far rank.
Crown prince taishi
Step: The crown prince can move one square in any direction.
Note: The crown prince can move into check at any time.
Drunk elephant suiz
Step: The drunken elephant can move one square in any direction except directly backward, giving it seven
directions of movement.
Great general taish
Range jump: When making a capture, the great general can jump any number of lower-ranking pieces in any one
of the eight directions. Otherwise it ranges without jumping.
It cannot jump a king, crown prince, or another great general.
Rook general hish
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469
Range jump: When making a capture, the rook general can jump any number of lower-ranking pieces along any
orthogonal. Otherwise it ranges without jumping.
It cannot jump a king, crown prince, or another range-jumping general.
Soaring eagle hij
Range: The soaring eagle can move any number of free squares in any direction except diagonally forward.
Lion move: It can step twice, or jump two squares, diagonally forward, capturing up to two pieces. This power
includes igui and skipping a turn (see "Lion").
Dragon king ry
The dragon king moves as either a rook or a king.
Range: It can move any number of free squares along any of the four orthogonal directions.
Step: It can move one square in any diagonal direction.
Rook hisha
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470
Range: The rook can move any number of free squares along any of the four orthogonal directions.
Gold general kinsh
Step: The gold general can step one square in the four orthogonal directions, or diagonally forward, giving it six
directions of movement.
It cannot move diagonally backward.
Pawn fuhy
!
!
Igui: It can capture a piece on any adjacent square without moving. (See "Lion" above.)
Range: It can move any number of free squares along any one of the four diagonals or along the orthogonal file,
skipping any intervening piece on the adjacent square. (It is not a range jumper and cannot jump any other piece.)
Limited range: It can move two or three squares orthogonally sideways. Although it skips any intervening piece
on the first square, it cannot jump a piece on the second square. If it captures on the second square, it must stop
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471
there.
Note: Western sources do not have the orthogonal range move.
In English this piece is usually pluralized as 'Heavenly Tetrarchs', though this could refer to all four tetrarchs (the
Four Heavenly Kings).
Chariot soldier shahei
Range: The chariot soldier can move any number of free squares in the four diagonal directions, or directly
forward or backward.
Limited range: It can move one or two squares sideways.
Vertical soldier shuhei
Range: The vertical soldier can move any number of free squares orthogonally forward.
Limited range: It can move one or two squares orthogonally sideways.
Step: It can move one square directly backward.
Iron general tessh
Step: The iron general can move one square forward, either orthogonally or diagonally, giving it three directions
of movement.
Since an iron general cannot move backward or to the sides, it must promote when it reaches the far rank.
Lion hawk shi
The lion hawk can either move as a bishop, or "like" a lion. There is disagreement as to how like a lion it was
intended to be.
According to Japanese Wikipedia, and "Modern" Western move:
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472
! !
!
Range: The lion hawk can move any number of free squares in the four diagonal directions.
Lion move: It can move as a lion, with the jump, igui, and multiple-capture abilities. (See below for details.)
Move according to TSA rules:
Range: The lion hawk can move any number of free squares in the four diagonal directions.
Area move: It can step in any direction up to twice per turn. That is, it can change directions after its first step,
and it need not take both steps. This allows it to "skip" a turn. However, it must stop when it captures, and cannot
take a second piece, nor may it jump.
Lion shishi
The lion has a special movement ability commonly called a 'lion move' or 'lion power'. It is shown here in two
diagrams for clarity.
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473
Double move: The lion can step in any direction, and capture, up to twice in a turn. This move is equivalent to
two turns for a king.
Unlike area movers, the lion can continue after a capture on the first step, capturing up to two pieces on each
turn.
By moving back to its starting square, it can effectively capture a piece on an adjacent square without moving.
This is called igui "stationary feeding".
It can also do the same to an empty square, without capturing anything. This is traditionally indicated by
tapping the lion and leaving it in place.
A lion next to the promotion zone can make a similar move into and out of the zone, promoting without
appearing to move.
Jump: A lion can jump anywhere within a distance of two squares: That is, anywhere it could reach in two step
moves on an empty board, though of course it cannot land on a square occupied by a friendly piece. This is
equivalent to jumping in any of the eight diagonal or orthogonal directions, or making any of the jumps of a
knight in Western chess, or,
Note: The restrictions when capturing a lion in chu shogi do not apply in tenjiku shogi.
Kirin kirin
Step: The kirin can move one square in one of the four diagonal directions.
Jump: It can jump to the second square in one of the four orthogonal directions.
Note: Because of its unusual movement, an unpromoted kirin can only reach half the squares on the board.
Flying ox higy
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474
Range: The flying ox can move any number of free squares along any one of the four diagonal directions, or
directly forward or backward, giving it six directions of movement.
Vertical mover shugy
Range: The vertical mover can move any number of free squares orthogonally forward or backward.
Step: It can move one square orthogonally sideways.
Silver general ginsh
Step: The silver general can move one square in the four diagonal directions, or directly forward, giving it five
directions of movement.
Flying stag hiroku
Range: The flying stag can move any number of free squares directly forward or backward.
Step: It can move one square in any direction.
Blind tiger mko
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475
Step: The blind tiger can move one square in any direction except directly forward, giving it seven directions of
movement.
Whale keigei
Range: The whale can move any number of free squares orthogonally forward or backward, or diagonally
backward, giving it four directions of movement.
Reverse chariot hensha
Range: The reverse chariot can move any number of free squares orthogonally forward or backward, giving it two
directions of movement.
Tenjiku shogi
Game end
A player who captures the opponent's sole remaining king or crown prince wins the game. In practice this rarely
happens, as a player will typically 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.)
Repetition ( sennichite) is not allowed.
The game reaches an impasse ( jishgi) if all kings and crown princes have advanced into their respective
promotion zones and neither player can hope to mate the other or to gain any further material.
Handicaps
Games between players of disparate strength are often played with handicaps. 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.
Alternatively, a strong piece of one player may be removed in exchange for one or more of the other players weaker
pieces.
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 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 an ellipsis.
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Tenjiku shogi
Western sources give the free eagle the move of a free king plus the ability to jump to the second square along
an orthogonal.
Japanese Wikipedia states
"it cannot jump on the diagonals, but can jump pieces on the orthogonals." The diagram shows an orthogonal
range jump, but the free eagle does not appear in the ranking list of range-jumping pieces.
However, the Edo-era Sho Shgi Zushiki states that it moves "as a free king or
two times as a cat sword in two directions", which could be taken as requiring the piece to finish on one of the
orthogonals, if not exactly a jump; while elsewhere in the Sho Shgi Zushiki and in the Shgi Zushiki it says
that 12 "in addition to moving
as a free king, it can make a cat-sword move (one square in one of the four diagonals) twice", which has no
such implication, but which Japanese Wikipedia says is thought to mean a jump.
Fire demon
TSA rules state that if you move your fire demon next to an opposing fire demon, only your fire demon is
immolated; all other adjacent pieces survive. A few computer programs and books stipulate that other adjacent
pieces are immolated as well, with only the opposing fire demon surviving, but this interpretation is not widely
followed. Both variants are playable.
Japanese Wikipedia states only that "When a
fire demon moves next to a fire demon, the moving piece is burnt," without mentioning the fate of surrounding
pieces.
Edo-era sources differ in whether the orthogonal ranging move is along the rank or the file of the board.
Western sources have it move along the file, but moving along the rank would be more in keeping with the fire
demon being a promoted water buffalo.
Heavenly tetrarch
Western sources do not have the ranging move along the orthogonal. However, the Sho Shgi Zushiki states it
moves "as a chariot soldier, also the eight neighboring squares
without moving and taking two or three steps outside the periphery", and this is consistent with it being a
promoted chariot soldier.
Range-jumping generals
TSA rules state that the range-jumping generals cannot capture an equal or higher-ranking piece, not just that
they cannot jump over them. This gives a huge advantage to Black, so that Black can win every game if played
right, but is not supported by Japanese sites and has been largely abandoned in the West as unplayable.
External links
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Tenjiku shogi
478
References
[1]
[2]
[3]
[4]
[5]
[6]
Game equipment
Two players, Black and White (or sente and gte), play on a board composed of squares in a grid of 17 ranks (rows)
by 17 files (columns) with a total of 289 squares. The squares are undifferentiated by marking or color.
Each player has a set of 96 wedge-shaped pieces of 64 different types. In all, the players must remember 68 different
moves. The pieces are of slightly different sizes, from largest to smallest (or roughly most to least powerful) they
are:
1 Blue dragon
1 Neighboring king
1 Free king
1 White tiger
1 Blind monkey
1 Rushing bird
1 Right chariot
2 Ferocious leopards
1 Free demon
1 Left chariot
2 Evil Wolves
1 Free dream-eater
1 Phoenix
2 Violent bears
1 Water buffalo
1 Kirin
1 Right general
1 Dragon king
1 Poisonous snake
1 Left general
1 Dragon horse
1 Old kite
2 Gold generals
1 Square mover
2 Violent oxen
2 Silver generals
1 Racing chariot
1 Flying dragon
2 Copper generals
1 Rook
1 Enchanted fox
2 Iron generals
1 Bishop
1 Old rat
2 Wood generals
1 Golden bird
1 Enchanted badger
2 Stone generals
1 Great dragon
1 Flying horse
2 Angry boars
1 Standard bearer
1 Prancing stag
1 Cat sword
1 Fragrant elephant
2 Savage tigers
2 Reverse chariots
1 White elephant
1 Hook mover
2 Lances
1 Lion
1 Long-nosed goblin
2 Side movers
1 Lion dog
1 Northern barbarian
1 Vertical mover
1 Dove
1 Southern barbarian
2 Howling Dogs
1 She-devil
1 Eastern barbarian
17 Pawns
479
1 Western barbarian
Many of the English-language names are chosen to correspond to their rough equivalents in Western chess, not
necessarily as translations of the Japanese names.
Each piece has its name in the form of two Japanese characters marked on its face. On the reverse side of some
pieces are one or two other characters, often in a different color (e.g., red instead of black); this reverse side is used
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.
Listed below are the pieces of the game and, if they promote, which pieces they promote to.
Table of pieces
Relatively few pieces promote (or demote) in dai dai shogi. A few pieces (*asterisked) only appear upon promotion.
Piece
Kanji
Rmaji
Abbrev.
Promotes to
Jeweled general
gyokush K
King general
sh
Angry boar
shincho
AB
Bishop
kakugy
Blind monkey
men
BM
mountain witch
Blue dragon
seiry
BD
Cat sword
myjin
CS
dragon horse
Copper general
dsh
Dove
kyhan
Do
Dragon horse
ryme
DH
Dragon king
ry
DK
Eastern barbarian
ti
Ea
lion
Enchanted badger
henri
EB
dove
Enchanted fox
henko
EF
she-devil
Evil wolf
akur
EW
Ferocious leopard
mhy
FL
Flying dragon
hiry
FD
dragon king
Flying horse
barin
FH
free king
Fragrant elephant
kz
FE
Free demon
honki
Fr
Free king
honn
FK
Free dream-eater
honbaku
FT
*Furious fiend
funjin
FF
Gold general
kinsh
Golden bird
kinshi
GB
Great dragon
dairy
GD
*Great elephant
taiz
GE
480
Hook mover
kgy
HM
Howling dog
kiken
HD
Iron general
tessh
Kirin
kirin
Kr
great dragon
Lance
kysha
Left chariot
sasha
LC
Left general
sash
LG
Lion
shishi
Ln
furious fiend
Lion dog
komainu
LD
great elephant
Long-nosed goblin
tengu
Lo
*Mountain witch
sambo
MW
Neighboring king
kinn
NK
standard bearer
Northern barbarian
hokuteki
No
fragrant elephant
Old kite
kotetsu
OK
long-nosed goblin
Old rat
rso
OR
wizard stork
Pawn
fuhy
Phoenix
Ph
golden bird
Poisonous snake
dokuja
Po
hook mover
Prancing stag
yroku
PS
square mover
Racing chariot
ssha
Ra
Reverse chariot
hensha
Rv
Right chariot
usha
RC
Right general
ush
RG
Rook
hisha
Rushing bird
gych
RB
free demon
Savage tiger
mko
ST
She-devil
yasha
SD
Side mover
gy
SM
Silver general
ginsh
Southern barbarian
namban
So
white elephant
Square mover
hgy
Sq
Standard bearer
zenki
SB
Stone general
sekish
St
Vertical mover
shugy
VM
Violent bear
my
VB
Violent ox
mgy
VO
Water buffalo
suigy
WB
free dream-eater
Western barbarian
seij
We
lion dog
White elephant
hakuz
WE
481
White tiger
byakko
WT
*Wizard stork
senkaku
WS
Wood general
mokush W
The first kanji of Howling Dog is not supported by Unicode. It is a combined and .
Setup
Below is a diagram showing the setup of one player's pieces. The way one player sees their own pieces is the same
way the opposing player will see their pieces.
Board layout
HD
p
HD
p
LC SM VO AB EW VB FL ST SB ST FL VB EW AB VO SM RC
BD FE
No We
VM
EF
WB
Rv OK
Ln OR PS
CS
Ph
SD Ra DH
Fr
FK LG
Lo
St
GB
GD
NK
St
FH
Ea
So WE WT
EB
Kr RB FD BM LD
RG FT DK
Sq
Po
Rv
Dv HM
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are not literally correct.) A move consists of moving a piece
on the board and potentially promoting the piece. Each of these options is detailed below.
Promotion
Unusually for a large-board shogi variant, only a minority of pieces (20 of 64) are able to promote. The rule for
promotion in these larger games is different from smaller board variants.
A piece promotes at the end of its first move to make a capture. Promotion has the effect of changing how the piece
moves (see the table above for what each piece promotes to), and is effected by turning the piece over after it moves,
revealing the name of its promoted rank. Promotion for pieces able to do so is both compulsory and permanent.
This is very different from smaller shogi variants, where pieces promote when they cross a promotion zone (the
enemy camp), and where promotion is optional. The dots on the dai dai shogi board that would represent promotion
zones in other games only function as placement guides for the initial setup of the two camps.
Most promoting pieces promote to a piece that exists in the initial setup of the board. However, such a promoted
piece cannot then promote a second time as its namesake does. For example, a lion promotes to a furious fiend.
However, while an eastern barbarian promotes to a lion on its first capturing move, it does not further promote to a
furious fiend on its second. Rather, it remains a lion for the rest of the game. This should be obvious from the game
pieces, which only have two sides.
If a piece which is only able to move forward (a pawn, lance, stone general, wood general, or iron general) reaches
the far rank, it is unable to move further and must remain there until captured.
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483
Individual pieces
In the diagrams below, the different types of moves are coded by symbol and by color: Blue for step moves, yellow
for jumps, green for multiple capture, and gray for range moves, as follows:
Notation
Piece names with a grey background are present at the start of the game; the four with a blue background only appear
with promotion.
King (challenging) gyokush
Step: The king can step one square in any direction, orthogonal or diagonal.
Promoting piecesLong-nosed goblin tengu
Hook move: The tengu can move any number of free squares along one of the four diagonal directions, then
(optionally) make a 90 turn and move any number of free squares in a perpendicular diagonal direction.
It may only change directions once per move.
Step: It can step one square in one of the four orthogonal directions.
484
Old kite kotetsu
Two different movements claimed for the old kite
English sources
This is how Japanese describes the move in tai shogi. The two games normally have the same moves.
Limited range: The old kite can step one or two squares in one of the four orthogonals.
Step: It can step one square diagonally forward.
Japanese Wikipedia
Range: The old kite can move any number of free squares diagonally forward.
Limited range: It can step one or two squares orthogonally sideways.
Either way, the old kite promotes to a tengu (above).
Great elephant taiz
Japanese Wikipedia
Range: The great elephant can move any number of free squares along one of the four orthogonal directions, or
diagonally backward.
Limited range: It can move up to two free squares along either of the forward diagonals.
485
English-language sources
First limited range: The great elephant can move up to five free squares directly sideways or diagonally backward.
Second limited range: It can move up to three free squares directly forward or backward, or diagonally forward.
The great elephant does not exist except as a promoted lion dog (below).
Lion dog komainu
!
!
!
!
!
Japanese Wikipedia
Lion move/triple capture: The lion dog can make a three-step lion move along any one of the eight orthogonal or
diagonal directions. That is, unlike the lion itself, but like the soaring eagle and horned falcon, it is restricted to
moving along a straight line and cannot move to the in-between squares. This lion power includes jumping, igui,
and skipping a turn.
486
English-language sources
Limited range: The lion dog may move up to three squares in any direction.
(This makes the promotion to great elephant beneficial, rather than a demotion as it is in the version above.)
As it finishes a capturing move, the lion dog promotes to a great elephant (above).
Western barbarian seij
Limited range: The western barbarian can move one or two squares orthogonally sideways.
Step: It can step one square directly forward or backward, or diagonally forward.
The western barbarian promotes to a lion dog (above).
Fragrant elephant kz
Range: The fragrant elephant can move any number of free squares along either of the forward diagonals.
Limited range: It can move one or two squares along any of the other directions (orthogonally, or diagonally
backwards).
Northern barbarian hokuteki
487
Limited range: The northern barbarian can move one or two squares diagonally forward.
Step: It can step one square orthogonally sideways or diagonally backward.
The northern barbarian promotes to a fragrant elephant (above).
Free dream-eater honbaku
Japanese Wikipedia
Range: The free dream-eater can move any number of free squares in the two forward diagonal directions,
directly forward, or directly backward.
Limited range: It can move one to five squares orthogonally sideways.
English-language sources
English-language sources show ranging moves along all four diagonals.
Japanese Wikipedia only describes the piece this way for taikyoku shogi, which generally has different
movements from dai-dai shogi.
Water buffalo suigy
Range: The water buffalo can move any number of free squares in the four diagonal directions, or orthogonally
sideways.
Limited range: It can move one or two squares directly forward or backward.
488
The water buffalo promotes to a free dream-eater (above).
Free king honn
The free king moves like a queen in Western chess.
Range: The free king can move any number of free squares in any of the eight directions, orthogonal or diagonal.
Flying horse barin
Limited range: The flying horse can step one or two squares diagonally forward.
Step: It can step one square in one of the four orthogonal directions.
The flying horse promotes to a free king (above).
Mountain witch sambo
Range: The mountain witch can move any number of free squares along one of the four diagonal directions, or
directly backward; or,
Step: It can step one square directly forward.
The mountain witch does not exist except as a promoted blind monkey (below).
Blind monkey men
489
Step: The blind monkey can step one square in one of the four diagonal directions or either orthogonal sideways.
The blind monkey promotes to a mountain witch (above).
Dove kyhan
First limited range: The dove can move one to five squares in one of the four diagonal directions.
Second limited range: It can step one or two squares in one of the four orthogonal directions.
Enchanted badger henri
Limited range: The enchanted badger can move one or two squares orthogonally forward or sideways.
The enchanted badger promotes to a dove (above).
Dragon horse ryme
The dragon horse moves as either a bishop or a king.
490
Range: The dragon horse can move any number of free squares along any of the four orthogonal directions.
Step: It can step one square in any diagonal direction.
Cat sword myjin
Step: The cat sword can move one square in one of the four diagonal directions.
Because it cannot move orthogonally, an unpromoted cat sword can only reach half the squares on the board.
The cat sword promotes to a dragon horse (above).
Racing chariot ssha
Range: The racing chariot can move any number of free squares along one of the four orthogonal directions.
Step: It can step one square diagonally behind.
Nothing promotes into a racing chariot, but it was included here due to the symmetry of its move with that of the
square mover (right).
In several English sources the name of this piece is mistranslated as "side chariot".
Golden bird kinshi
491
Range: The golden bird can move any number of free squares directly forward or backward.
1st limited range: It can move one to three squares along any one of the four diagonals.
2nd limited range: It can move one or two squares directly sideways.
Phoenix h
Step: The phoenix can step one square in one of the four orthogonal directions.
Jump: It can jump to the second square in one of the four diagonal directions.
The phoenix promotes to a golden bird (above).
Non-promoting piecesBishop kakugy
Range: The bishop can move any number of free squares along any of the four diagonal directions.
Because it cannot move orthogonally or promote, a bishop can only reach half the squares on the board.
Left chariot sasha
492
Range: The left chariot can move any number of free squares straight forward, or along the forward left or rear
right diagonals.
Step: It can step one square directly backward.
White tiger byakko
Range: The white tiger can move any number of free squares directly forward or backward, or along the forward
left diagonal.
Limited range: It can step one or two squares directly sideways.
Step: It can step one square diagonally forward to the right.
Side mover gy
Range: The side mover can move any number of free squares directly sideways.
Step: It can move one square directly forward or backward.
Howling Dog kiken
493
Range: The howling dog can move any number of free squares directly forward.
Step: It can step one square directly backwards.
Violent ox mgy
Limited range: The violent ox can move one or two squares in one of the four orthogonal directions.
Angry boar shincho
Step: The angry boar can step one square in one of the four orthogonal directions.
Left general sash
Step: The left general can move one square in any direction except directly left. It is called the left general
because it guards the left side of the board.
Gold general kinsh
494
Step: The gold general can step one square in the four orthogonal directions, or diagonally forward, giving it six
directions of movement.
It cannot move diagonally backward.
Silver general ginsh
Step: The silver general can move one square in the four diagonal directions, or directly forward, giving it five
directions of movement.
Copper general dsh
Step: The copper general can move one square directly forward or backward, or one square diagonally forward,
giving it four directions of movement.
Iron general tessh
Step: The iron general can move one square forward, either orthogonally or diagonally, giving it three directions
of movement.
An iron general that reaches the far rank is trapped.
Stone general sekish
495
Step: The stone general can step one square diagonally forward, giving it two possibilities.
A stone general that reaches the far rank is trapped.
King (reigning) sh
Step: The king can step one square in any direction, orthogonal or diagonal.
Hook mover kgy
Hook move: The hook mover can move any number of free squares along one of the four orthogonal directions,
then (optionally) make a 90 turn and move any number of free squares in a perpendicular orthogonal direction.
It may only change directions once per move.
Poisonous snake dokuja
Two different movements claimed for the poison snake
English sources
Jump: The poisonous snake can jump to the second square directly forward or diagonally backward.
Step: It can step one square to either side.
496
Japanese Wikipedia
Japanese Wikipedia gives the same move for this piece in both daidai shogi and tai shogi, unlike the old kite.
Limited range: The poisonous snake can step one or two squares directly forward or to either side.
Step: It can step one square diagonally forward or directly backward.
Either way, the poisonous snake promotes to a hook mover (above).
Furious fiend funjin
Lion move: The furious fiend can move as a lion anywhere within a two-square distance, including jumps, double
capture, igui, and passing a turn.
Limited range: It can move (but not jump) up to three free squares along one of the eight diagonals or
orthogonals.
The furious fiend does not exist except as a promoted lion (below).
Lion shishi
Double move: The lion can step in any direction, and capture, up to twice a turn. The two steps do not need to be
in the same direction, so this move is equivalent to two turns of a king. As a piece does not promote until its turn
ends, an unpromoted lion has a chance for a double capture.
By moving back to its starting square, it can effectively capture a piece on an adjacent square without moving.
This is called igui "stationary feeding".
Jump: A lion can jump anywhere within a distance of two squares: That is, anywhere it could reach in two
step-moves on an empty board, though of course it cannot land on a square occupied by a friendly piece. This is
equivalent to jumping in any of the eight diagonal or orthogonal directions, or making any of the jumps of a
knight in Western chess.
497
A jump can be made in place, effectively passing a turn without moving. This is traditionally indicated by
tapping the lion and leaving it in place.
As it finishes a capturing move, the lion promotes to a furious fiend (above).
Eastern barbarian ti
English-language sources
Limited range: The eastern barbarian can move one or two squares directly forward or backward.
Step: It can step one square orthogonally sideways or diagonally forward.
(Japanese Wikipedia only attributes this move to the piece in taikyoku shogi, which generally has different
moves from dai-dai shogi.)
Japanese Wikipedia
Limited range: The eastern barbarian can move one or two squares directly forward or backward.
Step: It can step one square directly to the right.
(This makes the eastern and western barbarians asymmetrical, unlike the symmetrical northern and southern
barbarians. However, )
The eastern barbarian promotes to a lion (above).
White elephant hakuz
Range: The white elephant can move any number of free squares diagonally backward.
Limited range: It can move one or two square in one of the other six diagonal or orthogonal directions.
Southern barbarian namban
498
Limited range: The southern barbarian can move one or two squares diagonally backward.
Step: It can step one square orthogonally sideways or diagonally forward.
The southern barbarian promotes to a white elephant (above).
Free demon honki
Japanese Wikipedia
Range: The free demon can move any number of free squares in the two forward diagonal directions, or directly
sideways.
Limited range: It can move one to five squares directly forward or backward.
English-language sources
English-language sources show ranging moves along all four diagonals.
Japanese Wikipedia only describes the piece this way for taikyoku shogi, which generally has different
movements from dai-dai shogi.
Rushing bird gych
Range: The rushing bird can move any number of free squares in any direction, orthogonal or diagonal, except
directly backwards.
499
The rushing bird promotes to a free demon (above).
Standard bearer zenki
Range: The standard bearer can move any number of free squares along any of the three forward directions
(diagonal or orthogonal).
Limited range: It can step one or two squares along any of the other directions (orthogonally sideways, diagonally
backwards, or directly backwards).
Neighboring king kinn
Step: The neighbor king can step one square in any direction, orthogonal or diagonal [except directly
backwards?].
Note: English-language sources state that the neighbor king can step in any direction except directly
backward, like the drunk elephant in other shogi variants. However, Japanese Wikipedia only describes the
piece this way for taikyoku shogi, which generally has different movements from dai-dai shogi.
The neighboring king promotes to a standard bearer (above).
Wizard stork senkaku
Range: The wizard stork can move any number of free squares along one of the four diagonal directions, or
directly forward; or,
Step: It can step one square directly backward.
The wizard stork does not exist except as a promoted old rat (below).
Note: Japanese Wikipedia does not show the forward move for this piece in dai dai shogi, though it does have
it in other versions of the game. This may be an error, as it would be unsymmetrical with the mountain witch,
and it would make this the only piece that moves differently in dai dai and maka dai dai shogi.
Old rat rso
500
Limited range: The old rat can move one or two squares along a forward diagonal or the rear orthogonal, giving it
three directions of movement.
The old rat has the same move as the enchanted fox (see below), but the old rat promotes to a wizard stork (above).
She-devil yasha
First limited range: The she-devil can move one to five squares along one of the four orthogonal directions.
Second limited range: It can step one or two squares along one of the four diagonal directions.
Enchanted fox henko
Limited range: The enchanted fox can move one or two squares along a forward diagonal or the rear orthogonal,
giving it three directions of movement.
This is the same move as the old rat (see above), but the enchanted fox promotes to a she-devil (above).
Dragon king ry
The dragon king moves as either a rook or a king.
501
Range: The dragon king can move any number of free squares along any of the four diagonal directions.
Step: It can step one square in any orthogonal direction.
Flying dragon hiry
Step: The flying dragon can move one or two squares along one of the four diagonal directions.
Because it cannot move orthogonally, an unpromoted flying dragon can only reach half the squares on the
board.
The flying dragon promotes to a dragon king (above).
Square mover hgy
Range: The square mover can move any number of free squares along one of the four orthogonal directions.
Step: It can step one square on either forward diagonal.
Prancing stag yroku
502
Limited range: The prancing stag can move one or two squares directly sideways.
Step: It can step one square in one of the four diagonal directions, or directly forward.
It cannot move directly backwards.
The prancing stag promotes to a square mover (above).
Great dragon dairy
Range: The great dragon can move any number of free squares directly to the side.
1st limited range: It can move one to three squares along any one of the four diagonals.
2nd limited range: It can move one or two squares directly forward or backward.
This is the description in English-language sources and also how Japanese Wikipedia describes the great
dragon as a promoted kirin. However, Japanese Wikipedia describes the starting great dragon as moving as
shown in tai shogi. Promoted pieces move the same as their unpromoted namesakes, so one of these is in
error. The weight of the evidencethe English-language sources, half of Japanese Wikipedia descriptions,
and symmetry with the golden birdpoint to the description given here.
Kirin kirin
Step: The kirin can step one square in one of the four diagonal directions.
Jump: It can jump to the second square in one of the four orthogonal directions.
Because of its unusual movement, an unpromoted kirin can only reach half the squares on the board.
The kirin promotes to a great dragon (above).
Rook hisha
503
Range: The rook can move any number of free squares along any of the four orthogonal directions.
Right chariot usha
Range: The right chariot can move any number of free squares straight forward, or along the forward right or rear
left diagonals.
Range: The blue dragon can move any number of free squares directly to either side, or along the forward right
diagonal.
Limited range: It can step one or two squares directly forward or backward.
Step: It can step one square diagonally forward to the left.
Vertical mover shugy
504
Range: The vertical mover can move any number of free squares directly forward or backward.
Step: It can move one square directly sideways.
Reverse chariot hensha
Range: The reverse chariot can move any number of free squares directly forward or backward, giving it two
directions of movement.
Lance kysha
Range: The lance can move any number of free squares directly forward, giving it only one direction of
movement.
A lance that reaches the far rank is trapped.
Violent bear my
505
Limited range: The violent bear can move one or two squares diagonally forward, or,
Step: It can step one square orthogonally sideways.
Right general ush
Step: The right general can step one square in any direction except directly right. It is called the right general
because it guards the right side of the board.
Ferocious leopard mhy
Step: The leopard can step one square in the four diagonal directions, or directly forward or backward, giving it
six directions of movement.
That is, it can move to any of the six adjacent squares ahead or behind it.
Evil wolf akur
Step: The evil wolf can step one square orthogonally sideways or forward, or diagonally forward.
Savage tiger mko
?
English-language sources
Limited range: The savage tiger can move one or two squares orthogonally forward or backward
Step: It can step one square diagonally forward.
Japanese Wikipedia
Limited range: The savage tiger can move one or two squares orthogonally forward or backward, or diagonally
forward.
506
Wood general mokush
Limited range: The wood general can move one or two squares along a forward diagonal.
A wood general that reaches the far rank is trapped.
Pawn fuhy
Game end
A player who captures the opponent's king wins the game. In practice this rarely happens; a player will resign when
loss is inevitable and the king will be taken on the opponent's next move (as in International Chess) because of the
tradition that it is seen as an embarrassment to lose.
A player who makes an illegal move loses immediately. (This rule may be relaxed in casual games.)
If the same position occurs four times with the same player to play (sennichite), 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 differs in several respects. Modifications have been made for
dai dai 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., +BM for a mountain witch (promoted blind monkey). 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 17q 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 in Japanese.)
If a lion captures by 'igi, the square of the piece being captured is used instead of the destination square, and this is
preceded by the symbol '!'. If a double capture is made, than it is added after the first capture.
Notes
'Sho Shogi Zushiki', Nishzawa Teijin, 1694
External links
Shogi Net (http://www.shogi.net/shogi.html)
history.chess/Daidai shgi (http://history.chess.free.fr/daidaishogi.htm)
DaiDai Shogi games and strategy. (http://www.luckydog.pwp.blueyonder.co.uk/games/shogi/daidai.htm)
Game equipment
Two players, Black and White (or sente and gote), play on a board composed of squares in a grid of 19 ranks (rows)
by 19 files (columns) with a total of 361 squares. The squares are undifferentiated by marking or color.
Each player has a set of 96 wedge-shaped pieces of 50 different types. In all, the players must remember 74 different
moves. The pieces are of slightly different sizes, from largest to smallest (or roughly most to least powerful) they
are:
507
508
1 King
2 Old rats
2 Evil Wolves
1 Hook mover
1 Right chariot
2 Iron generals
1 Capricorn
1 Left chariot
2 Stone generals
1 Free king
2 Vertical movers
2 Reverse chariots
2 Dragon kings
2 Side movers
2 Lances
2 Dragon horses
1 Phoenix
2 Earth generals
2 Rooks
1 Kirin
2 Go betweens
2 Bishops
2 Donkeys
2 Blind bears
2 Side fliers
2 Knights
1 Chinese cock
1 Lion
1 Drunken elephant
1 Old monkey
1 Lion dog
2 Blind tigers
2 Angry boars
1 She-devil
2 Ferocious leopards
2 Cat swords
1 Wrestler
1 Reclining dragon
1 Coiled serpent
2 Gold generals
1 Dark spirit
1 Buddhist devil
2 Silver generals
1 Deva
2 Violent oxen
2 Copper generals
19 Pawns
2 Flying dragons
2 Tile generals
Many of the English-language names are chosen to correspond to their rough equivalents in Western chess, not
necessarily as translations of the Japanese names.
Each piece has its name in the form of two Japanese characters marked on its face. On the reverse side of some
pieces are one or two other characters, often in a different color (e.g., red instead of black); this reverse side is used
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.
Table of pieces
Listed below are the pieces of the game and, if they promote, which pieces they promote to. Of the 50 kinds of
pieces, 21 promote to gold, 26 promote to new pieces (though some move like starting pieces, e.g. the free cat moves
like a bishop, the free iron & gopher like a reverse chariot); and 3 do not promote (free king, dragon king, and
dragon horse).
Kanji
Rmaji
Promotes to
King
gyokush *Emperor
jizai tenn
Deva
daiba
*Teaching king
ky
Dark spirit
mumy
*Buddhist spirit
hsei
Gold general
kinsh
*Free gold
honkin
Silver general
ginsh
*Free silver
hongin
Copper general
dsh
*Free copper
hond
Iron general
tessh
*Free iron
hontetsu
Tile general
gash
*Free tile
honga
Stone general
sekish
*Free stone
honseki
Earth general
dosh
*Free earth
hondo
Lance
kysha
Gold
509
Drunken elephant
suiz
*Prince
ji
Blind tiger
mko
*Free tiger
honko
Ferocious leopard
mhy
*Free leopard
honpy
Coiled serpent
banja
*Free serpent
honja
Reclining dragon
gary
*Free dragon
honry
Chinese cock
waikei
*Wizard stork
senkaku
Old monkey
koen
*Mountain witch
sambo
Cat sword
myjin
*Free cat
honmy
Reverse chariot
hensha
Gold
Lion
shishi
*Furious fiend
funshin
Kirin
kirin
*Great dragon
dairy
Phoenix
*Golden bird
kinshi
Evil wolf
akur
*Free wolf
honr
Blind bear
my
*Free bear
hony
Angry boar
shincho
*Free boar
honcho
Old rat
rso
*Bat
kmori
Lion dog
komainu
Gold
Wrestler
rikishi
Gold
kong
Gold
Buddhist devil
rasetsu
Gold
She-devil
yasha
Gold
Flying dragon
hiry
Gold
Violent ox
mgy
Gold
Knight
keima
Gold
Donkey
roba
Gold
Free king
hnn
Capricorn
makatsu
Gold
Hook mover
kgy
Gold
Dragon king
ry
Dragon horse
ryme
Bishop
kakugy
Gold
Vertical mover
shugy
Gold
Side flier
hi
Gold
Side mover
gy
Gold
Left chariot
sasha
Gold
Right chariot
usha
Gold
Rook
hisha
Gold
Pawn
fuhy
Gold
510
Go between
chnin
*Free goer
honnin
Setup
Below is a diagram showing the setup of one player's pieces. The way one player sees their own pieces is the same
way the opposing player will see their pieces.
Board layout
Board layout
GB
p
R
LC SM SF VM
Dn
RV
AB
CS
St
p
B
BB
FD BD
CC
T
DH DK Ca FK HM DK DH
VO
OR
GB
W LD GG SD FD
EW Kr Ln
Co
Ph
EW
FL RD
DS
VO
Dn
N
AB
OR
CS
Legend
AB: Angry Boar
B: Bishop
C: Copper General
Ca: Capricorn
Dv: Deva
Dn: Donkey
E: Earth General
G: Gold General
GB: Go-between
I: Iron General
K: King
Kr: Kirin
L: Lance
Ln: Lion
N: Knight
p: Pawn
Ph: Phoenix
R: Rook
OM
C
VM SF SM RC
BB
FL BT DE BT
Dv
S: Silver General
St
RV
E
511
SD: She-devil
T: Tile General
VO: Violent Ox
W: Wrestler
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are not literally correct.) A move consists of moving a piece
on the board and potentially promoting the piece. Each of these options is detailed below.
512
513
514
The left chariot can move any number of free squares orthogonally forward.
It can move any number of free squares diagonally forward to the left.
It can move any number of free squares diagonally backward to the right.
It can move one square orthogonally backward.
Right chariot
The right chariot can move any number of free squares orthogonally forward.
515
Promotion
Pieces that can promote only have the option to promote when they capture an unpromoted enemy piece. If a piece
captures a promoted piece, it must promote if able. Promotion is indicated by turning the piece over after it moves,
revealing the character for the promoted piece. There are no promotion zones; dots on the board that usually
represent promotion zones are present after the sixth rank only as a placement guide for initial setup.
Promoting a piece has the effect of changing how that piece moves. (See above for what each piece promotes to.)
Pieces which are already promoted cannot promote again, except as follows:
Any piece, promoted or not, that captures a Deva or Teaching king (a promoted Deva) promotes to a Teaching king.
This is effected by replacing it on the board with the captured piece. Similarly, any piece that captures a Dark spirit
or Buddhist spirit (a promoted Dark spirit) promotes to a Buddhist spirit.
Pieces on the 4th, 5th, and 6th ranks which promote, as well as the outside pieces of the 1st and 2nd ranks, promote
(or perhaps demote) to Gold. New powers that appear as a result of promotion of the other pieces are as follows:
Twelve of the pieces in the first and second ranks, as well as the go-between, become "free" when promoted,
meaning that they move in the same directions as in their unpromoted state, but are free to move an unlimited
number of squares in those directions. They are:
Free gold
Free silver
Free copper
Free iron
Free tile
Free stone
Free earth
Free tiger
Free leopard
Free serpent
Free (reclining) dragon ?[15]
Free cat
Free goer/gopher
516
517
Game end
A player who captures the opponent's king (or emperor, which is a promoted king) or prince (when the other is
already gone) wins the game. In practice this rarely happens; a player will resign when loss is inevitable and the king
(emperor) or prince will be taken on the opponent's next move (as in International Chess) because of the tradition
that it is seen as an embarrassment to lose.
A player who makes an illegal move loses immediately. (This rule may be relaxed in casual games.)
Another possible (but fairly 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. (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
maka dai dai 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., +OM for a mountain witch (promoted old monkey). 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 19s 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 in Japanese.)
If a lion captures by 'igi, the square of the piece being captured is used instead of the destination square, and this is
preceded by the symbol '!'. If a double or triple capture is made, then it is 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, CSx7c= indicates a cat sword 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.
518
519
Hishigata shogi
Sean Humby created a variant of Maka daidai shogi called Hishigata shogi. (See the external link below.) It was
motivated by criticisms that maka dai-dai takes a very long time to finish, and that the more interesting pieces have
little opportunity for play. The only difference is in the setup, which places the opposing pieces close together and
leaves the armies' rear flanks exposed, though Humby recommends that the teaching king be played as the weaker
Western variant (as a free king).
Setup
In the hishigata setup, only one rank is left empty between the opposing armies. This is indicated with a darker
shading in the diagram below.
SM LC AB
Co
EW
EW
Kr
Ph
AB RC SM
S
BB DE BB
W
Ca
Dv FK DS
Legend
AB: Angry Boar
B: Bishop
Ca: Capricorn
Dv: Deva
G: Gold General
I: Iron General
K: King
Kr: Kirin
N: Knight
Ph: Phoenix
R: Rook
S: Silver General
W: Wrestler
520
521
External links
Ko shogi
K shgi ( or 'wide (elephant) chess') is a large-board variant of shogi, or Japanese chess. The game
dates back to the turn of the 18th century and is based on xiangqi and go as well as shogi. Credit for its invention has
been given to Confucian scholar Ogy Sorai.
Objective
The objective is to capture the opponent's commanding pieces: The general, plus the governor if present, or either the
banner or middle army if not.
Game equipment
Two players, Black and White, play on a go board 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 Middle troop
4 Crossbows
1 Clerk
1 Drum
4 Cannons
1 Staff officer
1 Banner
8 Cavalrymen
2 Aids de camp
2 Sentries
2 Cavalry
2 Sumo wrestlers
2 Millenaries
7 Pawns
2 Aides
2 Quartermasters
2 Patrol units
2 Staff
2 Centuriae
7 Shields
2 Chiefs of staff
2 Rear guards
2 Shield units
2 Engineers
1 Gatling gun
8 Chariots
1 Taoist Priest
6 Elephants
2 Chariot units
1 Spiritual monk
4 Long bows
1 Vanguard
2 Advance guards
Each piece has its name in the form of one or two Japanese characters 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.
Ko shogi
522
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.
Piece
Kanji
rmaji
Promotes to
Kanji
Rmaji
General
sh
Clerk
kishitsu
*Master at arms
gunshi
Staff officer
samb
kiko
Aid de camp
shimpei
Quartermaster
Sumo wrestler
rikishi
Aide
toneri
*Town brigade
senko
Staff
shayo
*Village brigade
hyakko
Chief of staff
gunri
*Vice commander
fukushi
Engineer
gunsh
*Poison flame
dokka
Taoist Priest
gorimu
Spiritual monk
shinz
*Immaculate light ?
seit
Advance guard
zenei
*Heavens vengeance
temm
Middle troop
chgun
*Governor
sochi
Drum
tsuzumi
*Thunderclap
hekireki
Banner
hata
*Roaming assault
shy
Sentry
gohei
Centuria
Millenary
sens
*Dragon ascending
ryj
Quartermaster
was
*Tiger wing
koyoku
Centuria
hyakus
*War hawk
yy
Rear guard
kei
*Earths vengeance ?
chim
Gatling gun ?
butsurki
shinkisha
Elephant
Long bow
yumi
*Longbow cavalryman
kkyki
Crossbow
ishiyumi
*Crossbow cavalryman
doki
Cannon
*Gun carriage
hsha
Cavalryman
bahei
Cavalry
Cavalry
kis
*Winged horse
temba
Pawn
fuhy
Patrol unit
Patrol unit
fus
*Commissar ?
toshi
Shield
hai
Shield unit
Shield unit
hais
*Imperial base ?
tenrui
Chariot
kuruma
Chariot unit
Chariot unit
shas
Millenary
Vanguard
semp
*Commissar ?
toshi
Ko shogi
523
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 pieces.
Board layout
+
VA
CU SU CH SP CH SP
CH SP CH SU CH SP CH
SP CH SP CH SU CU
PU
PU
CA
HS
HS
HS
HS
HS
HS
HS
HS
CA
SB LB
SB LB
FW
LB SB
LB SB
FH
DU
SN
MA
SN
DU
FH
SC
PL
FD SM EN CS GH SR WR
WR SR GH CS EN TB FD
Legend
A - Aide de Camp
B - Banner
C - Cannon
CA - Cavalry
CH - Chariot
CS - Chief of Staff
CU - Chariot Unit
D - Drum
DU - Millenary
E - Elephant
EN - Engineer
FD - Advance Guard
FH - Centuria
FW - Gatling Gun
G - General
GH - Staff
HS - Cavalryman
LB - Long Bow
MA - Middle Troop
P - Pawn
PL - Staff Officer
PU - Patrol Unit
Q - Quartermaster
R - Rear Guard
SB - Crossbow
SC - Clerk
SM - Spiritual Monk
SN - Sentry
SP - Shield
SR - Aide
SU - Shield Unit
TB - Taoist Priest
VA - Vanguard
WR - Sumo wrestler
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.
Ko shogi
soldier is an exception in that it does 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, aid de camp, aide, staff, chief of staff, engineer,
middle troop, drum, banner, sentry, gatling gun, 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.
At the beginning of the game these are the clerk, staff officer, highway, spiritual monk, and cavalryman.
Range 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 range 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 are the highway, spiritual monk, gatling gun, long bow, crossbow, and cannon.
524
Ko shogi
525
Burn
Wherever a burning piece arrives at an intersection, all adjacent enemy pieces are removed from the board, as
described below.
The only burning piece is the poison flame, which only appears with promotion.
Multiple capture
The sumo wrestler and cavalry have double-move with double-capture abilities, similar to the 'lion move' in chu
shogi. Unlike the lion, they are truly 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, twelve-mile fog, thunderclap, roaming assault,
dragon ascending, tiger wing, war hawk, and winged horse have multiple-capture abilities.
The gatling gun 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, yellow for jumps, and orange for ranging jumps.
Notation
*
Jumps directly to this square and stops, bypassing any intervening piece, but may not capture with this move.
Jumps directly to this square and stops, bypassing any intervening piece, and may capture.
Steps a limited number of squares along a straight line, but may not capture with this move.
Steps a limited number of squares along a straight line, and may capture. Must stop upon capture.
Steps a limited number of squares along a straight line, capturing more than once.
Steps a limited number of squares within an area, changing direction and capturing more than once.
Steps a limited number of squares within an area, changing direction and capturing more than once; cannot stop until range is exhausted.
Jumps a limited number of times to this square; square may also be reachable with an areal step.
Ranges along a straight line, crossing any number of empty squares. Must stop upon capture.
!!
Cannon shot at one of these squares, bypassing any intervening piece (capture without moving).
Ko shogi
526
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.
General sh, Middle Troop chgun
Step: The general and middle troop can step one intersection in any direction, orthogonal or diagonal.
Clerk kishitsu
Step: The clerk can step one intersection in one of the four diagonal directions.
Jump: It can jump to the second intersection orthogonally.
This is the move of the kirin in other shogi variants.
Staff officer samb
Step: The staff officer can step one intersection in one of the four orthogonal directions.
Jump: It can jump to the second intersection diagonally.
This is the move of the phoenix in other shogi variants.
Aid de camp shimpei
Ko shogi
527
Step: The aid de camp can step one intersection in any direction, orthogonal or diagonal, except directly
backward.
This is equivalent to the drunk elephant in other shogi variants. However, it does not promote to a prince.
Sumo wrestler rikishi
Area move with double capture: The sumo wrestler can move in one turn as a general does in two.
That is, it steps one intersection in any direction once or twice, potentially capturing two pieces per turn. By
changing directions after its first step, so it can reach the intersections that a knight jumps to in Western chess.
By moving back to its starting intersection, it can effectively capture a piece on an adjacent intersection
without moving. This is called igui "stationary feeding".
A similar move without capturing leaves the board unchanged, which is a way to pass a turn.
The sumo wrestler cannot jump over an intervening friendly piece as a "lion" can in other shogi variants.
Aide toneri
Step: The aide can step one intersection in one of the four orthogonal directions; or,
Ko shogi
528
Step: The staff can step one intersection in one of the four diagonal directions; or,
Step: The chief of staff can move one intersection in the four diagonal directions; or,
Step: The engineer can step one intersection directly forward or backward, or one intersection diagonally forward,
giving it four possibilities.
This is the move of the copper general in other shogi variants.
Taoist priest takamichi ? and Spiritual monk shinz
then
Ko shogi
529
Jump: The Taoist priest and spiritual monk can jump to the second intersection in any direction, orthogonal or
diagonal.
However, they can only capture an enemy priest or monk with such a jump.
Shot: They can shoot any one enemy piece on any intersection adjacent to their arrival point.
These two pieces move and promote the same, but only the loss of the priest prevents or reverts promotion of
the banner and drum.
Advance guard zenei
Range: The advance guard can move any number of free intersections directly forward.
Step: It can step one intersection directly backwards.
This piece promotes if its clerk promotes.
Middle troop chgun
Step: The middle troop can step one intersection in any direction, orthogonal or diagonal.
Drum tsuzumi
Step: The drum, like the banner, can step one intersection in one of the four diagonal directions or either
orthogonal sideways. That is, anywhere except directly forwards or backwards.
If the drum is killed, the pawns may no longer move forward.
Banner hata
Ko shogi
530
Step: The banner, like the drum, can step one intersection in one of the four diagonal directions or either
orthogonal sideways. That is, anywhere except directly forwards or backwards.
Sentry gohei
Step: The sentry can step one intersection in any direction except orthogonally forward.
This is the move of the blind tiger in other shogi variants.
Millenary sens
Range: The millenary can move any number of free intersections along any one of the eight orthogonal or
diagonal directions.
This is the move of the free king in other shogi variants.
Quartermaster was
Range: The quartermaster can move any number of free intersections along any of the four orthogonal directions;
or,
Step: It can move one intersection in any diagonal direction.
This is the move of the dragon king in other shogi variants.
Centuria hyakus
Ko shogi
531
Range: The centuria can move any number of free intersections along any of the four diagonal directions; or,
Step: It can move one intersection in any orthogonal direction.
This is the move of the dragon horse in other shogi variants.
Rear guard kei
Range: The rear guard can move any number of free intersections directly backward; or,
Step: It can step one intersection directly forwards.
This piece promotes if its clerk promotes.
Gatling gun butsurki
then
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!! !! !! !! !! !! !!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!! !! !! !! !! !! !!
!!
!!
!!
!!
Ko shogi
532
!!
!!
!!
!!
!!
!!
!!
!!
!!
Step: The gatling gun can move one intersection in one of the four diagonal directions. It cannot capture by
making such a move.
Double shot: It can shoot two enemy pieces up to 7 free intersections from its landing point in any of the eight
prime directions.
It may shoot in different directions, or it may shoot one piece, and then shoot a second piece that had been
blocked by the first.
It cannot shoot a shield unit or an imperial base . It can only shoot at a twelve-mile fog that
is at least six intersections away.
Elephant z
Range: The elephant can move any number of free intersections along any of the four diagonal directions.
This is the move of the bishop in other shogi variants.
Long bow yumi
then
!
!
!
!
!
! ! !
!
!
!
!
!
!
!
!
! ! !
!
!
!
Step: The long bow can move one intersection in one of the four diagonal directions. It cannot capture by making
such a move.
Shot: It can shoot one enemy piece up to three free intersections from its landing point, in any of the eight prime
directions.
Ko shogi
533
It cannot shoot an imperial base , shield , shield unit , chariot , chariot unit , gun carriage
, or twelve-mile fog .
Crossbow yumi
then
!
!
!
!
!
!
!
!
!
! ! ! ! !
!
!
!
!
! ! ! ! !
!
The crossbow is identical to the long bow, except that it can shoot up to five free intersections away.
Cannon h
then
*
*
*
*
*
* * * * *
*
*
*
*
*
*
*
*
*
*
*
*
*
* * * * *
*
*
*
*
*
Ko shogi
534
Step: The cannon can move one intersection in one of the four diagonal directions. It cannot capture by making
such a move.
Shot: It can shoot one enemy piece up to five free or occupied intersections away from its landing point in any of
the eight prime directions.
Jump: The cavalryman jumps at an angle intermediate between orthogonal and diagonal, amounting to one
intersection orthogonally plus one intersection diagonally, in a single motion, ignoring any intervening piece.
That is, it has a choice of eight destinations.
This is the move of the knight in Western chess.
The cavalryman promotes if it captures a gatling gun.
Cavalry kis
!
!
Double jump with double capture: The cavalry jumps once or twice as a cavalryman in a single turn, potentially
capturing two pieces.
If it jumps twice, both jumps must be in the same orthogonal direction (both forwards, backwards, to the left,
or to the right). That is, after the cavalry makes its first jump, it is restricted to only two landing squares for its
second jump, similar to the restriction of a knight in other shogi variants. Or,
For its second jump, it may return to its starting point. This gives the cavalry a power of igui and passing a turn
similar to that of the sumo wrestler.
Pawn fuhy
Ko shogi
535
Step: The pawn can step one intersection in one of the four orthogonal directions.
This is the move of the angry boar in other shogi variants.
If the drum is captured, the pawns can no longer move in the forward direction.
Patrol unit fus
Range: The patrol unit can move any number of free intersections orthogonally forward or backward; or,
Step: It can step one intersection orthogonally sideways.
This is the move of the vertical mover in other shogi variants.
Shield hai
Step: The shield can step one intersection in one of the four diagonal directions.
The shield is unaffected by the bows (,).
This is the move of the cat sword in dai shogi.
Shield unit hais
Range: The shield unit can move any number of free intersections orthogonally to either side.
Step: It can step one intersection in one of the four diagonal directions.
The shield unit is unaffected by the bows (,) or the guns (,).
Chariot kuruma
Ko shogi
536
Limited range: The chariot can move one to five free intersections in one of the four orthogonal directions.
It cannot capture the imperial base .
The chariot unit is unaffected by the bows (,).
Chariot unit shas
Range: The chariot unit can move any number of free intersections along any of the four orthogonal directions.
This is the move of the rook in other shogi variants.
It cannot capture the imperial base .
The chariot unit is unaffected by the bows (,).
Vanguard semp
Limited range: The vanguard can move one to five free intersections directly forward.
The General and Middle Troop do not promote. Master at arms gunshi
Ko shogi
537
!
!
!
!
!
!
Double move: Upon promotion, the clerk gains the power to move twice per turn.
This is like a double kirin move in chu shogi and other shogi variants.
Banner and drums kiko
Double move: Upon promotion, the staff officer gains the power to move twice per turn.
This is like a double phoenix move in other shogi variants.
Quartermaster was
Range: The quartermaster can move any number of free intersections along any of the four orthogonal directions;
or,
Step: It can move one intersection in any diagonal direction.
This is the move of the dragon king in other shogi variants.
The Sumo wrestler does not promote Town brigade senko
Ko shogi
538
Range: The town brigade can move any number of free intersections directly forward or backward.
Step: It can step one intersection in any direction.
This is the move of the flying stag in chu shogi.
Village brigade hyakko
Range: The village brigade can move any number of free intersections directly to either side.
Step: It can step one intersection in any direction.
Vice commander fukushi
Range: The vice commander can move any number of free intersections along one of the four diagonal directions,
or directly forward.
This is the move of the free silver in other shogi variants.
Poison flame dokka
Ko shogi
539
Step: When it promotes, the engineer does not change how it moves, and it remains a step mover. However,
Burn: Wherever it lands, all adjacent enemy pieces are 'burned' and removed from the board.
It is not clear what happens when two opposing poison flames meet. Nor what happens if any other opposing
piece lands next to a poison flame. See the fire demon in tenjiku shogi for some possibilities.
Twelve-mile fog gorimu and Immaculate light seit
Double move: When they promote, the priest and monk gain the power to move twice per turn, including the
option of shooting one adjacent piece after each move, and are still restricted from capturing by displacement.
If a twelve-mile fog and immaculate light ever find themselves within 5 intersections of each other, the fog
immediately reverts to a highway.
The fog cannot be shot from within a distance of five intersections. It can only be shot (by the gatling gun
) from a distance of six intersections or more.
Heavens vengeance (or 'Skyward net') temm
Range: The heavens vengeance can move any number of free intersections along either of the forward diagonals,
or directly to either side.
Step: It can step one intersection directly backward.
Governor sochi
Ko shogi
540
Step: The governor can step one intersection in any direction, orthogonal or diagonal.
The governor functions as a second general.
Thunderclap hekireki
Areal quintuple move: The thunderclap steps five times per turn in an orthogonal direction, with the choice of
changing directions after each step, potentially capturing up to five pieces.
Limited-range quintuple move: The roaming assault can step up to five times per turn in any one orthogonal
direction, potentially capturing up to five pieces.
Ko shogi
541
Centuria hyakus
Range: The centuria can move any number of free intersections along any of the four diagonal directions; or,
Step: It can move one intersection in any orthogonal direction.
This is the move of the dragon horse in other shogi variants.
Dragon ascending ryj
or
The dragon arising adds the moves of the sumo wrestler to those of the millenary.
Range: It can move any number of free intersections along any of the eight directions.
Double move: As the sumo wrestler, above.
Tiger wing koyoku
Ko shogi
542
Double move: The tiger wing moves like a shield (one step diagonally) once or twice per turn.
War hawk yy
Double move: The war hawk can step one or two intersections in any orthogonal direction, potentially capturing a
piece with each step. Or,
Range: It can move any number of free intersections along any of the four diagonal directions.
Earths vengeance (or 'Earthward net') chim
Range: The earths vengeance can move any number of free intersections along either of the rear diagonals, or
directly to either side; or,
Step: It can step one intersection directly forward.
Chariot of the gods shinkisha
Ko shogi
543
then
!!
!!
!!
!!
!!
!!
!! !! !! !! !! !! !!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!! !! !! !! !! !! !!
!!
!!
!!
!!
!!
!!
!!
Limited range: The chariot of the gods can move up to five free intersections along one of the four orthogonal
directions.
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
!!
Ko shogi
544
*
*
then
!
!
!
!
!
! ! !
!
!
!
!
! ! !
!
The long bow cavalryman combines the move of the cavalryman with the attack of the long bow.
*
*
then
!
!
!
!
!
! ! ! ! !
!
!
!
!
!
!
!
!
!
!
!
!
!
! ! ! ! !
!
!
!
!
!
Ko shogi
545
The crossbow cavalryman combines the move of the cavalryman with the attack of the crossbow.
then
*
*
*
*
*
* * * * *
*
*
*
*
*
*
*
* * * * *
*
*
*
*
*
*
*
Limited range: The gun carriage can move up to five free intersections along one of the four orthogonal
directions;
*
*
*
*
Ko shogi
546
!
!
Double jump with double capture: The cavalry jumps once or twice as a cavalryman in a single turn, potentially
capturing two pieces.
If it jumps twice, both jumps must be in the same orthogonal direction (both forwards, backwards, to the left,
or to the right). That is, after the cavalry makes its first jump, it is restricted to only two landing squares for its
second jump, similar to the restriction of a knight in other shogi variants. Or,
For its second jump, it may return to its starting point. This gives the cavalry a power of igui and passing a turn
similar to that of the sumo wrestler.
Winged horse temba
Double move: The winged horse moves as a cavalry, but without any restriction on the direction of the second
jump. That is, it moves twice like a knight in Western chess.
Patrol unit fus
Range: The patrol unit can move any number of free intersections orthogonally forward or backward; or,
Ko shogi
547
Commissar toshi
Range: The commissar can move any number of free intersections along one of the four diagonals; or,
Range: The shield unit can move any number of free intersections orthogonally to either side.
Step: It can step one intersection in one of the four diagonal directions.
The shield unit is unaffected by the bows (,) or the guns (,).
Imperial base tenrui
Range: The imperial base can move any number of free intersections in the four diagonal directions, or directly to
either side.
This is the move of the free boar in chu shogi.
The imperial base cannot be shot by the long bow , crossbow , cannon , gun carriage , gatling gun
, or chariot of the gods , nor can it be killed by the chariot or chariot unit .
Chariot unit shas
Ko shogi
548
Range: The chariot unit can move any number of free intersections along any of the four orthogonal directions.
This is the move of the rook in other chess variants.
It cannot capture the imperial base .
The chariot unit is unaffected by the bows (,).
Millenary sens
Range: The millenary can move any number of free intersections along any one of the eight orthogonal or
diagonal directions.
This is the move of the free king in other shogi variants..
Commissar toshi
Range: The commissar can move any number of free intersections along one of the four diagonals; or,
Ko shogi
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 a commanding piece (the general , governor , middle troop , or banner )
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 ,
dragon ascending , roaming assault , or thunderclap , promotes on the spot.
The cavalryman promotes if it captures a gatling gun .
When the clerk promotes to master at arms , the allied advance and rear guards , promote as
well, while any enemy poison flame dies. However, while the clerk promotes as usual upon capturing a
commanding piece, it cannot promote by entering or moving within the promotion zone unless the advance and
rear guards have already entered the zone.
There are other circumstances that may prevent or revert promotion:
If the Taoist priest is captured, the drum and banner can no longer promote, and if either or both
have already promoted (to roaming assault or thunderclap ), then they immediately revert to drum or
banner.
Whenever the immaculate light is within 5 intersections of the twelve-mile fog along one of the
eight prime directions, the fog reverts back to a Taoist priest .
Many pieces only appear as a result of promotion. They are marked with a blue background in the movement
diagrams above.
Game end
A player who captures the opponent's general and either the middle troop or the banner wins the game.
However, if the opponent's middle army has promoted to governor , 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. Recall, however, the prohibition against
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Ko shogi
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
k 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 25s being the
bottom left corner. (This method of designating intersections is based on Japanese convention, which, however, uses
Japanese numerals instead of letters. For example, the intersection 2c is denoted by 2 in Japanese.)
If a piece captures by 'igui (possibilities are the sumo wrestler, dragon ascending, tiger wing, cavalry, winged horse,
twelve-mile 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.
External links
Shogi Net [2]
History.chess/Ko shogi [1]
References
[1] http:/ / history. chess. free. fr/ koshogi. htm
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Tai shogi
Tai shogi ( tai shgi or muj tai shgi "grand chess", renamed from muj dai
shgi "supreme chess" to avoid confusion with dai shgi) is a large-board variant of shogi (Japanese chess).
The game dates to the 15th century and is based on earlier largeboard shogi games. Before the discovery of taikyoku
shogi in 1997, tai shogi was believed to be the largest playable chess variant, if not board game, ever. One game may
be played over several long sessions and require each player to make over a thousand moves. It was never a popular
game; indeed, a single production of half a dozen game sets in the early 17th century was a notable event.
Like other large-board variants, but unlike standard shogi, the game is played without drops, and uses a
promotion-by-capture rule.
Objective
The objective of the game is to capture the opponent's emperor and crown prince (or princes). When the last of these
is captured, the game ends. There are no rules for check or checkmate; however, in practice a player resigns when
checkmated.
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 25 ranks (rows)
and 25 files (columns), for a total of 625 squares. The squares are undifferentiated by marking or color.
Each player has a set of 177 wedge-shaped pieces of 93 types. In all, the players must remember 99 moves for these
pieces. The pieces are of slightly different sizes. From largest to smallest (or roughly most to least powerful) they
are:
1 Emperor
2 Side dragons
2 Blind bears
1 Crown prince
2 Doves
1 Drunken elephant
1 Hook mover
1 She-devil
1 Neighbor king
2 Long-nosed goblins
1 Golden bird
2 Blind tigers
1 Capricorn
1 Great dragon
2 Blind monkeys
2 Peacocks
2 White elephants
2 Ferocious leopards
2 Soaring eagles
1 Lion dog
2 Reclining dragons
2 Horned falcons
1 Wrestler
2 Chinese cocks
2 Free kings
2 Old monkeys
1 Rushing bird
1 Buddhist devil
2 Evil Wolves
2 Free demons
2 Golden deer
2 Angry boars
2 Free dream-eaters
2 Silver hares
2 Cat swords
2 Water buffalos
2 Fierce eagles
2 Coiled serpents
2 Flying oxen
1 Old kite
1 Deva
2 Soldiers
2 Violent oxen
1 Dark spirit
2 Dragon kings
2 Flying dragons
1 Right general
2 Dragon horses
2 Old rats
1 Left general
1 Lion
2 Enchanted badgers
2 Gold generals
Tai shogi
552
2 Side chariots
2 Flying horses
2 Silver generals
2 Rooks
2 Prancing stags
2 Copper generals
2 Bishops
2 Violent bears
2 Tile generals
2 White horses
2 Side movers
2 Iron generals
2 Whales
2 Vertical movers
2 Wood generals
2 Standard bearers
2 Reverse chariots
2 Stone generals
1 Vermillion sparrow
1 Phoenix
2 Earth generals
1 Turtle-snake
1 Kirin
2 Go betweens
1 Blue dragon
2 Poison snakes
2 Knights
1 White tiger
1 Northern barbarian
2 Howling dogs
1 Right chariot
1 Southern barbarian
2 Donkeys
1 Left chariot
1 Eastern barbarian
2 Rams-head soldiers
1 Western barbarian
2 Lances
25 Pawns
Several 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 written on its face. On the reverse side of some pieces are one or
two other characters, often in a different color (commonly 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.
Table of pieces
Listed here are the pieces of the game and, if they promote, which pieces they promote to.
Piece (*promoted piece only)
Kanji
Rmaji
Emperor
() (jizai) tenn
Crown prince
taishi
Hook mover
kgy
Long-nosed goblin
tengu
Capricorn
*)
makatsu
Peacock
kujaku
Soaring eagle
hij
Horned falcon
kaku
Free king
honn
Rushing bird
gych
honki
honbaku
Water buffalo
suigy
free dream-eater
Flying ox
higy
Soldier
heishi
Dragon king
ry
Dragon horse
ryme
Lion
shishi
furious fiend
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*Furious fiend
funjin
Side chariot
ssha
Rook
hisha
Bishop
kakugy
White horse
hokku
Whale
keigei
Standard bearer
zenki
Vermillion sparrow
suzaku
Turtle-snake
genbu
Blue dragon
seiry
White tiger
byakko
Right chariot
usha
Left chariot
sasha
Side dragon
ry
Dove
kyhan
She-devil
yasha
Golden bird
kinshi
Great dragon
dairy
White elephant
hakuz
Lion dog
komainu
*Great elephant
taiz
[not used?]
Wrestler
rikishi
kong
Buddhist devil
rasetsu
Golden deer
konroku
Silver hare
ginto
Fierce eagle
mj
Old kite
kotetsu
long-nosed goblin
Violent ox
mgy
Flying dragon
hiry
Old rat
rso
bat
*Bat
kmori
Enchanted badger
henri
dove
Flying horse
barin
free king
Prancing stag
yroku
square mover
*Square mover
hgy
Violent bear
my
Side mover
gy
Vertical mover
shugy
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554
Reverse chariot
hensha
Phoenix
golden bird
Kirin
kirin
great dragon
Poisonous snake
dokuja
hook mover
Northern barbarian
hokuteki
*Fragrant elephant
kz
[not used?]**
Southern barbarian
nanban
Eastern barbarian
ti
lion
Western barbarian
seij
lion dog
Blind bear
my
Drunken elephant
suiz
crown prince
Neighboring king
kinn
standard bearer
Blind tiger
mko
Blind monkey
men
Ferocious leopard
mhy
Reclining dragon
gary
Chinese cock
waikei
wizard stork
*Wizard stork
senkaku
Old monkey
koen
mountain witch
*Mountain witch
sambo
Evil wolf
akur
Angry boar
shincho
Cat sword
myjin
Coiled serpent
banja
Deva
daiba
teaching king
*Teaching king
ky
Dark spirit
mumy
Buddhist spirit
*Buddhist spirit
hsei
Right general
ush
Left general
sash
Gold general
kinsh
Silver general
ginsh
Copper general
dsh
Tile general
gash
Iron general
tessh
Wood general
mokush
Stone general
sekish
Earth general
dosh
Go-between
chnin
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555
Knight
keima
Howling dog
*)
kiken
Donkey
roba
Rams-head soldier
yhei
Lance
kysha
Pawn
fuhy
"Free" pieces move like their unpromoted namesakes, except that their range is unlimited. For example, a
"free king" moves like a queen, a "free cat" like a bishop. (The free bear and free boar are exceptions.)
* The first kanji in 'howling' dog, [1], is not supported by many fonts, and so is created here with the help of
an ad hoc superscript . Likewise, the second character in 'Capricorn' should be composed of + ([2]),
and the second character in 'wizard stork' should be atop (?).
** The fragrant and white elephants are the promotions in dai dai shogi and, in Steve Evans' Shogi Variants
software, for tai shogi as well. (See link below.) The Japanese Wikipedia articles are confused. One states that
both the northern and southern barbarians demote to gold. A second states that the northern demotes to gold
and the southern promotes to white elephant. The fragrant elephant article states that this piece occurs in tai
shogi, but provides no piece to promote into it.
In Evans' software, this promotes to a great elephant. However, while Japanese Wikipedia states that this
promotion occurs in other large-board shogi variants, it says that it demote to gold in tai shogi.
There is some confusion in the Japanese Wikipedia articles over which monkey promotes to mountain witch
and which promotes to gold. One article, and the internal pattern of promotions, suggests the choice we have
here. The individual game-piece articles claim both promote to mountain witch, but this would be unusual, as
no other two pieces share a promotion other than the ubiquitous gold. Evans' software has the opposite
promotions to those shown here.
The rushing bird is also called the gyme 'rushing horse' in Japanese, especially in older
sources. This may be a scribal error. The Japanese Wikipedia articles do not agree on its promotion.
Setup
Below is a diagram showing the setup of one player's pieces. The way one player sees their own pieces is the same
way the opposing player will see their pieces.
Board layout
GB
P
GB
HD
FH
EN
LC
BD
WO EA SG
SO
WB
FL
WS EB CC
HF
OM OK
SC
WH
RS
VO CS BB
SV
GL
BM BT BU WR NK GG
RV
SI
SE
PS
FT
FE
WE FR
LG
CP
TS
FD LO
DH
DK
DV
DO FO SM VM
T
VB
SB
PR AB EW LD EW AB PR
OR CO RD
PC GD
FK
SB
VB
CA
DE HM RD CO OR
KR
LN
EN
FH
HD
SG EA WO
VS
RC
VM SM FO DO
RB
OM
HF
CC SU NB
FL
WB
SO
SD
BT BM
GL
SV
BB CS VO
RS
WH
SC
RG
FR WE
FE
FT
PS
SE
SI
RV
DS
FK
DH
LO FD
WT
PH
GO PC
DK
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556
Legend
AB - Angry Boar
B - Bishop
BB - Blind Bear
BD - Blue Dragon
BU - Buddhist Devil
BM - Blind Monkey
BT - Blind Tiger
C - Copp. General
CA - Capricorn
CC - Chinese Cock
CO - Coiled Serpent
CP - Crown Prince
CS - Cat Sword
D - Dove
DE - Drunken Elephant
DH - Dragon Horse
DK - Dragon King
DO - Donkey
DS - Dark Spirit
DV - Deva
E - Emperor
EA - Earth General
EB - Eastern Barbarian
EN - Enchanted Badger
EW - Evil Wolf
FD - Flying Dragon
FE - Fierce Eagle
FH - Flying Horse
FK - Free King
FL - Fer. Leopard
FO - Flying Ox
FR - Free Demon
FT - Free Dream-Eater
G - Gold General
GB - Go Between
GD - Great Dragon
GL - Golden Deer
GO - Golden Bird
HD - Howling Dog
HF - Horned Falcon
HM - Hook Mover
I - Iron General
KR - Kirin
L - Lance
LC - Left Chariot
LD - Lion Dog
LG - Left General
LN - Lion
LO - Long-nosed Goblin
N - Knight
NB - Northern Barbarian
NK - Neighbor King
OK - Old Kite
OM - Old Monkey
OR - Old Rat
P - Pawn
PC - Peacock
PH - Phoenix
PR - Prancing Stag
PS - Poison Snake
R - Rook
RB - Rushing Bird
RC - Right Chariot
RD - Reclining Dragon
RG - Right General
RS - Rams-head Soldier
RV - Reverse Chariot
S - Silver General
SB - Standard Bearer
SC - Side Chariot
SD - She-devil
SE - Soaring Eagle
SG - Stone General
SI - Side Dragon
SM - Side Mover
SO - Soldier
SU - Southern Barbarian
SV - Silver Hare
T - Tile General
TS - Turtle-snake
VB - Violent Bear
VM - Vert. Mover
VO - Violent Ox
VS - Vermillion Sparrow
W - Whale
WB - Water Buffalo
WE - White Elephant
WH - White Horse
WO - Wood General
WR - Wrestler
WS - Western Barbarian
WT - White Tiger
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are no longer literally descriptive.) A move consists of
moving a single piece on the board and potentially promoting that piece or displacing (capturing) an opposing piece.
Each of these options is detailed below.
Tai shogi
the arms of a multiplication sign, ). The emperor, lion, and knight are exceptions at the beginning of the game, in
that they do not move, or are not required to move, in a straight line. (The Buddhist spirit and furious fiend are
similar, but they only appear as pieces promote.)
If a piece that cannot retreat or move aside advances across the board until it can no longer move, it must remain
there until captured. This applies to the pawn, lance, rams-head soldier, stone general, wood general, and iron
general upon reaching the farthest rank, and to the knight upon reaching either of the two farthest ranks.
Many 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 crown prince, drunk elephant, neighbor king, blind tiger, blind monkey, ferocious leopard,
reclining dragon, Chinese cock, old monkey, evil wolf, the generals (except the wood general), angry boar, cat
sword, coiled serpent, deva, dark spirit, go between, and the 25 pawns on each side.
Limited ranging pieces
Some pieces can move along a limited number (2, 3, or 5) of free (empty) squares along a straight line in certain
directions. Other than the limited distance, they move like ranging pieces (see below).
These pieces are the water buffalo, standard bearer, vermillion sparrow, turtle-snake, blue dragon, white tiger, dove,
she-devil, golden bird, great dragon, white elephant, lion dog, wrestler, Guardian of the Gods, Buddhist devil, golden
deer, silver hare, fierce eagle, old kite, violent ox, flying dragon, old rat, enchanted badger, flying horse, prancing
stag, violent bear, the barbarians, and the wood general.
Jumping pieces
Several pieces can jump, that is, they can pass over any intervening piece, whether friend or foe, with no effect on
either. These are the lion, kirin, phoenix, poison snake, donkey, and knight.
Ranging pieces
Many pieces can move any number of empty squares along a straight 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 soaring eagle, horned falcon, free king, rushing bird, the demons, free dream-eater, water
buffalo, flying ox, soldier, dragon king, dragon horse, the chariots, rook, bishop, white horse, whale, standard bearer,
vermillion sparrow, turtle-snake, blue dragon, white tiger, side dragon, golden bird, great dragon, white elephant,
golden dear, movers, howling dog, rams-head solder and lance.
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Tai shogi
558
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559
Range: The soaring eagle can move any number of free squares in a straight line in any direction except the
forward diagonals; or,
Lion move: It can move or jump one or two squares along either forward diagonal, potentially capturing two
pieces. This power includes igui and skipping a turn (see "Lion"), but not moving off the diagonal.
Horned falcon kaku
Range: The horned falcon can move any number of free squares in a straight line in any direction except directly
forwards; or,
Lion move: It can move or jump one or two squares along a line directly forward, potentially capturing two
pieces. This power includes igui and skipping a turn (see "Lion"), but not moving off the orthogonal.
Free king honn
Range: The free king can move any number of free squares along any one of the eight orthogonal or diagonal
directions.
Rushing bird gych
Range: The rushing bird can move any number of free squares in any direction, orthogonal or diagonal, except
directly backwards.
Free demon honki
Range: The free demon can move any number of free squares in the two forward diagonal directions; or,
It can move any number of free squares orthogonally sideways; or,
Limited range: It can move one to five squares directly forward or backward.
Note: English language sources show ranging moves along all four diagonals, but Japanese Wikipedia only
describes the piece this way for taikyoku shogi.
Free dream-eater honbaku
Range: The free dream-eater can move any number of free squares in the two forward diagonal directions; or,
It can move any number of free squares directly forward or backward; or,
Limited range: It can move one to five squares orthogonally sideways.
Note: English language sources show ranging moves along all four diagonals, but Japanese Wikipedia only
describes the piece this way for taikyoku shogi.
Water buffalo suigy
Range: The water buffalo can move any number of free squares in the four diagonal directions; or,
It can move any number of free squares orthogonally sideways; or,
Limited range: It can move one or two squares directly forward or backward.
Flying Ox higy
Range: The flying ox can move any number of free squares along one of the four diagonal directions; or,
It can move any number of free squares orthogonally forward or backward.
Soldier heishi
Range: The soldier can move any number of free squares along any of the four orthogonals; or,
It can move any number of free squares along a rear diagonal.
Dragon king ry
Range: The dragon king can move any number of free squares along any of the four orthogonal directions; or,
Step: It can move one square in any diagonal direction.
Dragon horse ryme
Range: The dragon horse can move any number of free squares along any of the four diagonal directions; or,
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560
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561
Range: The vermillion sparrow can move any number of free squares diagonally or orthogonally forward; or,
Limited range: It can move one or two squares diagonally backward; or,
Step: It can move one square directly backward.
Turtle-snake genbu
There are two different movement options claimed for the turtle-snake:
English-language sources:
Range: It can move any number of free squares diagonally forward or directly backward; or,
Limited range: It can move one or two squares diagonally backward; or,
Step: It can step one square directly backward.
Japanese Wikipedia:
Range: The turtle-snake can move any number of free squares diagonally forward to the right or diagonally
backward to the left; or,
Step: It can step one square in any direction.
Note: Since Japanese Wikipedia also describes the piece this way for taikyoku shogi, which often has unique
movements for its pieces, this may be an error. One might expect the move to be the mirror image of the
vermillion sparrow above.
Blue dragon seiry
Range: The blue dragon can move any number of free squares along the side orthogonals or the forward right
diagonal; or,
Limited range: It can move one or two squares directly forward or backward; or,
Step: It can move one square diagonally forward to the left.
White tiger byakko
Range: The white tiger can move any number of free squares directly forward or backward; or,
diagonally forward to the left; or,
Step: It can move one or two squares orthogonally sideways; or,
It can step one square diagonally forward to the right.
Right chariot usha
Range: The right chariot can move any number of free squares straight forward; or,
It can move any number of free squares along the forward right or rear left diagonals; or,
Step: It can move one square directly backward.
Left chariot sasha
Range: The left chariot can move any number of free squares straight forward; or,
It can move any number of free squares along the forward left or rear right diagonals; or,
Step: It can move one square directly backward.
Side dragon ry
Range: The side dragon can move any number of free squares orthogonally forward or sideways; or,
Step: It can move one square directly backward.
Dove kyhan
Limited range: The dove can move one or two squares in one of the four orthogonal directions; or'
It can move one to five squares in one of the four diagonal directions.
She-devil yasha
Limited range: The she-devil can move one or two squares along one of the four diagonal directions; or,
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562
It can move one to five squares along one of the four orthogonal directions.
Golden bird kinshi
Range: The golden bird can move any number of free squares directly forward or backward; or,
1st limited range: It can move one or two squares sideways; or,
2nd limited range: It can move one to three squares along one of the four diagonals.
Great dragon dairy
There are two descriptions of the move of this piece. The main Japanese Wikipedia entry gives it as,
Range: The great dragon can move any number of free squares orthogonally sideways; or,
Jump: It can jump to the second or third square orthogonally sideways; or,
1st limited range: It can move one or two squares directly forward or backward; or,
2nd limited range: It can move one to three squares along either of the rear diagonals.
However, a second description is found in the kirin article, as the kirin promotes to great dragon. In that description,
the piece moves as described in dai dai shogi: no jumps to the side, and three steps in any of the four diagonals.
White elephant hakuz
Range: The white elephant can move any number of free squares diagonally backward; or,
Limited range: It can move one or two square in one of the other six diagonal or orthogonal directions.
Note: English language sources have the reverse, with ranging in all directions except along the back
diagonals, which are limited to two squares. However, the Japanese Wikipedia version listed here makes this
piece symmetrical with the fragrant elephant in dai dai shogi.
Lion dog komainu
Lion move/triple capture: The lion dog can make a three-step lion move along any one of the eight orthogonal or
diagonal directions. That is, unlike the lion itself, but like the soaring eagle and horned falcon, it is restricted to
moving along a straight line and cannot move to the in-between squares. This power includes jumping, igui, and
skipping a turn.
A piece may be captured on all three steps.
The lion dog may capture a piece on the first and second square, and then retreat to the first square. Or it may
snatch a piece off the first square as in normal igui. (Note however that it may not then continue in the opposite
direction: it is restricted to one orthogonal or diagonal.)
It may jump to the second square, and then continue to the third square, capturing up to two pieces. Or it may
jump directly to the third square.
It is not required to take all three steps. However, like most powerful pieces, once it makes a capturing move it
"promotes" and loses its powers (unless of course it is a promoted western barbarian, in which case it cannot
promote again, and its powers are permanent).
Note: In English-language sources, the lion dog is described as having a 3-square limited-range move in any
direction. However, this seems to be an error, as it makes the traditional description of the teaching king
tautologous.
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563
Wrestler rikishi
Limited range: The wrestler can move one to three squares along one of the four diagonal directions; or,
Step: It can move one square orthogonally sideways.
Guardian of the Gods kong
Limited range: The guardian of the gods can move one to three squares along one of the four orthogonal
directions; or
Step: It can step one square diagonally [forward].
Note: according to Japanese Wikipedia, it can step in any of the four diagonals, but in English-language
sources it can along step in the two forward diagonals.
Buddhist devil rasetsu
Limited range: The Buddhist devil can move one to three squares diagonally forward; or,
Step: It can move one square orthogonally sideways or directly backward.
Golden deer konroku
Range: The golden deer can move any number of free squares diagonally forward; or,
Limited range: It can move one or two squares diagonally backward.
Silver hare ginto
Range: The silver hare can move any number of free squares diagonally backward; or,
Limited range: It can move one or two squares diagonally forward.
Fierce eagle mj
Limited range: The fierce eagle can move one or two squares orthogonally to either side or diagonally backwards;
or,
Step: It may step one square in any of the three forward directions.
Note: English language sources show the limited range in all four diagonals, and the steps orthogonally
sideways. However, Japanese Wikipedia only describes this piece that way for taikyoku shogi.
Old kite kotetsu
Limited range: The old kite can move one or two squares along one of the four orthogonal directions; or,
Step: It can move one square diagonally forward.
Violent ox mgy
Limited range: The violent ox can move one or two squares in one of the four orthogonal directions.
Flying dragon hiry
Step: The flying dragon can move one or two squares along one of the four diagonal directions.
Because it cannot move orthogonally, a flying dragon can only reach half the squares on the board.
Old rat rso
Limited range: The old rat can move one or two squares along a forward diagonal or the rear orthogonal.
Enchanted badger henri
Limited range: The enchanted badger can move one or two squares orthogonally forward or sideways.
Flying horse barin
Limited range: The flying horse can move one or two squares diagonally forward; or,
Step: It can step one square in one of the four orthogonal directions.
Prancing stag yroku
Limited range: The prancing stag can move one or two squares orthogonally sideways; or,
Step: It can step one square in one of the four diagonal directions, or directly forward.
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564
Violent bear my
Limited range: The violent bear can move one or two squares diagonally forward; or,
Step: It can step one square orthogonally sideways.
Side mover gy
Range: The side mover can move any number of free squares orthogonally sideways; or,
Step: It can move one square orthogonally forward or backward.
Vertical mover shugy
Range: The vertical mover can move any number of free squares orthogonally forward or backward; or,
Step: It can step one square orthogonally sideways.
Phoenix h
Step: The phoenix can step one square in one of the four orthogonal directions; or,
Jump: It can jump to the second square in one of the four diagonal directions.
Kirin kirin
Step: The kirin can step one square in one of the four diagonal directions; or,
Jump: It can jump to the second square in one of the four orthogonal directions.
Because of its unusual movement, an unpromoted kirin can only reach half the squares on the board.
Reverse chariot hensha
Ranging: The reverse chariot can move any number of free squares directly forward or backward.
Poisonous snake dokuja
There are two different movement options claimed for the poison snake:
English sources: The poisonous snake can jump to the second square directly forward or diagonally backward; or
it can step one square to either side;
Japanese Wikipedia: The poisonous snake can step one or two squares directly forward or to either side; or it can
step one square diagonally forward or directly backward.
The Japanese site only explicitly makes this claim for dai dai shogi and taikyoku shogi. The move and promotion is
symmetrical with the old kite in tai shogi, and one would expect the move to be different in these three game
variants.
Northern barbarian hokuteki
Limited range: The northern barbarian can move one or two squares diagonally forward; or,
Step: It can step one square orthogonally sideways or diagonally backward.
Southern barbarian namban
Limited range: The southern barbarian can move one or two squares diagonally backward; or,
Step: It can step one square orthogonally sideways or diagonally forward.
Eastern barbarian ti
There contradictory claims for the moves of the eastern barbarian:
English-language sources:
Limited range: The eastern barbarian can move one or two squares directly forward or backward; or,
Step: It can step one square orthogonally sideways or diagonally forward.
(This is symmetrical with the movement of the western barbarian.)
Japanese Wikipedia:
Limited range: The eastern barbarian can move one or two squares directly forward or backward; or,
Step: It can step one square to the right.
Tai shogi
565
(Three directions are omitted compared to the English sources.)
Tai shogi
566
Tai shogi
567
Tai shogi
568
Promotion
When a piece first makes a capture, it promotes. (If it can: a few important pieces do not promote.) 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 after it moves, revealing the name of its promoted rank. Promotion is both
compulsory and permanent. Often "demotion" would be a better word, for most powerful pieces 'promote' to a gold
general, which is a weak piece. It is the weaker pieces that tend to become more powerful upon making a capture.
This means that a player only gets to attack or defend with many of the original lion and hook movers once each
before they lose their powers. To permanently gain such ability, certain weaker pieces must be promoted.
This is all very different from smaller shogi variants, where pieces promote when they cross a promotion zone (the
enemy camp), and where promotion is optional and usually a good thing. The dots on the tai shogi board that would
represent promotion zones in other games are only there as placement guides for the initial setup of the two camps.
Some pieces promote, or demote, to a piece that exists in the initial setup of the board. However, such a piece cannot
then promote a second time as its namesake does. For example, a gold general promotes to a free gold. However,
while a hook mover demotes to a gold general on its first capturing move, it does not promote to a free gold on its
second. Rather, it remains a gold general for the rest of the game. This should be clear from the game equipment, for
each piece only has two sides.
Many of the step movers promote to free-ranging pieces but retain their directions of movement. These were listed
above after the unpromoted pieces. Other pieces only appear as a result of promotion. They are as follows:
Pieces that only appear with promotion
These are in addition to the 'free' pieces mentioned in the previous section.
Teaching king ky
Lion move: The teaching king can move as a lion dog (three-step lion move along any one straight line); or,
Range: It can move as a free king (range along any one straight line).
Note: Medieval manuscripts simply describe its movement as "lion dog plus free king". Since
English-language materials described the lion dog as a limited-range piece, this was thought to be redundant,
and various new moves were proposed, with the 'traditional' movement being maintained to be simply that of a
free king. However, the "lion dog plus free king" description makes sense with Japanese Wikipedia's
description of the lion dog (above).
Buddhist spirit hsei
Lion move: The Buddhist spirit can move either as a lion; or,
Range: It can move as a free king.
Furious fiend funjin
Tai shogi
569
Lion move: The furious fiend can move as a lion anywhere within a two-square distance, including jumps, double
capture, igui, and passing a turn; or,
Limited range: It can move (but not jump) up to three free squares along one of the eight diagonals and
orthogonals. HOWEVER - sources describe this piece as 'lion plus lion dog'- therefore some players do just this a similar situation to the teaching king ' free king plus lion dog. both sets of move being available - a matter of
choice
Wizard stork senkaku
Range: The wizard stork can move any number of free squares along one of the four diagonal directions, or
directly forward; or,
Step: It can step one square directly backward.
Mountain witch sambo
Range: The mountain witch can move any number of free squares along one of the four diagonal directions, or
directly backward; or,
Step: It can step one square directly forward.
Square mover hgy
Range: The square mover can move any number of free squares along one of the four orthogonal directions; or,
Step: It can step one square diagonally forward.
Fragrant elephant kz
Range: The fragrant elephant can move any number of free squares diagonally forward; or,
Limited range: It can move one or two squares along one of the four orthogonal directions, or along either rear
diagonal.
Note: Although Japanese Wikipedia mentions in passing that the fragrant elephant is used in tai shogi, it does
not describe how it moves, or which piece promotes into it, and thus it may be an error. The movement
described here is taken from English-language sources, and matches the Japanese description for dai dai
shogi.
Great elephant taiz
Limited range 1: The great elephant can move one to five squares orthogonally sideways or along either rear
diagonal; or,
Limited range 2: It can move one to three squares diagonally forward, or directly forward or backward.
HOWEVER some players keep the lion power on promotion so the extra 2 steps in the E-W-SE-SW directions
are just 2 extra steps with no lion power. if the great elephant steps five steps then lion power can not be usedonce again a choice of moves is offered.
Note: Japanese Wikipedia states that the lion dog demotes to gold upon capture. Although it gives the great
elephant as the demotion of the lion dog in dai dai shogi, it has different movement options in that game.
Free bear hony
Range: The free bear can move any number of free squares along one of the four diagonal directions, or along
either orthogonal sideways; or,
Jump: It can may a knight's jump forward.
Free boar honcho
Range: The free boar can move any number of free squares along one of the four diagonal directions, or along
either orthogonal sideways.
Bat kmori
Range: The bat can move any number of free squares along either of the rear diagonals, or directly forward.
Tai shogi
Game end
A player who captures the opponent's sole remaining emperor or prince wins the game. In practice this 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. 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
tai 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., +CC for a wizard stork (promoted Chinese cock). 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 25y 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 in Japanese.)
If a soaring eagle, horned falcon, lion or Buddhist spirit captures by 'igui, the square of the piece being captured is
used instead of the destination square, and this is preceded by the symbol '!'. If a double capture is made, than it is
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, ORx7c= indicates an old rat 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.
570
Tai shogi
External links
Shogi Net [2]. Has links to Evans' free software.
history.chess/Tai shogi [3]
Roger Hare's site (2003) [4]
References
[1]
[2]
[3]
[4]
Taikyoku shogi
Taikyoku shgi ( 'ultimate chess') is a large board 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 believed to be the largest playable chess variant (if not board
game) ever. It has not been shown that taikyoku shogi was ever widely played. One game may be played over
several long sessions and require each player to make over a thousand moves.
Because the game was found only recently after centuries of obscurity, it is difficult to say exactly what all the rules
were. Several documents describing the game have been found; however, there are differences between them. Many
of the pieces appear in other shogi variants but their moves may be different. The board, and likewise the pieces,
were made much smaller, making archeological finds difficult to decipher. Research into this game continues for
historical and cultural reasons, but also to satisfy the curious and those who wish to play what could be the most
challenging chess-like game ever made. More research must be done however. This article focuses on one likely set
of rules that can make the game playable in modern times but is by no means canon. These rules may change as
more discoveries are made and secrets of the game unlocked.
Objective
The objective of the game is to capture the opponent's king(s) and crown prince(s). When the last of these is
captured, the game ends. There are no rules for check or checkmate; however, in practice a player resigns when
checkmated. Unlike standard shogi, pieces may not be dropped back into play after being captured.
Game equipment
Two players, Black and White (or sente and gote), play on a board ruled into a grid of 36 ranks (rows)
by 36 files (columns) with a total of 1,296 squares. The squares are undifferentiated by marking or color.
Each player has a set of 402 wedge-shaped pieces of 209 different types. In all, the players must remember 253
different moves. The pieces are of slightly different sizes with the larger pieces near the king and becoming
progressively smaller for pieces further from the king, regardless of power. In general, the stronger pieces are nearer
to the king.
571
Taikyoku shogi
572
Several 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 or three kanji written on its face. On the reverse side of some pieces are
two or three other characters, often in a different color (commonly red instead of black); this reverse side is used 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.
Listed below are the pieces of the game and, if they promote, which pieces they promote to; starting with the first
row.
Piece
Kanji
Rmaji
Promotes to
King
gyokush
Crown prince
taishi
king
Gold general
kinsh
rook
Right general
ush
right army
Right army
ugun
Left general
sash
left army
Left army
sagun
Rear standard
kki
center standard
Free king
honn
great general
Free dream-eater
honbaku
free king
Wooden dove
kyhan
Ceramic dove
kyban
Earth dragon
chiry
rain dragon
Free demon
honki
free king
Running horse
sma, sba
free demon
Beast cadet
js
beast officer
Long-nosed goblin
tengu
sansh
soaring eagle
Fire demon
kaki
free fire
Free fire
honka
Whale
keigei
great whale
Great whale
daigei
Running rabbit
sto
treacherous fox
White tiger
byakko
divine tiger
Divine tiger
shinko
Turtle-snake
genbu
divine turtle
Divine turtle
shinki
Lance
kysha
white horse
Reverse chariot
hensha
whale
Fragrant elephant
kz
elephant king
Taikyoku shogi
573
Elephant king
White elephant
hakuz
elephant king
Mountain dove
sanky
great dove
Flying swallow
hien
rook
Captive officer
kinri
captive bird
Captive bird
kinch
Rain dragon
ury
great dragon
Forest demon
shinki
thunder runner
Thunder runner
rais
Mountain stag
sanroku
great stag
Running pup
sku
free leopard
Free leopard
honpy
Running serpent
sja
Free serpent
Free serpent
honja
Side serpent
ja
great shark
Great shark
dairin
Great dove
daiky
wooden dove
Running tiger
sko
free tiger
*Free tiger
honko
Running bear
sy
free bear
*Free bear
hony
Yaksha
yasha
Heavenly Tetrarch
Heavenly Tetrarch
shiten
Buddhist devil
rasetsu
Heavenly Tetrarch
kong
Heavenly Tetrarch
Wrestler
rikishi
Heavenly Tetrarch
Silver general
ginsh
vertical mover
Drunken elephant
suiz
crown prince
Neighboring king
kinn
front standard
Gold chariot
kinsha
playful cockatoo
Playful cockatoo
ymo
Side dragon
ry
running dragon
Running dragon
sry
Running stag
sroku
free stag
Free stag
honroku
Running wolf
sr
free wolf
Free wolf
honr
Bishop general
kakush
rain demon
Rain demon
rinki
Taikyoku shogi
574
Rook general
hish
flying crocodile
Flying crocodile
higaku
Right tiger
uko
white tiger
Left tiger
sako
turtle-snake
Right dragon
ury
Blue dragon
Left dragon
sary
vermillion sparrow
Beast officer
jri
beast bird
Beast bird
jch
Wind dragon
fry
free dragon
Free dragon
honry
Free pup
honku
free dog
Free dog
honken
Rushing bird
gych
free demon
Old kite
kotetsu
long-nosed goblin
Peacock
kujaku
long-nosed goblin
Water dragon
suiry
phoenix master
Fire dragon
kary
kirin master
Copper general
dsh
side mover
Phoenix master
hshi
Kirin master
rinshi
Silver chariot
ginsha
goose wing
Goose wing
kyoko
Vertical bear
shuy
free bear
Knight
keima
side soldier
Pig general
tonsh
free pig
Free pig
honton
Chicken general
keish
free chicken
Free chicken
honkei
Pup general
kush
free pup
Horse general
bash
free horse
Free horse
honba
Ox general
gysh
free ox
Free ox
hongy
Center standard
chki
front standard
Side boar
cho
free boar
Free boar
honcho
Silver rabbit
ginto
whale
Golden deer
konroku
white horse
Lion
shishi
furious fiend
Taikyoku shogi
575
Furious fiend
funjin
Captive cadet
kins
captive officer
Great stag
dairoku
free stag
Violent dragon
mry
great dragon
Woodland demon
rinki
right phoenix
Right phoenix
ush
Vice general
fukush
great general
Great general
taish
Stone chariot
sekisha
walking heron
Walking heron
fushin
Cloud eagle
unj
strong eagle
Strong eagle
keij
Bishop
kakugy
dragon horse
Rook
hisha
dragon king
Side wolf
free wolf
Flying cat
hiby
rook
Mountain falcon
san
horned falcon
Vertical tiger
shuko
free tiger
Soldier
heishi
cavalier
Cavalier
kishi
Little standard
shki
rear standard
Cloud dragon
unry
great dragon
Copper chariot
dsha
copper elephant
Copper elephant
dz
Running chariot
ssha
burning chariot
Burning chariot
hsha
Rams-head soldier
yhei
tiger soldier
Tiger soldier
kohei
Violent ox
mgy
flying ox
Great dragon
dairy
ancient dragon
Ancient dragon
genry, ganry
Golden bird
kinshi
free bird
Free bird
honshi
Dark spirit
mumy
Buddhist spirit
Buddhist spirit
hsei
Deva
daiba
teaching king
Teaching king
ky
Wood chariot
mokusha
fbetsu
Taikyoku shogi
576
White horse
hakku
great horse
Great horse
daiku
kiken
Right dog
uken
Left dog
saken
Side mover
gy
free boar
Prancing stag
yroku
square mover
Water buffalo
suigy
great dream-eater
Great dream-eater
daibaku
Ferocious leopard
mhy
bishop
Fierce eagle
mj
soaring eagle
Flying dragon
hiry
dragon king
Poisonous snake
dokuja
hook mover
Flying goose
ganhi
swallows wings
Strutting crow
uk
flying falcon
Flying falcon
hiy
Blind dog
mken
violent stag
Water general
suish
vice general
Fire general
kash
great general
Phoenix
golden bird
Kirin
kirin
golden bird
Hook mover
kgy
Little turtle
shki
treasure turtle
Treasure turtle
hki
Great turtle
daiki
spirit turtle
Spirit turtle
reiki
Capricorn
makatsu
hook mover
Tile chariot
gasha
running tile
Running tile
sga
Vertical wolf
shur
running wolf
Side ox
gy
flying ox
Donkey
roba
ceramic dove
Flying horse
barin
free king
Violent bear
my
great bear
Great bear
daiy
Angry boar
shincho
free boar
Evil wolf
akur
venomous wolf
Venomous wolf
dokur
Liberated horse
fma
heavenly horse
Taikyoku shogi
577
Heavenly horse
temma
Flying cock
keihi
raiding falcon
Raiding falcon
eny
Old monkey
koen
mountain witch
Mountain witch
sanbo
Chinese cock
waikei
wizard stork
Wizard stork
senkaku
Northern barbarian
hokuteki
wooden dove
Southern barbarian
nanban
golden bird
Western barbarian
seij
lion dog
Eastern barbarian
ti
lion
Violent stag
mroku
rushing boar
Rushing boar
gycho
Violent wolf
mr
bears eyes
Bears eyes
ygan
Treacherous fox
inko, onko
mountain crane
Mountain crane
sankotsu
Center master
chshi
Roc master
hshi
Earth chariot
dosha
young bird
Young bird
shakuch
Vermillion sparrow
suzaku
divine sparrow
Divine sparrow
shinjaku
Blue dragon
seiry
divine dragon
Divine dragon
shinry
Enchanted badger
henri
ceramic dove
Horseman
kihei
cavalier
Swooping owl
shigy
cloud eagle
Climbing monkey
ten
violent stag
Cat sword
myjin
dragon horse
Swallows wings
enu
gliding swallow
Gliding swallow
engy
Blind monkey
men
flying stag
Flying stag
hiroku
Blind tiger
mko
flying stag
Oxcart
gissha
plodding ox
Plodding ox
sengy
Side flier
hi
side dragon
Blind bear
my
flying stag
Taikyoku shogi
578
Old rat
Bird of paradise
rso
bird of paradise
jich
Square mover
hgy
strong chariot
Strong chariot
kysha
Coiled serpent
banja
coiled dragon
Coiled dragon
banry
Reclining dragon
gary
great dragon
Free eagle
honj
Lion hawk
shi
Chariot soldier
shahei
shitenn
Side soldier
hei
water buffalo
Vertical soldier
shuhei
chariot soldier
Wind general
fsh
violent wind
*Violent wind
bf
River general
sensh
Chinese river
*Chinese river
waisen
Mountain general
sansh
peaceful mountain
*Peaceful mountain
taizan
Front standard
zenki
great standard
Horse soldier
bahei
running horse
Wood general
mokush
white elephant
Ox soldier
gyhei
running ox
*Running ox
sgy
Earth general
dosh
white elephant
Boar soldier
chohei
running boar
*Running boar
scho
Stone general
sekish
white elephant
Leopard soldier
hyhei
running leopard
*Running leopard
shy
Tile general
gash
white elephant
Bear soldier
yhei
strong bear
*Strong bear
kyy
Iron general
tessh
white elephant
Great standard
daiki
Great master
daishi
Right chariot
usha
utessha
Left chariot
sasha
Taikyoku shogi
579
*Left iron chariot
satessha
Side monkey
en
side soldier
Vertical mover
shugy
flying ox
Flying ox
higy
fire ox
*Fire ox
kagy
Longbow soldier
dohei
longbow general
*Longbow general
dosh
Vertical pup
shuku
leopard king
*Leopard king
hy
Vertical horse
shuba
dragon horse
Burning soldier
hhei
burning general
*Burning general
hsh
Dragon horse
ryme
horned falcon
Dragon king
ry
soaring eagle
Sword soldier
thei
sword general
Sword general
tsh
Horned falcon
kaku
great falcon
*Great falcon
dai
Soaring eagle
hij
great eagle
*Great eagle
daij
Spear soldier
shei
spear general
*Spear general
ssh
Vertical leopard
shuhy
great leopard
*Great leopard
daihy
Savage tiger
mko
great tiger
*Great tiger
daiko
Cross-bow soldier
kyhei
cross-bow general
*Cross-bow general
kysh
Roaring dog
kken
lion dog
Lion dog
komainu
great elephant
*Great elephant
taiz
Dog
inu
multi general
*Multi general
suish
Go between
chnin
drunken elephant
Pawn
fuhy
gold general
Taikyoku shogi
580
Setup
Below is a diagram showing the setup of one player's pieces. The way one player sees their own pieces is the same
way the opposing player will see their pieces.
Board layout
D
GB
LC
LB VP
MK VM OX
SL
CH
RE M
HS
SD
FH
CI
CE
PI
FD PS
FY
SI
GC
BG
RN RW
FS
RV WE MD
CO
PC
RP RU SS
FI
FR ED
WA
S
WR
FT FK RS LG G
CD
BI
ST FY PS
CP
P
RC
RE
SL
WN VR
FH
LH EW AB VB
FD
FL
CH
EB VI
EC
SX
TC
SM HD WH WC
FC
VW
PR
CE CI
PG CG PI
VE SV
VT MF
GL SR SA
DO
WB
CR CL LS SO
WF
CN
RB FP
OK
RI
WD BO
BG
TT RO
GR SS RU RP
RT
SI
RW RN
CO FS
MS FO RA
RS FK FT
RG
M
SD
EG
BA
GU YA
OX VM MK
CK
OM
PC
S
NK DE
HS
RH
WA
BM SW CS CM OW HO
LN
FI
KM PM
BA BD
GR RT
CC
GS CT
BT
OC
NB
HE
VD WL GG VG WL VD
VP LB
WG
VO GD GO DV DS GO GD VO
GN
SF
VS SU
HM PH
DK DH BN VH
BB
NT
CT GS
BS EA OS
SQ OR
GT LL
SG
RD SN
TF
HF SE
LP
BE
FE
KR CA
EL
HE
RB OK
VL SP
LI
GL LN
RA FO MS
DM ME LO BC HR
VS NT TF
WG
FP
TS RR W
BE
TG
RM MT
BI
SA SR
BO WD
P
SB
RD
CR RH
LE
RO LT
OR SQ SN
SO LS CL
CN
VL TG SB LD
BB
ST
GM GE
ES
MF VT
CG PG H
OM CC WS
EG
FC
WF
SV VE
FL
WB
SF
CK
PR
DG
LP
OC
VB AB EW LH
WC WH HD SM
BS SG
BT
DO
EL SP
OS EA
HO OW CM CS SW BM
SX
HF
GN
EC BL EB
VW
SE
VH BN DH DK
VR WN
TC
GB
ED FR
WO
FG
MD
W
HR BC LO ME DM
GC
RV
RR
L
WT
Taikyoku shogi
581
Legend
AB - Angry boar
B - Bishop
BA - Running Bear
BB - Blind Bear
BC - Beast Cadet
BD - Buddhist Devil
BE - Bear Soldier
BG - Bishop General
BI - Blind Dog
BL - Blue Dragon
BM - Blind Monkey
BN - Burning Soldier
BO - Beast Officer
BS - Boar Soldier
BT - Blind Tiger
C - Copper General
CA - Capricorn
CC - Chinese Cock
CD - Ceramic Dove
CE - Cloud Eagle
CG - Chicken General
CH - Chariot Soldier
CI - Stone Chariot
CK - Flying Cock
CL - Cloud Dragon
CM - Climbing Monkey
CN - Center Standard
CO - Captive Officer
CP - Crown Prince
CR - Copper Chariot
CS - Cat Sword
CT - Captive Cadet
D - Dog
DE - Drunken Elephant
DG - Roaring Dog
DH - Dragon Horse
DK - Dragon King
DO - Donkey
DM - Fire Demon
DS - Dark Spirit
DV - Deva
EA - Earth General
EB - Enchanted Badger
EC - Earth Chariot
ED - Earth Dragon
EG - Fierce Eagle
EL - Soaring Eagle
ES - Eastern Barbarian
EW - Evil Wolf
F - Fire General
FC - Flying Cat
FD - Flying Dragon
FE - Free Eagle
FG - Fragrant Elephant
FH - Flying Horse
FI - Fire Dragon
FK - Free King
FL - Ferocious Leopard
FO - Forest Demon
FP - Free Pup
FR - Free Demon
FS - Flying Swallow
FT - Free Dream-Eater
FY - Flying Goose
G - Gold General
GB - Go Between
GC - Gold Chariot
GD - Great Dragon
GE - Great Standard
GG - Great General
GL - Golden Deer
GM - Great Master
GN - Wood General
GO - Golden Bird
GR - Great Dove
GS - Great Stag
GT - Great Turtle
H - Horse General
HD - Howling Dog
HE - Rams-head Soldier
HF - Horned Falcon
HM - Hook Mover
HO - Horseman
HR - Running Horse
HS - Horse Soldier
I - Iron General
K- King
KM - Kirin Master
KR - Kirin
L - Lance
LB - Longbow Soldier
LC - Left Chariot
LD - Lion Dog
LE - Left Dragon
LG - Left General
LH - Liberated Horse
LI - Lion Hawk
LL - Little Turtle
LN - Lion
LO - Long-nosed Goblin
LP - Leopard Soldier
LS - Little Standard
LT - Left Tiger
M - Mountain General
MD - Mountain Dove
ME - Mountain Eagle
MF - Mountain Falcon
MK - Side Monkey
MS - Mountain Stag
MT - Center Master
N - Knight
NB - Northern Barbarian
NK - Neighboring King
NT Violent wolf
O - Ox General
OC - Oxcart
OK - Old Kite
OM - Old Monkey
OR - Old Rat
OS - Ox Soldier
OW - Swooping Owl
OX - Flying Ox
P - Pawn
PC - Peacock
PG - Pup General
PH - Phoenix
PI - Pig General
PM - Phoenix Master
PR - Prancing Stag
PS - Poisonous Snake
R - Rook
RA - Rain Dragon
RB - Rushing Bird
RC - Right Chariot
RD - Reclining Dragon
RE - River General
RG - Right General
RH - Running Chariot
RI - Right Dragon
RM - Roc Master
RN - Running Stag
RO - Rook General
RP - Running Pup
RR - Running Rabbit
RS - Rear Standard
RT - Running Tiger
RU - Running Serpent
RV - Reverse Chariot
RW - Running Wolf
S - Silver General
SA - Side Boar
SB - Cross-bow Soldier
SD - Front Standard
SE - Sword Soldier
SF - Side Flier
SG - Stone General
SI - Side Dragon
SL - Side Soldier
SM - Side Mover
SN - Coiled Serpent
SO - Soldier
SP - Spear Soldier
SQ - Square Mover
SR - Silver Rabbit
SS - Side Serpent
ST - Strutting Crow
SU - Southern Barbarian
SV - Silver Chariot
SW - Swallows Wings
SX - Side Ox
T - Tile General
TC - Tile Chariot
TF - Treacherous Fox
TG - Savage Tiger
TS - Turtle-snake
TT - Right Tiger
VB - Violent Bear
VD - Violent Dragon
VE - Vertical Bear
VG - Vice General
VH - Vertical Horse
VI - Vermillion Sparrow
VL - Vertical Leopard
VM - Vertical Mover
VO - Violent Ox
VP - Vertical Pup
VR - Vertical Soldier
VS - Violent Stag
VT - Vertical Tiger
Taikyoku shogi
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VW - Vertical Wolf
W - Whale
WA - Water Dragon
WB - Water Buffalo
WC - Wood Chariot
WD - Wind Dragon
WE - White Elephant
WF - Side Wolf
WG - Water General
WH - White Horse
WI - Wind Soldier
WL - Woodland Demon
WN - Wind General
WO - Wooden Dove
WR - Wrestler
WS - Western Barbarian
WT - White Tiger
YA - Yaksha
Game play
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to
differentiate the sides during discussion of the game, but are no longer literally descriptive.) A move consists of
moving a single piece on the board and potentially promoting that piece or displacing (capturing) an opposing piece.
Taikyoku shogi
Limited ranging pieces
Some pieces can move along a limited number (2 to 7) of free (empty) squares along a straight line in certain
directions. Other than the limited distance, they move like ranging pieces (see below).
The limited ranging pieces are the king, standards, free dream-eater, wooden dove, dragons (except: rain, side, wind,
cloud, flying and reclining), demons, beast cadet, mountain eagle, white tiger, ceramic dove, mountain dove, captive
officer, mountain stag, side serpent, great dove, running tiger, running bear, yaksha, Buddhist devil, guardian of the
Gods, wrestler, gold chariot, running stag, beast officer, free pup, rushing bird, old kite, peacock, phoenix master,
kirin master, silver chariot, vertical bear, pig general, chicken general, horse general, ox general, silver rabbit, golden
deer, captive cadet, great stag, stone chariot, cloud eagle, mountain falcon, vertical tiger, copper chariot, golden bird,
prancing stag, water buffalo, fierce eagle, water general, mountain general, fire general, turtles, vertical wolf,
donkey, enchanted badger, flying horse, angry boar, violent bear, liberated horse, barbarians, center master, roc
master, horseman, soldiers (except: rook, rams-head, spear and sword), wing general, wind general, wood general,
great master and roaring dog.
Jumping pieces
Several pieces can jump, that is, they can pass over any intervening piece, whether friend or foe, with no effect on
either.
The jumping pieces are the wooden dove, running horse, mountain eagle, phoenix master, kirin master, knight, lion,
great stag, vice general, flying cat, mountain falcon, golden bird, flying dragon, poisonous snake, phoenix, kirin,
turtles, treacherous fox, center master, roc master, free eagle, lion hawk, great master, horned falcon, soaring eagle,
roaring dog and lion dog.
Ranging pieces
Many pieces can move any number of empty squares along a straight 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 standards, free king, free dream-eater, wooden dove, dragons (except: violent, flying and
reclining), demons, running horse, mountain eagle, whale, running rabbit, tigers (except blind), turtle snake, ceramic
dove, lance, oxcart, chariots, flying swallow, running pup, running serpent, great dove, running bear, running stag,
running wolf, free pup, phoenix master, kirin master, vertical bear, side boar, silver rabbit, golden deer, great stag,
cloud eagle, bishop, rook, side wolf, mountain falcon, soldiers (except: sword, burning and cross-bow), violent ox,
golden bird, white horse, howling dog, side mover, water buffalo, turtles, vertical wolf, side ox, liberated horse,
treacherous fox, roc master, vermillion sparrow, horseman, swallows wings, side flyer, great master, side monkey,
vertical mover, flying ox, vertical pup, vertical horse, dragon horse, dragon king, horned falcon, soaring eagle,
roaring dog and lion dog.
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Taikyoku shogi
Hook moves (changing tack)
The hook mover, long-nosed goblin, Capricorn, and peacock can move any number of squares along a straight line,
as a normal ranging piece, but may also abruptly change tack left or right by 90 at any one place along the route,
and then continue as a ranging piece. Turning a corner like this is optional.
The range covered by a hook move is the equivalent of two moves by a rook, or two moves by a bishop, depending
on the piece. However, a hook move is functionally a single move: The piece cannot capture twice in one move, nor
may it capture and then move on. It must stop before an intervening piece (unless it first changes direction to avoid
it), and must stop when it captures, just like any other ranging piece. It can only change direction once per move.
Area movers
The lion and lion hawk may take multiple (2) 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.
Limited range jumping pieces
The golden bird and several promoted pieces have the option of jumping a limited number of squares, and then
continuing on in the same direction as a ranging piece.
Range jumping (flying) pieces
The ancient dragon may jump over any number of pieces, friend or foe, along a straight line, but only when making a
capture. Otherwise it moves as a ranging piece.
Range capturing pieces
The great general, vice general, rook general, bishop general, violent dragon and flying crocodile may jump over any
number of pieces, friend or foe, along a diagonal or orthogonal. They capture all pieces they jump.
However, they may only jump pieces of lower rank, whether friend or foe. The relevant ranking is:
1.
2.
3.
4.
Individual pieces
King, fragrant elephant and white elephant
Limited range: The king, fragrant elephant and white elephant can move one or two squares in any direction,
orthogonal or diagonal.
The king may move into check (not recommended).
The elephants have the same promotion.
Crown prince, left general and right general
Step: The crown prince left general and right general can step one square in any direction, orthogonal or diagonal.
A crown prince may move into check (not recommended).
The pieces have the same range of movement but promote differently (see above).
Gold general and violent wolf
Step: The gold general and violent wolf can step one square in the four orthogonal directions or diagonally
forward, giving them six possibilities.
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Taikyoku shogi
They cannot move diagonally backward.
The pieces have the same range of movement but promote differently (see above).
Rear standard
Limited range: The rear standard can move one or two squares diagonally.
Ranging: It can move any number of free squares in a straight line orthogonally
Free king
Ranging: The free king can move any number of free squares in a straight line in any direction, orthogonal or
diagonal.
Free dream-eater
Ranging: The free dream-eater can move any number of free squares in a straight line in the four diagonal
directions.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
Limited range: It can move one to five squares orthogonally sideways.
Wooden dove
Limited range: The wooden dove can move one or two (or three?) squares in the four orthogonal directions.
Ranging: It can move any number of free squares in a straight line in the four diagonal directions, but has the
option of jumping in these directions instead of ranging.
Jump plus limited range: It can jump to the third square in the four diagonal directions, and then (optionally)
move one or two squares in the same direction.
Note: in Japanese Wikipedia, the diagram shows the orthogonal limited range as being limited to two squares,
but the verbal description gives a range of three.
Earth dragon
Step: The earth dragon can move one square orthogonally forward or diagonally backward.
Limited range: It can move one or two squares in the four diagonal directions.
Ranging: It can move any number of free squares in a straight line diagonally backward.
The Japanese Wikipedia describes another set of movements for this piece.
Step: The earth dragon can move one square orthogonally backward or diagonally forward.
Limited range: It can move one or two squares orthogonally forward.
Ranging: It can move any number of free squares in a straight line diagonally backward.
Free demon
Limited range: The free demon can move one to five squares orthogonally backward.
Ranging: It can move any number of free squares in a straight line in the four diagonal directions or orthogonally
right.
The Japanese Wikipedia describes another set of movements for this piece.
Limited range: The free demon can move one to five squares orthogonally forward or backward.
Ranging: It can move any number of free squares in a straight line in the four diagonal directions or orthogonally
sideways.
Running horse
Step: The running horse can move one square orthogonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally or diagonally forward.
Jump: It can jump to the second square diagonally backwards
Beast cadet
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Taikyoku shogi
Limited range: The beast cadet can move one or two squares orthogonally forward, sideways or in the four
diagonal directions.
Long-nosed goblin (tengu)
Hook move: The long-nosed goblin can move any number of free squares in a straight line in the four diagonal
directions, then (optionally) turn 90 and move any number of free squares in a perpendicular direction.
Unlike in other shogi variants, in taikyoku the tengu cannot move orthogonally, and therefore can only reach half of
the squares on the board. This is the move of the capricorn, and may be an error.
Mountain eagle (right)
Limited range: The right mountain eagle can move one or two squares diagonally backward to the left.
Jump: It can jump to the second square along either right diagonal.
Ranging: It can move any number of free squares in a straight line diagonally right, diagonally forward to the left,
or in the four orthogonal directions.
Mountain eagle (left)
Limited range: The left mountain eagle can move one or two squares diagonally backward to the right.
Jump: It can jump to the second square along either left diagonal.
Ranging: It can move any number of free squares in a straight line diagonally left, diagonally forward to the right,
or in the four orthogonal directions.
Fire demon
Limited range: The fire demon can move one or two squares orthogonally forward or backward.
Ranging: It can move any number of free squares in a straight line orthogonally sideways or in the four diagonal
directions.
It cannot burn other pieces as in tenjiku shogi.
Whale
Ranging: The whale can move any number of free squares in a straight line orthogonally forward or backward; or
diagonally backward.
Running Rabbit
Step: The running rabbit can move one square orthogonally or diagonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally or diagonally forward.
White tiger
Ranging: The white tiger can move any number of free squares in a straight line orthogonally sideways, or
diagonally forward to the left.
Limited range: It can move one or two squares orthogonally forward or backward.
Turtle-snake
Ranging: The turtle-snake can move any number of free squares in a straight line diagonally forward to the right
or backward to the left.
Step: It can move one square in any of the remaining directions.
Ceramic dove
Limited range: The ceramic dove can move one or two squares in the four orthogonal directions.
Ranging: It can move any number of free squares in a straight line in the four diagonal directions
Lance, oxcart and savage tiger
Ranging: The lance, oxcart and savage tiger can move any number of free squares in a straight line orthogonally
forward.
They have the same range of movement but promote differently (see above).
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Taikyoku shogi
Reverse Chariot
Ranging: The reverse chariot can move any number of free squares in a straight line orthogonally forward or
backward.
Mountain dove
Step: The mountain dove can move one square orthogonally backward or sideways.
Limited range: It can move one to five squares diagonally forward.
Flying swallow
Step: The flying swallow can move one square orthogonally backward.
Ranging: It can move any number of free squares in a straight line diagonally forward.
Captive officer
Limited range: The captive officer can move one or two squares orthogonally forward or sideways; or
Limited range: It can move one to three squares in the four diagonal directions
Rain dragon
Step: The rain dragon can move one square orthogonally or diagonally forward.
Ranging: It can move any number of free squares in a straight line orthogonally sideways or backward; or
diagonally backward.
Forest demon
Limited range: The forest demon can move one to three squares orthogonally forward or sideways.
Ranging: It can move any number of free squares in a straight line orthogonally backward or diagonally forward.
Mountain stag
Step: The mountain stag can move one square orthogonally forward.
Limited range: It can move one or two squares orthogonally sideways.
Limited range: It can move one to three squares diagonally forward.
Limited range: It can move one to four squares orthogonally backward.
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Taikyoku shogi
Buddhist devil
Limited range: The Buddhist devil can move one to three squares diagonally forward.
Step: It can move one square orthogonally sideways or backward.
Guardian of the Gods
Limited range: The guardian of the Gods can move one to three squares in the four orthogonal directions.
Wrestler
Limited range: The wrestler can move one to three squares in the four diagonal directions.
Silver general and violent stag
Step: The silver general and violent stag can move one square in the four diagonal directions; or
One square orthogonally forward, giving them five possibilities.
They have the same range of movement but promote differently (see above).
Drunken elephant and neighboring king
Step: The drunken elephant and neighboring king can move one square in any direction, orthogonal or diagonal,
except orthogonally backward.
They have the same range of movement but promote differently (see above).
Gold chariot
Step: The gold chariot can move one square in the four diagonal directions.
Limited range: It can move one or two squares orthogonally sideways.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
Side dragon
Ranging: The side dragon can move any number of free squares in a straight line orthogonally forward or
sideways.
Running stag
Limited range: The running stag can move one or two squares orthogonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally sideways or diagonally forward.
Running wolf
Step: The running wolf can move one square orthogonally forward.
Ranging: It can move any number of free squares in a straight line orthogonally sideways or diagonally forward.
Bishop general
Range capture: The bishop general can fly over any number of squares along a straight line in any diagonal
direction, so long as they don't contain a royal (king or crown prince) or another range capturing piece. All pieces
it flies over are removed from the game.
Rook general
Range capture: The rook general can fly over any number of squares along a straight line in any orthogonal
direction, so long as they don't contain a royal (king or crown prince) or another range capturing piece. All pieces
it flies over are removed from the game.
Right tiger
Step: The right tiger can move one square diagonally right.
Ranging: It can move any number of free squares in a straight line orthogonally left or diagonally left.
Left tiger
Step: The left tiger can move one square diagonally left.
Ranging: It can move any number of free squares in a straight line orthogonally right or diagonally right.
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Taikyoku shogi
Right dragon
Limited range: The right dragon can move one or two squares orthogonally right.
Ranging: It can move any number of free squares in a straight line orthogonally left or diagonally left.
Left dragon
Limited range: The left dragon can move one or two squares orthogonally left.
Ranging: It can move any number of free squares in a straight line orthogonally right or diagonally right.
Beast officer
Limited range: The beast officer can move one or two squares orthogonally sideways.
Limited range: It can move one to three squares orthogonally forward or in the four diagonal directions.
Wind dragon
Step: The wind dragon can move one square diagonally backward to the left.
Ranging: It can move any number of free squares in a straight line orthogonally sideways, diagonally forward or
diagonally backward to the right.
Free pup
Step: The free pup can move one square diagonally backward.
Limited range: It can move one or two squares orthogonally sideways.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward; or
diagonally forward.
Rushing bird
Step: The rushing bird can move one square orthogonally sideways or in the four diagonal directions.
Limited range: It can move one or two squares orthogonally forward.
Old kite (hawk)
Limited range: The old kite can move one or two squares in the four diagonal directions; or
Step: It can move one square orthogonally sideways.
Peacock
Hook move: The peacock can move any number of free squares in a straight line along one of the two forward
diagonals, then (optionally) turn 90 and move any number of free squares in a straight line in a perpendicular
diagonal direction.
Limited range: It can move one or two squares in one of the two rearward diagonals.
Water dragon
Limited range: The water dragon can move one or two squares diagonally forward.
Limited range: It can move one to four squares diagonally backward.
Ranging: It can move any number of free squares in a straight line in the four orthogonal directions.
Fire dragon
Limited range: The fire dragon can move one or two squares diagonally backward.
Limited range: It can move one to four squares diagonally forward.
Ranging: It can move any number of free squares in a straight line in the four orthogonal directions.
Copper general
Step: The copper general can move one square orthogonally forward or backward; or
diagonally forward.
Phoenix master
Limited range: The phoenix master can move one to three squares orthogonally sideways.
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Taikyoku shogi
Range: It can move any number of free squares in a straight line diagonally or orthogonally forward or backward.
Jump: It can jump to the third square diagonally forward.
Kirin master
Limited range: The Kirin master can move one to three squares orthogonally sideways.
Range: It can move any number of free squares in a straight line diagonally or orthogonally forward or backward.
Jump: It can jump to the third square orthogonally forward or backward.
Silver chariot
Step: The silver chariot can move one square diagonally backward.
Limited range: It can move one or two squares diagonally forward.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
Vertical bear
Step: The vertical bear can move one square orthogonally backward.
Limited range: It can move one or two squares orthogonally sideways.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Knight
Jump: 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.
The knight ignores intervening pieces on the way to its destination, though its destination square must of course
be either empty, or occupied by an opponent's piece (in which case the opponent's piece is captured), just as with
any other moving piece.
Pig general
Limited range: The pig general can move one or two squares orthogonally backward; or
Limited range: It can move one to four squares diagonally forward.
Chicken general and pup general
Step: The chicken general and pup general can move one square diagonally backward.
Limited range: They can move one to four squares orthogonally forward.
They have the same range of movement but promote differently (see above).
Horse general and ox general
Step: The horse general and ox general can move one square orthogonally backward or diagonally forward.
Limited range: They can move one to three squares orthogonally forward.
These pieces and their promotions have the same range of motion.
Center standard and front standard
Limited range: The center standard and front standard can move one to three squares in the four diagonal
directions.
Ranging: They can move any number of free squares in a straight line in the four orthogonal directions.
They have the same range of movement but promote differently (see above). Uniquely, when a center standard
promotes to a front standard, it gains no new abilities.
Side boar
Step: The side boar can move one square orthogonally forward or backward; or in the four diagonal directions.
Ranging: It can move any number of free squares in a straight line orthogonally sideways.
Silver rabbit
Limited range: The silver rabbit can move one or two squares diagonally forward.
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Taikyoku shogi
Ranging: It can move any number of free squares in a straight line diagonally backward.
Golden deer
Ranging: The golden deer can move any number of free squares in a straight line diagonally forward.
Limited range: It can move one or two squares diagonally backward.
Lion
Area move/double capture: The lion can step one square in any direction up to twice in a turn. It can change
directions after its first step, and is not restricted to following one of the eight orthogonal or diagonal directions.
That is, it can also step to one of the in-between squares that a knight jumps to in Western chess.
Unlike the hook movers, it can continue after a capture on the first step, potentially capturing two pieces on
each turn.
By moving back to its starting square, it can effectively capture a piece on an adjacent square without moving.
This is called igui "stationary feeding".
A similar move without capturing leaves the board unchanged, which is a way to pass a turn. This can be done
even when there are no empty adjacent squares.
Or,
Jump: The lion can jump anywhere within two squares. This is equivalent to jumping in any of the eight diagonal
or orthogonal directions, or making any of the jumps of a knight in Western chess.
Note: The restrictions when capturing a lion in chu shogi do not apply in taikyoku shogi.
Captive cadet
Limited range: The captive cadet can move one to three squares orthogonally forward or sideways, or in the four
diagonal directions.
Great stag
Limited range: The great stag can move one or two squares diagonally backward.
Jump: It can jump to the second square diagonally forward.
Ranging: It can move any number of free squares in a straight line in the four orthogonal directions.
Violent dragon
Limited range: The violent dragon can move one or two squares in the four orthogonal directions.
Range capture: It can fly over any number of pieces along one of the four diagonal directions, as long as they
don't include a royal (king or prince) or another range-jumping piece. All pieces it flies over are removed from the
game.
Woodland demon
Limited range: The woodland demon can move one or two squares orthogonally sideways or backward.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward, or
diagonally forward.
Vice general
Jump: The vice general can jump to the second square in the four orthogonal directions. This is a standard jump.
Range capture: It can fly over any number of squares along one of the four diagonal directions, as long as they
don't contain a royal (king or prince), great general, or another vice general. All pieces it flies over are removed
from the game.
Great general
Range capture: The great general can fly over any number of squares along a straight line in any direction,
orthogonally or diagonally, as long as they don't contain a royal (king or prince) or another great general. All
pieces it flies over are removed from the game.
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Taikyoku shogi
Stone chariot
Step: The stone chariot can move one square diagonally forward.
Limited range: It can move one or two squares orthogonally sideways.
Ranging: It can move any number of squares orthogonally forward or backward.
Cloud eagle
Step: The cloud eagle can move one square orthogonally sideways.
Limited range: It can move one to three squares diagonally forward.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
Bishop
Ranging: A bishop can move any number of free squares in a straight line in the four diagonal directions.
Because it cannot move orthogonally, a bishop can only reach half the squares on the board.
Rook, soldier, running chariot and square mover
Ranging: The rook, soldier, running chariot and square mover can move any number of free squares in a straight
line in the four orthogonal directions.
They have the same range of motion but promote differently (see above).
Side wolf
Step: The side wolf can move one square diagonally forward to the left or diagonally backward to the right.
Ranging: It can move any number of free squares in a straight line orthogonally sideways.
Flying cat
Step: The flying cat can move one square orthogonally backward or diagonally backward.
Jump: It can jump to the third square orthogonally forward or sideways, or diagonally forward.
Mountain falcon
Limited range: The mountain falcon can move one or two squares diagonally backward.
Jump: It can jump to the second square orthogonally forward.
Ranging: It can move any number of free squares in a straight line in the four orthogonal directions or diagonally
forward.
Note: This is the depiction of the diagram in Japanese wiki. However, the text makes no mention of an ability
to move orthogonally sideways.
Vertical tiger
Limited range: The vertical tiger can move one or two squares orthogonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Little standard
Step: The little standard can move one square diagonally backward.
Limited range: It can move one or two squares diagonally forward.
Ranging: It can move any number of free squares in a straight line in the four orthogonal directions.
Cloud dragon
Step: The cloud dragon can move one square orthogonally forward or sideways.
Ranging: It can move any number of free squares in a straight line orthogonally backward or in the four diagonal
directions.
Copper chariot
Limited range: The copper chariot can move one to three squares diagonally forward.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
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Taikyoku shogi
Rams-head soldier
Ranging: The rams-head soldier can move any number of free squares in a straight line diagonally forward.
Step: It can move one square orthogonally backward.
Violent ox
Step: The violent ox can move one square orthogonally forward or backward.
Ranging: It can move any number of free squares in a straight line diagonally forward.
Great dragon
Limited range: The great dragon can move one to three squares orthogonally forward or backward.
Ranging: It can move any number of free squares in a straight line in the four diagonal directions.
Golden bird
Limited range: The golden bird can move one to three squares orthogonally sideways or diagonally backward.
Range: It can move any number of free squares in a straight line orthogonally forward or backward.
Jump and range: It can jump up to three pieces diagonally forward, and then optionally continue any number of
free squares in that direction.
Dark spirit
Step: The dark spirit can move one square in any direction orthogonally or diagonally, except diagonally forward
to the left.
Deva
Step: The Deva can move one square in any direction orthogonally or diagonally, except diagonally forward to
the right.
Wood chariot
Step: The wood chariot can move one square diagonally forward to the left or diagonally backward to the right.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
White horse
Ranging: The white horse can move any number of free squares in a straight line orthogonally forward or
backward.
Ranging: It can move any number of free squares in a straight line diagonally forward.
Howling dog (left and right)
Step: The howling dog can move one square orthogonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
The left and right howling dogs have the same range of motion but promote differently (see above).
Side mover
Ranging: The side mover can move any number of free squares in a straight line orthogonally sideways.
Step: It can move one square orthogonally forward or backward.
Prancing stag
Limited range: The prancing stag can move one or two squares orthogonally sideways.
Step: It can move one square orthogonally forward, backward or diagonally forward.
Water buffalo
Ranging: The water buffalo can move any number of free squares in a straight line in the four diagonal directions.
Ranging: It can move any number of free squares in a straight line orthogonally sideways.
Limited range: It can move one or two squares orthogonally forward or backward.
Ferocious leopard
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Taikyoku shogi
Step: The ferocious leopard can move one square in the four diagonal directions; or
orthogonally forward or backward.
Fierce eagle
Limited range: The fierce eagle can move one or two squares in the four diagonal directions.
Step: It can move one square orthogonally forward or sideways.
Flying dragon
Jump: The flying dragon can jump to the second square in the four diagonal directions.
Because it cannot move orthogonally or to every diagonal square, a flying dragon can only reach one quarter the
squares on the board.
Poisonous snake
Step: The poisonous snake can move one square orthogonally backward or diagonally forward.
Limited range: It can moves one or two squares orthogonally forward or sideways.
Flying goose
Step: The flying goose can move one square orthogonally forward or backward; or
diagonally forward.
Strutting crow
Step: The strutting crow can move one square orthogonally forward or diagonally backward.
Blind dog and Chinese cock
Step: The blind dog and Chinese cock can move one square orthogonally backward or sideways.
Step: They can move one square diagonally forward.
They have the same range of movement but promote differently (see above).
Water general and mountain general
Step: The water general and mountain general can move one square orthogonally forward or backward.
Limited range: They can move one to three squares diagonally forward.
They have the same range of movement but promote differently (see above).
Fire general
Step: The fire general can move one square diagonally forward.
Limited range: It can move one to three squares orthogonally forward or backward.
Phoenix
Step: The phoenix can move one square in the four orthogonal directions.
Jump: It can jump to the second square in the four diagonal directions.
Kirin
Step: A Kirin can move one square orthogonally forward or backward, or in the four diagonal directions.
Jump: It can jump to the second square orthogonally sideways.
Hook mover
Hook move: The hook mover can move any number of free squares in a straight line in the four orthogonal
directions, then (optionally) turn 90 and move any number of free squares in a perpendicular direction.
Little turtle
Limited range: The little turtle can move one or two squares orthogonally sideways.
Jump: It can jump to the second square orthogonally forward or backward.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward, or in the
four diagonal directions.
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Taikyoku shogi
Great turtle
Limited range: The great turtle can move one to three squares orthogonally sideways.
Jump: It can jump to the third square orthogonally forward or backward.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward, or in the
four diagonal directions.
Capricorn
Hook move: The Capricorn can move any number of free squares in a straight line in the four diagonal directions,
then (optionally) turn 90 and move any number of free squares in a perpendicular direction.
Because the capricorn cannot move orthogonally, it can only reach half of the squares on the board. This is
the move of the capricorn, and may be an error.
Tile chariot
Step: The tile chariot can move one square diagonally forward to the right or diagonally backward to the left.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
Vertical wolf
Step: The vertical wolf can move one square orthogonally sideways.
Limited range: It can move one to three squares orthogonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Side ox
Step: The side ox can move one square diagonally forward to the right or diagonally backward to the left.
Ranging: It can move any number of squares orthogonally sideways.
Donkey and enchanted badger
Limited range: The donkey and enchanted badger can move one or two squares in the four orthogonal directions.
Their range of movement and promotions are the same.
Flying horse
Limited range: The flying horse can move one or two squares in the four diagonal directions.
Angry boar
Step: The angry boar can move one square orthogonally forward or sideways; or
Limited range: It can move one or two squares diagonally forward.
Violent bear
Limited range: The violent bear can move one or two squares diagonally forward.
Step: It can move one square orthogonally sideways.
Step: One version of the game has the violent bear moving one square orthogonally forward; another version has
it moving one square diagonally backward.
Evil Wolf
Step: The evil wolf can move one square orthogonally sideways or forward; or diagonally forward.
Liberated horse
Step: The liberated horse can move one square diagonally forward.
Limited range: It can move one or two squares orthogonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Flying cock
Step: The flying cock can move one square orthogonally sideways or diagonally forward.
Old monkey
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Taikyoku shogi
Step: The old monkey can move one square in the four diagonal directions or orthogonally backward.
Northern barbarian and southern barbarian
Limited range: The northern barbarian and southern barbarian can move one or two squares orthogonally
sideways.
Step: They can move one square orthogonally forward or backward or diagonally forward.
They have the same range of movement but promote differently (see above).
Eastern barbarian and western barbarian
Limited range: The eastern barbarian and western barbarian can move one or two squares orthogonally forward or
backward.
Step: They can move one square orthogonally sideways or diagonally forward.
They have the same range of movement but promote differently (see above).
Treacherous fox
Ranging: The treacherous fox can move any number of free squares in a straight line orthogonally forward or
backward, or in the four diagonal directions.
Jump: One version of the game allows it to jump to the second or third square in those directions then move,
another does not.
Center master
Limited range: The center master can move one to three squares orthogonally sideways or diagonally backward.
Jump: It can jump to the second square and then move any number of free squares in a straight line orthogonally
forward or backward, or diagonally forward.
It need not jump before moving nor move after jumping.
Roc master
Limited range: The roc master can move one to five squares orthogonally sideways or diagonally backward.
Jump/ Ranging: It can jump to the third square and then move any number of free squares in a straight line
diagonally forward.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
It need not jump before moving nor move after jumping.
Earth chariot
Step: The earth chariot can move one square orthogonally sideways.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
Vermilion sparrow
Step: The vermilion sparrow can move one square in the four orthogonal directions, or diagonally forward to the
right or diagonally backward to the left.
Ranging: It can move any number of free squares in a straight line diagonally forward to the left or diagonally
backward to the right.
Blue dragon
Ranging: The blue dragon can move any number of free squares in a straight line orthogonally forward or
backward, or diagonally forward to the right.
Limited range: It can move one or two squares orthogonally sideways.
Horseman
Limited range: The horseman can move one or two squares orthogonally sideways.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward, or
diagonally forward.
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Taikyoku shogi
Swooping owl and old rat
Step: The swooping owl and old rat can move one square orthogonally forward or diagonally backward.
They have the same range of movement but promote differently (see above).
Climbing monkey
Step: The climbing monkey can move one square orthogonally forward or backward; or diagonally forward.
Cat sword
Step: The cat sword can move one square in the four diagonal directions.
Because it cannot move orthogonally, a cat sword can only reach half the squares on the board.
Swallows wings
Step: The Swallows wings can move one square orthogonally forward or backward.
Ranging: It can move any number of free squares in a straight line orthogonally sideways.
Blind monkey
Step: The blind monkey can move one square in the four diagonal directions or orthogonally sideways.
Blind tiger
Step: The blind tiger can move one square in any direction, orthogonal or diagonal, except orthogonally forward.
Side flyer
Step: The side flyer can move one square in the four diagonal directions; or
Ranging: It can move any number of free squares in a straight line orthogonally sideways.
Blind bear
Step: The blind bear can move one square in the four diagonal directions or orthogonally sideways.
Coiled serpent
Step: The coiled serpent can move one square orthogonally forward or backward; or diagonally backward.
Reclining dragon
Step: The reclining dragon can move one square in the four orthogonal directions.
Free eagle
Jump/ranging: The free eagle can jump to the second or third square, and then move any number of free squares
in a straight line in the four orthogonal directions or diagonally backward.
Jump/ranging: It can jump to the second to fourth square, and then move any number of free squares in a straight
line diagonally forward.
It need not jump before moving nor move after jumping.
Lion hawk
Area move/double capture/ranging: The lion hawk can move as a lion or as a bishop.
Jump/ranging: It can leap to the second square in any diagonal direction before making a bishop move in that
same direction.
Chariot soldier
Limited range: The chariot soldier can move one or two squares orthogonally sideways.
Ranging: It can move any number of free squares in a straight line orthogonally forward, orthogonally backward
or in the four diagonal directions.
Side soldier
Step: The side soldier can move one square orthogonally backward.
Limited range: It can move one or two squares orthogonally forward.
Ranging: It can move any number of free squares in a straight line orthogonally sideways.
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Taikyoku shogi
Vertical soldier
Step: The vertical soldier can move one square orthogonally backward.
Limited range: It can move one or two squares orthogonally sideways.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Wind general and river general
Step: The wind general and river general can move one square orthogonally backward or diagonally forward.
Limited range: They can move one to three squares orthogonally forward.
They have the same range of movement but promote differently (see above).
Horse soldier and ox soldier
Step: The horse soldier and ox soldier can move one square orthogonally backward.
Limited range: They can move one to three squares orthogonally sideways.
Ranging: They can move any number of free squares in a straight line forward, orthogonally or diagonally.
They have the same range of movement but promote differently (see above).
Wood general
Limited range: The wood general can move one or two squares diagonally forward.
Earth general and go between
Step: The earth general and go between can move one square orthogonally forward or backward.
They have the same range of movement but promote differently (see above).
Boar soldier, leopard soldier and bear soldier
Step: The boar soldier, leopard soldier and bear soldier can move one square orthogonally backward.
Limited range: They can move one or two squares orthogonally sideways.
Ranging: They can move any number of free squares in a straight line forward, orthogonally or diagonally.
Stone general
Step: The stone general can move one square diagonally forward.
Because it cannot move orthogonally or backward, a stone general can only reach less than half the squares on the
board.
Tile general and sword soldier
Step: The tile general and sword soldier can move one square diagonally forward or orthogonally backward.
They have the same range of movement but promote differently (see above).
Iron general and dog
Step: The iron general and dog can move one square forward, orthogonally or diagonally.
They have the same range of movement but promote differently (see above).
Great standard
Limited range: The great standard can move one to three squares diagonally backward.
Ranging: It can move any number of free squares in a straight line diagonally forward or in the four orthogonal
directions.
Great master
Limited range: The great master can move one to five squares orthogonally sideways or diagonally backward.
Jump: It can jump to the third square forward, orthogonally or diagonally.
Ranging: It can move any number of free squares in a straight line forward, orthogonally or diagonally, or
orthogonally backward.
Right chariot
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Taikyoku shogi
Ranging: The right chariot can move any number of free squares in a straight line orthogonally forward.
Ranging: It can move any number of free squares in a straight line diagonally forward to the right.
Ranging: It can move any number of free squares in a straight line diagonally backward to the left.
Step: It can move one square orthogonally right.
Left chariot
Ranging: The left chariot can move any number of free squares in a straight line orthogonally forward.
Ranging: It can move any number of free squares in a straight line diagonally forward to the left.
Ranging: It can move any number of free squares in a straight line diagonally backward to the right.
Step: It can move one square orthogonally left.
Side monkey
Step: The side monkey can move one square diagonally forward or orthogonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally sideways.
Vertical mover
Ranging: The vertical mover can move any number of free squares in a straight line orthogonally forward or
backward.
Step: It can move one square orthogonally sideways.
Flying Ox
Ranging: The flying ox can move any number of free squares in a straight line in the four diagonal directions.
It can move any number of free squares in a straight line orthogonally forward or backward.
Longbow soldier
Step: The longbow soldier can move one square orthogonally backward.
Limited range: It can move one or two squares orthogonally sideways.
Limited range: It can move one, two or three squares diagonally forward.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Vertical pup
Step: The vertical pup can move one square backward, orthogonally or diagonally.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Vertical horse
Step: The vertical horse can move one square diagonally forward or orthogonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Burning soldier
Step: The burning soldier can move one square orthogonally backward.
Limited range: It can move one to three squares orthogonally sideways.
Limited range: It can move one to five squares diagonally forward.
Limited range: It can move one to seven squares orthogonally forward.
Dragon horse
Ranging: A dragon horse can move any number of free squares in a straight line in the four diagonal directions.
Step: It can move one square in the four orthogonal directions.
Dragon king
Ranging: A dragon king can move any number of free squares in a straight line in the four orthogonal directions.
Step: It can move one square in the four diagonal directions.
Horned falcon
Ranging: The horned falcon can move as a free king.
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Taikyoku shogi
Jump: It can jump to the second square orthogonally forward.
Soaring eagle
Jump: The soaring eagle can jump to the second square diagonally forward.
Ranging: It can move any number of free squares in a straight line in any direction, orthogonally or diagonally.
Spear soldier
Step: The spear soldier can move one square orthogonally backward or sideways.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Vertical leopard
Step: The vertical leopard can move one square orthogonally backward, sideways or diagonally forward.
Ranging: It can move any number of free squares in a straight line orthogonally forward.
Cross-bow soldier
Step: The cross-bow soldier can move one square orthogonally backward.
Limited range: It can move one to three squares orthogonally sideways or diagonally forward.
Limited range: It can move one to five squares orthogonally forward.
Roaring dog
Limited range: The roaring dog can move one to three squares diagonally backward.
Jump: It can jump to the third square diagonally forward or in the four orthogonal directions.
Ranging: It can move any number of free squares in a straight line diagonally forward or in the four orthogonal
directions.
Lion dog
Jump: The lion dog can jump to the third square in any direction, orthogonally or diagonally.
Ranging: It can move any number of free squares in a straight line in any direction, orthogonally or diagonally.
Pawn
Step: The pawn can move one square orthogonally forward.
Promotion
Like other large board shogi variants, this game uses the promotion-by-capture rule. When a piece first makes a
capture, it promotes. (If it can: a few important pieces do not promote.) 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
after it moves, revealing the name of its promoted rank. Promotion is both compulsory and permanent.
This is all very different from smaller shogi variants, where pieces promote when they cross a promotion zone (the
enemy camp), and where promotion is optional. The dots on the taikyoku shogi board that would represent
promotion zones in other games are only there as placement guides for the initial setup of the two camps.
Some pieces promote, or demote, to a piece that exists in the initial setup of the board. However, such a piece cannot
then promote a second time as its namesake does. For example, a bishop promotes to a dragon horse. However,
while a ferocious leopard promotes to a bishop on its first capturing move, it does not promote to a dragon horse on
its second. Rather, it remains a bishop for the rest of the game.
If a Lance, oxcart, savage tiger, side dragon, running wolf, knight, angry boar, evil wolf, flying cock, wood general,
stone general, iron general, dog, pawn, running leopard, free wolf or raiding falcon reaches the furthest rank; it must
remain there until it captures or is captured.
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Taikyoku shogi
Individual promoted pieces
New pieces that only appear as a result of promotion are as follows:
Free bird
Limited range: The free bird can move one to three squares diagonally backward.
Range: It can move any number of free squares in a straight line in the four orthogonal directions.
Jump and range: It can jump up to three pieces diagonally forward, and then optionally continue any number of
free squares in that direction.
Great dream-eater
Jump: The great dream-eater can jump to the third square orthogonally sideways.
Range: It can move any number of free squares in a straight line in any direction, orthogonally or diagonally.
Ancient dragon
Range: The ancient dragon can move any number of free squares in a straight line in the four diagonal directions.
Ranging jump: It can jump over any number of squares orthogonally forward or backward.
Heavenly Tetrarch king
Range: The Heavenly Tetrarch king can move any number of free squares in a straight line in any direction,
orthogonally or diagonally.
Jump: It can jump to the second square before (optionally) moving on in that direction.
It can capture a piece on an adjacent square without moving (igui).
Great falcon
Range: The great falcon can move any number of squares in any direction, orthogonally or diagonally.
Jump: It can jump to the second square orthogonally forward before (optionally) moving on in that direction.
Great elephant
Limited range: The great elephant can move one to three squares diagonally forward.
Jump and range: It can jump up to three pieces in a straight line diagonally backward or in one of the four
orthogonal directions, and then optionally continue any number of free squares in that direction.
Fire ox and violent wind
Step: The fire ox and violent wind can move one square orthogonally sideways.
Range: They can move any number of free squares in a straight line orthogonally backward, forward or in the four
diagonal directions.
Strong bear
Limited range: The strong bear can move one or two squares orthogonally backward.
Ranging: It can move any number of free squares in a straight line orthogonally forward, sideways or in the four
diagonal directions.
Right phoenix
Limited range: The right phoenix can move one to five squares orthogonally sideways.
Range: It can move any number of free squares in a straight line in the four diagonal directions.
Running leopard
Range: The running leopard can move any number of free squares in a straight line orthogonally forward,
sideways or diagonally forward.
Thunder runner
Limited range: The thunder runner can move one to four squares orthogonally sideways or backward.
Range: It can move any number of free squares in a straight line forward, orthogonally or diagonally.
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Taikyoku shogi
Rain demon
Limited range: The rain demon can move one or two squares orthogonally sideways or diagonally backward.
Limited range: It can move one to three squares orthogonally forward.
Range: It can move any number of free squares in a straight line orthogonally backward.
Range jump: It can jump any number of squares along either forward diagonal.
Free boar
Step: The free boar can move one square orthogonally backward.
Range: It can move any number of free squares in a straight line orthogonally forward, sideways or diagonally
forward.
Free dog
Limited range: The free dog can move one or two squares orthogonally sideways or diagonally backward.
Range: It can move any number of free squares in a straight line orthogonally forward, backward or diagonally
forward.
Running ox
Limited range: The running ox can move one or two squares diagonally backward.
Range: It can move any number of free squares in a straight line orthogonally forward, sideways or diagonally
forward.
Great horse
Limited range/range: The great horse moves as a horseman.
Cavalier and strong chariot
Range: The cavalier and strong chariot can move any number of free squares in a straight line diagonally forward
or in the four orthogonal directions.
Free fire
Limited range: The free fire can move one to five squares orthogonally forward or backward.
Range: It can move any number of free squares in a straight line orthogonally sideways or in the four diagonal
directions.
Burning chariot
Step: The burning chariot can move one square orthogonally sideways.
Range: It can move any number of free squares in a straight line orthogonally forward, backward or diagonally
forward.
Free stag and strong eagle
Range: The free stag and strong eagle move as a free king.
Free dragon and free tiger
Range: The free dragon and free tiger can move any number of free squares in a straight line in any direction,
orthogonal or diagonal, except orthogonally forward.
Flying crocodile
Limited range: The flying crocodile can move one or two squares diagonally backward.
Limited range: It can move one to three squares diagonally forward.
Range capture: It can jump any number of pieces in one of the four orthogonal directions, as long as these do not
include a royal (king or crown prince) or another range-capturing piece. Any piece it jumps over is removed from
the board.
Divine tiger
Limited range: The divine tiger can move one or two squares orthogonally backward.
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Taikyoku shogi
Range: It can move any number of free squares in a straight line orthogonally forward, sideways, or diagonally
forward to the left.
Divine dragon
Limited range: The divine dragon can move one or two squares orthogonally left.
Range: It can move any number of free squares in a straight line orthogonally forward, right, backward or
diagonally forward to the right.
Divine turtle
Step: The divine turtle can move one square diagonally forward to the left or in the four orthogonal directions.
Range: It can move any number of free squares in a straight line along either rear diagonal, or diagonally forward
to the right.
Divine sparrow
Step: The divine sparrow can move one square diagonally forward to the left or in the four orthogonal directions.
Range: It can move any number of free squares in a straight line diagonally backward or forward to the left.
Free serpent and coiled dragon
Range: The free serpent and coiled dragon can move any number of free squares in a straight line orthogonally
forward, backward, or diagonally backward.
Free wolf
Range: The free wolf can move any number of free squares in a straight line orthogonally forward, sideways or
diagonally forward.
Great tiger
Step: The great tiger can move one square orthogonally forward.
Range: It can move any number of free squares in a straight line orthogonally sideways or backward.
Right dog
Step: The right dog can move one square orthogonally backward.
Range: It can move any number of free squares in a straight line orthogonally forward or diagonally backward to
the left.
Left dog
Step: The left dog can move one square orthogonally backward.
Range: It can move any number of free squares in a straight line orthogonally forward or diagonally backward to
the right.
Free bear, free leopard and great whale
Range: The free bear, free leopard and great whale move as a flying ox.
Running boar
Step/range: The running boar moves as an earth chariot or vertical mover.
Heavenly horse
Jump: The heavenly horse jumps at an angle intermediate between orthogonal and diagonal, amounting to one
square forward plus one square diagonally forward, in a single motion; or one square backward plus one square
diagonally backward, in a single motion.
It ignores intervening pieces while jumping to its destination, though its destination square must of course be
either empty, or occupied by an opponent's piece (in which case the opponent's piece is captured), just as with any
other moving piece.
Range: It can move any number of free squares in a straight line orthogonally forward.
Spear general
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Taikyoku shogi
Limited range: The spear general can move one or two squares orthogonally backward.
Limited range: It can move one, two or three squares orthogonally sideways.
Range: It can move any number of free squares in a straight line orthogonally forward.
Great leopard
Step: The great leopard can move one square orthogonally backward.
Limited range: It can move one or two squares orthogonally sideways.
Limited range: It can move one to three squares diagonally forward.
Range: It can move any number of free squares in a straight line orthogonally forward.
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Taikyoku shogi
Step: The goose wing can move one square in the four diagonal directions.
Limited range: It can move one, two or three squares orthogonally sideways.
Range: It can move any number of squares orthogonally forward or backward.
Left iron chariot
Step: The left iron chariot can move one square in the four orthogonal directions.
Range: It can move any number of free squares in a straight line diagonally backward to the right.
Right iron chariot
Step: The right iron chariot can move one square in the four orthogonal directions.
Range: It can move any number of free squares in a straight line diagonally backward to the left.
Plodding ox
Step: The plodding ox can move one square in the four diagonal directions.
Range: It can move any number of free squares in a straight line orthogonally forward or backward.
Wind snapping turtle
Limited range: The wind snapping turtle can move one or two squares diagonally forward.
Range: It can move any number of free squares in a straight line orthogonally forward or backward.
Running tile
Limited range/range: The running tile moves as a running tiger or running bear.
Young bird
Limited range: The young bird can move one or two squares orthogonally sideways or diagonally backward.
Range: It can move any number of free squares in a straight line orthogonally forward or backward.
Playful cockatoo
Limited range: The playful cockatoo can move one or two squares diagonally backward.
Limited range: It can move one to three squares diagonally forward.
Limited range: It can move one to five squares orthogonally sideways.
Range: It can move any number of free squares in a straight line orthogonally forward or backward.
Walking heron
Limited range: The walking heron can move one or two squares orthogonally sideways or diagonally forward.
Range: It can move any number of free squares in a straight line orthogonally forward or backward.
Tiger soldier
The tiger soldier can move one square orthogonally backward.
Limited range: It can move one or two squares orthogonally forward.
Range: It can move any number of free squares in a straight line diagonally forward.
Running dragon
Limited range: The running dragon can move one to five squares orthogonally backward.
Range: It can move any number of free squares in a straight line orthogonally forward, sideways or in the four
diagonal directions.
Heavenly Tetrarch
Limited range: The Heavenly Tetrarch can move one to four squares in any direction, orthogonal or diagonal.
Elephant king
Limited range/range: The elephant king moves as a ceramic dove.
Peaceful mountain
Limited range: The peaceful mountain can move one to five squares orthogonally forward or sideways.
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Taikyoku shogi
Range: It can move any number of free squares in a straight line in the four diagonal directions.
Chinese river
Step: The Chinese river can move one square orthogonally forward or backward.
Range: It can move any number of free squares in a straight line orthogonally sideways or in the four diagonal
directions.
Free chicken
Limited range/range: The free chicken moves as a woodland demon.
Free ox, free horse and free pig
Step/limited range/range: The free ox, free horse and free pig move as a free pup.
Longbow general
Limited range: The longbow general can move one to five squares orthogonally sideways.
Range: It can move any number of free squares in a straight line orthogonally forward, backward or diagonally
forward.
Burning general
Limited range: The burning general can move one or two squares orthogonally backward.
Limited range: It can move one to three squares orthogonally sideways.
Range: It can move any number of free squares in a straight line forward, orthogonally or diagonally.
Cross-bow general
Limited range: The cross-bow general can move one or two squares orthogonally backward.
Limited range: It can move one to three squares orthogonally sideways.
Limited range: It can move one to five squares diagonally forward.
Range: It can move any number of free squares in a straight line orthogonally forward.
Mountain crane
Range: The mountain crane can move as a free king.
Jump: It can jump to the third square and (optionally) continue in that direction.
Rushing boar
Step: The rushing boar can move one square orthogonally forward, sideways or in the four diagonal directions.
Sword general
Step: The sword general can move one square orthogonally backward.
Limited range: It can move one to three squares forward, orthogonally or diagonally.
Bird of paradise and multi general
Range: The bird of paradise and multi general move as a white horse.
Bears eyes and venomous wolf
Step: The bears eyes and venomous wolf move as a crown prince.
Mountain witch
Range: The mountain witch can move any number of free squares in a straight line backward, orthogonally or
diagonally.
When it reaches the first rank, it must stay there until captured.
Flying falcon
Step: The flying falcon can move one square orthogonally forward.
Range: It can move any number of squares in the four diagonal directions.
Spirit turtle
606
Taikyoku shogi
Jump: The spirit turtle can jump to the third square in the four orthogonal directions.
Range: It can move as a free king.
Treasure turtle
Jump: The treasure turtle can jump to the second square in the four orthogonal directions.
Range: It can move as a free king.
Great bear
Step: The great bear can move one square orthogonally sideways or backward.
Range: It can move any number of free squares in a straight line forward, orthogonally or diagonally.
Wizard stork
Range: The wizard stork can move any number of free squares in a straight line orthogonally sideways, backward
or diagonally forward.
Raiding falcon
Step: The raiding falcon can move one square diagonally forward.
Step: The raiding falcon can move one square orthogonally sideways.
Range: It can move any number of free squares in a straight line orthogonally forward.
Great eagle
Range: The great eagle can move as a free king.
Jump: It can jump to the second square in any direction, orthogonally or diagonally, and (optionally) continue
moving in that direction.
Game end
A player who captures the opponent's sole remaining king or crown prince wins the game. In practice this 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. Recall, however, the prohibition against
perpetual check.
607
Taikyoku 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 differs in several respects. Modifications have been made for
taikyoku shogi.
A typical example is P-12h. The first letter represents the piece moved (see above). Promoted pieces have a + added
in front of the letter. (e.g., +CC for a wizard stork (promoted Chinese cock). 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 36jj 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 in Japanese.)
If a lion, golden bird, heavenly tetrarch king or teaching king captures by 'igui, the square of the piece being
captured is used instead of the destination square, and this is preceded by the symbol !. If a double capture is made,
than it is added after the first capture.
If a move forces the player to promote the piece, then a + is added to the end to signify that the promotion was taken.
For example, ORx7c+ indicates an old rat capturing on 7c and 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.
External links
Shogi Net [2]
History.chess.free/taikyoku shogi [1]
Chessvariants.org/taikyoku [2]
taikyokushogi.hp.infoseek.co.jp/taikyoku [3] An online flash version of the game with illustrated piece
movements. No AI.
taikyoku.swf [4] Download the game here (right-click, save link as)
The previous two links are dead these days, but the .swf file can still be downloaded here ...taikyoku.swf [5] (You
need to actually go to the page. Right-click, save link won't work with this link)
References
[1]
[2]
[3]
[4]
[5]
608
Sannin shogi
609
Sannin shogi
Sannin shgi ( three-person chess), or in full kokusai sannin shgi ( international
three-person chess), is a three-person shogi variant invented circa 1930 by Tanigasaki Jisuke and recently revived. It
is played on a hexagonal grid of border length 7 with 127 cells. Standard shogi pieces may be used, and the rules for
capture, promotion, drops, etc. are mostly similar to standard shogi. (See that article for an explanation of these
terms.) While piece movement differs somewhat from standard shogi, especially in the case of the powerful
promoted king, the main difference in play is due to the rules for voluntary and mandatory alliance between two of
the three players.
Setup. If the pawns were removed, the rooks could capture the
bishops, and the bishops could capture each other, as could the
lances.
The central cell is called the Pleasure Garden and is an additional promotion zone, except for the king. It is drawn
with a heavy or double border or otherwise made visually distinct.
In the modern game, standard shogi pieces are used. Each player wields 18 pieces, the standard shogi set of 20 less
one knight and one pawn. The pieces face away from the players: That is, they point toward the gap between the
opposing players' territories.
The three players represent three countries, and are called First, Middle, and Last. If two players start the game as
allies, the remaining player is automatically First. Otherwise any random method may be used to determine the order
of play. Play then precedes clockwise from First to Middle to Last.
Sannin shogi
610
Board notation
Standard shogi notation is used, with allowance made
for the shape of the board. Numbering the ranks poses
no problem: They are the rows that are horizontal from
the viewpoint of Middle, and are given the letters a
through m from top to bottom, with g being the central
and widest rank. That is, the territories of First (top
right player) and Last (top left player) span ranks a
through i, and that of Middle (bottom player) occupies
the three ranks k, l, m.
The numbered "columns" are the rows that run from
top left to bottom right from the viewpoint of Middle.
They are given the numbers 1 to 13 from right to left,
with 7 being the central and longest column. That is,
First occupies columns 1 to 3, while the territories of
Middle and Last span columns 5 through 13.
The ranks are numbered am, and the files slanting left 113.
The Pleasure Garden is thus cell 7g; the corners are at 1a, 1g, 7a, 7m, 13g, 13m; and at setup the three kings occupy
1d, 10m, and 10d; and the three knights 3e, 9k, and 9e.
Sannin shogi
611
Sannin shogi
612
Piece
Pron.
English
Standard
equivalent
English
Prom.
Pron.
English
yoron
Public opinion
King
kyokk Sunlight
gunky
Military education
Rook
ryka
Heroism
gaik
Diplomacy
Bishop
masha
Witchcraft
ginken
Financial influence
Gold general
zeikan
Customs
Knight
Silver general
takara
Treasure
senden
Propaganda
Lance
ka
Change
sensen
Colonist
Pawn
doru
Dollar
The king
The king (K; "public opinion" in Tanigasaki's nomenclature) may step to any adjacent (orthogonal) cell (1, 3, 5, 7, 9,
or 11 o'clock). A king may also castle on its first move, subject to certain restrictions (see below).
A promoted king (+K; "rising sun") may range along any of the twelve orthogonals or diagonals.
King
Promoted king
Sannin shogi
613
A promoted king also gains the power to "kill by illumination": It may capture, without moving, any pieces that it
could capture if it were to move. That is, it may capture more than one piece, but only one piece in any direction and
only if they are unprotected by either opposing player. (It is not clear if it must capture all such pieces, or if it may be
selective.) It cannot combine this power with a physical move.
A king automatically promotes if the other two players enter into an alliance. A non-allied king (promoted or
otherwise) that reaches the central cell of the board (the Pleasure Garden) wins the game.
The rook
The rook (R; "military education") may range along one of the forward or side orthogonals (9, 11, 1, or 3 o'clock), or
along the diagonal directly backwards (6 o'clock).
A promoted rook (+R; "heroism") has a more powerful retreat: It may range along any one of the six orthogonals.
Rook
Promoted rook
The rook ranges along the 1,3,6,9,11 o'clock directions. The promoted rook ranges orthogonally; it's equivalent to
the standard-shgi rook.
Rooks at startup
Sannin shogi
614
The bishop
The bishop (B; "diplomacy") may range along any one of the six diagonals, and can reach only one-third of the
board. (Compare Gliski's hexagonal chess, which has three bishops for this very reason.)
A promoted bishop (+B; "witchcraft") gains the power to step to any adjacent (orthogonal) cell. That is, it may move
as a bishop or as a king, and can therefore reach every cell on the board.
Bishop
Bishops at startup
Promoted bishop
Sannin shogi
615
Knight
Sannin shogi
616
Promoted silver
The lance
The lance (L; "propaganda") may range along either of the two forward orthogonals (11 or 1 o'clock). As a
consequence, it may run out of room to move, and will thus be required to promote so that it can move further,
although it is always advantageous to promote a lance.
A promoted lance (+L; "transformation") gains the power to range along the rear orthogonals (5 and 7 o'clock) as
well.
Lance
Promoted lance
Sannin shogi
617
The pawn
The pawn (p; "colonist" or "pioneer") may step to either of the two forward orthogonal cells (11 or 1 o'clock). As a
consequence, it may run out of room to move, and will thus be required to promote so that it can move further,
although it is always advantageous to promote a pawn.
A promoted pawn (+p; "dollar") moves like a gold general.
Pawn
Promoted pawn
The pawn steps at 1 or 11 o'clock; it's equivalent to the The promoted pawn moves as a gold general, as does the
standard-shgi pawn but with the ability to attack either
standard-shgi tokin.
opposing side.
Sannin shogi
618
Capture
Capturing is done by displacement as in standard shogi. The one exception is the power of "illumination" of the
promoted king.
A piece may be captured regardless of any alliance the mover may have with its owner. A castling king may capture
as any other moving piece does.
Drops
Captured pieces are truly captured in sannin 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 across the board, a player can take a
piece he has previously captured and place it on any empty cell, facing away from himself. The piece is now part of
the forces controlled by that player. This is termed dropping the piece, or just a drop.
However, unlike in standard shogi (see article for examples), there being no proper files on a hexagonal board, there
is no limit on the number of pawns per file. The restriction against dropping on the far rank (row a in the case of
Middle) applies only to pawns and lances, as all other pieces can move from that position.
Castling
On its first move only, a king may jump to
any vacant or enemy-occupied cell within its
territory. There are two limitations to
castling:
The king must not be, or ever have been,
in check.
Once an alliance is formed, no further
kings may castle.
Promotion
Promotion rules are similar to standard
shogi, except for the larger number of
promotion zones and the restriction against
allied players promoting.
Castling and promotion zones. Orange cells are Middle's home territory, where the
king may jump when castling. Green cells are Middle's three promotion zones. Tan
cells are international territory.
Sannin shogi
Other rules
Repetition of board positions is not allowed. Unlike standard shogi, it is the player who starts the repetitive sequence
who must vary the move.
There are no rules for various rare eventualities in sannin shogi, such as draws or revealed checkmate between allies.
Alliances
Two players may team up against the third, forming an alliance. They may attack each other, but not place each
other in check until the third player is defeated, at which point the alliance is annulled. They may not move each
other's pieces.
Allies may attack each other to gain pieces-in-hand for drops, or to weaken each other in anticipation of the
two-player end game. However, if either ally is checkmated by the third player, both lose, so these are dangerous
tactics.
Forming an alliance
An alliance may be entered voluntarily before the start of the game. However, if two players gang up on the third at
any time during the game, subject to the following definitions, an alliance is automatically formed. An alliance may
not be broken except by defeat of the non-allied player.
There are two types of coordinated attack that force an alliance:
Discovered attack: One player moves out of the way of a second so that the second threatens the third with
"material loss", and
Dual attack: Two players in turn make threats of "material loss" against separate pieces of the third player, so
that the third player cannot escape both threats.
Material loss is defined as any exchange that materially benefits the attacking player. This includes check, threatened
checkmate on the next move, threats against undefended pieces (something for nothing), and threats by less valuable
(weaker) pieces on defended but more valuable (stronger) pieces (uneven exchange).
619
Sannin shogi
620
Possible gain by the third player elsewhere is disregarded, even if this were to make up for the material loss caused
by the coordinated attack. Likewise, the sequences of the moves are disregarded, even if they prove the loss of
material is more apparent than real.
For the purposes of calculating threats of uneven exchange, promoted values are ignored; the ranging pieces rook
and bishop are considered equivalent and more valuable than the step movers gold, silver, knight, and the lance,
which are in turn considered equivalent and more valuable than a pawn. Finally, check can be considered the
extreme case of uneven exchange, so the value scale is,
K > (R = B) > (G = S = N = L) > p.
Regardless of whether the situation is a discovered or a dual attack, it does not force an alliance if any attacking
move is a direct defense against a threat of material loss, as defined above. That is, if First attacks Middle, and
Middle defends by moving in such a way that First now checks Last (a discovered attack), this does not force an
alliance between First and Middle. Or, if Last attacks First, and First defends by checking Last, and then Middle
threatens Last's rook, this does not force an alliance between First and Middle either.
Sample game
Here are the first six rounds of a game played at a meeting of the International Shogi Research Group on 28 May
1932. John Fairbairn describes some of the moves as "strange" considering the professional level of the players.
The players were,
First: Kimi Kinjiro (8-dan)
Middle: Miyamatsu Kanzaburo (7-dan)
Last: Yamamoto Kusuro (7-dan)
The game began without an alliance.
1. P3c-4d P10k-10j P11g-10g
2. S-2d
S-9l
S-10e
3. S-2e
P7k-6j
P8d-7d
4. P-4e
R-7g+
Bx12l
5. G-3d
Sx12l
P-9g
R-10g
6. P4d-5e +R-7l
Sannin shogi
621
References
[1] The normal word for senden is , with the same pronunciation. gunky is a blend of gumbi 'military preparedness' and
kyiku 'education'; shokub is a blend of shokusan and beki 'trade'; and is short for
sentan-wo senry-suru 'capture the point'
Yonin shogi
Yonin shgi, (, four-person chess), is a four-person
variant of shogi (Japanese chess). It may be played with a
dedicated yonin shogi set or with two sets of standard shogi
pieces, and is played on a standard sized shogi board.
Game equipment
Four players play on a standard 99 shogi board, which is commonly colored black in dedicated yonin shogi sets.
Each player has a 9-piece subset of the standard shogi pieces:
1 king
1 rook
2 gold generals
2 silver generals
3 pawns
Setup
Each side places his pieces in a triangular arrangement, facing toward the player opposite him, as shown below.
In the rank nearest the player,
The king is placed in the center file;
The two gold generals are placed on either side of the king;
The two silver generals are placed next to the gold generals.
The four outside files are left empty.
In the second rank,
The rook is placed in the same file as the king;
A pawn is placed on either side of the rook, in front of the gold generals.
Yonin shogi
622
In the third rank, a pawn is placed in the same file as the king and rook.
G K G
b
S
p
p
S
9
a
G d
K e
G f
S
G K G
g
h
Note: some common sets feature a black board with white pieces.
Game play
The order of play may be decided by flipping four pawns and counting the number that land promoted-side up. Turns
proceed clockwise from the first player.
Movement and capture are identical to standard shogi, except for check and checkmate. Each player has a full
three-rank promotion zone as in standard shogi. Repetition, perpetual check, and illegal moves are also dealt with as
in standard shogi.
Yonin shogi
623
Game end
When a player is mated, all remaining pieces except the king are left on the board and placed under the control of the
mating player. Their original direction of movement is maintained. Any pieces held in hand are given to the mating
player, but can only be dropped in the original direction of the mating player. The defeated king is turned
upside-down and left as an obstacle for the remaining players. It cannot be captured or removed from the board.
In some descriptions of the game, the winner is the first player to checkmate twice, or to checkmate a player who has
already checkmated another. In others, the winner is the last player standing. In the latter case, the first player to be
checkmated is ranked fourth, the next is ranked third, and the player losing at the end is ranked second.
Because of the dead kings left as obstacles, it is possible for a player to be unable to make a legal move. This also
counts as a loss.
It is possible to check or checkmate two or three players with a single move.
A bare king may remain on the board in opposition to the other players in an effort to increase its ranking. In a timed
game, a bare king can move faster than its opponent, therefore it may attempt to win the game by forcing its
opponent to run out of time. Note that some league tournaments may disallow this.
Game notation
Yonin game notation is the same as that of shogi, except that there are four columns instead of two.
History
This version of Yonin shogi was devised in 1993 by Ota Mitsuyasu, former mayor of Hirata (present day Izumo) in
Shimane Prefecture. It is a recognized variant and plastic play sets are available for as little as 300 (US$2.50).
Yonin shogi sets were sold at the stand of the shogi hall. Some elementary schools even hold tournaments.
It is likely that four-person shogi has been played for many decades with rules made up as players went along. A
fully complete and playable set of rules first appeared in a weekly childrens magazine in February 1991. The
primary differences between this and the current rules are in the pieces used (nearly a complete standard shogi set for
each player) and the initial setup, which is also closer to standard shogi. In the diagram below, pieces are color coded
as to the player they belong to.
G K G
L a
N b
G d
K e
G f
G K G
N h
Yonin shogi
External links
Chess Variants - Yonin Shogi [1]
References
[1] http:/ / www. chessvariants. org/ index/ msdisplay. php?itemid=MSyoninshogi
Bibliography
Shgi Zushiki
23 1977ISBN 4-588-20231-6
1909
Sho Shgi Zushiki
?
Shgi Rokushu no Zushiki
23 1977ISBN 4-588-20231-6
1915
624
625
Janggi
Hangul
Hanja
changgi
Janggi
Age range
Any
Setup time
< 2 minutes
Random chance
None
Skill(s) required
Tactics, strategy
Janggi (including romanizations changgi and jangki), sometimes called Korean chess, is a strategic board game
popular in Korea. It derived from Xiangqi (Chinese chess), which itself is thought to be a descendent of the Indian
chess game Chaturanga.[1] The game is very similar to Xiangqi, including the starting position of pieces, and the
9x10 game board, but without the Xiangqi "river" dividing the board horizontally at the middle. Janggi has some
other innovations as well which make it distinct from Xiangqi.
Janggi is played on a board nine lines wide by ten lines long. The game is sometimes fast-paced due to the jumping
cannons and the long range elephants, but professional games most often last for over 150 moves and are thus most
often slower than those of Western chess. Also, while in Western chess battle is concentrated in the middle few rows
for the bulk of the game, in janggi the battle seems to be fought simultaneously all over the board.
In 2009, the first world janggi tournament was held in Harbin, People's Republic of China.[2]
Janggi
626
Rules
The board is composed of 90 intersections of 9 vertical
files and 10 horizontal rows. The board is nearly the
same layout as that used in Xiangqi, except that the
Playing Janggi on Seoul's streets
Janggi board has no "river" in the central row. The
pieces consist of disks marked with an identifying
character and are placed on the intersections of the lines (as in Xiangqi and go). Janggi pieces are traditionally
octagonal in shape, and differ in size. The sides are green (or blue), which moves first, and red. Each side also has a
palace that is 3 lines by 3 lines (i.e. 9 positions) in the center of that side against the back edge of the board. The
palace also has four diagonal lines that extend outwards from the center, which form an "X" shape.
Pieces
The pieces are labeled with hanja (Chinese characters). The labels on the green pieces are all written in the
semi-cursive script. For instance, the green chariot or cha has a cursive version of , which looks something like
(the Simplified Chinese equivalent of the traditional character).
General
The pieces that are equivalent to the kings in Western chess are actually referred to as military generals (janggun) in
Korean. They are labelled with the Chinese character Han (in Chinese pinyin: Hn; ) on the red side, and Cho
(Ch; ) on the green side. They represent the rival states of Han and Chu that fought for power in the post-Qin
Dynasty interregnum period in China (see Chu-Han contention). In North Korea, the Chu-Han setup is not used; the
red general there is called jang (chang; , "general,") and the green general is called gwan (kwan; , "minister.")
Janggi differs from its Chinese counterpart in that the janggi general starts the game from the central intersection of
the palace, rather than from the center intersection of the back edge. The general may move one space at a time to
any of the 9 positions within the palace, following the lines marked on the board. There are 4 diagonal lines in the
palace connecting the center position to the corners. When the general is lost, the game is lost. The general cannot
leave the palace under any circumstances. If the generals come to face each other across the board, and the player to
move does not move away this is bikjanga draw. This rule is different from that of Chinese chess where it is
illegal for the generals to face.
If there is no move for the general to make without getting into check or checkmate, but it is safe for it to stand still,
the person may pass their turni.e. leave the king standing still, and have no move.
Janggi
Guards
The pieces are labeled sa () are civilian government officials, i.e. the council members serving the commander in
chief. One can call them guards, too, since they stay close to the general. They are also called assistants or
mandarins.
To both the left and right of the general are the guards. They move the same as the general, one space at a time along
the marked lines in the palace. The guards are one of the weakest pieces because they may not leave the palace. They
are valuable for protecting the general, though.
Elephants
The elephants, sang (), are located to both the left and the right of the guards. These pieces move one point
horizontally or vertically, followed by two points diagonally away from their initial position, ending up on the
opposite end of a 2 x 3 rectangle. (Like the Horse and its Chinese counterpart, it cannot move in a direction in which
there is a piece standing in its way.) Unlike Xiangqi, which assigns its elephants a purely defensive role by confining
them to one side of the board, behind the "river", janggi does not limit the movement of its elephants to the other side
of the board, as there is no river. The Korean elephant is, therefore, much more of an offensive piece than its Chinese
counterpart. The elephant can be transposed with the adjacent horse in the setup.
Horses
Called the horse or ma (), this piece is very similar to the knight in international chess, except that the intersection
at the "angle" of the horse's move must not be occupied, like the horse in Xiangqi. The move of the Horse is like that
of the elephant, ending its move at the opposite corner of a 1 x 2 rectangle. The horse can be transposed with the
adjacent elephant in the setup.
Chariots
These are labelled cha (). Like the rook in European chess, the chariot moves and captures in a straight line either
horizontally or vertically. The two chariots begin the game in the corners. The Chariot may move along the diagonal
lines inside either "palace", but only in a straight line. The Chariot is the most powerful piece in the game.
627
Janggi
Cannons
These are labelled po (). Each player has two Cannons. The Cannons are placed on the row behind the pawns,
directly in front of the Knights (if the Knights are put on the file next to the Chariots). The cannon moves by jumping
another piece horizontally or vertically. The jump can be performed over any distance provided that there is exactly
one piece anywhere between the original position and the target. In order to capture a piece, there must be exactly
one piece (friendly or otherwise) between the cannon and the piece to be captured. The cannon then moves to that
point and captures the piece. They may also move or capture diagonally along the diagonal lines in either "palace",
provided there is an intervening piece in the centre (i.e. it can only happen if the cannon is at a corner of the
"palace") They are powerful at the beginning of the game when "hurdles" are plentiful, but lose value rapidly with
attrition. The other piece over which the Cannon jumps may not be another cannon. In addition, a cannon may not
make the first move for either player. A cannon may also not capture another cannon. Unlike Xiangqi, Janggi
requires Cannons to jump in order to move, as well as capture.
Soldiers
These are labelled byeong () (soldiers, general term for a soldier) for red and jol () (also means soldiers, usually
lowest ranking soldiers) for green. Each side has 5 soldiers. They are placed on alternating points, one row back
from the edge of where the river would be in Chinese chess. They move, and capture unlike Pawns in international
chess, by moving one space either straight ahead or to either side. Unlike Chinese chess, soldiers do not have to be
promoted to move sideways. Once they reach the end of the board they may only move sideways. Soldiers may also
move one space at a time along the painted diagonals inside the enemy's "palace", but must only move forward.
Setting up
In tournaments, the elder player, or the higher ranked player, conceals a soldier from each side on his/her hand, and
the other player chooses one of those hands. The other player plays using the side he/she has chosen. After the side is
chosen, Han first places his/her pieces, and then Cho places the other pieces. The reason that pieces cannot be placed
simultaneously is because the horse and the elephant can be transposed with the adjacent elephant, thus giving some
strategical advantage to the player who places the pieces last.
After the pieces are placed, Cho plays first.
628
Janggi
Check is announced by declaring janggun (), meaning "general". Getting out of janggun is called meonggun,
and one may declare meonggun while escaping from janggun. But there is no duty to say janggun aloud.
Miscellaneous rules
In Korean janggi tournaments, according to rules set by Korean Janggi Association (http:/ / www. kja. or. kr/ ), there
is no draw in any form. There is no draw by perpetual check or repetition of position. If a position is being repeated 3
times, a referee is called to determine who is at fault. Usually the referee orders the player who is losing to make a
different move, so the player who is winning can press for an advantage, but sometimes it is not technically clear
who is to blame, and different referees may differ as to which player must deviate, or whether repetition is mutually
forced. This rule is applied because they must decide a winner and a loser during tournament game. However, both
repetition and perpetual check is allowed when both players have less than 30 points worth of pieces, which results
in a draw.
On tournaments where draws are not allowed, draws are resolved by adding up the points of their pieces that are still
on the board.
Chariots: 13 points
Cannons: 7 points
Horses: 5 points
Elephants: 3 points
Guards: 3 points
Soldiers: 2 points
Because the blue team (cho) started, they have an advantage. To compensate for this, the red team get the 1.5 points
(called 'deom ()' in Korean), the half-point put in place to avoid ties. So when the game starts, Blue has 72 points
and Red has 73.5 points. If neither side can force a win, the person with the most points is declared the winner.
Promote Rule
In Korean Janggi Association Tokyo Branch Rules, A Pawn must promote on
reaching the 10th rank. A Pawn can promote only to a friendly piece (except for Guards) that has been captured, and
for which it is exchanged. [3]
References
[1] Henry Davidson, A Short History of Chess, p. 6
[2] 1 (http:/ / www. 873k. com/ ?mid=News_TPYX& page=2& document_srl=70014)
[3] (http:/ / www. h2. dion. ne. jp/ ~janggi/ tokyo new local rule. html)
External links
Presentation, rules,history of janggi (http://history.chess.free.fr/changgi.htm)
Janggi | Chess Variant Pages (http://www.chessvariants.org/oriental.dir/koreanchess.html) Note: the rules
from this page don't match precisely those of the wikipedia article here.
The Rules for Korean Chess (http://www.xmission.com/~gastown/afi/koreanch.htm)
Janggi applet (http://www.fungame.pe.kr/javagame/janggi/janggi.htm)
Korean Janggi Association (in Korean) (http://www.kja.or.kr/)
Essentials of Chinese Chess and of Korean Chess (http://home.att.net/~Mc-Kiernan/XiangQi/XiangQi.
pdf)PDF(217KiB)
Brain TV, a Janggi cable TV channel (in Korean) (http://www.braintv.co.kr/)
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Makruk
Further information: Chess (disambiguation)
a
1
a
Rules
Pieces
The pawn (called bia, a cowry shell, formerly used for money) moves and captures like a pawn in
international chess, but cannot move two steps on the first move and, therefore, cannot capture en passant. A
pawn that reaches the sixth rank is always promoted to a queen (met).
The queen[4] [5] (called met, seed[4] ), the weakest piece, moves one step in any diagonal direction, like the
fers in Shatranj.
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The bishop (called khon or thon, nobleman[4] or mask[5] ) moves one step in any diagonal direction or one
step forward, like the silver general in Shogi.
The knight (called ma, horse) moves like a knight in Western chess: two steps in one direction and then one
step perpendicular to that movement. It jumps over any pieces in the way.
KT
The rook (called rua, boat) moves like a rook in Western chess: any number of steps horizontally or
vertically.
The king (called khun, meaning either a feudal lord or a title-holder of the lowest ranks in the ancient Thai
nobility) moves like a king in international chess - one step in any direction. The game ends when the king is
checkmated.
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English
king(1)
queen(1) bishop(2)
promoted pawn(queen)
Thai
RTGS
khun
met
khon
ma
rua
bia
bia-ngai
boat
nobleman/mask horse
In starting position, pawns are placed on the third and sixth ranks. Queens are placed at the right side of kings.
Pawns promote ( bia ngai, flipped cowry shell) and move like queens when they reach the sixth rank.
There is no castling rule like that of international chess.
Counting rules
When neither side has any pawns, the game must be completed within a certain number of moves or it is declared a
draw. When a piece is captured the count starts again from scratch only if it is the last piece of one side in the game.
When neither side has any pawns left, mate must be achieved in 64 moves. The disadvantaged player does the
counting, and may at any time choose to stop counting. If the disadvantaged side checkmates the advantage side
and did not stop counting, the game is declared a draw.
When the last piece (that is not the King) of the disadvantaged side is captured, the count may be started, or restarted
from the aforementioned counting, by the weaker side, and the stronger side now has a maximum number of moves
based on the pieces left:
The weaker side pronounces aloud the counting of his fleeing moves, starting from the number of pieces left on the
board, including both kings. The stronger side has to checkmate his opponent's king before the maximum number is
pronounced, otherwise the game is drawn. During this process, the count may restart if the counting side would like
to stop and start counting again.
For example, if White has two rooks and a knight against a lone Black king, he has three moves to checkmate his
opponent (the given value of 8 minus the total number of pieces, 5). If Black captures a white rook, the count does
not automatically restart, unless Black is willing to do so, at his own disadvantage. However, many players do not
understand this and restart the counting while fleeing the king.
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References
[1]
[2]
[3]
[4]
[5]
Murray, H.J.R. (1913). A History of Chess. Benjamin Press (originally published by Oxford University Press). ISBN0-936-317-01-9.
Pritchard, D. (2000). Popular Chess Variants. Bastford Chess Books. ISBN0-7134-8578-7.
Kramnik plays Makruk Thai (http:/ / www. chessvariants. org/ oriental. dir/ thaikramnik. html) by Dr. Ren Gralla.
How to Play Thai Chess - Makruk - Mak-rook - Makrook - Xiangqi - Shogi (http:/ / ancientchess. com/ page/ play-makruk. htm)
Makruk: Thai Chess (http:/ / www. chessvariants. com/ oriental. dir/ thai. html)
External links
Sittuyin
Further information: Chess (disambiguation)
Sittuyin (Burmese: , also known as Burmese chess), is a
chess-related game direct offspring of the Indian chess game of
Chaturanga which arrived in 8th century AD. Sit is the modern
Burmese word for army or war, the word Sittuyin can be translated as
representation of the four characteristics of army chariot, elephant,
cavalry and infantry. The game has been largely overshadowed in its
native land by international chess, though it remains popular in the
northwest regions.
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Board
The Sittuyin board consists of 64 squares, 8 rows and 8 columns,
without alternating colors. It also consists two diagonal lines across the
board known as "sit-ke-myin" (general's lines). Size of the board is
usually 24x24 inches, and each square is approximately 3x3 inches.
General's movement
Rules
Only feudal lords (pawns) are on the board in the initial position. The
game starts with the red player, followed by the black player, placing
their other pieces arbitrarily on their own halves of the board which is
known as sit-tee or troops deployment: chariots can be put anywhere
but in the last row. In official tournaments, a small curtain is used on
the middle of the board to prevent the players seeing each others'
deployment during the sit-tee phase. One of the possible game
openings is shown on the diagram below.
Feudal lords promote to general when they reach diagonal lines
marked on the board. The promotion is possible only if that player's
general has been captured. If the player has a feudal lord on a
Sittuyin, a position after setup phase is over.
promotion square and his or her general is no longer on the board, the
player can (if he wishes to) promote the feudal lord to general instead
of making a move. A feudal lord which passes the promotion square cannot promote anymore.
Sittuyin
The goal of the game is to khw (checkmate) the opponent's king. Placing the opponent's king into stalemate is not
allowed.
In the version reported in A History of Chess in 1913, a game of sittuyin had 3 stages:
1. 8 moves each: the sit-tee stage described above, but no restriction on chariot placing; Murray did not mention a
curtain. Also, a player could put a piece where one of his pawns is, and in the same move put that pawn in a free
square behind his row of pawns.
2. Second stage: in each move, each player moves any one of his pieces (not a pawn) to any other empty place in his
own half of the board, ignoring the usual move rules. Or he can move a pawn one square forwards and this ends
the second stage and the third stage starts.
3. Ordinary play, obeying the rules for piece moves.
Compare
The type of medieval European chess called the short assize
References
H.J.R. Murray (1913). A History of Chess. ISBN 0-936317-01-9.
Maung Maung Aye (1971) . Sittuyin: Traditional Myanmar Chess.
External links
Sittuyin [1], by Hans L. Bodlaender.
Sittuyin, the Burmese Chess [2], by Jean-Louis Cazaux.
Burmese traditional chess [3] by Dr. Peter Nicolaus.
References
[1] http:/ / www. chessvariants. org/ oriental. dir/ burmese. html
[2] http:/ / history. chess. free. fr/ sittuyin. htm
[3] http:/ / www. chessvariants. org/ oriental. dir/ burmesechess. html
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Gregory Strong
Stable release
Operating system
Windows
Type
Computer chess
License
GPL
ChessV (short for Chess Variants) is a free computer program designed to play a large number of chess variants.
ChessV is an open-source, universal chess variant program with a graphical user-interface, sophisticated AI, support
for opening books and other features of traditional chess programs. The developer of this program, Gregory Strong,
has been adding more variants with each release of ChessV. Currently, over 50 chess variants are supported. ChessV
is designed to be able to play any game that is reasonably similar to Chess. ChessV is one of only a few such
programs that exist. The source code of this program is freely available for download as well as the executable
program.
As of ChessV 0.93, it is possible to customize the variants it supports. Of all chess variants currently supported, two
of the most-played variants are probably Fischer Random Chess and Grand Chess.
ChessV is currently capable of playing:
2 variants on 66 squares
17 variants on 88 squares
15 variants on 108 squares
(including 10 Capablanca Chess variants)
15 variants on 1010 squares
3 variants on 128 squares
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Some of the provided variants can be customized in their details. It is also possible to create custom variants with
ChessV 0.93. While the board sizes have to be 66, 88, 108, 1010 or 128 and the pieces in a custom variant
have to be chosen from a limited list, this allows ChessV to play hundreds or thousands of variants of each game it
directly supports.
Engine features
Searching: Alpha-Beta Nega-Max Principal Variation search, Iterative Deepening, Null-move Forward Pruning,
Static Exchange Evaluation (SEE).
Search Extensions: check extension, recapture extension, null-move threat extension, PV extension,
Futility Pruning and Razoring, History Heuristic, Killer-move Heuristic.
Evaluation: Piece-square tables, Pawn structure evaluation, Mobility evaluation, King Safety, King Tropism,
Lazy Evaluation.
Hash Tables: Transposition Table, Pawn Structure Table, Evaluation Cache, Repetition Detection.
Current limitations
No games with more than two players are supported.
No game with a move order other than the usual white-black is supported (such as double-move chess).
No games with randomness or hidden information are supported.
No ability to edit the board mid-game is provided. This is under development.
Supported games
Alapo, Almost Chess, Angels & Devils, Archchess, Berolina Chess, Bird's Chess, Cagliostro's Chess, Capablanca
Chess, Capablanca Chess (Aberg variant), Capablanca Chess (Paulowich variant), Carrera's Chess, Chess, Chess480,
Chess with Augmented Knights, Chess with Different Armies, Chess with Ultima Pieces, Courier Chess, Cylindrical
Chess, Diagonal Chess, Diamond Chess, Embassy Chess, Emperor's Game, Eurasian Chess, Extinction Chess,
Fischer Random Chess, Great Chess, Great Shatranj, Grand Chess, Grotesque Chess, Janus Chess, Janus Kamil
Chess, Kinglet, Ladorean Chess, Legan's Game, Lions and Unicorns Chess, Los Alamos Chess, Modern Kamil,
Modern Shatranj, Odin's Rune Chess, Opulent Chess, Polymorph Chess, Roman Chess, Royal Court, Schoolbook
Chess, Shatranj, Shatranj Kamil, Shatranj Kamil (64), Sosarian Chess, Switching Chess, TenCubed Chess, Three
Checks Chess, Ultima, Unicorn Chess, Unicorn Great Chess, Unicorn Grand Chess, Univers Chess.
Competitions
ChessV software won third place in a 2004 Gothic Chess Computer World Championship [1] [2]
References
[1] The 2004 Gothic Chess Computer World Championship by Ed Trice http:/ / www. chessville. com/ GothicChess/
ComputerWorldChampionships. htm
[2] Trice E (Dec 2004). "The 2004 Gothic Chess Computer World Championship". ICGA Journal 27 (4): 249254.
External links
ChessV download page (http://samiam.org/chessv)
site about Chess Variants, mentions ChessV in several articles (http://www.chessvariants.org)
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SMIRF
SMIRF
Reinhard Scharnagl
Stable release
Computer chess
License
Shareware/Donationware
Website
[1]
The name SMIRF is an acronym for "Strategiespielprogramm mit intelligent rckkoppelnden Funktionen" (German
for "Strategic Game Program With Intelligent Recursing Facilities"). It designates an appropriate innovative variant
of an adaptive recursive feedback implementation. The procedure cuts the to be evaluated search tree effectively
both in the depth and in the width. Thus, this approach is associated with artificial intelligence. To provide a program
for the game of chess as efficient as possible is a touchstone of the artificial intelligence. The creation of such
software is a goal of the SMIRF project.
Chess Variants
All 960 variants upon the 8x8 board using FRC pieces and the select 12,000+ variants upon the 10x8 board using
CRC pieces are supported.
Chess
Chess960
Chess480
Corner Chess
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Bird Chess
Capablanca Chess
Capablanca Random Chess
Carrera Chess
Embassy Chess
Janus Chess
References
[1] http:/ / www. 10x8. net/ Octopus/ Start. html
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License
License
Creative Commons Attribution-Share Alike 3.0 Unported
//creativecommons.org/licenses/by-sa/3.0/
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