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Shogi The Chess of Japan

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Jess Rudolph

Shogi – the Chess of Japan


Its History and Variants

When chess was first invented in India by the end of the sixth century of the current era,
probably no one knew just how popular or wide spread the game would become. Only a short
time into the second millennium – if not earlier – chess was being played as far as the most
distant lands of the known world – the Atlantic coast of Europe and Japan. All though virtually no
contact existed for centuries to come between these lands, people from both cultures were
playing a game that was very similar; in Europe it was to become the chess most westerners
know today and in Japan it was shogi – the Generals Game.
Though shogi has many things in common with many other chess variants, those
elements are not always clear because of the many differences it also has. Sadly, how the
changes came about is not well known since much of the early history of shogi has been lost. In
some ways the game is more similar to the Indian chaturanga than its neighboring cousin in
China – xiangqi. In other ways, it’s closer to xiangqi than to any other game. In even other ways
it has similarities to the Thai chess of makruk. Most likely it has elements from all these lands.
It is generally believed that chess came to Japan from China through the trade routs in
Korea in more than one wave, the earliest being by the end of tenth century, possibly as early as
the eighth. It must be noted that the chess being played in China at the time was not the modern
xiangqi of later centuries. Shogi is more similar to the old Chinese chess game played in the
T’ang and Sung dynasties (618 to 1279 c.e.) – which had not yet evolved much beyond the game
brought in from India. Most likely the late period form of xiangqi and shogi both grew from this
same source but grew fairly independently. In fact, looking at shogi gives an idea of when some
changes occurred in China. The earliest shogi was played using flat pieces with characters
inscribed upon them – like the flat disks used in xiangqi. Japanese art includes carved figurines
so the concept is not unfamiliar to them meaning they probably did not replace the figure pieces
with flat pieces but instead inherited them never knowing anything different. Also, if the name
xiangqi does translate to “The Figure Game”, it would make little sense to the Japanese who
never saw figures played in the game. Shogi means “The Generals Game” – the king pieces are
generals as well as other pieces, possibly inspired by the use of a general instead of a king in
Chinese chess.
Japanese chess also might show when the pieces in xiangqi were moved from the
spaces between the lines to the intersections. Shogi is played on the spaces – like most chess
variants – which might mean the game that came into Japan was played as such. However, it is
possible that both games played on the spaces and the intersections were present at the same
time in China, that the Japanese decided to go back to the spaces for some reason, or that the
concept of the board came not from China but from Thailand. These questions may never be
answered but all evidence does point that chess in Japan was always played on the spaces –
even when occasionally using the boards for other games where pieces were played on the
points.
The word shogi was not included in a dictionary written in the second half of the tenth
century but perhaps this just means the game was not called shogi yet or was not widely known.
No conclusive evidence has been found telling anything about chess in Japan before this time
other than a few references in the tenth century that the game did exist. The earliest known
account of rules, pieces, and other descriptions Heian era in a historical text called Nichureki
dating from between 1126 and 1130. Though the text gives little details, reconstructions have
been made of this variant which has been called Heian Shogi. These reconstructions show
different games, one of an eight by eight board, one of an eight by nine, both of which were
probably played. The first is very similar to chaturanga and even western chess. It has the same
number of spaces – sixty-four – and the same number of pieces – sixteen per side including the
eight pawns – in the same set-up. The king piece is called the O-sho (“King General”) by one
side and the Gyokusho (“Jeweled General”) by the other and has identical moves to most king
pieces. Next to the O-sho / Gyokusho is the king’s companion – in this case a Kinsho (“Gold
General”). Strangely, most companions pieces primarily – often only – move diagonally but the

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Kinsho is weakest in the diagonal directions; the moves of the ancestral companions must have
been lost, confused, or just ignored possibly to make a piece with a more limited king’s movement
or an orthogonal version of the Ginsho (“Silver General”) whose move was probably inherited and
not invented by the Japanese. A way of looking at their moves is that the Kinsho moves one step
orthogonally or any direction forward while the Ginsho moves one step diagonally or any direction
forward.
The Ginsho most likely does not come from China but from Thailand. The Khon of
makruk has an identical move. The Khon was derived from the Hasty piece of chaturanga though
both its meaning and moves were changed – which also explains why it is not called an Elephant
in Japan like it is in China, India, and other lands. If the Ginsho is descended from the Khon, it
means the Silver General is actually related to the Elephant pieces to the west and even the
Bishop pieces of medieval and modern chess. Next to the Ginsho are the Keima (“Honorable
Horse”). These pieces move similarly to other Horse / Knight pieces and can leap – unlike the
Horse piece in xiangqi. This either means the limited move in China had not been invented yet or
the Horse also comes from another culture, like Thailand. However, the Keima is also very
limited compared to most Horse / Knight pieces so possibly it was from a similar limitation in
some Chinese games that has been lost in history.
In the back corners are the Kyosha (“Fragrant Chariot”). This place in most variants is
normally reserved for a Chariot / Rook piece. True, the Kyosha is a chariot but it can only move
like a Rook in the forward direction – which is also why this piece is called a Yari (“Lance”).
Because later shogi variants had a piece whose moves are identical to the Rook, the Kyosha’s
connection to the ancestral Chariot pieces is often overlooked. In early xiangqi variants, the
Chariot had been seen as too powerful and was restricted to only moving in the forward direction.
Such a rule was probably in place when chess came over to Japan.
The final type of piece in Heian Shogi was the Fuhyo (“Foot Soldier”). These make up
the pawns of Japanese chess. It is possible the Fuhyo were also inspired by makruk for in Thai
chess the pawns begin on the third rank, promote upon reaching the third to last rank, and are
flipped over when promoted – all the same in shogi.
The only difference between the eight by eight Heian Shogi and the eight by nine is the
addition of a second Kinsho and Fuhyo per side. This was probably inspired by the addition of a
second king’s companion in xiangqi. Eventually the board was probably changed to nine by nine
to make it square and create nine identical sections of three by three.
Over the next few centuries, shogi took on the form that was kept until the modern day.
The biggest change to the nine by nine game was the addition of two new pieces: the Hisha
(“Flying Chariot”) and the Kakugyo (“Angle Goer”). The Hisha moves like a Rook and is often
called that by Americans. It probably is a descendant of the Chariot pieces but came over
sometime after the first wave that brought chess to Japan – possibly after the Chariot in xiangqi
gained its original powers back. However, since the Hisha was a new piece, only one of them
was added to the game. To balance out the other side of the board, the Kakugyo was invented.
This piece is often called the Bishop by westerners because that is its moves are identical but the
Kakugyo is not related at all. It was invented in Japan to be a diagonal version of the Hisha.
Since the Fuhyo pawn line was already moved up to the third rank, this left a completely empty
row which both the Hisha and Kakugyo could be introduced to.
The final change that modified the game into the modern version came by the end of the
sixteenth century and is attributed to Emperor Go-Naru. This rule, which gives shogi its
uniqueness and considered most interesting quality, is that captured pieces are allowed to be
reintroduced into play as part of the army of the player that captured it. Such a process is called
dropping the piece. The sixteenth century was a time of great turmoil in Japan where many clans
were fighting for decades for total domination of the land. During this time, many armies were
built of mercenaries and many captured soldiers and samurai would change sides – it was seen
preferable to the alternative, which was death. It is possible the dropping of pieces in shogi was
meant to reflect this.
Today, shogi is a popular game in Japan and is catching on in other nations too.
Leagues have existed in Japan for a long time and are starting in other places as well. However,
like in China and Korea, shogi is not considered the game for the upper class or the most thinking

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game – that spot is reserved for i-go (called wei’qi in China) – better known to the west as simply
Go. Still, shogi is widely played and a very fun game.

Shogi Rules
Modern Shogi is played on a nine by nine board that is unchequered. The only marks on
the board other than the rank and file lines are four intersections that have small circles or
diamonds drawn upon them. These divide the board into nine three by three segments that
provide easy divisions as well as showing where the promotion zones begin. The spaces are not
squares but rectangles slightly elongated down the files to grant a little extra room to the pieces.
The pieces themselves are five sided wedge shapes, often inclined to be thicker in the back.
Often times the O-sho / Gyokusho are slightly larger than the rest while the Fuhyo are slightly
smaller. The point of the wedge faces away from the player which signifies whose piece they
belong to for no difference in color or shape exists between the two armies. Usually two Kanji
(Japanese characters) are painted or carved into a side to show the value of the piece (shorthand
often shows just one character). The piece’s starting value is usually inscribed in black while
traditionally the promoted value on the opposite side is in red.
Many of the rules to Shogi are the same or similar as other chess variants – including the
modern western one. The object of the game is to mate the opponent’s O-sho or Gyokusho.
Both sides try to protect their king piece while building up their position to successfully attack. A
checkmate is a win though a bare king or a stalemate is not. Perpetual check is forbidden and
the player instigating it must break off.
Many pieces have similar movements to other forms of chess. The biggest difference is
that movements are often not symmetric that western players are used to. See pages 23 to 49
for specific rules on how each piece of regular Shogi (and its variants) moves.
One of the unique qualities of Shogi is that nearly every piece promotes. In most other
chess games, only the pawns promote and sometimes that is limited but in modern Shogi every
piece except the O-sho / Gyokusho and Kinsho promote. Promotion is done by flipping over the
pieces – its promoted value is shown on the opposite side. This is why western pieces cannot be
used for Shogi game. For modern Shogi and other smaller variants, promotion can happen when
the piece reaches an area of the board called the promotion zone. In the nine by nine game, this
zone occupies the last three ranks of the opponent’s side. Promotion is optional with only a few
limitations. A piece can promote at the end of its turn when moving into a promotion zone, when
moving within a zone, or even if it moves back out of the zone as long as it promotes on a turn
were it started its move in the zone. Promotion does not count as a turn but is only allowed on
the piece that moved. Promotion is mandatory if the piece is on a rank and no longer can move
unless it promotes – the Fuhyo or Kyosha on the final rank, the Keima on the final or second to
last ranks. In modern Shogi, all promoted values are stronger than their parent and usually more
useful. In the largest variants of Shogi, promotion is done by capture and mandatory.
The other unique rule was mentioned above: using captured pieces in one’s own army.
All captured pieces are removed from the board but kept by the capturing player. They are said
to be held “in hand” by the capturing player and are either to be visible to the opponent or shown
if asked for. As a turn, a player may drop a captured piece back onto the board on any empty
space with a few restrictions. A piece must be dropped so it can move – so a Fuhyo or Kyosha
cannot be dropped in the back row and a Keima cannot be dropped on last two ranks. Also a
Fuhyo cannot be placed on any square of a file that has another allied Fuhyo nor be dropped so
that it gives checkmate to a O-sho / Gyokusho. Though not a rule, it is considered bad form and
not honorable to drop a piece that is not “attacking” – this means pieces are traditionally placed
so they could capture a piece on the next turn even if the player has no intention of following
through or the attacked piece can escape. A waiting game – a dropped piece not attacking – is
considered cowardly. All pieces return in their original and unpromoted value. A piece may be
dropped in the opponent’s promotion zone but it remains unpromoted until it makes one
movement after which it may or may not promote – unless it could no longer move (because of
the above rules) and then it must promote.
Traditionally, players choose who goes first and second by flipping a Fuhyo and calling
which side it will land – promoted or unpromoted.
See page 9.

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Shogi Variants
Like most cultures, the Japanese made various attempts to change or improve the game
of chess, often by increasing the size of the board and adding new pieces. However, unlike many
other great chess games, the large Shogi variants were more successfully crafted by adding
many new pieces – many which had long range capabilities – and keeping opposing armies close
to each other. One fault of most large chess games is the new pieces do not add much interest
or complexity to the game while causing more squares for slower pieces to pass before the sides
can engage. Most Shogi variants – regardless of the size – solve this problem with enough
pieces to keep the sides close.
Of course, with such a large number of pieces with different moves – over ninety different
types of pieces at the opening of Tai Shogi – it can be hard to remember and grasp each.
However, except for a few exceptions, all movement falls into three types (with a few sub-types):
range movers, jumpers, and step movers. Many pieces can move in ways that fall under more
than one of the above types. The major types – though not the sub-types – can be used to
describe most chess pieces from variants around the world however games with sixteen pieces
per side are easier to comprehend without aids than games with hundreds of pieces.
Range movers generally can go any number of unobstructed spaces in certain directions.
The Hisha and Kakugyo of regular Shogi fall into this type as do the Rook, Bishop, and Queen of
modern western chess. A sub-type appears in the largest Shogi variants called hook-movers.
These pieces can move like a regular range mover but can also make one ninety degree turn at
some space and continue their range movement.
Jumpers are pieces that can jump over a certain number of squares, ignoring whether or
not there is another piece – of either side – on the intervening square or squares. The Knight of
western chess would be considered a jumper though it can also change direction in the middle of
its movement, something only the equivalent piece in Shogi – the Keima – can do. Most Shogi
jumpers – like the Kirin (“Kylin” – a Chinese Unicorn) and the Houou (“Phoenix”) – jump in a
straight line in a certain direction, like the Fil (“Elephant”) of Arabic Shatranj.
The final major type is the step movers. These pieces generally move one step at a time
in certain directions – like the King and Pawn of western chess and the O-sho, Kinsho, Ginsho,
and Fuhyo of Shogi. As the size of Shogi variants increases, pieces are introduced that can take
two, three, or even five steps in certain directions – as long as the path is clear. A sub-type is the
area movers that greatly command the local area of the board around themselves. Area movers
move like step movers but can take both multiple steps and change directions in the middle of the
movement. In this way, they could reach any space in an area as if making two or three King
step movements. A two square area mover can reach any of the eight spaces it is adjacent to
and any of sixteen squares around those eight. A three square area mover can reach the above
twenty-four as well the twenty-four surrounding them. Most area movers cannot return to their
starting location. Most area movers cannot jump so a path must be clear if it is to reach a certain
square.

Sho Shogi – Little Shogi


Sho Shogi is the direct predecessor of the modern Shogi. It has been called little
because it was one of the smallest variants of the time. Sho Shogi lasted until the sixteenth
century when it was replaced by modern Shogi with only slight variations. Sho Shogi was played
on the same board - of the same size, nine by nine - and with all the pieces of modern Shogi (in
their same locations with their same rules for movement and promotion) and with an additional
piece per side. This piece was the Suizo (“Drunk Elephant”) that begins one space before the O-
sho (before the Gyokusho on the opposing side). The Suizo is important because if it can reach
the promotion zone, it promotes into a Taishi - a Crown Prince. This piece has an identical
movement to the O-sho and is also counted as a royal piece - meaning both it and the O-sho /
Gyokusho must be mated in order to end the game.
The Suizo was removed by order of Emperor Gonara (who reigned 1536-1557), probably
during and because of the transition to modern Shogi. Sho Shogi did not include dropping
captured pieces back into play by the captor and when this rule was invented, the Drunk Elephant
and resulting Prince were no longer balanced in the game - being able to capture a King piece

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was seen as too powerful. The loss of the Suizo marks the transition from Sho Shogi to modern
Shogi.
Sho Shogi might be a good variant for beginners to learn so they get familiar with the
moves of the pieces and the promotion rules before learning to deal with introducing captured
pieces back into play. However, it could be better to learn the modern style of play first if players
worry of developing strategies that would be weak if played in the modern game. It probably
depends upon how the person learns best. A regular Shogi set can easily be converted into Sho
Shogi by making and adding a Suizo piece and playing without drops.
See page 10.

Chu Shogi – Middle Shogi


Chu Shogi is the most popular historical variant of Shogi other than the main nine by nine
version that has survived until today. In fact, Chu Shogi is still being played in Japan and other
countries today, with tournaments and commercially sold sets still available. It has been called
the most well designed great chess game in the world being more enjoyable and interesting to
play than most large variants. It was invented at least by the twelfth century as it is mentioned in
diaries that date back to then (meaning Chu Shogi precedes modern western chess by at least
three hundred years). It was probably the template that the other large Shogi games were
developed from, most of the pieces in Chu Shogi appearing in the other varieties.
Called Middle Shogi because it is in between the sizes of the Sho Shogi and the great
variants, Chu Shogi is played on a twelve by twelve board with forty-six pieces per side – thirty
different pieces including promotional values. The basic rules are the same as in Sho Shogi and
regular Shogi save that captured pieces are removed from play permanently. The promotion
zones are the last four ranks of each side – nearly completely occupied by the opponent’s forces
at the start of the game.
The dominant – at least at the beginning of the game – piece is the Shishi (“Lion”). Each
side has one to begin with, located just behind the Fuhyo line, meaning it has easy access to
move to the center of the board quickly. The Shishi is an area mover but it is a very specialized
area mover, extremely powerful in Chu Shogi. It appears in larger variants too but is not as
powerful due to the increased size of the boards and the existence of other strong pieces.
However, in Chu Shogi it is the principle attacking piece. See page 30 for details on this piece.
Another strong piece is the Hon’o (“Free King”). It has the same moves as the Queen in
modern western chess – the most powerful piece in that game – but is considered here as
second to the Shishi. It is primarily mentioned to introduce a sub-type of range movers that is a
modification of certain step movers. Many pieces – especially promoted pieces – begin with the
Kanji hon meaning free and are the free movers. Save for a few exceptions, the free movers can
move any number of unobstructed spaces in directions that their parent piece (at least parent in
name) could only move one step. The Free King above can move any number of unobstructed
spaces in all directions a King could move – in other words, in all eight directions.
See page 11.

Dai Shogi – Great Shogi


Dai Shogi is the first step up in size from Chu Shogi being played on a board of fifteen by
fifteen squares. Each player has sixty-five pieces. All the types from Chu Shogi are present
along with nine other pieces. The additional pieces do not add much to the game – though the
first two step moving pieces were probably introduced with this game. The play style is different
because of the enlarged board that causes greatly reduced power of the Shishi.
This variant was probably invented in the fifthteenth century. The rules are like the other
medieval Shogi variants including not allowing captured pieces back into play. Promotion zones
occupied the last five rows of each side.
See page 12.

Tenjiku Shogi – Exotic Shogi


Tenjiku Shogi lives up to its name. Though sharing many things in common, it stands out
from the other great Shogi variants. This sixteenth century variant was probably invented by
Buddhist monks, modified off of Chu Shogi. The introduction of new pieces and new types of

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movements unique to this game makes it one of the most lively and interesting openings to a
large chess variant – something that is rare. In fact, it is said that a bad and careless move
during one of the opening turns can cost the game with no chance to recover.
Tenjiku Shogi is played on a sixteen by sixteen square board with seventy-eight pieces
per side – forty-five different pieces including promoted values. Most of the general rules are the
same as other Shogi variants already mentioned, including promotion upon reaching one of the
final five ranks of the opponent’s side. No dropping of captured pieces was allowed.
Many of the pieces present are found in other variants like Chu Shogi, but Tenjiku Shogi
introduces some remarkably powerful pieces. A new sub-type of both ranging and jumping
pieces is only found in this game. These range jumpers move like other ranging pieces – the
Hisha, Kakugyo, and Hon’o for example – but also can jump any number of pieces of either side
when making a capture. However, all range jumpers are restricted that they can only jump over a
piece of lesser rank – never over one of equal or greater rank regardless of which side it
belonged to. The O-sho / Gyokusho are included as primary rank over the range jumpers while
every other piece in the game are of lower rank than the range jumpers. After the King pieces,
the rank order is in decreasing order: Daisho (“Great General”), Fukusho (“Vice General”), and
Hisho (“Flying General”) and Kakusho (“Angle General”) as last and equal – meaning neither of
the last two could jump over one of the other type. The range jumpers could only jump when
making a capture, never when moving passively. They could capture any piece regardless of
rank if they were moving as a ranging piece only and not jumping. They were probably inspired
by the range jumping Pao (“Cannon”) piece of the Chinese Xiangqi. See the individual piece
pages for more details.
Not ranked as high in the order but arguably more powerful is the Hiki (“Fire Demon”).
The Hiki is one of the most unique and strongest pieces of any chess variant world wide. Not
only is it a three step area mover and can range move in six directions, it “burns” any enemy
piece that is on a square adjacent to itself. Essentially this means an attacking Hiki could capture
up to eight pieces on one turn. The burning power is still active even during the opponent’s turn
meaning any piece moving onto a space adjacent to a Hiki is removed from play at the end of the
turn – however it could still have captured a piece in doing so. A Hiki can only capture another
Hiki by ending its move on the square of the other Hiki; if it stops on an adjacent square, it is
burned and lost and the attacked Hiki is unaffected. Area moving pieces and range movers can
move through the burning squares around an enemy Hiki without problem as long as they do not
stop on those spaces.
See page 13.

Dai-Dai Shogi – Great Great Shogi


Dai-Dai Shogi is the first of the very large Shogi games with somewhat more asymmetric
starting positions and a new promotion rule. Unlike smaller Shogi variants, this large game does
not have their left and right sides mirroring each other with the same pieces as much as their
smaller cousins; many pieces differ from left to right though at times the moves of corresponding
pieces mirror each other. Many of the pieces brought from smaller games like Dai Shogi have
exact doubles on the board but most of the new pieces are alone. The new promotion rules for
Dai-Dai Shogi and the following two differs from the old rule. No longer is there a promotion
zone; instead a piece – when possible, a large number having no promotional value – promotes
only when it makes a capture and then promotion is mandatory. A piece that reaches the final
rank of the board and can no longer move and has not promoted must remain there unless it is
captured.
The Dai-Dai Shogi board is seventeen by seventeen squares. Each player has ninety-six
pieces – sixty-eight different types of pieces including promoted values. Dai-Dai Shogi has many
two step movers and several three and five step movers. Also present are two hook moving
pieces.
The game was probably invented at the end of the sixteenth century, possibly earlier
however the oldest account that has survived until today of how the pieces moved was the 1694
publication of Nishzawa Teijin’s Sho Shogi Zushiki.
See page 14.

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Maka-Dai-Dai Shogi – Ultra Great Great Shogi
This is expansion upon Dai-Dai Shogi believed to have been invented in the late
sixteenth century, maybe earlier to play Shogi on a large Go board. Buddhist monks are believed
to have crafted this variant and many of the pieces are named after elements of Buddhist
mythology. Like the above game, the oldest known record of how the pieces moves comes from
Sho Shogi Zushiki.
Maka-Dai-Dai Shogi is played on a nineteen by nineteen board with ninety-six pieces per
side, like in Dai-Dai Shogi. However, even though this board is larger, it has fewer different
starting pieces, only fifty. It has a total of eighty-five different piece values when counting
promotion. The powerful hook movers are also present in this game but are placed here right
behind the Fuhyo line meaning they can enter play quite early. Many of the lesser pieces
promote into free versions of themselves, gaining the ability to move any unobstructed distance in
the directions they could move only one space before promotion.
This game features several very powerful promoted pieces, most notably the Jizaitenno
(“Emperor”). This is the promoted form of the O-sho / Gyokusho, which for the first time has the
ability to promote. The Jizaitenno is another piece unique to Shogi and can be said to have the
greatest power of movement of any historical chess piece in the world; however, it is very limited
in its use of this power. The Emperor can – in one turn – move to nearly any square on the
board, regardless of how many pieces of either side it must jump or what path it must take. The
only restriction is when it is making a capture; the Jizaitenno can only capture a piece that is
unprotected. This means it cannot capture a piece if in doing so would place itself on a square
that an enemy piece could reach on the following turn. This rule was made to prevent the
Jizaitenno from capturing the enemy King piece on its first turn as Emperor.
Like all Shogi variants, most of the rules are the same as other historical games including
no allowance for dropping captured pieces back into play. Promotion is like in Dai-Dai Shogi –
mandatory upon making a capture. Here, however, an interesting twist has been made. Some
powerful pieces like the hook movers and three and five step movers promote into the weaker
piece of the Kinsho. This forces the player to think hard when taking a piece with certain pieces,
having to weigh if it is worth loosing that power verses how important it is to capture that piece.
Hook movers, for example, would probably very rarely capture a Fuhyo.
See page 16.

Tai Shogi – Grand Shogi


Tai Shogi has the notoriety of being the largest known historic chess variant in the world.
Rumors of larger variants – including a so called Tai-Kyoku Shogi on a thirty-six by thirty-six
board – have produced little fact and no rules have ever been discovered making many believe
they never existed and others glad such a game is not known. This game was probably invented
before the end of the sixteenth century but the oldest records of piece movement come from the
same source as the previous two variants: Sho Shogi Zushiki.
Shogi author Trevor Leggett declares Tai Shogi to have been “invented by some
recreational megalomaniac” and for good reason. This huge game is played on a twenty-five by
twenty-five board and each player has a grand total of one hundred seventy-seven pieces.
Counting promotion values, one hundred and one different values exist in this game. Many
games are said to take at least a thousand moves and possible even in excess of two thousand,
though Wayne Schmittberger says single lost Fuhyo in the wrong place at the wrong time can
cost the game. Because of the enormity of the board, number of pieces, and length of play, it is
not played as strategically as other chess variants, at least not at first. Players engage in small
skirmishes in localized areas of the boards while they attempt to develop their pieces into more
favorable positions. In this way it is more like an actual war game with individual smaller battles.
Most of the pieces in this game are present in other Shogi variants. The most unique
feature is that neither side begins with an O-sho / Gyokusho (which are not present in this game)
but with a Jizaitenno and a Taishi – both of which have to be captured to end the game (and if a
player can promote the Suizo to another Taishi, it too must be captured). The Jizaitenno have
the same power here as in Maka-Dai-Dai Shogi but it is off-set by the other Emperor. Now, any
otherwise unprotected piece is protected by its own Jizaitenno. Some accounts say the Taishi

7
promotes to a second Jizaitenno while others say it does not promote. As long as the opponent
Emperor is still in play, a second Jizaitenno adds little to the game.
Again, the rules are nearly the same as the other large variants. Pieces captured are not
returned to play. Promotion is by capture and mandatory and like in Maka-Dai-Dai Shogi; many
powerful pieces are reduced in value when capturing and promoting. However, a few of those
powerful pieces are the promoted forms of other pieces so they can return to play.
See page 18.

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Shogi – the Generals Game

O-sho / Gyokusho (King / Jeweled General) : i5; a5


Kinsho (Gold General) : i4, i6; a4, a6
Ginsho (Silver General) : i3, i7; a3, a7
Hisha (Flying Chariot) : h8; b2
Kakugyo (Angle Goer) : h2; b8
Keima (Honorable Horse) : i2, i8; a2, a8
Kyosha / Yari (Fragrant Chariot / Lance) : i1, i9; a1, a9
Fuhyo (Foot Soldier): g1 – g9; c1 – c9

9
Sho Shogi – Little Shogi

O-sho / Gyokusho (King / Jeweled General) : i5; a5


Suizo (Drunk Elephant) : h5, b5
Kinsho (Gold General) : i4, i6; a4, a6
Ginsho (Silver General) : i3, i7; a3, a7
Hisha (Flying Chariot) : h2; b8
Kakugyo (Angle Goer) : h8; b2
Keima (Honorable Horse) : i2, i8; a2, a8
Kyosha / Yari (Fragrant Chariot / Lance) : i1, i9; a1, a9
Fuhyo (Foot Soldier): g1 – g9; c1 – c9

10
Chu Shogi – Middle Shogi

O-sho / Gyokusho (King / Jeweled General) : l7; a6


Suizo (Drunk Elephant) : l6; a7
Kinsho (Gold General) : l5, l8; a8, a8
Ginsho (Silver General) : l4, l9; a4, a9
Dousho (Copper General) : l3, l10; a3, a10
Mouhyo (Ferocious Leopard) : l2, l11; a2, a11
Kyosha / Yari (Fragrant Chariot / Lance) : l1, l12; a1, a12
Kirin (Kylin) : k7; b6
Houou (Phoenix) : k6; b7
Mouko (Blind Tiger) : k5, k8; b5, b8
Kakugyo (Angel Goer) : k3, k10; b3, b10
Hansha (Reverse Chariot) : k1, k12; b1, b12
Shishi (Lion) : j7; c6
Hon'o (Free King) : j6; c7
Ryuu-o (Dragon King) : j5, j8; c5, c8
Ryuu-uma (Dragon Horse) : j4, j9; c4, c9
Hisha (Flying Chariot) : j3, j10; c3, c10
Kengyo (Vertical Mover) : j2, j11; c2, c11
Ougyo (Side Mover) : j1, j12; c1, c12
Fuhyo (Foot Soldier) : i1 - i12; d1 - d12
Chuunin (Go Between) : h4, h9; e4, e9

11
Dai Shogi – Great Shogi

O-sho/Gyokusho (King/Jewel General) : o8; a8


Kinsho (Gold General) : o7, o9; a7, a9 Ginsho (Silver General) : o6, o10; a6, a10
Dousho (Copper General) : o5, o11; a6, a11 Tessho (Iron General) : o4, o12; a4, a12
Sekisho (Stone General) : o3, o13; a3, a13
Keima (Honorable Horse) : o2, o14; a2, a14
Kyosha (Fragrant Chariot) : o1, o15; a1, a15
Suizo (Drunk Elephant) : n8; b8
Mouko (Blind Tiger) : n7, n9; b7, b9
Mouhyo (Ferocious Leopard) : n5, n11; b5, b11 Myojin (Cat-Sword) : n3, n13; b3, b13
Hansha (Reverse Chariot) : n1, n15; b1, b15
Shishi (Lion) : m8; c8
Kirin (Kylin) : m9; c7 Houou (Phoenix) : m7; c9
Akuro (Evil Wolf) : m6, m10; c6, c10 Shincho (Angry Boar) : m4, m12; c4, c12
Mougyu (Violent Ox) : m2, m14; c2, c14
Hon'o (Free King) : l8; d8
Ryuu-o (Dragon King) : l7, l9; d7, d9 Ryuu-uma (Dragon Horse) : l6, l10; d6, d10
Kakugyo (Angel Goer) : l5, l11; d5, d11 Kengyo (Vertical Mover) : l4, l12; d4, d12
Ougyo (Side Mover) : l3, l13; d3, d13 Hiryu (Flying Dragon) : l2, l14; d2, d14
Hisha (Flying Chariot) : l1, l15; d1, d15
Fuhyo (Foot Soldier) : k1 – k15; e1 – e15
Chuunin (Go Between) : j5, j11; f5, f11

12
Tenjiku Shogi – Exotic Shogi

O-sho/Gyokusho (King/Jewel General) : p9; a8 Suizo (Drunk Elephant) : p8; a9


Kinsho (Gold General) : p7, p10; a7, a10 Ginsho (Silver General) : p6, p11; a6, a11
Dousho (Copper General) : p5, p12; a5, a12 Tessho (Iron General) : p4, p13; a4, a13
Mouhyo (Ferocious Leopard) : p3, p14; a3, a14 Keima (Honorable Horse) : p2, p15; a2, a15
Kyosha (Fragrant Chariot) : p1, p16; a1, a16
Shishi (Lion) : o9; b8 Hon'o (Free King) : o8; b9
Kirin (Kylin) : o10; b7 Houou (Phoenix) : o7; b10
Mouko (Blind Tiger) : o6, o11; b6, b11
Heisha (War Chariot) : o3, o4, o13, o14; b3, b4, b13, b14
Hansha (Reverse Chariot) : o1, o16; b1, b16
Shitaka (Lion-Hawk) : n9; c8 Honshu (Free Eagle) : n8; c9
Hiki (Fire Demon) : n7, n10; c7, c10 Suigyu (Water Buffalo) : n6, n11; c6, c11
Ryuu-o (Dragon King) : n5, n12; c5, n12 Ryuu-uma (Dragon Horse) : n4, n13; c4, c13
Kakugyo (Angel Goer) : n3, n14; c3, c14
Kenhei (Vertical Soldier) : n2, n15; c2, c15 Ouhei (Side Soldier) : n1, n16; c1, c16
Daisho (Great General) : m9; d8 Fukusho (Vice General) : m8; d9
Hisho (Flying General) : m7, m10; d7, d10 Kakusho (Angle General) : m6, m11; d6, d11
Hiju (Soaring Eagle) : m5, m12; d5, d12 Kakuo (Horned Falcon) : m4, m13; d4, d13
Hisha (Flying Chariot) : m3, m14; d3, d14
Kengyo (Vertical Mover) : m2, m15; d2, d15 Ougyo (Side Mover) : m1, m16; d1, d16
Fuhyo (Foot Soldier) : l1 – l16; e1 – 16
Inu (Dog) : k5, k12; f5, f12

13
Dai-Dai Shogi – Great Great Shogi

O-sho/Gyokusho (King/Jewel General) : q9; a9


Sasho (Left General) : q10; a8 Usho (Right General) : q8; a10
Hon’o (Free King) : q11; a7 Honbaku (Free Tapir) : q7; a11
Honki (Free Demon) : q12; a6 Ryuu-o (Dragon King) : q6; a12
Ryuu-uma (Dragon Horse) : q13; a5 Hougyo (Square Mover) : q5; a13
Sosha (Sideways Chariot) : q14; a4 Hisha (Flying Chariot) : q4; a14
Yasha (She-Devil) : q15; a3 Kyuhan (Dove) : q3; q15
Tengu (Long-Nosed Goblin) : q16; a2 Chogyo (Hook Mover): q2; a16
Kyosha (Fragrant Chariot) : q1, q17; a1, a17
Kino ( Neighboring King) : p9; b9
Kinsho (Gold General) : p8, p10; b8, b10
Houou ( Phoenix) : p11; b7 Kirin (Kylin) : p7; b11
Myojin (Cat-sword) : p12; b6 Hontori (Rushing Bird) : p6; b12
Yoroku (Prancing Stag) : p13; b5 Hiryuu (Flying Dragon) : p5; b13
Roso (Old Rat) : p14; b4 Mouen (Blind Monkey) : p4; b14
Shishi (Lion) : p15; b3 Hakken (Lion Dog) : p3; b15
Kotobi (Old Kite Hawk) : p16; b2 Dakuja (Poisonous Snake) : p2; b16
Hansha (Reverse Chariot) : p1, p17; b1, b17
Dairyuu (Great Dragon) : o9; c9
Ginsho (Silver General) : o8, o10; c8, c10
Suigyo (Water Buffalo) : o12; c6 Barin (Flying Horse) : o6; c12
Henko (Enchanted Fox) : o14; c4 Henri (Enchanted Badger) : o4; c14
Kengyo (Vertical Mover) : o16; c2 Kakugyo (Angle Goer) : o2; c16
Konji (Golden Bird) : n9; d9

14
Dousho (Copper General) : n8, n10; d8, d10
Tessho (Iron General) : n7, n11; d7, d11
Sekisho (Stone General) : n6, n12; d6, d12
Mokusho (Wood General) : n5, n13; d5, d13
Seiju (Western Barbarian) : n14; d4 Toi (Eastern Barbarian) : n4; d14
Hokuteki (Northern Barbarian) : n15; d3 Nanban (Southern Barbarian) : n3; d15
Kozo (Fragrant Elephant) : n16; d2 Hakuzo (White Elephant) : n2; d16
Shoryuu (Blue Dragon) : n17; d1 Byakko (White Tiger) : n1; d17
Zenki (Standard Bearer) : m9; e9
Mouko (Savage Tiger) : m8, m10; e8, e10
Mouhyo (Ferocious Leopard) : m7, m11; e7, e11
Mouyu (Violent Bear) : m6, m12; e6, e12
Akuro (Evil Wolf) : m5, m13; e5, e13
Shincho (Angry Boar) : m4, m14; e4, e14
Mougyu (Violent Ox) : m3, m15; e3, e15
Ougyo (Side Mover) : m2, m16; e2, e16
Sasha (Left Chariot) : m17; e1 Usha (Right Chariot) : m1; e16
Fuhyo (Foot Soldier) : l1 – l17; f1 – f17
Kiken (Howling Dog) : k6, k12; g6, g12

15
Maka-Dai-Dai Shogi – Ultra Great Great Shogi

O-sho/Gyokusho (King/Jewel General) : s10; a10


Daiba (Deva) : s11; a9 Mumyo (Dark Spirit) : s9; a11
Kinsho (Gold General) : s8, s12; a8, a12
Ginsho (Silver General) : s7, s13; a7, a13
Dousho (Copper General) : s6, s14; a6, a14
Tessho (Iron General) : s5, s15; a5, a15
Gasho (Tile General) : s4, s16; a4, a16
Sekisho (Stone General) : s3, s17; a3, a17
Dosho (Earth General) : s2, s18; a2, a18
Kyosha (Fragrant Chariot) : s1, s19; a1, a19
Suizo (Drunk Elephant) : r10; b10
Mouko (Blind Tiger) : r9, r11; b9, b11
Mouhyo (Ferocious Leopard) : r8, r12; b8, b12
Banja (Coiled Serpent) : r13; b7 Garyuu (Reclining Dragon) : r7; b13
Waikei (Chinese Cock) : r15; b5 Koen (Old Monkey) : r5; b15
Myojin (Cat-sword) : r3, r17; b3, b17
Hansha (Reverse Chariot) : r1, r19; b1, b19
Shishi (Lion) : q10; c10
Kirin (Kylin) : q11; c9 Houou (Phoenix) : q9; c11
Akuro (Evil Wolf) : q8, q12; c8, c12
Mouyu (Blind Bear) : q6, q14; c6, c14
Shincho (Angry Boar) : q4, q16; c4, c16
Roso (Old Rat) : q2, q18; c2, c18
Hakken (Lion Dog) : p10; d10

16
Rikishi (Wrestler) : p11; d9 Kongo (Guardian of the Gods) : p9; d11
Rasetsu (Buddhist Devil) : p12; d8 Yasha (She-Devil) : p8; d12
Hiryuu (Flying Dragon) : p7, p13; d7, d13
Mougyu (Violent Ox) : p5, p15; d5, d15
Keima (Honorable Horse) : p3, p17; d3, d17
Roba (Donkey) : p1, p19; d1, d19
Hon’o (Free King) : o10; e10
Makatsu (Capricorn) : o11; e9 Chogyo (Hook Mover) : o9; e11
Ryuu-o (Dragon King) : o8, o12; e8, e12
Ryuu-uma (Dragon Horse) : o7, o13; e7, e13
Kakugyo (Angle Goer) : o6, o14; e6, e14
Kengyo (Vertical Mover) : o5, o15; e5, e15
Ouhi (Side Flyer) : o4, o16; e4, e16
Ougyo (Side Mover) : o3, o17; e3, e17
Sasha (Left Chariot) : o18; e2 Usha (Right Chariot) : o2; e18
Hisha (Flying Chariot) : o1, o19; e1, e19
Fuhyo (Foot Soldier) : n1 – n19; f1 – f19
Chuunin (Go Between) : m6, m14; g6, g14

17
Tai Shogi – Grand Shogi

1. Jizaitenno (Emperor) : y13; a13


2. Daiba (Deva) : y14; a12 Mumyo (Dark Spirit) : y12; a14
3. Kinsho (Gold General) : y11, y15; a11, a15
4. Hon’o (Free King) : y10, y16; a10, a16
5. Ryuu-o (Dragon King) : y9, y17; a9, a17
6. Ryuu-uma (Dragon Horse) : y8, y18; a8, a18
7. Hisha (Flying Chariot) : y7, y19; a7, a19
8. Kyuhan (Dove) : y6, y20; a6, a20
9. Tengu (Long-Nosed Goblin) : y5, y21; a5, a21
10. Hiryuu (Flying Dragon) : y4, y22; a4, a22
11. Keigei (Whale) : y3, y23; a3, a23
12. Genbu (Turtle-Snake) : y24; a2 Byakko (White Tiger) : y2; a24
13. Kyosha (Fragrant Chariot) : y1, y25; a1, a25
14. Taishi (Crown Prince) : x13; b13
15. Sasho (Left General) : x14; b12 Usho (Right General) : x12; b14
16. Ginsho (Silver General) : x11, x15; b11, b15
17. Honki (Free Demon) : x10, x16; b10, b16
18. Hakuzo (White Elephant) : x9, x17; b9, b17
19. Moushu (Fierce Eagle) : x8, x18; b8, b18
20. Kakugyo (Angle Goer) : x7, x19; b7, b19
21. Honbaku (Free Tapir) : x6, x20; b6, b20
22. Dokuja (Poisonous Snake) : x5, x21; b5, b21
23. Keima (Honorable Horse) : x4, x22; b4, b22
24. Hiju (Soaring Eagle) : x3, x23; b3, b23

18
25. Ouryuu (Side Dragon) : x2, x24; b2, b24
26. Hansha (Reverse Chariot) : x1, x25; b1, b25
27. Kino (Neighboring King) : w13; c13
28. Rikishi (Wrestler) : w14; c12 Kongo (Guardian of the Gods) :
w12; c14
29. Rasetsu (Buddhist Devil) : w15; d11 Yasha (She-Devil) :
w11; d15
30. Mouko (Blind Tiger) : w10, w16; c10, c16
31. Mouen (Blind Monkey) : w9, w17; c9, c17
32. Kinroku (Golden Deer) : w8, w18; c8, c18
33. Ginki (Silver Demon) : w7, w19; c7, c19
34. Mouyu (Blind Bear) : w6, w20; c6, c20
35. Myojin (Cat-sword) : w5, w21; c5, c21
36. Mougyu (Violent Ox) : w4, w22; c4, c22
37. Yohei (Ramshead Soldier) : w3, w23; c3, c23
38. Hakku (White Horse) : w2, w24; c2, c24
39. Sosha (Sideways Chariot) : w1, w25; c1, c25
40. Shishi (Lion) : v13; d13
41. Kirin (Kylin) : v14; d12 Houou (Phoenix) : v12; d14
42. Dairyuu (Great Dragon) : v15; d11 Konji (Golden Bird) : v11; d15
43. Kujaku (Peacock) : v10, v16; d10, d16
44. Kotobi (Old Kite Hawk) : v17; d9 Hontori (Rushing Bird) : v9; d17
45. Koen (Old Monkey) : v8, v18; d8, d18
46. Kakuo (Horned Falcon) : v7, v19; d7, d19
47. Waikei (Chinese Cock) : v6, v20; d6, d20
48. Toi (Eastern Barbarian) : v21; d5 Nanban (Southern Barbarian) : v5; d21
49. Seiju (Western Barbarian) : v22; d4 Hokuteki (Northern Barbarian) :
v4; d22
50. Mouhyo (Ferocious Leopard) : v3, v23; d3, d23
51. Suigyu (Water Buffalo) : v2, v24; d2, d24
52. Heishi (Soldier) : v1, v25; d1, d25
53. Suizo (Drunk Elephant) : u13; e13
54. Makatsu (Capricorn) : u14; e12 Chogyo (Hook Mover) : u12; e14
55. Garyuu (Reclining Dragon) : u11, u15; e11, e15
56. Banja (Coiled Serpent) : u10, u16; e10, e16
57. Roso (Old Rat) : u9, u17; e9, e17
58. Dousho (Copper General) : u8, u18; e8, e18
59. Tessho (Iron General) : u7, u19; e7, e19
60. Gasho (Tile General) : u6, u20; e6, e20
61. Sekisho (Stone General) : u5, u21; e5, e21
62. Dosho (Earth General) : u4, u22; e4, e22
63. Mokusho (Wood General) : u3, u23; e3, e23
64. Shoryuu (Blue Dragon) : u24; e2 Shujaku (Vermillian Sparrwo) : u2; e24
65. Sasha (Left Chariot) : u25; e1 Usha (Right Chariot) : u1; e25
66. Hakken (Lion Dog) : t13; f13
67. Akuro (Evil Wolf) : t12, t14; f12, f14
68. Shincho (Angry Boar) : t11, t15; f11, f15
69. Yoroku (Prancing Stag) : t10, t16; f10, f16
70. Zenki (Standard Bearer) : t9, t17; f10, f17
71. Mouyu (Violent Bear) : t8, t18; f8, f18
72. Kengyo (Verticle Mover) : t7, t19; f7, f19
73. Ougyo (Side Mover) : t6, t20; f6, f20
74. Higyu (Flying Ox) : t5, t21; f5, f21
75. Roba (Donkey) : t4, t22; f4, f22
76. Henri (Enchanted Badger) : t3, t23; f3, f23
77. Barin (Flying Horse) : t2, t24; f2, f24
78. Kiken (Howling Dog) : t1, t25; f1, f25
79. Fuhyo (Foot Soldier) : s1 – s25; g1 – g25
80. Chuunin (Go Between) : r8, r18; h8, h18

19
The table below shows how each piece promotes in the games shown. The list is
alphabetized by the translated names for each piece. The abbreviations are also from the
English names and modified so each abbreviation is unique. A cell with an X means the
piece does not promote (it either has no promotional value or is an already promoted piece).
A blank cell means that piece is not present in that variant.

Chu Shogi
Sho Shogi

Maka-Dai-
Dai Shogi

Dai Shogi
Tai Shogi
Dai-Dai
Tenjiku
Shogi

Shogi

Shogi
AGe Kakusho Angle General VG
AG Kakugyo Angle Goer DH DH DH DH GG GG DH X
AB Shincho Angry Boar GG FB X X
B Koumori Bat X
BB Mouyu Blind Bear FBe X
BM Mouen Blind Monkey MW MW
BT Mouko Blind Tiger FSt FSt FSt FTi X
BDr Shouryuu Blue Dragon X X
BD Rasetsu Buddhist Devil GG GG
BS Hosei Buddhist Spirit X X
C Makatsu Capricorn GG GG
CS Myojin Cat-sword GG X FCt X
CC Waikei Chinese Cock WS WS
CSe Banja Coiled Serpent FSe X
CG Dousho Copper General SM SM SM X FCo X
CP Taishi Crown Prince X X X X X E
DS Mumyo Dark Spirit BS BS
De Daiba Deva TK TK
Do Inu Dog MG
Dk Roba Donkey GG GG
D Kyuhan Dove X X
DH Ryuu-uma Dragon Horse X X HF HF HF X X X
DK Ryuu-o Dragon King X X SE SE SE X X X
DE Suizo Drunk Elephant CP CP CP CP CP CP
EG Dosho Earth General FEa X
EB Toi Eastern Barbarian Li Li
E Jikaitenno Emperor X X
EBa Henri Enchanted Badger D D
EF Henko Enchanted Fox SD
EW Akuro Evil Wolf GG X FW X
FF Funjin Ferious Fiend X X X
FL Mouhyou Ferocious Leopard AG AG AG X FLe X
FE Moushu Fierce Eagle X
FD Hiki Fire Demon X
FC Hisha Flying Chariot DK DK DK DK DK X GG GG
FlD Hiryu Flying Dragon GG DK GG DK
FG Hisho Flying General GGe
FH Barin Flying Horse FK FK
FO Higyu Flying Ox X X X X
FSt Hiroku Flying Stag X X X
FS Fuhyo Foot Soldier T T T T T X T X

20
Chu Shogi
Sho Shogi

Maka-Dai-
Dai Shogi

Dai Shogi
Tai Shogi
Dai-Dai
Tenjiku
Shogi

Shogi

Shogi
L Kyosha / Yari Fragrant Chariot / Lance GG GG WH WH WH X GG X
FEl Kozo Fragrant Elephant X X
FBe Honyu Free Bear X
FB Honcho Free Boar X X X X
FCt Honmyo Free Cat X
FCo Hondou Free Copper X
FDe Honki Free Demon X X
FDr Honryuu Free Dragon X
FEg Honshu Free Eagle X
FEa Hondo Free Earth X
FGo Honnin Free Goer X
FG Honkin Free Gold X
FI Hontetsu Free Iron X
FK Hon'o Free King X X FEg X X X
FLe Honhyou Free Leopard X
FSe Honja Free Serpent X
FSi Hongin Free Silver X
FSo Honseki Free Stone X
FTa Honbaku Free Tapir X X
FT Honko Free Tiger X
FTi Honga Free Tile X
FW Honro Free Wolf X
GB Chuunin Go Between DE DE FGo X
GG Kinsho Gold General X X FC FC FC X FG X
GBi Konji Golden Bird X X
GD Kinroku Golden Deer X
GDr Dairyuu Great Dragon X X
GE Daizo Great Elephant X X
GrG Daisho Great General X
GoG Kongo Guardian of the Gods GG GG
HT Yoken Heavenly Tetrarchs X
HH Keima Honorable Horse GG GG GG SS GG X
HM Chogyo Hook Mover XGG GG
HF Kakuo Horned Falcon X X AG X
HD Kiken Howling Dog X X
IG Tessho Iron General GG X FI X
JG Gyokusho / O-sho Jeweled General / King General X X X X X X E
K Kirin Kylin Li Li Li GDr GDr GDr
LC Sasha Left Chariot X GG X
LG Sasho Left General X X
Li Shishi Lion X X X FF FF FF
LD Hakken Lion Dog GE GG GE
LH Shitaka Lion Hawk X
LNG Tengu Long-Nosed Goblin X X
MW Sanbo Mountain Witch X X X
MG Yukisho Multi-General X
NK Kino Neighboring King SB SB
NB Hokuteki Northern Barbarian FEl FEl

21
Chu Shogi
Sho Shogi

Maka-Dai-
Dai Shogi

Dai Shogi
Tai Shogi
Dai-Dai
Tenjiku
Shogi

Shogi

Shogi
OKH Kotobi Old Kite Hawk LNG LNG
OM Koen Old Monkey MW X
OR Roso Old Rat WS B WS
P Kujaku Peacock X
Ph Houou Phoenix FK FK FK GBi GBi GBi
PS Dokuja Poisonous Snake HM HM
PSt Yoroku Prancing Stag SqM SqM
T Tokin Promoted Pawn X X X X X X
RS Yohei Ramshead Soldier X
RD Ganryuu Reclining Dragon FDr X
RC Hansha Reverse Chariot W W W X GG X
RiC Usha Right Chariot X GG X
RG Usho Right General X X
RB Hontori Rushing Bird FDe FDe
ST Mouko Savage Tiger X
SD Yasha She-Devil X GG GG
SDr Ouryuu Side Dragon GG
SF Ouhi Side Flyer GG
SM Ougyo Side Mover FB FB FB X GG GG
SS Ouhei Side Soldier WBu
SC Sousha Sideways Chariot X X
SDe Ginki Silver Demon X
SG Ginsho Silver General GG GG VM VM VM X FSi X
SE Hiju Soaring Eagle X X FG X
S Heishi Soldier X
SB Nanban Southern Barbarian WE WE
SqM Hougyo Square Mover X X
SBe Zenki Standard Bearer X X
StG Sekisho Stone General GG X FSo X
TK Kyouo Teaching King X X
TG Gasho Tile General FTi X
TS Genbu Turtle-Snake X
VS Shujaku Vermillion Sparrow X
VM Kengyo Vertical Mover FO FO FO X GG GG
VSo Kenhei Vertical Soldier WC
VG Fukusho Vice-General X
VB Mouyu Violent Bear X X
VO Mougyu Violent Ox GG X GG X
WC Heisha War Chariot HT
WBu Suigyu Water Buffalo FD FTa FTa
WB Seiju Western Barbarian LD LD
W Keigei Whale X X X X
WE Hakuzo White Elephant X X
WH Hakku White Horse X X X X
WT Byakko White Tiger X X
WS Senkaku Wizard Stork X X X
WG Mokusho Wood General X X
Wr Rikishi Wrestler GG GG

22
The following pieces are present in the historic variants of Shogi. The first eleven are the only
pieces of the modern game of Shogi (the final three only appear as promoted pieces). These
eleven are often in the other variants with many other types of pieces – shown over the next few
pages in alphabetical order by their translated names. Traditionally, Shogi pieces usually have
two Kanji (Japanese characters) for their name. When applicable, only one character is shown
for those unfamiliar with Kanji to more easily distinguish between the pieces. For how each piece
promotes in each game – if it does – see the table on pages 21 - 23.

O-sho / Gyokusho ( King General / Jeweled General ) - the O-sho is the primary
piece in Shogi. It is the equivalent of the western King and must not put itself into
check and must escape check when placed in that position. Mating the opponent's O-
sho or Gyokusho is the object of the game, resulting in a checkmate win. The O-sho
moves one square in any direction - giving it the same moves as the King of western
chess. See page 35, diagram 1.

Kinsho ( Gold General ) - the Kinsho start out as companions for the O-sho. The Kin
can move one space in six directions - every direction but the backward diagonals.
See page 35, diagram 2.

Ginsho ( Silver General ) - the Ginsho is a secondary starting companion of the O-sho
and Kin. It can move one space in five directions - any of the four diagonal and straight
forward. See page 35, diagram 3.

Hisha ( Flying Chariot ) - the Hisha may travel any number of unobstructed squares in
an orthogonal direction. Its moves are identical to the original Chariot pieces of India
that both it and the modern western Rook are descended from. See page 35, diagram
8.

Kakugyo ( Angle Goer ) - the Kakugyo (Kaku for short) may travel any number of
unobstructed squares in the four diagonal directions. Its moves are identical to the
modern Bishop though it is unrelated. See page 35, diagram 9.

Keima ( Honorable Horse ) - the Keima is the only jumping piece in Shogi that can
change direction in mid-movement. It is related to the original Horse pieces to the west
but has a much more limited movement. The Keima moves two squares forward
followed by one square to the left or right, leaping over the intervening spaces - it
cannot move any other way so its motion is always forward across the board. See
page 35, diagram 4.

Kyosha / Yari ( Fragrant Chariot / Lance ) - the Kyosha has a simple movement. It
can move forward any number of unobstructed squares but can move in no other
direction. See page 35, diagram 5.

Fuhyo / Ho ( Foot soldier ) - the Fuhyo (or Fu for short) are normally in front of more
powerful pieces, starting on the rank that is the entrance to the opponent's promotion
zone (when applicable). The Fu move straight forward one square at a time and have
no other option of movement. Though they are the Pawns of Shogi they do not capture
differently than they move and thus can never move diagonally. They also do not
possess the initial double-step of modern western Pawns. See page 35, diagram 7.

Ryuu-o ( Dragon King ) - the Ryuu-o is a strong piece. It has the normal moves of the
Hisha (any number of unobstructed spaces in any orthogonal direction) and gains the
ability to move one square in any of the four diagonal directions. In other words, the
Ryuu-o has the combined moves of the Hisha and the O-sho. See page 35, diagram
10.

23
Ryuu-uma ( Dragon Horse ) - the Ryuu-uma is another strong piece. It retains the
normal moves of the Kaku (any number of unobstructed spaces in any diagonal
direction) and gains the ability to move one square orthogonally. In other words, the
Ryuu-uma has the combined moves of the Kaku and the O-sho. See page 35,
diagram 11.

Tokin - the Tokin only ever appears as the promoted form of the Fuhyo. It has the
same movement as the Kinsho – one square in any direction except diagonal
backward. However, the Tokin of modern Shogi has one important difference which
makes it a very valuable piece: if captured, the Tokin will revert back to a simple Fu
when played by the opponent meaning the Tokin is a very versatile piece that can be
lost without giving the other player much of an advantage. Earlier variants did not
possess the rule to allow captured pieces to be returned to play so the Tokin is not as
useful. See page 35, diagram 7.

The following pages continue the other pieces played in the Shogi variants. Many appear in more
than one game, sometimes only as promotional pieces, sometimes present at the start. Some
pieces are unique to a single game. Except for the earliest Shogi variants of the Heian era –
which are not shown here – all pieces of the same name have identical moves regardless of what
game they appear in.

Kakusho ( Angel General ) – this is one of the lower ranked range jumping pieces. It
can move and range jump in directions a Kakugyo can – any number of unobstructed
spaces in the four diagonal directions or the same movement while jumping over any
number of pieces (of either side) or empty spaces when making a capture – it can not
jump if moving passively. It cannot jump over other Kakusho, Hisho (Flying General),
Fukusho (Vice General), Daisho (Great General), or O-sho (King). This piece is only
present in Tenjiku Shogi. See page 48, diagram 128.

Shincho ( Angry Boar ) – the Shincho can take one step in any of the orthogonal
directions. See page 39, diagram 48.

Koumori ( Bat ) – the Koumori is only present as a promoted piece in Maka-Dai-Dai


Shogi. It moves any number of unobstructed spaces forward orthogonally or
backward diagonally. See page 44, diagram 105.

Mouyu ( Blind Bear ) – the Mouyu moves one step in any diagonal direction or any
number of unobstructed spaces backward. See page 39, diagram 53.

Mouen ( Blind Monkey ) – the Mouen may take one step in any direction except
forward or backward. See page 38, diagram 39.

Mouko ( Blind Tiger ) – the Mouko may take one step in any direction except forward.
See page 36, diagram 14.

Shouryuu ( Blue Dragon ) – this piece may move up to two spaces forward or
backward, one step to the left forward diagonal, or any number of unobstructed spaces
sideways or to the right forward diagonal. See page 40, diagram 68.

24
Rasetsu ( Buddhist Devil ) – the Rasetsu may take up to three steps in either of the
forward diagonals or move one step to the left, right, or backward. See page 41,
diagram 73.

Hosei ( Buddhist Spirit ) – this very powerful piece moves like both a Shishi (Lion) and
a Hon’o (Free King). This means it has all the Shishi powers of the A and B squares
around itself and it can move any number of unobstructed spaces in any direction.
This piece only appears after promotion. See page 46, diagram 115.

Makatsu ( Capricorn ) – the Makatsu is a diagonal hook mover. It can travel any
number of unobstructed spaces in any of the four diagonal directions and may also
make one ninety degree turn during its motion and continue its ranged movement.
See page 46, diagram 118.

Myojin ( Cat-Sword ) – the Myojin can take one step in any of the four diagonal
directions. It’s moves are identical to the original companions to the king pieces in
ancestral chess but this piece is unrelated. See page 39, diagram 49.

Waikei ( Chinese Cock ) – the Waikei may take one step to the forward diagonals,
sideways, or backwards, only.
See page 38, diagram 43.

Banja ( Coiled Serpent ) – the Banja may take one step in the forward direction,
backward, or backward diagonals. See page 39, diagram 52.

Dousho ( Copper General ) – the Dousho has a restricted Kinsho (Gold General)
movement; one square forward, backward, and to the forward diagonals. See page
36, diagram 17.

Taishi ( Crown Prince ) - a Taishi in play gives its owner a second royal piece that too
needs to be mated along with the O-sho (King). for the opponent to win the game. The
Taishi has the same movement powers as the O-sho - one square in any of the eight
directions. See page 36, diagram 13.

Mumyo ( Dark Spirit ) – the Mumyo may take one step to the forward diagonals, one
step to the right, or one step to the left backward diagonal. See page 39, diagram 55.

Daiba ( Deva ) – the Daiba may take one step to the forward diagonals, one step to
the left, or one step to the right backward diagonal. See page 39, diagram 56.

Inu ( Dog ) – this piece is only found in Tenjiku Shogi and takes the place of the
Chuunin (Go Between). It may move one space forward or one space backwards
diagonally. See page 39, diagram 50.

Roba ( Donkey ) – the Roba can move one space sideways or jump to the second
square either forward or backward. See page 47, diagram 124.

Kyuhan ( Dove ) – the Kyuhan may move up to two spaces in any orthogonal direction
or up to five spaces in any diagonal direction. See page 43, diagram 90.

25
Suizo ( Drunk Elephant ) - the starting Suizo is a very important piece, mainly because
it promotes into a Taishi (Crown Prince) creating a second royal piece that needs to
be mated for the opponent to win the game. The Suizo itself can move one square in
any direction except backward. See page 36, diagram 12.

Dosho ( Earth General ) – the Dosho is a weak general piece that has the same move
as the Chuunin (Go Between): one space only forward or backward. See page 38,
diagram 35.

Toi ( Eastern Barbarian ) – the Toi may move up to two squares either forward or
backward or one space sideways or diagonally forward. See page 40, diagram 67.

Jikaitenno ( Emperor ) – the Jikaitenno has the widest range of motion of any chess
piece: it can jump to almost any space on the board. The only restriction is that it may
not capture a piece if that piece is defended – meaning if another piece of the
opponent could reach that square in the next move. A Jikaitenno itself defends every
ally piece even if nothing else does. See page 46, diagram 116.

Henri ( Enchanted Badger ) – the Henri can move up to two spaces in any orthogonal
direction except backward. See page 38, diagram 44.

Henko ( Enchanted Fox ) – the Henko can move up to two spaces diagonally forward
or orthogonally backward. This piece is only present in Dai-Dai Shogi. See page 49,
diagram 139.

Akuro ( Evil Wolf ) – the Akuro can move one space forward, diagonally forward, or
sideways. See page 38, diagram 46.

Mouhyou ( Ferocious Leopard ) – the Mouhyou can move one space in any direction
except sideways. See page 36, diagram 16.

Moushu ( Fierce Eagle ) – the Moushu can move up to two spaces in any diagonal
direction or one step to the left or right. See page 41, diagram 76.

Hiki ( Fire Demon ) – only present in Tenjiku Shogi, this is one of the most powerful
and unique chess pieces. It may move any number of unobstructed spaces it any
direction except sideways or as a three area mover meaning it can reach any of the
forty-eight squares in the three rings around itself unless it would need to jump to do
so. Its most powerful feature is the ability to burn any opponent piece on any of the
eight squares surrounding itself – meaning it could remove up to eight pieces on one
turn. This burning power is active even on the opponent’s turn so any opponent piece
that stops on one of the eight adjacent squares is burned and removed from the game.
A Hiki has to stop on the space of another Hiki to capture it – the attacking Hiki would
be burnt if it stopped on an adjacent square while the attacked Hiki would be
unaffected. See page 44, diagram 93.

Hiryuu ( Flying Dragon ) – the Hiryuu can move up to two squares in any diagonal
direction. See page 39, diagram 54.

26
Hisho ( Flying General ) - this is one of the lower ranked range jumping pieces. It can
move and range jump in directions a Hisha (Flying General) can – any number of
unobstructed spaces in the four orthogonal directions or the same movement while
jumping over any number of pieces (of either side) or empty spaces when making a
capture – it can not jump if moving passively. It cannot jump over other Hisho,
Kakusho (Angle General), Fukusho (Vice General), Daisho (Great General), or O-sho
(King). This piece is only present in Tenjiku Shogi. See page 48, diagram 127.

Barin ( Flying Horse ) – the Barin can move up to two spaces in the forward diagonal
directions or step orthogonally one space. See page 48, diagram 132.

Higyu ( Flying Ox ) – the Higyu may move any number of unobstructed spaces in any
direction except sideways. See page 37, diagram 25.

Hiroku ( Flying Stag ) - the Hiroku can move any number of unobstructed squares
forward or backward as well as one space only in any of the six remaining directions.
See page 37, diagram 30.

Kozo ( Fragrant Elephant ) – the Kozo can move any number of unobstructed squares
in the forward diagonal directions or move up to two spaces in any other direction.
See page 46, diagram 114.

Honyu ( Free Bear ) – the Honyu may move any number of unobstructed spaces in
any direction except forward or backward or it may jump to the second square
diagonally forward. See page 49, diagram 135.

Honcho ( Free Boar ) – the Honcho can move any number of unobstructed spaces in
any direction except forward or backward. See page 37, diagram 26.

Honmyo ( Free Cat ) – this is the free version of the Myojin (Cat-Sword). It can move
any number of unobstructed spaces diagonally. See page 45, diagram 111.

Hondou ( Free Copper ) – this is the free version of the Dousho (Copper General). It
can move any number of unobstructed spaces forward, backward, or diagonally
forward. See page 44, diagram 102.

Honki ( Free Demon ) – the Honki can move any number of unobstructed spaces in
any direction except forward or backward. Forward or backward, it may move up to
five spaces. See page 40, diagram 69.

Honryuu ( Free Dragon ) – the Honryuu can move any number of unobstructed
squares both orthogonally and diagonally forward or one square only either
orthogonally or diagonally backward. See page 45, diagram 109.

Honju ( Free Eagle ) – this piece, unique to Tenjiku Shogi, can move any number of
unobstructed spaces in any direction or jump to the second square in any orthogonal
direction. See page 49, diagram 134.

Hondo ( Free Earth ) – this is the free version of the Dosho (Earth General). It can
move any number of unobstructed spaces forward or backward. See page 44,
diagram 101.

27
Honnin ( Free Goer ) - this is the free version of the Chuunin (Go Between). It can
move any number of unobstructed spaces forward or backward. See page 44,
diagram 104.

Honkin ( Free Gold ) – this is the free version of the Kinsho (Gold General). It can
move any number of unobstructed spaces in any direction except diagonally
backward. See page 44, diagram 96.

Hontetsu ( Free Iron ) – this is the free version of the Tessho (Iron General). It can
move any number of unobstructed spaces orthogonally or diagonally forward. See
page 44, diagram 97.

Hon'o ( Free King ) – this is the free version of the O-sho (King). It can move any
number of unobstructed spaces in any direction. It has the same movement as the
modern western Queen but is not related. See page 36, diagram 22.

Honhyou ( Free Leopard ) – this is the free version of the Mouhyou (Ferocious
Leopard). It can move any number of unobstructed spaces in any direction except
sideways. See page 45, diagram 106.

Honja ( Free Serpent ) – this is the free version of the Banja (Coiled Serpent). It can
move any number of unobstructed spaces forward, backward, or diagonally backward.
See page 45, diagram 110.

Hongin ( Free Silver ) – this is the free version of the Ginsho (Silver General). It can
move any number of unobstructed spaces in any diagonal direction or orthogonally
forward. See page 44, diagram 99.

Honseki ( Free Stone ) – this is the free version of the Sekisho (Stone General). It
can move any number of unobstructed spaces in either of the forward diagonal
directions. See page 44, diagram 103.

Honbaku ( Free Tapir ) - the Honbaku can move any number of unobstructed spaces
in any direction except sideways. Sideways, it may move up to five spaces. See page
42, diagram 87.

Honko ( Free Tiger ) – this is the free version of the Mouko (Blind Tiger). It can move
any number of unobstructed spaces in any direction except orthogonally forward. See
page 45, diagram 107.

Honga ( Free Tile ) – this is the free version of the Gasho (Tile General). It can move
any number of unobstructed spaces in the forward diagonals or orthogonally
backward. See page 44, diagram 98.

Honro ( Free Wolf ) - the Honro can move any number of unobstructed spaces in any
direction except sideways. Sideways, it may move up to five spaces. See page 45,
diagram 113.

Funjin ( Furious Fiend ) – this powerful piece combines the moves of the Shishi (Lion)
and Hakken (Lion Dog). This means it has all the Shishi powers of the A and B
squares around itself and it can move up to three squares in any direction. This piece
only appears after promotion. See page 45, diagram 108.

28
Chuunin ( Go Between ) – the Chuunin move only one square forward or backward.
In most of the larger variants, these are the only pieces ever found in front of the
Fuhyo (Foot Soldier) pawn line. See page 36, diagram 15.

Konji ( Golden Bird ) – the Konji can move any number of unobstructed spaces
forward or backward or up to three squares diagonally or up to two squares sideways.
See page 41, diagram 78.

Kinroku ( Golden Deer ) – the Kinroku can move any number of unobstructed spaces
in the forward diagonal directions or up to two spaces in the backward diagonals. See
page 39, diagram 60.

Dairyuu ( Great Dragon ) - the Dairyuu can move any number of unobstructed spaces
sideways or up to three squares diagonally or up to two squares forward or backward.
See page 41, diagram 75.

Daizo ( Great Elephant ) – the Daizo can move up to five spaces sideways or
diagonally backward or up to three squares in any other direction. See page 45,
diagram 112.

Daisho ( Great General ) – this is the most powerful and highest ranked range jumper.
It may move any number of unobstructed spaces in any direction – like a modern
western Queen. It may make the same movement while jumping any number of
pieces of either side or any number of empty squares when making a capture – it may
not jump if moving passively. The Daisho may jump any piece except another Daisho
or an O-sho (King). See page 48, diagram 126.

Kongo ( Guardian of the Gods ) – the Kongo can move up to three squares in any
orthogonal direction or one square forward diagonally. See page 42, diagram 81.

Yoken ( Heavenly Tetrarchs ) – the Yoken are unique to Tenjiku Shogi and only
appear as promotional pieces. It is the only piece in Shogi that cannot move to any
adjacent square, however it can igui capture (capture without moving) an opponent
piece on an adjacent square. It can move by jumping diagonally to the second square
and then moving any number of unobstructed spaces from that square or jump to the
second square to the left or right – it may make no further movement when doing so.
Finally, it can also move out three spaces sideways but only if the path this clear, this
last movement not being a jump. See page 46, diagram 117.

Chogyo ( Hook Mover ) – a very wide ranging piece, the Chogyo can move any
number of unobstructed squares in any orthogonal direction but may also make one
ninety degree turn during it’s movement and continue the range motion. Effectively,
this means on an empty board, a Chogyo could reach any square in one move. See
page 47, diagram 120.

Kakuo ( Horned Falcon ) – the Kakuo can move any number of unobstructed spaces
in every direction except straight forward. The first two squares along the forward file it
treats like a Shishi (Lion) would and has one A and one B square. See page 37,
diagram 28.

Kiken ( Howling Dog ) – the Kiken can move any number of unobstructed spaces
forward or one space backward. In Dai-Dai Shogi, they take the place of the Chuunin.
See page 39, diagram 51.

29
Tessho ( Iron General ) – the Tessho can move only forward but can do so both
orthogonally and diagonally. See page 38, diagram 32.

Kirin ( Kylin - Chinese Unicorn ) - the Kirin may jump to the second square in any
orthogonal direction or move to the first square in any diagonal direction. See page
36, diagram 19.

Sasha ( Left Chariot ) – the Sasha can move any number of unobstructed spaces
forward, left forward diagonal, and right backward diagonal, or one space orthogonally
backward. See page 39, diagram 57.

Sasho ( Left General ) – the Sasho can move one space in any direction except to the
left sideways. See page38, diagram 36.

Shishi ( Lion ) - the Shishi is considered the most powerful piece in Chu Shogi and
quite powerful in other variants. It has rather complicated rules. The Shishi can move
to any of the eight squares surrounding itself – called A spaces. The Shishi can jump
to any of the sixteen squares surrounding those eight – called B spaces. It can move
to any of the A spaces and immediately return to the square it began from - a move
called jitto and effectively passing for the turn. It may capture a piece on an A space
and then either remain on that square, return to its starting position (called igui -
capturing without moving), or move to any other adjacent square and may capture a
second piece on the same turn. Chu Shogi also has specific rules about how to
capture a Shishi. If a Shishi is on the outer sixteen square of another Shishi (it’s B
spaces), the attacking Lion can only capture if the attacked Shishi is undefended or
the attacking Shishi can capture a piece that is not a Fuhyo or Chuunin and then
capture the other Shishi. If a Shishi is captured by a piece that is not another Lion, the
opponent cannot capture a Shishi on the next turn unless using a Shishi (in which the
above rules apply). These rules were made to discourage an exchange of Shishi and
keep these pieces for most of the game. In larger variants of Shogi, the Shishi is not
as powerful relative to other pieces and does not have any limitations on how it is
captured. See page 36, diagram 22.

Hakken ( Lion Dog ) – the Hakken can move up to three squares in any direction. See
page 40, diagram 64.

Shitaka ( Lion Hawk ) – historically, this piece unique to Tenjiku Shogi, moved either
any number of unobstructed spaces diagonally or as a two area mover – taking two
steps (no jumps) to reach any of the twenty-four squares nearest squares. However,
Tenjiku author Colin Adams has suggested this movement is too weak for such a
piece and thinks keeping its ranged motion but giving it the powers of a Shishi (Lion)
would lead to better usage. See page 43, diagrams 88 and 89.

Tengu ( Long-Nosed Goblin ) – the Tengu has the powers of a Makatsu (Capricorn)
and an O-sho (King): it hook moves in all diagonal directions (a clear path range
motion plus the allowance of one ninety-degree turn and continued range motion) as
well as being able to take one step in any orthogonal direction. See page 46, diagram
119.

Sanbo ( Mountain Witch ) – the Sanbo can move any number of unobstructed spaces
in all diagonal directions and backward or can move one step forward. This piece only
appears as a promotional piece. See page 44, diagram 92.

30
Yukisho ( Multi-General ) – though it has a different name, it is the free version of the
Inu (Dog) and can move any number of obstructed spaces forward or diagonally
backward. It is only found in Tenjiku Shogi and as a promotional piece. See page 44,
diagram 95.

Kino ( Neighbouring King ) – the Kino moves just like the Suizo (Drunk Elephant): one
space in any direction except backward. See page 38, diagram 40.

Hokuteki ( Northern Barbarian ) – the Hokuteki can take up to two steps diagonally
forward, one step to the left or right sideways, or one step to diagonally backward.
See page 41, diagram 72.

Kotobi ( Old Kite Hawk ) – the Kotobi can move up to two spaces in any orthogonal
direction or one step diagonally forward. See page 41, diagram 77.

Koen ( Old Monkey ) – the Koen can take one step in any diagonal direction and one
step backward orthogonally. See page 38, diagram 45.

Roso ( Old Rat ) – the Rose can move up to two spaces diagonally forward or
orthogonally backward. See page 42, diagram 84.

Kujaku ( Peacock ) – the Kujaku is the weakest hook moving piece. It can move any
number of unobstructed spaces in the forward diagonal directions and may make one
ninety degree turn and continue its ranged motion. It can also move up to two squares
diagonally backward. See page 47, diagram 122.

Houou ( Phoenix ) - the Houou may jump to the second square in any diagonal
direction or move to the first square in any orthogonal direction. See page 36, diagram
20.

Dokuja ( Poisonous Snake ) – the Dokuja may jump to the second square
orthogonally forward or diagonally backward or move to the first square sideways.
See page 42, diagram 82.

Yoroku ( Prancing Stag ) – the Yoroku can move up to two squares left or right or one
square in any other direction except orthogonally backward. See page 38, diagram
41.

Yohei ( Ramshead Soldier ) – this piece unique to Tai Shogi can only move diagonally
forward any number of unobstructed spaces. See page 42, diagram 80.

Ganryuu ( Reclining Dragon ) – the Ganryuu can take one step in any direction except
diagonally forward. See page 38, diagram 42.

Hansha ( Reverse Chariot ) - the Hansha is basically a double Kyosha (Fragrant


Chariot). It can move forward or backward any number of unobstructed squares. See
page 36, diagram 21.

31
Usha ( Right Chariot ) - the Usha can move any number of unobstructed spaces
forward, right forward diagonal, and left backward diagonal, or one space orthogonally
backward. See page 39, diagram 58.

Usho ( Right General ) - the Usho can move one space in any direction except to the
right sideways. See page 38, diagram 37.

Hontori ( Rushing Bird ) – the Hontori can move any number of unobstructed spaces
in any direction except orthogonally backward. See page 42, diagram 86.

Mouko ( Savage Tiger ) – this piece, unique to Dai-Dai Shogi, can move up to two
spaces forward or backward or one space diagonally forward. See page 49, diagram
138.

Yasha ( She-Devil ) - the Yasha may move up to two spaces in any diagonal direction
or up to five spaces in any orthogonal direction. See page 44, diagram 100.

Ouryuu ( Side Dragon ) – this piece, unique to Tai Shogi, can move any number of
unobstructed spaces in any orthogonal direction except backward. Backward, it can
move one square. See page 42, diagram 85.

Ouhi ( Side Flyer ) – this piece, unique to Maka-Dai-Dai Shogi, can move any number
of unobstructed spaces to the left or right or take one diagonal step. See page 48,
diagram 133.

Ougyo ( Side Mover ) - the Ougyo can move sideways any number of unobstructed
squares to the left or right or one space to forward or backward. See page 36,
diagram 18.

Ouhei ( Side Soldier ) – this piece, unique to Tenjiku Shogi, can move any number of
unobstructed spaces to the left or right, up to two spaces forward, or one space
backward. See page 39, diagram 62.

Sousha ( Sideways Chariot / Running Chariot ) – the Sousha can move any number
of unobstructed spaces in any orthogonal direction or take one step to the back
diagonals. See page 40, diagram 66.

Ginki ( Silver Demon ) – this piece, unique to Tai Shogi, can move any number of
unobstructed spaces in the backward diagonal directions or up to two squares in the
forward diagonals. See page 39, diagram 61.

Hiju ( Soaring Eagle ) - the Hiju can move any number of unobstructed spaces
orthogonally and backward diagonally. The first two squares along the forward
diagonals it treats like a Shishi (Lion) would and has two A squares and two B
squares. See page 37, diagram 27.

Heishi ( Soldier ) – this piece, unique to Tai Shogi, can move any number of
unobstructed spaces in any direction except diagonally forward. See page 42,
diagram 79.

32
Nanban ( Southern Barbarian ) - the Hokuteki can take up to two steps diagonally
backward, one step to the left or right sideways, or one step to diagonally forward.
See page 41, diagram 74.
.
Hougyo ( Square Mover ) - the Hougyo can move any number of unobstructed spaces
in any orthogonal direction or take one step to the forward diagonals. See page 44,
diagram 94.

Zenki ( Standard Bearer ) - the Zenki can move any number of unobstructed squares
in the forward diagonal and orthogonal directions or move up to two spaces in any
other direction. See page 40, diagram 65.

Sekisho ( Stone General ) – the Sekisho can move one square in the forward
diagonal directions. See page 38, diagram 34.

Kyouo ( Teaching King ) – the Kyouo is a confusing piece. Historically it has been
said have the moves of both a Hon’o (Free King) and a Hakken (Lion Dog). However,
the moves of the Hakken are subsumed by the moves of the Hon’o (moving any
number of unobstructed spaces in any direction) so it would only have the moves of a
Hon’o and this is how it is usually played. However, another way of movement
mentioned by the Shogi Association – but not advocated – is that the description was
confused and was not meant to speak of the three stepping Hakken but of a Shishi
(Lion) that with a three area move – normal Shishi have only a two area move. The
extra squares – called C – are treated with the same rules as the A and B squares of a
Shishi; using this rules, the Kyouo could take three pieces in one turn when moving as
a three area Lion. This second Kyouo could still move as a Hon’o making it a very
powerful piece. It only appears after promotion. See page 47, diagrams 123 and 125.

Gasho ( Tile General ) – the Gasho can move one square diagonally forward or
orthogonally backward. See page 38, diagram 33.

Genbu ( Turtle-snake ) – this piece, unique to Tai Shogi, can move any number of
unobstructed spaces diagonally forward or orthogonally backward, move up to two
squares diagonally backward, or move one square orthogonally forward. See page
48, diagram 129.

Shujaku ( Vermillion Swallow ) – this piece, unique to Tai Shogi, can move any
number of unobstructed spaces diagonally or orthogonally forward, move up to two
squares diagonally backward, or move one square orthogonally backward. See page
48, diagram 130.

Kengyo ( Vertical Mover ) - the Kengyo can move any number of unobstructed
squares forward or backwards or one space to the left or right. See page 36, diagram
23.

Kenhei ( Vertical Soldier ) – this piece, unique to Tenjiku Shogi, can move any number
of unobstructed spaces forward, up to two spaces sideways, or one space backward.
See page 49, diagram 137.

33
Fukusho ( Vice-General ) – this piece, unique to Tenjiku Shogi, can range jump any
diagonal direction meaning it can move that way any time or jump any number of
pieces of either side or empty spaces when making a capture. It may only jump when
making a capture. It may not jump over other Fukusho, Daisho (Great General), or O-
sho (King). It is also a two area mover so it can reach the nearest twenty-four squares
around itself as long as it would not have to jump to do so. See page 47, diagram 121.

Mouyu ( Violent Bear ) – the Mouyu can move up to two squares diagonally forward or
one square to the left or right. See page 48, diagram 131.

Mougyu ( Violent Ox ) – the Mougyu can move up to two squares in any orthogonal
direction. See page 39, diagram 59.

Heisha ( War Chariot ) – this piece, unique to Tenjiku Shogi, can move any number of
unobstructed spaces in every direction except sideways. Sideways it can move up to
two squares. See page 49, diagram 136.

Suigyu ( Water Buffalo ) – the Suigyu can move any number of unobstructed spaces
in every direction except forward and backward. Forward and backward it can move
up to two squares. See page 40, diagram 71.

Seiju ( Western Barbarian ) – the Seiju can move up to squares sideways or one
square forward, backward, and diagonally forward. See page 38, diagram 38.

Keigei ( Whale ) – the Keigei can move any number of unobstructed spaces
orthogonally forward and both orthogonally and diagonally backward. See page 37,
diagram 29.

Hakuzo ( White Elephant ) - the Hakuzo can move any number of unobstructed
squares in the backward diagonal directions or move up to two spaces in any other
direction. See page 40, diagram 63.

Hakku ( White Horse ) - the Hakku can move any number of unobstructed spaces
both orthogonally and diagonally forward and orthogonally backward. See page 37,
diagram 31.

Byakko ( White Tiger ) - this piece may move up to two spaces sideways, one step to
the right forward diagonal, or any number of unobstructed spaces forward or backward
or to the left forward diagonal. See page 40, diagram 70.

Senkaku ( Wizard Stork ) - the Senkaku can move any number of unobstructed
spaces in all diagonal directions and forward or can move one step backward. This
piece only appears as a promotional piece. See page 44, diagram 91.

Mokusho ( Wood General ) – the Mokusho can move up to two squares diagonally
forward. See page 38, diagram 47.

Rikishi ( Wrestler ) – the Rikishi can move up to three spaces in any diagonal
direction or one space sideways. See page 79, diagram 83.

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35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
Bibliography – for Shogi

Adams, Colin. Struggle for Survival. (Tenjiku Shogi) Web book -


http://www.colina.demon.co.uk/tenjiku.pdf

Botermans, Jack, Tony Burret, Peter van Delft, & Carl van Splunteren. World of Games, The.
Facts On File, New York, NY, 1989.

Cazaux, J. L. History of Chess. Web document - http://www.chez.com/cazaux/history.htm

Evans, Steve. Shogi Variants Version 1.55a. Shogi variant software.


http://www.netspace.net.au/~trout/index.html

Hodges, George. Great Shogi Games and How to Play Them, The. Shogi Association, Bromley,
KY, 1978.

Hooper, David & Kenneth Whyld. Oxford Companion to Chess: Second Edition, The. Oxford
University Press, Oxford, UK, 1992.

Howe, David & Hans Bodlaender (editors). Chess Variants Page, The. Web document -
http://www.chessvariants.com/

Murray, H. J. R. History of Chess, A. Clarendon Press, Oxford, UK, 1913.

Pritchard, David Brine. Encyclopedia of Chess Variants, The. Games & Puzzles, Godalming,
1994.

Bibliography – for Kanji characters

Friedl, Jeffrey. Japanese <-> English Dictionary. Web document - http://www.linear.mv.com/cgi-


bin/j-e/fg=r/dict

Hadamitzky, Wolfgang & Mark Spahn. Kanji & Kana: Revised Edition: a Handbook of the
Japanese Writing System. Charles E. Tuttle Publishing, Rutland, VT, 1997.

This report – and others – are also available at http://home.cwru.edu/cwrums/chess-reports.html.

Jess Rudolph
jrr10@po.cwru.edu

(Text no longer available on the indicated website. Printed into pdf format by Jean-Louis CAZAUX
on April, 14th, 2009).

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