Tag Archives: Dai Shogi

Shogi and some variants now available in Ai Ai — play against AI or online!

UPDATE (12 April): Stephen has updated Ai Ai to fix a bug with Chu Shogi’s Lion, and we also added several new variants including Goro Goro Shogi, Goro Goro Plus and Wa Shogi!  Grab the updated version here.

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For the last few weeks, Stephen Tavener and I have been collaborating to bring Shogi and several of its variants to his amazing Ai Ai software, a general game-playing program that lets you play hundreds of abstract strategy games against strong AI, or against human opposition online.

Last year Stephen added a general Chess-playing engine to Ai Ai, and has been steadily adding lots of great Chess variants to it such as Capablanca Chess, Chess960 and Grand Chess.  I had been embarking on a project to playtest some of the more promising large Chess variants — on 10×8 boards and larger — and so Stephen added a huge array of new piece types into Ai Ai so that these variants could be added in (more on these games in a future post).  Then we got started on Shogi, which turned into quite a project — Stephen had to cope with some incredible coding challenges throughout, from implementing drops to Chu Shogi’s complex Lion-trading rules.  On top of that there was lots of design work to do, because we wanted to offer multiple piece graphic sets to help people who have trouble learning Japanese kanji characters.

In the end we went with three sets of pieces: traditional pieces using a single kanji character for each piece; mnemonic pieces that combine the kanji with mnemonic diagrams designed by HG Muller; and diagrammatic pieces, where each piece is a simple square shape with a diagram of the piece’s move on it.  With these three options in place, these games should be accessible to a larger audience.

Modern Shogi

First and foremost in Ai Ai’s new Shogi assortment we have modern Shogi, played on a 9×9 board with ten different types of pieces.  For those who aren’t familiar with Shogi, it has several major differences from Western Chess:

  1. Pieces that are captured are truly captured — they become the property of the capturing side, and are placed on the side of the board under their control.  At any time, a player may ‘drop’ a captured piece to any empty square on the board in lieu of a normal move (with some restrictions).  Drops make Shogi a very dynamic and aggressive game, and drastically change the feel in comparison to Chess.  Because pieces keep coming back to life, the board stays mostly full of pieces throughout the game; endgames are often an exciting race to checkmate as both sides’ defences break down and they start launching brutal attacks back and forth.
  2. Nearly all pieces can promote — unlike in Chess, where only Pawns may promote upon reaching the opponent’s back rank, in Shogi nearly all pieces can promote when they reach the opponent’s starting area.  Pieces promote by flipping over and revealing a new piece on the opposite side, which is more powerful than the original.  Promoted pieces are demoted again once captured, though.
  3. Shogi is a bigger game than Chess, taking place on a 9×9 board with 81 squares as opposed to Chess’ 8×8 board with 64 squares.  Shogi also has ten types of pieces, significantly more than the six types present in Chess.

There’s a lot more to it than that, of course, but these three changes alone make Shogi stand out among the modern variants of Chess played around the world.  It’s a vibrant and exciting game and well worth trying if you’ve ever enjoyed a game of Chess.

Shogi games tend to take a bit longer than Chess; a typical Chess game lasts about 80 moves in total, whereas a Shogi game generally lasts around 120 moves.  Some small variants of Shogi have been designed to generate some quick-playing games that still capture the feel of the full game, and that serve as useful introductions for new players or children.  In Ai Ai we’ve added a couple of these:

In Minishogi, Shogi gets shrunken down to a tiny 5×5 board with just six pieces per player.  Surprisingly the game is still remarkably deep at this size, thanks to the complexities of drops.  Judkins Shogi is similar, but uses a 6×6 board with seven pieces per player, adding the Knight back into the mix.

Sho Shogi, Chu Shogi and Dai Shogi

As readers of this blog will know, I have a certain fascination with the ancient variations of Shogi, particularly the ambitious and gigantic ones.  I’m delighted to say that Stephen has implemented some of these variants in Ai Ai as well!

Back in the early days of Shogi, from the 13th-16th centuries or so, the game came in three sizes —  Sho Shogi on a 9×9 board (Small Shogi, which became modern Shogi), Chu Shogi (Middle Shogi) on a 12×12 board, and Dai Shogi (Large Shogi) on a 15×15 board.   At this time drops were not in the game, so pieces that are captured are removed from the game permanently.  Sho Shogi was considered a quick game, often played with children, while Chu Shogi was the most popular form and the enormous Dai Shogi was for a time the most prestigious variation.

Eventually drops entered the game sometime in the late 16th century, and this innovation suddenly catapulted Sho Shogi to the forefront of the Shogi world.  Today Chu Shogi still survives, and is considered by some to be the best large Chess game ever invented, whereas Dai Shogi is still played as well but much less frequently than Chu.

All three of Shogi’s closest ancestors are now playable in Ai Ai:

The eagle-eyed among you will notice that Sho Shogi sports an additional piece sat in front of the King.  This is the Drunk Elephant, a powerful defender that promotes to a Crown Prince, which functions as a second King!  If you manage to make a Crown Prince, your opponent must capture both your Prince and your King to win the game.  Both Chu and Dai Shogi have Drunk Elephants as well, and numerous other new pieces; Chu Shogi has 28 piece types, and Dai Shogi has 36!  As you might expect, the larger games are challenging for the AI to play well, so be sure to set the AI’s thinking times quite high if you’d like a challenge.

I highly recommend trying these historical variants, particularly Chu Shogi and Dai Shogi, which I’ve written about extensively before.  Chu and Dai are wonderful games, richly strategic and packed full of variety, and I hope some of you out there may try your hand at them now that they’re available in Ai Ai.

Tori Shogi

For those who prefer quicker and tighter gameplay, we also added a more recent historical variant of Shogi — Tori Shogi, or Bird Shogi.  Tori Shogi gets its name from the fact that all the pieces have names related to birds — even the Pawns are changed to Swallows.  Tori Shogi was invented by Toyota Genryu in 1799, and has the unique distinction of being one of only two historical variants for which we have recorded games played by professional players (the other being Chu Shogi).  Tori Shogi has gained a certain amount of popularity in the West, and there’s even a fine English-language book available on the game for those who want to learn to play well.

Tori Shogi is played on a 7×7 board with eight different types of pieces, two of which only appear by promotion.  The small 49-square board starts packed with 16 pieces for each player, making the early game quite claustrophobic!  The game uses drops as in modern Shogi, but with one major difference: in modern Shogi, you may never drop a Pawn to a file that already contains one of your Pawns, but in Tori Shogi you may have two Pawns on the same file at a time.  This small change hugely alters the game’s tactics and gives it a very different feel from standard Shogi.

Below you can see the initial position of the game, and a sample game in animated GIF form.

Next Moves

We are forging ahead with some additional variants for the next release.  First up we have Goro Goro Shogi, a modern small variant developed in 2012 as a way to help young kids in Japan to learn modern Shogi.  This game is played on a 5×6 board with a limited selection of pieces, but unlike Minishogi and Judkins Shogi, there are three Pawns per side instead of just one.  In my opinion this makes Goro Goro a much better introduction to Shogi, as the use of Pawns is essential in the full game (much as in Chess).

We have also added Goro Goro Plus, a fantastic little variant that takes Goro Goro and gives each player a Lance and Knight in hand at the start of the game, available for drops.  This addition really spices up the game and makes Goro Goro more than just a Shogi learning tool, and turns it into an exciting game in its own right.

On the historical variants side of things, we have Wa Shogi, an 11×11 game that shares with Tori Shogi a certain flair for exotic, animal-based piece names.  Unusually for a Shogi variant, Wa is playable both with and without drops, and is a great game either way!  I slightly prefer playing with drops, which gives the game an exciting pace and added tactical sharpness.  Without drops Wa Shogi becomes a delicate strategic affair, where players often try to establish coordinated invading legions that can escort the weaker pieces to the promotion zone (the weakest pieces in Wa have strong promotions).  The two faces of Wa play really differently, so it’s like having two games in one.

I highly recommend Wa Shogi for fans of modern Shogi; particularly when played with drops, it feels like a clever expansion of Shogi with a distinct feel due to its asymmetric starting position and unusual pieces.  I firmly believe that if a concerned effort were made to promote this game it could achieve a decent level of popularity!

So that’s a quick roundup of all the Shogi goodness now available in Ai Ai, and a little preview of what’s to come — please go give the games a try, and of course give me a shout if any of you out there fancy a game!

Sometime down the line I’ll be back with another roundup, in which we’ll be taking a look at the large Chess variants available in Ai Ai as well.  I’m also nearly done with an in-depth analysis of a Chu Shogi game, and an introduction to Tenjiku Shogi, so look out for those posts coming soon (-ish).

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Dai Shogi, Part II: A Sample Game

What with one thing and another, I haven’t had the time or energy to write gaming-related posts for a while, and in particular annotating very long games of large Shogi variants just seemed a bit too much to handle.  However, lately I’m in desperate need of distractions to keep positive and motivated, so it’s a good time to get back to writing.  For my first post in ages I decided to jump right into the deep end — so here we have an annotated Dai Shogi game!  If you’re new to Dai Shogi, please check out my detailed introductory post on the game here.

You may well ask, quite reasonably, why am I doing the Dai Shogi game before the Chu Shogi one I’d promised to do?  Wouldn’t the Chu Shogi game be about half as long, and have more resources available for you to draw on when analysing it?  Yes to both of those questions, but I feel a bit more urgency to promote Dai Shogi than Chu Shogi; Chu Shogi is already pretty well-regarded among those who’ve heard of it, and is frequently referred to as one of the best Chess-type games ever created.  Dai Shogi, on the other hand, is often thought to be Chu’s boring, slower sibling, and this idea seems to have been spread largely by people who’ve never actually played the game.

I feel this is very unjust, as Dai Shogi is a beautiful game that in my view deserves just as much attention as its slightly smaller brother, and has unique charms that set it apart from Chu and from the other large-board Shogi variants.  So, I hope that by providing some in-depth discussion of the game, perhaps a few people out there might choose to forget the nay-sayers and give the game a shot.

In fact, as far as I can tell, this may well be the only annotated Dai Shogi game in English on the Internet right now.  The game I’ve chosen was played on Richard’s PBEM Server and is listed, somewhat confusingly, as Chu Shogi Game 420.  This is due to the fact that Dai Shogi is a sub-option of the Chu Shogi section on the PBEM Server.  Our combatants are Sean Humby (shumby) playing Black, and tkr101010 playing White.  We will follow Shogi convention, and have Black at the bottom of each diagram and playing upward, and White at the top of the board playing downward.  I provide a diagram every ten moves, with some extra ones at the very end of the game.

This game is actually somewhat shorter than most of the Dai Shogi games I’ve played, ending at 441 moves, but throughout there’s no shortage of action, clever manoeuvring, and sharp tactical exchanges.  I think this game offers a nice peek at what Dai Shogi has to offer, and I hope it will inspire some of you out there to give it a try.

Before we get started, I’ve placed my Dai Shogi move reference guides here again, in case you’d benefit from a reminder of how the pieces move and promote:

 

dai-shogi-reference (1-kanji)-01

Dai Shogi reference sheet (1-kanji pieces)

 

dai-shogi-reference (2-kanji)-01

Dai Shogi reference sheet (2-kanji pieces)

You can also find PDF versions here: 

dai-shogi-reference (1-kanji)

dai-shogi-reference (2-kanji)

Now that’s out of the way, let’s get started!  First, let’s remind ourselves of the starting position of Dai Shogi:

Dai Shogi 420 -- Move 0-01

The Dai Shogi starting position is slightly more convenient than Chu Shogi’s, in the sense that the Kings both start already ensconced in a pretty reasonable castle.  They are surrounded by strong defensive pieces from the beginning — a Drunk Elephant to the front, a Blind Tiger to the front-left and front-right, and Golds on both flanks.  As a result of this both players focus entirely on developing their pieces in the opening, as King safety is already sorted out.

Dai Shogi 420 -- Move 10-01

1 P-7j 2 P-8f 3 P-9j 4 DK9d-8e 5 P-3j 6 DK-7f 7 P-13j 8 DK7d-8e 9 DH-9i 10 DK-9f

Right from the start both players adopt a fairly aggressive posture.  Black opens lines for his Dragon Kings, Dragon Horses and Flying Dragons with four Pawn moves, leaving a lone Dragon Horse perched atop the Pawn on 9j.  White takes things a step further, opting to move only the central Pawn and bring both his Dragon Kings straight to the front of his formation.  Both players appear ready to fight!

Dai Shogi 420 -- Move 20-01

11 DH-10i 12 DK-7g 13 DHx14e+ 14 FD-12b 15 +DH-10i 16 R-14d 17 FD-12j 18 R-14g 19 DH-7i 20 P-6f

Black responds to White’s provocation by pulling off a sneaky manoeuvre with his Dragon Horse — he takes the Pawn on 14e, where neither the Rook nor the Flying Dragon can retaliate.  White moves the Flying Dragon out of harm’s way, leaving Black with a gain of initiative and his Dragon Horse now promoted to a Horned Falcon.  White brings out his Rook from the 15th file and sets it up in defence of his advanced Dragon King.  Somewhat ominously, White then advances the Pawn on 6e, suggesting a path of egress for the Lion on 8c.

In this opening we can get a taste for the sheer variety that is possible in the early stages of a Dai Shogi game.  While the board is large and progress can seem slow, both players also have a plethora of very powerful pieces lurking just behind that first layer of Pawns.  So a Dai Shogi opening can be slow and stately, or aggressive and tactical, or often a mix of both.

 

Dai Shogi 420 -- Move 30-01

21 +DH-10j 22 DK-2g 23 FD-4j 24 P-3f 25 P-8j 26 FD-4f 27 Ln-8k 28 VO-14e 29 I-12n 30 CS-14c

Here we start to see both players beginning to shore up their flanks.  In Dai Shogi the central files around the King are thick with the strongest pieces in the game, so attacking in the middle is a difficult proposition.  Instead, advancing along the flanks is more typical, as players develop pieces along the sides of the board, eventually aiming to draw out those powerful central pieces and begin eroding the opponent’s defences. 

White shows their intent to attack along the right side, bringing their Dragon King over to the 2-file from the centre and advancing the Flying Dragon behind it.  At the same time they bring up their Violent Ox on the left to defend the Rook on his forward outpost.  Black also starts progressing on both flanks, bringing forward their Flying Dragon on the right and the Iron General on the left.  They also bring the Lion forward; clearly Black noticed White’s advancement of the 6-Pawn and doesn’t want to be caught unawares by White’s Lion.

Dai Shogi 420 -- Move 40-01

31 I-4n 32 I-13b 33 P-6j 34 I-13c 35 I-13m 36 I-14d 37 I-14l 38 DH-9d 39 P-3i 40 DHx2k+

Both players now take a moment to make a number of Iron General moves on the left side.  This may seem odd, but in Dai Shogi, as in Chu Shogi, we should never forget about advancing the weaker pieces to the front lines.  Pawns can only capture forward, and therefore can’t protect one another, so they rely on the protection of the Generals and other short-range pieces.  Without protection your Pawn line will be weak, allowing the opponent’s mobile long-range pieces to gobble them up and open up your camp to attack.

White then wastes no time pressing their attack on the right, bringing forward a Dragon King which then pierces into Black’s right flank, taking out the pawn on 2k.  The now-promoted Dragon King is backed up by the Dragon King on 2g, giving White a strong attack down that file.

Dai Shogi 420 -- Move 50-01

41 VOx2k 42 DKx2k+ 43 N-3m 44 +DK-6g 45 SM-2l 46 P-2f 47 N-2k 48 VO-2e 49 AB-3m 50 FD-10d

Unsurprisingly, Black elects to take the attacking Horned Falcon on 2k, after which White takes back with the Dragon King, which then promotes to Soaring Eagle.  Black has no pieces around that can take the Eagle, and White cannot take the Rook or will be taken by the Reverse Chariot, so White happily retreats the Eagle to 6g.  Black then shores up his defences around the 2-file, bringing in the Side Mover and Angry Boar.  White takes a moment to defend the Pawn on 11e with his Flying Dragon; that Pawn could otherwise be taken by the Dragon Horse on 7i, allowing Black another promotion.

Dai Shogi 420 -- Move 60-01

51 AB-3l 52 Ln-6e 53 Ln-6k 54 Ln-4g 55 DH-6i 56 Ln-4i 57 Lnx4i 58 +DKx4i 59 DHx9f 60 Px9f

Here we have a somewhat surprising turn of events.  White finally advances their Lion, only for Black to do the same, and ultimately we end up with an exchange of Lions on 4i.  Unlike Chu Shogi, in Dai Shogi the Lion has no special protection against being traded off the board.  That means that on occasion players will trade them off to simplify the game somewhat.

For Chu Shogi players this can be a bit disappointing, but one of the reasons I chose this game to analyse is that I wanted to show that even without the mighty Lions running amok, Dai Shogi has a lot to offer.  The game still has sharp tactical moments and ample strategic manoeuvring, so I feel it’s worth looking at a game like this to demonstrate that the absence of a Lion needn’t make the game boring.

Following the exchange of Lions, Black’s Dragon Horse is vulnerable to capture by the Soaring Eagle on 4i, so Black elects to take White’s Dragon King on 9f.  This is a slightly advantageous exchange for Black, as the Dragon King is generally considered slightly more powerful than the Dragon Horse.

After these exchanges, White has an advanced Soaring Eagle perched on 4i, though Black has a good defensive line along the 4th rank.  Meanwhile, Black has a slight advantage in the centre due to the protected Horned Falcon on 10j.

Dai Shogi 420 -- Move 70-01

61 AB-3k 62 R-10g 63 +DHx6f 64 FD-5g 65 +DH-9i 66 +DK-4h 67 FL-5m 68 +DKx!3i 69 FL-6l 70 +DK-2j

White brings cross their Rook to attack the dangerous-looking Horned Falcon, but Black simply uses this opportunity to grab an unprotected Pawn on 6f before retreating back to a safe square.  White then gives us a timely reminder that an absence of Lions doesn’t mean an absence of Lion Power, and uses the Soaring Eagle’s forward-diagonal Lion Power to take a Pawn without moving!

Black now has their Angry Boar standing in defence of the Knight on 2k, and their Ferocious Leopard is shuffling over to join the front line.  White’s Soaring Eagle continues to be a threat, as Black has nothing in place that can drive it off yet.  The Eagle could potentially double-capture on 3k and 4l, leaving the 3-file very weak, but the possible recapture of the Eagle by the Side Mover makes that a difficult trade to justify.  Even so, just the presence of such a dangerous piece on Black’s periphery demands a response.

Dai Shogi 420 -- Move 80-01

71 +DH-1i 72 FD-4h 73 +DHx2j 74 FDx2j 75 FD-3i 76 FDx3k+ 77 I-3m 78 +FDx4l 79 Ix4l 80 SM-2d

Black wastes no time here and swings his Horned Falcon all the way across to 1i, where it threatens the Soaring Eagle and is protected by the Knight on 2k.  White brings their Flying Dragon forward to protect the Eagle, and Black immediately makes the exchange.  Black then offers an exchange of Flying Dragons, but White elects to take the Cat Sword in exchange, leaving Black with a Flying Dragon perched on 3i.

Black made a pretty significant decision here to exchange the Horned Falcon for the Soaring Eagle, but I believe it was a sensible call.  The Eagle was in a prime attacking position, while Black’s Falcon was sitting rather idle in comparison.  The Eagle could have done significant damage to Black’s right flank using Lion Power, which would have forced Black to spend significant time plugging those newfound holes on that side.  Instead, better to make some exchanges and calm things down on the right flank before White does any more damage to Black’s position.

Dai Shogi 420 -- Move 90-01

81 C-4n 82 VM-3d 83 C-3m 84 P-3g 85 ST-4n 86 P-3h 87 FD-4j 88 P-2g 89 EW-5m 90 VO-2f

With the immediate threats defused, Black moves to shore up his defensive lines on the right, bringing the Copper General, Stone General, and Evil Wolf into play, while also retreating the Flying Dragon to a protected position on 4j.  White continues to press on the right, advancing more Pawns and the Violent Ox.  Black’s defensive moves here are very prudent; White clearly wanted to break through on the right, and hasn’t given up on that plan just yet.  

Dai Shogi 420 -- Move 100-01

91 S-5n 92 P-2h 93 C-3l 94 N-3c 95 R-1m 96 CS-2c 97 C-3k 98 N-2e 99 C-3j 100 B-7f

As expected, White keeps up the pressure on the right flank, bringing forward the Knight and Cat Sword.  Black responds by advancing the Copper General all the way to 3j and shifts the Silver General off the back line.  White then ups the pressure even more, using the Bishop to take aim at the vulnerable Copper.  

At the moment White appears to have the advantage — they are exerting pressure along the right flank, and have a slight material edge.  Black will need to keep their front lines solid along the right to withstand the assault.

Dai Shogi 420 -- Move 110-01

101 I-3k 102 P-4f 103 P-7i 104 B-5h 105 DK9l-8m 106 N-1g 107 Bx10g 108 FK-10f 109 B-7j 110 B-2e

Black decides to tackle his problems by going on the offensive.  He opens a line for the Bishop by moving the 7-Pawn, and subsequently takes White’s Rook on 10g, which addresses the material-balance issue.  White drives the Bishop away with his Free King, but Black can simply pull back and force White’s Bishop to retreat as well.  

At this point in the game White has done some damage with these early attacks, but Black remains solid and has constructed a pretty sturdy front line.  Many of the Pawns are backed up by other pieces, and Black has a slight edge in development, having brought more of his back-line Generals forward.  These early decisions have significant ramifications in the late game, where slow-moving pieces closer to the front may promote and generate threats at a point where the more powerful pieces have been exchanged off the board.  

Dai Shogi 420 -- Move 120-01

111 GB-5i 112 P-9g 113 P-5j 114 EW-9d 115 Ph-5k 116 DH-7d 117 I-13k 118 VO-14g 119 VO-14l 120 I-14e

White seems aware that his position has some weaknesses, and here stops pushing along the right side to focus more on development on the left flank and in the centre.  Bringing the Evil Wolf and Dragon Horse into the centre helps shore things up there somewhat, though still White has some unprotected Pawns to sort out.  Meanwhile, Black is already pretty solid on the left and spends some moves further strengthening the defensive line on the right flank, by bring forward the Go-Between and Pawn on the 5-file to clear a space for the Phoenix to jump in.

Dai Shogi 420 -- Move 130-01

121 EW-4l 122 SM-15d 123 DK-3m 124 FL-5c 125 S-4m 126 FL-4d 127 P-1j 128 N-2i 129 I-2j 130 VO-2g

Suddenly focus returns to the right side!  Perhaps White saw a need to react to Black’s steadily strengthening formation.  Black brings the Dragon King, Evil Wolf and Silver General to the party, providing some more backup to the Copper General that proved to be a target earlier on.  White responds by forcing the issue, bringing the Knight and Violent Ox closer to the fray.  Clearly a conflict is brewing!

Dai Shogi 420 -- Move 140-01

131 N-1i 132 VO-3g 133 Ix2i 134 Px2i 135 Cx2i 136 S-5b 137 SM-2k 138 B-10c 139 SM-2j 140 EW-9e

As expected, a brief exchange flares up on the right side.  Black’s Iron General takes White’s Knight, then White’s Pawn takes back, and Black’s Copper finishes off the Pawn.  Black drafts in the Side Mover to protect the Copper, and we’re left with a somewhat perilous position with some holes in both sides’ flanks.  White then moves an Evil Wolf out of the Bishop’s line of sight, adding some additional long-distance pressure to the right side.

Dai Shogi 420 -- Move 150-01

141 C-12n 142 GB-5g 143 Bx2e+ 144 SMx2e 145 S-3l 146 FL-3e 147 S-2k 148 FL-2f 149 FL-6k 150 S-5c

Black again seeks to reduce White’s attacking potential on the right side, and suddenly elects to exchange Bishops on 2e, after allowing them to remain in a tense standoff for quite a few moves now.  He then brings the Ferocious Leopard into play, stepping it methodically forward to add some strength to the Pawn formation around the 5- and 6-files.  White also brings their Silver off the back line and into the battle on the right side.

One senses that the situation on the right flank is far from resolved….

Dai Shogi 420 -- Move 160-01

151 EW-10l 152 S-5d 153 FD-2h 154 VO-3f 155 B-10m 156 P-4g 157 P-4j 158 S-4e 159 EW-4k 160 ST-2b

Sure enough, the tension continues to build on the right side of the board.  Both players continue to march pieces forward into the growing tangle, with Black following White’s lead and bringing the Bishop to 10m to bear down on the fight from a distance.  

These kind of long-range pressure tools are really helpful in Dai Shogi, and it can be easy for your opponent to forget that a piece is relevant to the local board situation even though it’s 10 ranks away!  On such a big board, threats can easily fade into the distance.  So during a large melee, be sure to double-check whether any long-range snipers are pointing at your pieces, too; you may need to think twice about starting a cascade of exchanges if some distant snipers might pick off whatever survivors you may have after the battle.

Dai Shogi 420 -- Move 170-01

161 EW-3j 162 DH-10g 163 EW-4i 164 Bx4i 165 Px4i 166 DH-8e 167 DK7l-4l 168 S-5f 169 FL-7j 170 I-5b

As with normal-sized Chess and Shogi, in Dai Shogi it’s very easy to be tempted to jump into a tactical melee too early, when letting the tension build for a while longer would better allow you to prepare for the aftermath.  Knowing *when* to drop the hammer is very important.  Here we’ve had constant building tension on the right side, and both players have been restrained, making small exchanges but not overcommitting.

Black begins this passage of play by bringing forward their Evil Wolf.  White can see that Black is building an array of well-coordinated pieces on the right side, and perhaps is preparing to launch a counterattack or lay the foundations of a breakthrough for the Dragon King on 3m.  White decides to put a stop to this by launching the Bishop into the fray, taking out the Evil Wolf.  Black recaptures with the Pawn, then White pivots the Dragon Horse back to point at this now-weakened Pawn.  Black responds by committing his other Dragon King to the fight, sliding it over to 4l to support the Pawn.

Effective use of advancing Pawns is important in Dai Shogi, just as in Chu Shogi.  Setting up long-range pieces behind the advancing Pawns is very typical and is often used to set up an advance down the side of the board.

Dai Shogi 420 -- Move 180-01

171 EW-9k 172 I-5c 173 FL-6i 174 I-5d 175 R-1l 176 C-4b 177 R-3l 178 C-3c 179 Cx3h 180 I-4e

The strategic manoeuvres continue.  Black brings his Ferocious Leopard nimbly around the Pawn formation on the 5- and 6-files, threatening a push of the Go-Between on 5i.  A shift of the Rook over to 3l provides some additional strength bearing down on the 3-file, enabling the Copper to take the Pawn on 3h without breaking a sweat.

Meanwhile, White brings his Iron General all the way up to the front lines, perhaps sensing that Black may be preparing to launch the threatened counterattack.

Dai Shogi 420 -- Move 190-01

181 GB-5h 182 G-6b 183 GBx5g 184 Sx5g 185 P-5i 186 C-2d 187 FD-3i 188 I-4f 189 FDx5g 190 Ix5g

Black makes good on their threat to push the Go-Between, then brings the Flying Dragon down to aim at White’s Silver General.  White allows the exchange of the Silver for the Flying Dragon, although in my view this is a mildly favourable exchange for Black; the Silver is a stronger attacking piece as it can attack any forward square.  The Flying Dragon can attack two squares away but only on the diagonal, so its attacking potential is more restricted.

After these small exchanges, some of the tension on the right side has been relieved.  Black is probably pleased with the outcome, having reduced White’s amassed forces slightly and getting the Silver out of the mix.  Black also has gained some ground here, and controls some useful squares with the advanced Pawns and the Copper on 3h, all backed up by strong pieces on the back ranks.  White is still fine though, for the time being.

Dai Shogi 420 -- Move 200-01

191 Cx4g 192 VO-3h 193 Rx3h 194 C-3e 195 P-5h 196 Ix5h 197 FLx5h 198 AB-4d 199 CS-4m 200 G-5c

Black wastes no time in trying to consolidate his positional advantages.  The Copper draws first blood, taking out White’s other forward pawn.  White responds by sending the Violent Ox headlong into the battle, which is promptly taken by the Rook.  White again attempts to strike back with his Iron General, but Black’s Ferocious Leopard takes it out in return.  In the end we see Black’s Copper still standing proudly on the front line, backed by the Ferocious Leopard and Rook, with Black’s long-range pieces still at the back ready to jump in if needed.  Black has again made some gains of space in the process, leaving White a bit cramped on that right side.  White is clearly keen to protect this flank and drafts in a Gold, calling it away from the King’s side to join the battle.

Dai Shogi 420 -- Move 210-01

201 CS-5l 202 G-5d 203 DE-7m 204 G-4e 205 SM-2i 206 EW-9f 207 CS-6k 208 ST-3c 209 CS-5j 210 ST-2d

White, quite understandably, spends some time here further strengthening their defensive formation on the right.  The Gold strides all the way to the front, with the Stone General sneaking up into the back of the formation.  Black, meanwhile, marches the Cat Sword up to protect the Pawn on 4i. 

Then Black does something a little surprising, and pulls the Drunk Elephant away from its defence of the King, presumably also headed toward the front lines on the right side.  The Drunk Elephant is a strong piece, but is more typically kept on defence for the most part, so perhaps this move shows Black has confidence that King safety is not a concern in the immediate future. 

Dai Shogi 420 -- Move 220-01

211 GB-11i 212 P-8g 213 P-11j 214 FD-8f 215 FD-11k 216 I-13f 217 FL-11m 218 VM-13d 219 P-12j 220 VM-14d

Having established a strong foothold on the right side and drawn away some more of White’s pieces to defend, Black turns his attention to the left flank.  Bringing forward the Go-Between and Pawn on the 11-file gains a bit more space, and some reshuffling of the Flying Dragon and Ferocious Leopard provides some more defence of the left-side Pawn line.  White senses danger and brings the Vertical Mover over to support the Violent Ox parked on 14g.

Dai Shogi 420 -- Move 230-01

221 FL-11l 222 P-1f 223 S-2j 224 FD-6h 225 DE-6l 226 Ky-6d 227 AB-11m 228 P-1g 229 DE-6k 230 DH-8f

Now White tries to shift emphasis a bit, and pushes forward in the centre.  He drops the Flying Dragon into a safe square on 6h, then supports it with the Dragon Horse on 8f.  Given Black’s strong positions on the left and right, a central advance can draw away some of Black’s defenders from their posts.  At the same time, White shifts the Kirin over to 6d, perhaps in the hopes of getting it ready for a promotion to Lion should he be able to clear a path for it.

Black obliges, advancing the Drunk Elephant to support the Pawn on 6j, and shuffles the Angry Boar over slightly.  Black is far from being in danger here, but it’s worth remembering that the departure of the Drunk Elephant leaves Black’s King more exposed than White’s.

Dai Shogi 420 -- Move 240 [Recovered]-01

231 R-3j 232 Ph-9d 233 FK-7k 234 Ph-7f 235 C-4h 236 P-1h 237 FL-6g 238 Ph-9h 239 EW-10j 240 GB-11g

White commits more forces to the centre now, leaping the Phoenix around until it’s perched on 9h ahead of the frontline Pawns.  At the same time White brings the 1-Pawn ahead to sit menacingly on the head of Black’s Knight, but Black ignores this and instead brings the Ferocious Leopard forward and sets the Evil Wolf in defence of the Pawn on 9j.

White’s advance in the centre appears to be gathering pace.  Now he has the Phoenix, a small front of protected Pawns, and a Free King all directed at Black’s centre.  Black’s pieces are well-coordinated but the 8- and 9-Pawns appear somewhat weak in the face of White’s gathered forces.  How would you respond?

Dai Shogi 420 -- Move 250-01

241 P-6i 242 FD-5i 243 FK-8l 244 Px1i 245 Px1i 246 C-3f 247 P-6h 248 FDx4h 249 Px4h 250 N-13c

I’m assuming you probably didn’t guess, in response to my last question, ‘let White take a bunch of stuff’!  Don’t blame yourself, I didn’t expect that either.  But let’s remember that at this point in the game, Black is ahead on material by a reasonable amount, and the pieces White is threatening are not hugely important to Black’s overall plan.  That being the case, Black lets White take the Knight and the Copper General, and in the meantime use his moves to gain a bit more space.  Black takes the Flying Dragon back after it takes the Copper on 4h, so ultimately he’s down only a Knight, and that Knight was mostly stuck on the edge of the board facing down a large mass of White’s pieces.  Letting it be taken enables a pawn push on the edge and further gains of space on the 6- and 4-files.

This exchange is a useful reminder that material value can be looked at differently in a game this large.  Each player in a Dai Shogi game has 65 pieces in their starting army, so losing a weaker piece here or there for some positional compensation can be well worth it.  Here, I believe Black decided that giving up the Knight for a bit of tempo and space would pay off in the end, and perhaps lead White to overextend as well.  Dai Shogi is a deeply strategic game, so learning to judge when to accept a tactical loss for a strategic gain is a valuable skill.

Dai Shogi 420 -- Move 260-01

251 EW-9i 252 Ph-11f 253 B-7j 254 FL-3g 255 Bx11f 256 GBx11f 257 P-12i 258 N-14e 259 P-12h 260 N-13g

Having let White have some fun on the right flank, Black decides to disrupt White’s central advance.  Bringing forward the Evil Wolf pushes White to shunt the Phoenix to the side to avoid losing it, only for Black to take it with his Bishop.  White immediately takes back with a backwards step from his Go-Between, but Black was probably quite pleased with this exchange; the Phoenix promotes to a Free King, one of the most powerful pieces in the game, whereas the Bishop is a great piece but well worth sacrificing to eliminate White’s chance at a second Free King.  Black follows up by pushing the 12-Pawn, creating a little bit of counter-play.

Dai Shogi 420 -- Move 270-01

261 P-15j 262 C-12b 263 P-15i 264 C-13c 265 P-4g 266 C-13d 267 P-14j 268 FL-10c 269 P-13i 270 DH-8e

Black continues the forward press, advancing Pawns on the 13-, 14- and 15-files, as well as on the 4-file.  Black wants to continue to gain space along the flanks, which serves to increase his own options while cramping White’s ability to manoeuvre.  White responds by bring his Copper from the back line to support the Pawns on the left flank, then shuffles his Dragon Horse back one square; this way it continues to protect the Pawn on 8g and the Evil Wolf on 9f, but also pins Black’s Ferocious Leopard on 6g to the Rook on 3j.  Not a particularly strong pin, mind you, but still something Black should keep in mind if that Rook is important to his plans on the right side.

Dai Shogi 420 -- Move 280-01

271 P-13h 272 N-12i 273 VMx12i 274 EW-8f 275 VM-12j 276 EW-7d 277 BT9n-8n 278 EW-6e 279 CS-6i 280 ST-1e

Now both players get into some more subtle repositioning.  Black’s Pawn push to 13h forces White’s Knight to jump, although ultimately it’s a bit of a waste as the Knight is immediately taken by the Vertical Mover on 12i.  White retaliates by moving the Evil Wolf to 8f, which opens a line from the Dragon Horse toward the Vertical Mover, which Black promptly drops back to 12j.  White’s other Evil Wolf then shuffles toward the right flank, while Black finally accepts the need for King safety and moves a Blind Tiger over to cover the space abandoned by the adventurous Drunk Elephant.

Dai Shogi 420 -- Move 290-01

281 FL-12k 282 VO-14h 283 I-13j 284 VOx13h 285 I-12i 286 VO-14h 287 FL-13j 288 VOx14j 289 VOx14j 290 VMx14j

Suddenly the left flank explodes into action!  White advances the Violent Ox down the 14-file, then gobbles up a Pawn on 13h.  Black threatens to recapture with the Iron General, pushing the Violent Ox back to the 14-file.  White’s Ox then leaps into battle, taking a Pawn, getting taken in return by Black’s Ox, then White’s Vertical Mover takes Black’s Ox.  The 14-file is now mostly open, and White appears to have made a dent in Black’s lines for the first time.

Dai Shogi 420 -- Move 300-01

291 R-14l 292 ST-2f 293 Rx14j 294 AB-13c 295 GB-11h 296 C-2g 297 CS-5h 298 C-3h 299 SM-6i 300 FL-9d

Fortunately for Black, the excitement is short-lived.  Black brings the Rook forward and takes White’s Vertical Mover on 14j; this leaves White’s Cat Sword on 14c vulnerable to capture, so the Angry Boar shuffles over to protect it.  White then changes tack, advancing his Copper toward the front on the right side.  Black responds calmly, bringing his Side Mover over in defence of the Pawn and Ferocious Leopard on the 6-file; this helps deter any ideas of the Dragon Horse on 8e breaking through to join the fight on the right.

Dai Shogi 420 -- Move 310-01

301 P-11i 302 FKx10k 303 FK-11l 304 FK-8k 305 P-8i 306 FL-4h 307 DKx4h 308 C-3g 309 DK4h-4l 310 VM-3f

White now makes a serious play down the centre.  His Free King, having sat quietly on 10f for a large portion of the game, darts downward and takes the Pawn on 10k!  This is clearly a dangerous development, so Black sweeps his own Free King over to 11l and offers an exchange.  White refuses and parks the Free King on 8k, pinning the Blind Tiger to Black’s King. 

While this looks deadly, for the moment Black can breathe easy; the Free King is in a dominating position but has no support.  The King can only be attacked via the diagonal on 10m, and that square is amply protected.  So, for now at least, the Free King bears down on Black’s camp but doesn’t present any immediate checkmating threats.

Dai Shogi 420 -- Move 320-01

311 S-9n 312 FL-9e 313 SM-13k 314 FK-5n 315 VM-11j 316 CS-3d 317 VM-10j 318 P-10f 319 P-15h 320 EW-5f

Black once again stays cool under pressure.  First, he brings the Silver into position on in, plugging the one remaining hole in the King’s castle.  Then he shifts the Side Mover up to 13k, preparing for a discovered attack on White’s Free King via a move of the Flying Dragon.  White sees this coming and sweeps the Free King down to 5n, where at the moment none of Black’s pieces can threaten it.  Black then acts to plug more holes in his defences by bringing the Vertical Mover over to protect the 10-file.  Meanwhile, White has advanced the Copper General and Evil Wolf down the right side, perhaps hoping to reverse some of Black’s space gains there.

Dai Shogi 420 -- Move 330-01

321 N-13m 322 G-10b 323 P-15g 324 EW-5g 325 I-13h 326 EWx5h 327 SM-6j 328 VM-3e 329 I-14g 330 I-13g

At this point Black remembers he has a Knight on 14o that hasn’t been developed yet, so he brings it into play.  Similarly, White decides to draft the other Gold General into action, drawing it away from the stationary defence of the King. 

From here we have a scenario that by now is somewhat familiar in this game: Black moves to consolidate his gains of space, while White opportunistically captures on 5h.  Black is still ahead in material, having captured 25 pieces to White’s 22 captures, so the loss of an Ox is not particularly bothersome.  The increasingly cramped nature of White’s position leaves Black with more options.

Dai Shogi 420 -- Move 340-01

331 P-12g 332 C-14e 333 P-15f 334 Px15f 335 Ix15f 336 C-13f 337 R-14e+ 338 SM-13d 339 I-15e+ 340 RCx15e

Finally Black decides to cash in his hard work along the left side and mounts an edge attack!  A final Pawn push on the 15-file triggers a Pawn capture from White, then a recapture from Black’s Iron General.  This opens up a spot for Black’s Rook to dart forward to 14e and promote to Dragon King.  White takes Black’s Iron General with his Reverse Chariot, but Black is sitting pretty with a Dragon King in a threatening position in the depths of White’s camp.

Dai Shogi 420 -- Move 350-01

341 RCx15e+ 342 Lx15e 343 Lx15e+ 344 R-1c 345 +L-15k 346 EW-9f 347 FL-12i 348 P-5f 349 N-14k 350 DH-11b

A second flurry of captures along the left edge finally settles matters: Black ends up ahead, with a Lance now promoted to White Horse.  Black then pulls the White Horse back to 15k, where it remains in control of the file while exerting additional pressure on White’s centre via the diagonal.  White tries to keep a handle on the situation and prevent any incursions by Black’s newly-minted Dragon King; he brings the Rook back to 1c to guard the third rank and swings the Dragon Horse back to 11b to protect the Side Mover on 13d.

Black seems to have chosen a good moment to break the tension on the left side; he ended up ahead in material, with a two strong promoted pieces remaining in control of the area.  White does have a strong wall of pieces blocking further progress by the Dragon King, but as of now none of them can threaten this powerful piece directly.

Dai Shogi 420 -- Move 360-01

351 P-8h 352 SM-10d 353 +L-14j 354 SM-10e 355 N-15i 356 P-5g 357 N-14g 358 DHx14e 359 FLx5h 360 Px5h

White elects to respond by pulling the Side Mover away from the dangerous Dragon King, and uses it to reinforce the centre.  Black continues to exert pressure from a distance via the White Horse, and starts moving the Knight forward along the 14- and 15-files.  Unfortunately this exposes the Dragon King to capture for a moment, as the Knight blocks the White Horse’s protection; White wastes no time in taking the Dragon King off the board.  A lucky escape by White?

Dai Shogi 420 -- Move 370-01

361 P-4f 362 G-5f 363 P-7h 364 Ky-6f 365 EW-8i 366 R-8c 367 FK-8l 368 FL-8f 369 P-9i 370 R-8d

Black now moves to take advantage of his gain of initiative.  He advances some more Pawns to gain more space and create some tension in the centre and on the left side, and his Free King which has been sat quietly off to the side for quite a while finally awakens and provides backup for the central Pawns.  White responds by bringing forward his Gold and Kirin on the right and swings the Rook over to the 8-file to help protect the centre.

At this point quite a lot of tension has built along the central files, but neither player has yet pulled the trigger.  Both are manoeuvring carefully to prepare for the inevitable clash.

Dai Shogi 420 -- Move 380-01

371 FD-13m 372 GB-11g 373 GBx11g 374 FKx12g 375 FL-11h 376 FK-15j 377 SM-13j 378 SM-9e 379 GB-11f 380 FKx11f

Now White mounts a rescue operation of sorts, aiming to recover his Free King from its imposing but ultimately useless post all by itself near the Black castle.  Triggering an exchange of Go-Betweens on 11g allows the Free King to dash back out of Black’s camp, and after a brief shuffle where it is threatened by Black’s Ferocious Leopard, the Free King is now back in the game and has picked up a Pawn and a Go-Between along the way.

The Free King is very powerful, particularly on a board this large where mobility is paramount, so rescuing it and putting it into service protecting the centre certainly seems prudent.  But will it be enough to deter Black’s determined advance down the middle of the board?

Dai Shogi 420 -- Move 390-01

381 FL-11g 382 FK-8c 383 FLx10f 384 SM-8e 385 FK-8k 386 R-15d 387 FD-15k 388 CS-13d 389 Ph-7i 390 P-12f

As it happens, White does quickly get the Free King back to base, and points it directly at the endangered 8-file.  Black finds a new means to menace the centre and curls the Ferocious Leopard up and around, gobbling up a Pawn and forcing the Side Mover to shuffle away.  Black’s Free King steps up slightly to offer its protection to the Flying Dragon on the left edge.  Now the stage appears to be set for a showdown on the central files.

Dai Shogi 420 -- Move 400-01

391 DK-12l 392 P-12g 393 SM-13k 394 AB-14c 395 P-9h 396 P-12h 397 FLx9g 398 FLx9g 399 Px9g 400 EW-8f

Yet more tension building up in the centre.  Black swings a Dragon King across the fourth rank to gain some control of the 12-file, while White advances the 12-Pawn forward to interpose itself in the White Horse’s line of fire.  Meanwhile Black pushes forward in the centre, triggering an exchange of Ferocious Leopards, which then forces White’s Evil Wolf to the side and off the 9-file.

Dai Shogi 420 -- Move 410-01

401 EW-9h 402 FK-11f 403 EW-10g 404 FKx11i 405 Ky-10l 406 Kyx4f 407 EW-9f 408 EWx9f 409 Px9f 410 FK-8f

Now, at last, the war in the centre kicks off.  Black’s Evil Wolf steps into the fray, threatening White’s Free King, which then takes the Pawn on 11i.  The Evil Wolves are exchanged in the centre, drawing White’s Free King right into the middle of the action.  After these quick exchanges, the centre is already much more open than it was just a few moves ago.

Dai Shogi 420 -- Move 420-01

411 DK-9m 412 Ky-4h 413 DE-5j 414 Kyx6h 415 Ph-6i 416 Kyx8h 417 P-9e+ 418 SMx9e 419 VM-10d+ 420 Cx14g

We’re getting into the endgame now!  The board is wide open, and the last few remaining long-range pieces have a great deal of mobility.  King safety will start to become an issue now, as threats may pop up virtually anywhere on the board with little warning.  Those short-range pieces with strong promotions become really dangerous now, as there’s a real chance they can reach the promotion zone and overwhelm the King’s remaining defences.

Black starts the action by bringing over the other Dragon King from the right side, bearing down on the 9-file.  White’s Kirin starts to advance, offering threats not only of captures but of possible promotion to a Lion.  Black ensures his Drunk Elephant, Side Mover and Phoenix hold the line, forcing White’s Kirin to detour toward the centre. 

Then Black pulls off a nice tactical ploy: pushing the Pawn on 9e and promoting coaxes a recapture out of White’s Side Mover.  This conveniently blocks the diagonal from the Free King to 10d, allowing the Vertical Mover to promote to Flying Ox on that square!  The Flying Ox is very powerful, able to move freely in every direction except sideways.  Black has punched a hole through the centre and now has a very dangerous piece perched right above the White King’s castle.  White seems to be at a loss, and rather than try to address this problem advances a Copper on the left flank.

Dai Shogi 420 -- Move 430-01

421 DKx9e+ 422 FKx9e 423 +VMx9e 424 DHx8k+ 425 SMx8k 426 C-13h 427 Phx8g 428 Ky-10h 429 Ph-6e+ 430 G-5g

Now White’s situation is extremely dire.  Black shunts his Dragon King forward to promote to Soaring Eagle right next to his Flying Ox, placing White’s Free King in the firing line.  White is forced to take immediately, because a Soaring Eagle with its Lion Power is simply too dangerous to be allowed to roam near the increasingly vulnerable King.  Black of course takes the Free King, giving him a very significant material advantage.

White retaliates by taking Black’s Free King with his Dragon Horse, promoting it to Horned Falcon in the process, but Black does not mind; his Phoenix is about to replace it.  Sure enough, after taking White’s Horned Falcon with his Side Mover guarding the fourth rank, Black marches his Phoenix forward and gains a new Free King as it promotes.

Dai Shogi 420 -- Move 433-01

431 +VM-8f 432 Ky-10f 433 +Ph-2a

Now Black starts setting up the kill.  He brings the Flying Ox onto the 8-file, pinning the Drunk Elephant to the King.  White desperately calls back his Kirin to threaten it, but Black simply sends his Free King to White’s back rank to check the King — the first check of the game, only 431 moves in (!!).  

Dai Shogi 420 -- Move 435-01

434 BT-7a 435 +VMx7e

To evade the check White brings the Blind Tiger back to 7a, blocking the Free King’s attack.  The Flying Ox then steps away from White’s Kirin, focussing its gaze on the Blind Tiger and pinning it in place.

Black now threatens checkmate on 7a, if the Free King slides over and takes the Blind Tiger, but then the Drunk Elephant would be free to recapture it.  To enforce mate, Black needs to find a way to pin the Drunk Elephant as well.

Dai Shogi 420 -- Move 439-01

436 G-4h 437 DK-12j 438 C-12i 439 DK-8j

With White’s forces scattered and helpless, Black’s task turns out to be relatively straightforward.  Black brings his Dragon King up to the sixth rank, deftly evades a last-ditch threat from White’s Copper General, and slides over to the 8-file, enforcing a pin on White’s Drunk Elephant.  

Dai Shogi 420 -- Move 441-01

440 Ky-10h 441 +Phx7a

The final moves are just a formality at this point, but White is a good sport and lets Black achieve checkmate on the board rather than resigning.  After one final pointless Kirin move, Black fires the Free King onto 7a and it’s checkmate — all the King’s defences are pinned in place, and there’s no escape!

I can’t speak for you, of course, but I very much enjoyed analysing this game.  Both players fought hard throughout, and in truth the mistakes White made were relatively minor.  A few positional overreaches, some needless captures here and there, and that was enough to let Black build up a positional advantage that eventually became insurmountable.  White did cause Black some panic here and there, but ultimately Black’s control of space and carefully-judged attacks won the day.

I hope this game can demonstrate to some of you out there that Dai Shogi is a phenomenal game that does bring some things to the table above what Chu Shogi offers.  Yes, the game is longer and slower, but in return you get a deeply strategic, positional game that is epic in scope.  The larger board affords tremendous flexibility in how you approach every stage of the game, and despite the sheer size of your army every piece has a role to play.  As a result, even when the Lions disappear off the board as in this game, plenty of taut excitement remains for the taking.

From here, I hope you’ll seek out some games of Dai Shogi for yourself, or even challenge me to a game, perhaps.  There’s something special about playing such an ancient and rich game that once was the most prestigious version of Shogi in medieval Japan; when I play, I feel like I’ve stepped back in time, to an era when we didn’t have to rush through every leisure activity, and spending a day or two on a drawn-out battle of small pentagonal wooden pieces was a perfectly sensible way to spend our days.  Luckily we still can enjoy this centuries-old treasure today, and it’s a useful and stimulating distraction during this terrible period in history we find ourselves in.

Now that I’m back in the blogging mood, I’m planning to analyse a Chu Shogi game as well (finally), and then I’ll take on Wa Shogi, the only large Shogi variant that uses drops as in modern Shogi.  In the meantime, I hope anyone out there reading this is staying safe and healthy.

 

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Dai Shogi, Part I: How to Play

Following on from my previous two posts about Chu Shogi (Part I, Part II), I plan to provide a full annotated Chu Shogi game for you.  This is still in the works, but Chu Shogi games are long, so that post will take quite a while to prepare.

In the meantime, I’m going to work in parallel on material for other historical Shogi variants.   Today I’m going to introduce you to Dai Shogi, Chu Shogi’s big brother and one of the earliest forms of the game.  Dai Shogi is often given short shrift by the Shogi variant community, who largely dismiss it as a slower, more boring version of Chu Shogi; hopefully by the end of this post I can convince you that this isn’t a completely fair characterisation.

One of the advantages of learning Dai Shogi is that if you know Chu Shogi, you can learn the basics of Dai Shogi in no time at all.   That means this post will be a bit more concise than the last two.  However — excuse me while I put this in bold type on a separate line for emphasis —

You must know how to play Chu Shogi in order to make sense of this post!

Now that’s out of the way, let’s get started!

The Origins of Dai Shogi

As mentioned in the first Chu Shogi article, we are aware of a large version of Shogi dating all the way back to the mid-12th century.  In the latter part of the 12th century the Nichureki was published, and this document describes an early form of Dai Shogi now generally referred to as Heian Dai Shogi.

Heian Dai Shogi was played on a 13×13 board with 34 pieces per player, with 13 types of pieces available.  Much of the board was therefore empty, and the pieces moved slowly for the most part, so most attempts at reconstructing this game find it to be rather glacially paced.

However, clearly the Shogi playing community of the time realised this fairly early on, and various diary references to Dai Shogi in the 14th century suggest it was a well-regarded game, so we suspect that the game evolved into its more robust 15×15 form by that time.  Dai Shogi is presented in detail alongside Chu Shogi in the Shōgi Rokushu no Zushiki (象棋六種之図式), originally published in 1443, which you can see below:

dai-shogi-book-scan

During the 15th century Dai Shogi was considered the most distinguished form of the game, as described by George Hodges:

“Large Shogi eventually became popular enough to be referred to simply as ‘Shogi’…. Similar references abound throughout the 15th century, and indeed many imply that Little Shogi was generally regarded as merely a boys’ game.”
–George Hodges, Shogi Magazine

Dai Shogi eventually lost popularity to Chu Shogi, which offered a lot of the same ingredients in a tighter package.  Chu Shogi was then the dominant form of Shogi until the late 16th century, when the introduction of the drop rule in Sho Shogi (small Shogi) turned the Shogi world on its head.  From that point onward, Dai Shogi largely vanished from the Shogi world, although we know it was still being played into the 19th century as it appears in a few famous woodcuts around that time.

Dai Shogi today has experienced somewhat of a revival, though much less so than Chu Shogi or Tenjiku Shogi.  Dai Shogi can be purchased and played relatively easily today largely thanks to the efforts of George Hodges, who disseminated information on Shogi variants around the Western world in the 1970s and 80s.  While in today’s fast-paced world a full game of Dai Shogi can be tough to organise, thanks to the efforts of dedicated Shogi fans worldwide there are still ways to get a game going via the internet or in real life.

The Rules

As you might expect from a game I keep calling ‘Chu Shogi’s big brother’, Dai Shogi is played on a bigger board: 15 x 15, with 225 squares, substantially larger than Chu Shogi’s 12 x 12 board with 144 squares.  Of course the starting armies are larger too; each player begins with 65 pieces of 29 different types, which is again a significant increase from Chu Shogi’s 46 pieces per player of 21 different types.  Including promotions Dai Shogi requires you to remember 36 different moves, a decent step up from 28 in Chu Shogi.

The starting position of a Dai Shogi game looks like this:

dai-shogi-initial-position-01

Diagram 1: Dai Shogi board with 2-kanji pieces.

There’s clear similarities here to the Chu Shogi setup: two Go-Betweens at the front, then a complete row of pawns, then a massive army lurking behind with the King at the very back.  However, because Dai Shogi has an odd number of files, the King can sit directly in the centre on the back rank.

Here is the initial position with all pieces flipped over to show their promoted sides:

dai-shogi-initial-position-promoted-01

Diagram 2: Dai Shogi board with pieces flipped to show their promoted sides (2-kanji pieces).

Just like in Chu Shogi, only the Lion, Free King and King don’t promote.  If you look closely you may notice a bunch of pieces promoting to Gold General — more on that later.

Now let’s zoom in and look at one player’s starting setup in detail, this time with 1-kanji pieces for better readability:

If you look more closely at Diagram 3, you will notice that the pieces are shuffled around somewhat compared to Chu Shogi.  The central position of the King is a bit more convenient, particularly given that the King starts already ensconced in a Basic Castle (two Blind Tigers and a Drunk Elephant in front, and flanked by two Gold Generals).  The Free King and Lion are now in two different rows, and to either side of them are several new pieces.  More new pieces are sitting close to the left and right edges of the board on the first and fourth ranks.  When we look down at Diagram 4, we can see that all of these new pieces promote to Gold General.  Along with these eight new piece types, Dai Shogi contains every piece type that is in Chu Shogi, and they have identical promotions in Dai as well.

The Basics

Rather than go through all the basic rules in full, which are nearly identical to Chu Shogi, I will just mention the key points:

  • Objective:  The goal of the game is to capture all of the opponent’s royal pieces — their King or Crown Prince (if applicable).  If a player has both a King and Crown Prince on the board, both must be captured for the other player to win.  A player may also win by eliminating every non-royal piece from their opponent’s army (the Bare King Rule).
  • Making Moves:  Black (at the bottom of the board in our diagrams) always moves first.  Players take it in turns to move one piece in their army in accordance with its movement abilities.  Pieces may not move into or through squares occupied by friendly pieces.  If that player’s piece moves into the same square as an opposing piece, that opposing piece is captured and removed from the game.  As in Chu Shogi, there are no drops in Dai Shogi; captured pieces are removed from the board and play no further part in the game afterward.
  • Promotion:  If a player moves a piece in their promotion zone — which in Dai Shogi consists of the five furthest ranks from that player’s starting position — they may choose to promote that piece by flipping it over.  That piece now becomes a different piece, as indicated by the characters on the promoted side.  Once a piece is promoted it may not un-promote.  If a player chooses not to promote a piece on its initial move into the promotion zone, the piece may promote on a subsequent move if it A) moves out of the zone, then back in, or B) captures an enemy piece within the zone.
    If a player chooses not to promote a piece and that piece reaches a point where it can no longer move, then that piece simply becomes a ‘dead piece’ and sits in place for the rest of the game, or until it is captured.  This applies to pieces that cannot move backwards, like the Stone General, Knight, Lance, and Pawn.
  • Repetition:  Repeating a board position with the same player to move is forbidden.  This is more strict than the official rules for Chu Shogi, which allow four repetitions.  Wikipedia claims that this rule does not apply when a player is in check.  A player may pass their turn using the Lion’s abilities, but two passes in a row are not possible in Dai Shogi, since that would create the same position with the same player to move.
  • Lion-Trading Rules:  There are no Lion-trading rules in Dai Shogi!  The larger board means the Lion doesn’t dominate quite so much as in Chu, although the Lion is still very dangerous in endgame situations.

The New Pieces

To learn Dai Shogi, we also need to learn the moves and promotions of the eight new pieces.  These new pieces are quite easy to remember:

There’s a few key points to note with these new pieces:

  • The Knight is back — Players of standard Shogi may have noticed there were no Knights in Chu Shogi, but the Knight has returned in Dai Shogi.  The Dai Shogi Knight moves like a Chess Knight, but only forward.
  • Longer-range weak pieces — Two of the new pieces, the Violent Ox and the Flying Dragon, are unique in that they are the only short-ranged pieces that can move 1 or 2 spaces in certain directions.  This can be helpful when facing off against an opposing group of weak pieces, as they exert a slightly larger influence across the board.
  • Simple promotions — All eight pieces promote to Gold General.  This means promotion is a little less exciting than with some other short-range pieces, but nonetheless a Gold General is a useful defensive piece due to its good coverage of adjacent squares, and a powerful checkmating threat when near the enemy King.

All of these pieces promote to Gold General, but not all of them have strictly upward-compatible moves; in other words, some pieces’ unpromoted moves are not a subset of the Gold General’s moves, meaning that you may not want to promote them in certain circumstances.

  • Upward-compatible pieces:  Stone General, Iron General, Evil Wolf, Angry Boar
  • Non-upward-compatible pieces: Knight, Cat Sword, Violent Ox, Flying Dragon

The upward-compatible pieces, however, should always be promoted.  Becoming a Gold General substantially increases their movement powers, so there’s no reason to leave them unpromoted.

If you know Chu Shogi, then getting to grips with these pieces should be very easy for you.  They all have simple moves and the same promotion.  To make things even easier for you, I’ve created reference sheets for all the Dai Shogi pieces in two versions: dai-shogi-reference (1-kanji) and dai-shogi-reference (2-kanji).  Click the links to download PDF versions, or click the thumbnails below for very high-resolution PNG images.

Why play Dai Shogi?

Amongst the admittedly small Shogi variant player community, Dai Shogi has a reputation for being just a slower and/or more boring form of Chu Shogi.  When looking for information on the game, one will frequently stumble on comments like this one, taken from the ChessVariants.com page for Dai Shogi:

“The extra pieces are rather weak, and promote to the also weak Gold General. As a result of this, and due to the longer time it takes the many steppers to cross the larger board, Dai Shogi is a much slower game than Chu. It is thus not surprising the latter quickly surpassed Dai Shogi in popularity.”

Or this comment buried within the Chu Shogi page on Wikipedia:

“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 were all rather weak and all promoted to gold generals. Furthermore, the larger board of dai shogi makes the slow-moving step movers even slower. All of this made for comparatively dull gameplay.”

I cannot stress enough that I strongly disagree with this assessment.  Dai Shogi is definitely a longer game, generally speaking; a typical Chu Shogi game might last 300 moves, whereas a Dai Shogi game can reach 400-500 moves, or sometimes substantially longer.  Here is the final position of a game I played online that I won after 568 moves:

dai-shogi-aftermath-568moves copy

When you see a number as large as that, you may be turned off.  But that final position shows how violently thrilling a good Dai Shogi game can be.  My 65-strong starting army was whittled down to only 16 pieces, and this was due to some extravagant piece sacrifices throughout the game to gain positional advantage and a series of  bloody exchanges.  During the game my Lion captured about a dozen opposing pieces before finally being dispatched.  If you look at my castle at the bottom of the board, you can see the final desperate lunge of my opponent’s last-minute attack before I finally clinched the victory.  So yes, the game was long, but it was a nail-biter throughout.  After that game I could never call Dai Shogi ‘boring’ or ‘slow’.

I should be clear that I would still generally recommend Chu Shogi over Dai Shogi — Chu is tighter, shorter, and just a devastatingly good game.  But compared to Chu Shogi, Dai Shogi offers a new experience — more intricate and strategic, while losing none of the tactical complexity of Chu.  In fact, I propose there are some significant advantages to Dai Shogi for the aspiring Shogi fanatic:

  1. Bigger board, bigger armies:  Yes, having a larger board does lengthen the game, and there are more pieces to remember.  But the larger board also opens up more strategic flexibility.  Openings are less sharp than in Chu, and you have more time to build up an attacking force and prepare your defences.  The larger army also makes the game a bit more forgiving — early mistakes can be mitigated more easily, as individual pieces are less impactful on such a large board.
  2. Convenient starting array — Dai Shogi has an odd number of rows and columns on the board, unlike Chu, so the starting position is more symmetrical.  The King begins in the dead centre on the back rank, and he starts the game already in the Basic Castle formation we know and love from Chu.  That means it is viable to simply leave the King where he is and focus your opening on developing your attacking pieces, rather than spending moves on collecting your defensive pieces together.  The new short-range pieces also start the game closer to the front lines, so gathering your forces to the front is not too onerous.  In general the starting formation feels very carefully and cleverly designed, and it enables opening play to maintain a good pace, without much need for back-rank defensive reshuffles.
  3. No Lion-trading rules — The ChessVariants.com page on Dai Shogi appears to cite this as a negative, bizarrely.  The Lion-trading rules in Chu Shogi, while they serve a very important purpose and definitely benefit the game, are also difficult to learn, filled with weird exceptions, and at times counter-intuitive.  Dai Shogi can dispense with them entirely, since the Lion is still powerful here but not totally dominant, and that means we get to enjoy its powers without worrying about any rules-lawyering being needed in unusual board situations.
  4. A nice stepping-stone to larger games:  Dai Shogi is far from the biggest form of Shogi.  I will cover these in later articles, but you can see a bit of information on the larger Shogi games in my introduction to Shogi.  Most of these larger beasts are very significant leaps in complexity from Chu Shogi; Dai Dai Shogi, for example, has 64 types of pieces in the starting position, compared to 21 in Chu Shogi.  Dai Shogi brings some of the benefits of these larger games — greater strategic scope, more expansive opening strategies — but can be easily learned in an afternoon if one already knows Chu Shogi.  This makes Dai Shogi an ideal introduction to the large Shogi games, which beyond simply being immense, are actually well-designed and fascinating games to play.

So, taking all those points into account, I do believe Dai Shogi offers something of its own character.  Dai may not have the extravagant piece variety of Dai Dai Shogi, or the all-powerful Emperor of Maka Dai Dai Shogi, but it does offer a compelling, strategic gameplay experience without much more mental overhead than Chu Shogi.  Dai Shogi is by any measure an extremely large member of the Chess family, yet it manages to be so without becoming unmanageable.  I’d even say that in some ways it may be more forgiving for beginners than Chu Shogi, given that mistakes hurt a bit less here and opening play is more freeform, and not needing to learn the Lion-trading rules is a nice bonus.

R. Wayne Schmittberger, perhaps one of the most experienced large Shogi players in recent history, does prefer Chu Shogi but offers this endorsement of Dai Shogi’s attractions:

“The extra space between the starting forces and the greater number of pieces permit greater flexibility in playing the opening than in Chu, and hence greater scope for creativity.”

Ultimately, it’s technically true that Dai Shogi is basically ‘Chu Shogi, only bigger’, but I would emphasise that the game offers greater scope for strategic intrigue and complexity — and yet still remains comprehensible.  In that respect I think it has a character all its own, and is well worth taking the time to explore.

Basic tips for beginners

To be perfectly honest, there’s not a whole lot of information out there about how to play Dai Shogi at a high level.  However, the game’s similarity to Chu Shogi at least offers a strong starting point.  What I will do here is highlight some key points of Chu strategy, and describe how to adapt them to Dai Shogi; I will also talk a bit about how to utilise the new pieces.

The Opening

As mentioned above, the opening in Dai Shogi is a bit more freeform than in Chu Shogi, thanks to the larger board area.  However, the same opening principles used in Chu Shogi can be usefully applied here:

  • Don’t neglect your short-range pieces:  In Dai Shogi you have a wider Pawn line, so be sure to bring forward some of your new short-range pieces to fortify your Pawns.  As in Chu Shogi, any weak points in your front line will be vigorously attacked by the opposing Lion, so try not to allow any obvious weaknesses to develop.  Out of the eight new pieces, the stronger ones — the Flying Dragon, Violent Ox, Evil Wolf, and Iron General — can be used as active attackers as you steadily advance your Pawn line.  The weaker ones — the Stone General, Angry Boar, Cat Sword and Knight — are still valuable up front, but more for force of numbers than as the vanguard.  Knights in particular are easy to lose by mistake, as they jump forward relatively quickly but in a very limited way; advance the Knights carefully, and avoid jumping them into positions that reduce their already limited mobility.
  • Keep your King safe:  The King starts in a Basic Castle from move one, so rather than shuffling around your pieces to form a castle you can instead focus on fortifying this pre-existing structure.  As in Chu, bolstering that formation with your Silvers, or even with your Dragon Kings or Dragon Horses can be useful.
  • Place your Lion high and central:  Despite the somewhat weaker influence of the Lion in Dai, and its greater susceptibility to capture due to the lack of anti-trading rules, the Lion is still well-placed at the front of the action.  Use your Lion to stake a claim to the centre and exert its influence as strongly as you can.  The Lion can easily exploit weaknesses in the enemy front line to claim some quick material gains, and its presence can force the enemy to channel their forces away from the centre, allowing you to fortify your defences on the appropriate side of the board.  Just be aware of the threat of a Lion trade if your opponent gets fed up; sometimes you may want to jump the Lion behind the Pawns to fortify your front line whilst staying out of trading range.

The old Lucky Dog Games site on Dai Shogi has some sample openings, which I’ve diagrammed below for your convenience:

dai-shogi-opening-sample-1-01

Diagram 7: Position after 1.P-9j P-7f 2.P-7j P-9f 3.DH-12n DH-9g 4.EW-10l Ln-9e 5.P-10j Ln-8g 6.P-6j P-4f 7.Ph-9k P-3f 8.Ph-10k EW-6d 9.EW-9k EW-7e 10.Ln-6k P12f

In this position we see a fairly solid early opening from both sides, with several central Pawn advances backed up by the Lion.  Both players have brought their Evil Wolves forward as well to reinforce the advanced Pawns.  The centre looks set to be a stage for some Lion manoeuvring; the later stages of the opening may see the players developing an attacking posture on one side of the board, leaving the Lions and Wolves to battle over the centre.

dai-shogi-opening-sample-2-01

Diagram 8: Position after 1.P-9j P-7f 2.DH-7i P-9f 3.EW-10l Ln-9e 4.EW-9k Ln-8g 5.EW-8j Ln-10i
6.Ln-9k Lnx11j-12i 7.N-13m P-8f 8.P-6j Ky-7e 9.P-4j P-6f 10.P-3j Ph-8c

Here White has jumped the Lion directly into the action, capturing a Go-Between on the left side in the process.  Black has chosen to lock down the centre instead, with a well-placed Lion and an Evil Wolf and Dragon Horse advanced as well.  The advanced Pawns on the right suggest Black may be planning to develop an attack along this flank.

Granted this is very early in a Dai Shogi opening — an opening in this game can easily last 100 moves or more — but at this stage I feel Black is more solid.  White’s Lion has made a small material gain but is unprotected and could be harassed, allowing a further gain of tempo for Black.  Black meanwhile has an early hold on the centre and has moved various pieces rather than jumping the Lion all over the place, giving them better piece development overall.

dai-shogi-opening-sample-3-01

Diagram 9: 1.P-13j P-7f 2.FD-12j Ln-7e 3.P-10j Ln-8g 4.Ln-10k Ln-6i5.P-14j P-9f  6.VO-14k Lnx5j-4i 7.N-3m DH-7g 8.Ln-8i P-10f9.B-9j FD-12b 10.R-14l P-12f

In this position White has again spent several tempi unleashing the Lion, this time grabbing a Go-Between on the right side.  Black is clearly developing an attack along the left side, having advanced a Violent Ox backed up by a Rook.  Black again holds the centre, this time with a Lion protected by a Bishop.  The Lion’s influence also helps restrict White’s Dragon Horse.

Again I’d suggest Black has made better use of their early turns here.  White’s Lion does restrict Black’s development along the right side, but Black has already made gains of space on the left and can freely develop their attack over there.  Black’s Lion is dominant in the centre, and they are strong on the 14th file as well.

dai-shogi-opening-sample-4-01

Diagram 10: Position after 1.P-9j P-7f 2.P-8j P-9f 3.P-6j Ln-9e 4.Ln-8k DK7d-8c 5.P-3j EW-7d
6.DH-4n P-8f 7.EW-6l EW-8e 8.B-7j N-3c 9.GB-5i P-4f 10.EW-6k P-8g

Finally, in this last example both players have advanced in a more cautious way.  Both Lions are centrally placed and protecting the Pawn line.  Both have brought their Evil Wolves forward to support Pawn advances.  Neither player has obvious weaknesses; Black appears to be preparing an advance on the right side, whereas White is advancing in the centre, perhaps to prepare a higher Lion placement.

These opening positions are instructive examples of the extremely varied play that is possible in the Dai Shogi opening.  Despite the larger board, players can exert pressure quite early in the game, forcing the opponent to commit their attacking forces to one side or another.  Piece placement can vary enormously depending on players’ particular style, so maintaining flexibility is important.  As in Chu, advancing the weaker pieces is critical to developing a strong attacking posture, and those pieces should serve to reinforce your Pawn line.  As we can see in these examples, the Evil Wolf is a useful piece to develop in the early going, and is conveniently placed to support early Pawn advances.

The Middlegame

The middlegame of Dai Shogi is a spectacularly complicated affair, so it’s difficult to offer much more than very basic concepts here.  In general, we will apply the principles we learned in Chu Shogi, while bearing in the mind the consequences of the larger board:

  • Advance methodically:  Perhaps even more true in Dai than in Chu.  Your army has a larger and more varied array of short-range pieces, including two that have a two-square movement range (the Flying Dragon and the Violent Ox), so be sure to advance these on the front where you are developing your attack.  On such a large board it’s hard to resist the temptation to advance your Pawns quickly to get things going, but try not to fall victim to that impulse.  A solid Pawn line supported by your stronger short-range pieces — Evil Wolves, Violent Oxen, Flying Dragons, Iron Generals, Copper Generals — will gain you space much more effectively than a hurried Pawn push with little support.  The Lion is slower in this game but still has an insatiable appetite for Pawns and Go-Betweens!
  • Avoid pointless material losses:  This is another general Chu Shogi principle that works well in Dai.  Patience is a virtue here, and even though the larger armies make individual material losses less impactful, at some stage you will need to exert force on some part of the board to gain space and cramp your opponent’s defences; doing so is much harder if you lack the numbers.  If you do end up down in material, avoid major exchanges of pieces; instead, try to gain enough space to promote some pieces, which can make up for the lost material value.  Conversely, if you hold a material advantage, try to force an exchange; this will open up lines of attack, but your material edge will ensure you are better able to exploit this new space than your opponent.
  • Don’t rush toward promotion:  The bigger board of Dai means that gaining space all the way to the promotion zone will take more time and effort.  In general, the larger board means long-range pieces have even more power than in Chu, so advancing pieces with a long-range promotion will be very helpful in the later stages of your attack.  For this reason you want to ensure that your pieces with strong promotions can promote safely, so take the time to secure space at the edge of the promotion zone before dashing forward to upgrade your forces.  As in Chu, some pieces with strong promotions should be held back until the endgame starts — namely the Gold General, Phoenix, Kirin and Drunk Elephant.  The Golds and the Drunk Elephant are very useful defensive pieces, so don’t promote them unless they have a clear path toward the promotion zone and your King is otherwise secured.  The Phoenix and Kirin promote to the strongest pieces in the game, so keep them back behind your front line until the board opens up; even then, keep them protected as much as possible as they head for promotion, as their movements are rather slow and awkward.  As in Chu, a promoted Vertical Mover is a powerful addition to your attack.
  • Keep your Lion centralised and patrolling:  This general principle from Chu is still fairly useful here, but as you can see from the sample openings above, the larger board area does permit some different Lion adventures at times.  The challenge with the Lion in Dai is to maximise its impact in the opening, where it is safer from long-range attack due to the interposing pawns on both sides, and in the endgame, where a Lion assault on the King is often decisive.  In the heat of the late middlegame, where pieces are dropping like flies and numerous lines of attack are opening up, make sure to keep your Lion safe from sniping attacks from long-range pieces.  Do not be afraid to drop the Lion back to safety temporarily; better to keep the Lion alive deep into the endgame than to valiantly sacrifice it for early material gains.  You will be glad you protected your Lion as you enter the endgame, particularly if a spicy mutual-checkmating-attack situation develops.
  • Don’t forget about defence!  A useful principle to keep in mind in Dai as well as Chu — or in fact in any Chess-type game, where defence is less glamorous than attack and is all too easily neglected.  As in Chu, your Rooks and Side-Movers are extremely useful for defence; R. Wayne Schittberger recommends dropping your Rooks back to the third rank to patrol in front of the King’s castle.  Side-Movers can be placed on the fourth and fifth ranks to mount a solid defence against the enemy Lion.  Keeping short-range pieces in defence of your edge pieces — the Lance and Reverse Chariot — can be useful too, in order to prevent an exchange along the edge opening a pathway to promotion for your opponent.

The Endgame

The basic principles of the endgame in Dai are very similar to Chu: advance your Golds and Drunk Elephant when it is safe to do so; advance your Lion toward the enemy King; and promote your forces when possible to make your attacking army more dangerous.  The major addition in Dai are the new short-range pieces, in particular those with unusual moves that may not benefit from a promotion.

The puzzles below illustrate the powers of these new pieces in a checkmating attack.  The Violent Oxen and Flying Dragons can be useful here, in that their slightly longer range can help restrict the movement of the enemy King.  These puzzles are the only Dai-Shogi-specific tsumeshogi I’ve managed to find to date, and they didn’t come with solutions; I’ve dug these out of my archives and diagrammed the solutions so you can check your answers.  I’ll present the four puzzles below, and solutions will come after my concluding section:

Final thoughts

Dai Shogi occupies a somewhat unfortunate position in the Shogi variant world; Dai has a little brother that’s extremely highly regarded, and larger siblings with very unique pieces and patterns of play.  That leaves Dai somewhat at sea, being a larger version of Chu but without the craziness of other large variants like Tenjiku Shogi or Dai Dai Shogi.

However, I hope this article conveys the attractions that Dai Shogi can offer, and shows that it’s more than just Chu’s bigger, slower predecessor.  Dai is a highly strategic game with a dynamic opening phase, and while the new pieces are of the weaker variety, they do have some unique characteristics that can come into play.  Dai Shogi is also a great stepping-stone toward the aforementioned larger, crazier variants, given that it shares their size and strategic richness but is much easier to learn.

If you want to play Dai Shogi online, your options are unfortunately rather limited — you can play via PBEM on Richard’s PBEM Server (Dai Shogi is a sub-option of Chu Shogi).  You can also play via this Japanese site, although you’ll need to have Flash enabled (my 568-move game above was played there).

For real-life play, your best option is to purchase physical sets with plastic pieces and sturdy vinyl boards from Angela Hodges.  Real wooden Dai Shogi boards are still available in Japan, although the prices are significant, and wooden pieces are even more expensive; both the pieces and boards tend to be rare, so if you’re keen then I suggest buying them as soon as you see them in stock.  The Go and Shogi store I linked there is very accustomed to international orders, and the proprietor speaks English well, so I can easily recommend them if you fancy a traditional wooden set.

Now that we’ve covered essentially all the basics of Dai Shogi in this post, my next Dai Shogi post will be an annotated game.  The game in question is, unsurprisingly, very long, so this post will take some time to prepare.  In the meantime, I will focus on presenting an annotated Chu Shogi game and will start my introduction to Tenjiku Shogi.

Tsumeshogi Solutions

dai-shogi-puzzle-1-3moves-solution2-01

Puzzle 1 Solution

The first puzzle may take a few tries to get; there are actually quite a few options for the first move, but only the Kirin sacrifice ensures the King cannot escape to the left and delay the mate.  Remembering that the Dragon Horse is still able to promote in this position helps to find the pathway to the solution.  In the end, the combination of the powerful Horned Falcon and the lowly Stone General is enough to secure the win.

dai-shogi-puzzle-2-5moves-solution2-01

Puzzle 2 Solution

The second puzzle provides a moment for the Knight to shine.  Again the promotion rules are paramount here; the Reverse Chariot and Lance are both just outside the zone, so giving double-check with the Knight forces the King into position to be trapped by their promoted forms.  The Violent Ox serves to box the King in and protect the Knight from capture.

dai-shogi-puzzle-3-7moves-solution2-01

Puzzle 3 Solution

Puzzle 3 is a bit more of a challenge; there are a number of blind alleys one can wander down before discovering the most forcing line.  The solution makes clever use of the Stone Generals to pull the King out of the corner and restrict his escape squares.  The final mate is a deadly combination of Dragon King and Stone General.

dai-shogi-puzzle-4-9-moves-solution2-01

Puzzle 4 Solution

The final puzzle has a 9-move solution, which seems intimidatingly long, but in actuality the solution is pretty straightforward (both literally and figuratively).  The key to this one lies in recognising the Vertical Mover’s dominance of the 2-file; with that file locked down, the Violent Ox can use its 2-square range to simply push the King back until the Side Mover must take the Ox, and then the Bishop’s diagonal is unblocked, allowing the mate.

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Chu Shogi, Part I: How to Play

As some of you out there already know, I’m a huge fan of Shogi, the Japanese version of Chess, and its many variants.  Shogi is a dynamic, attacking game enjoyed by millions of players around the world, and in my view is the most exciting of the major Chess variants played today.  Chu Shogi is my favourite of the many larger variants of Shogi, and in my estimation is the best-designed game of the lot.  I hope that by the end of this very long post you might be inspired to give this unique and fascinating game a try.

I have to admit that, as much as I love Chu Shogi, it is substantially more difficult to learn than modern Shogi or Chess.  The board is large — 144 squares, as compared to 64 in Chess or 81 in modern Shogi — and each player starts with 46 pieces in their army.  In Chess you need to learn the moves of six different types of pieces, whereas in Chu Shogi there are 28 different moves to remember!

However, once you get a game or two under your belt, all that complexity will melt away — you’ll be surprised how quickly the rules will become second nature.  In this post I’m aiming to help you on that journey, by providing a complete reference to all the rules and piece movements you need to know to get started with this fantastic game.

I’ll start first with a brief look at the origins of the game, then I’ll describe the rules in detail, then I’ll show off the moves of all the pieces, and finally I’ll offer some basic tips for new players.  Note that given the detailed kanji characters on the pieces and the complexity of some of the diagrams below, I’ve made this post so that each image links directly to a much larger version — please do click through to the larger images if any of the diagrams look a bit cramped on your device.

What is Chu Shogi?

Back in the 14th and 15th centuries, before modern Shogi existed, the Japanese were playing not just one, but three main variations of Shogi: Sho Shogi, Chu Shogi and Dai Shogi.  These names mean, respectively, Small Shogi, Middle Shogi, and Large Shogi, and refer to the different board sizes used by each game: Sho Shogi is the direct predecessor to modern Shogi and is played on a 9×9 board; Chu Shogi uses a 12×12 board; and Dai Shogi is played on a 15×15 board.  There were many other Shogi variants being developed in Japan around this time, but these three games were by far the most popular.

Chu Shogi is one of the most popular variants of Shogi played today, chiefly because of its finely balanced armies and the dominating presence of the Lion, a spectacularly powerful piece that shapes the entire game.  A game of Chu Shogi is substantially more strategically and tactically complex than the smaller Chess-type games we’re used to, and offers the dedicated player limitless variety and challenge.  Learning how to coordinate one’s army of 46 pieces on this large board can help us achieve greater strategic heights in our Shogi and Chess games, too.

Thanks to its fantastic play experience, Chu Shogi is the only ancient ancestor of modern Shogi that remains officially alive today.  The Chu Shogi Renmei in Japan is the governing body for the game, and there are still regular tournaments happening.  Here in the West, Chu Shogi has a small but die-hard following, and many Chu players consider it perhaps the best Chess-type game ever invented (I agree with this assessment).  Nowadays Chu Shogi can be played online in real-time or correspondence forms, in domestic and international tournaments (albeit with only a few players), and solo against strong computer opponents.  Chu Shogi is more accessible than ever, so why not give it a go?

The Origin of Chu Shogi

Chu Shogi’s immediate ancestor is Dai Shogi, which first appeared in the form of Heian Dai Shogi, a rather ponderous game played with 34 pieces per player on a 13×13 board.  This game is first described in the diary of Fujiwara no Yoninaga, a high-ranking general, which was written between 1135 and 1155.  Various other diaries throughout the 14th and 15th centuries make reference to Dai Shogi and present it as the most enjoyable form of Shogi, which suggests by this time it had reached its later form of a 15×15 game with 65 pieces per player (which is enormously better than Heian Dai Shogi).

The first reference I’ve found to a much larger form of Shogi comes in a mid-14th century text called Isei Teikin Orai.  The book refers cryptically to a form of Shogi with 36 pieces on the board and a ‘dense’ form of Shogi with, apparently, 360 pieces.  Unfortunately there are no further details in this book about this mysterious form of large Shogi, although perhaps it is a very early reference to some form of Tai Shogi with its 25×25 board and 354 pieces?  Recent research by Professor Tomoyuku Takami proposes that, based on late Heian and Muromachi period documents, the first large Shogi may in fact have been Maka Dai Dai Shogi, which was then reduced in size to form the other large variants including Chu Shogi.  More on this to come when I cover Maka Dai Dai Shogi in a future post.

The first detailed presentation of Chu Shogi’s board and rules comes in an Edo Period text titled Shōgi Rokushu no Zushiki (象棋六種之図式), which itself has a tangled history.  The book was previously published by 16th-century Shogi craftsman Minase Kanenari as Shogi Zu (Illustrations of Shogi) in 1591, and he said it is a copy of a text he borrowed from a Kyoto Temple that originated in 1443.  Allegedly that text is itself a copy of an even more ancient document, but we don’t know anything about that original source.

Below you can see scanned pages of the Shōgi Rokushu no Zushiki that show the Chu Shogi board, promoted pieces, and the movement powers of the pieces:

Thanks to this book we know that Chu Shogi existed in essentially its current form all the way back in 1443, and possibly significantly earlier.  There are two other Edo-era sources, the Sho Shogi Zushiki  and Shogi Zushiki from the late 17th century, which also describe the rules of Chu Shogi and numerous other variations of Shogi.  In most cases they agree on the rules, but some of the very large games have some inconsistencies across these three volumes — more on that when I cover those games in future posts.

Regardless of some of the inconsistencies here and there, Shogi historians generally agree that Chu Shogi was a reduced form of Dai Shogi, which may have been the first large Shogi game or itself derived from larger games.  Chu Shogi was then reduced further to Sho Shogi on the 9×9 board, and in the 16th century the drop rule was introduced, giving rise to the modern form of Shogi.  Subsequently this rejuvenated version of Sho Shogi became by far the most popular form of the game.  Prior to that, Dai Shogi was considered the most prestigious form of Shogi, followed by Chu Shogi, whereas Sho Shogi was thought to be a short and easy game more suitable for children (!).

After modern Shogi took over, Chu Shogi still remained mildly popular all the way into the 20th century.  Unfortunately the game suffered a significant drop in popularity following World War II, and even strong support for Chu Shogi from some professional Shogi players failed to revive it to its former glory.  In the 1970s and 1980s, an Englishman called George Hodges collaborated with Japanese Shogi scholars to bring Chu Shogi, Dai Shogi, and many other Shogi variants to Western audiences.  George Hodges is largely responsible for popularising these games in the West, and he even produced physical sets for large Shogi variants all the way up to the gigantic Tai Shogi.  Unfortunately George died in 2010, but his widow Angela Hodges continues producing his Shogi variant sets to this day.

The rules I’ll be presenting here are the rules used by the Japanese Chu Shogi Association, the Chu Shogi Renmei.  While these differ in some respects from the rules generally used in the West, particularly in the promotion rules and King-baring rules, the textual evidence we have such as Chu Shogi checkmate puzzles indicates that the Chu Shogi Renmei rules are the same ones used in medieval Japan.  For that reason I encourage you to use these rules, as they seem to be historically correct and also have less ambiguity in certain board situations.

The Rules

At the beginning of a Chu Shogi game, each player starts with 46 pieces of 21 different types.  The initial board position looks like this:

chu-shogi-initial-position

Diagram 1: Chu Shogi initial position

Just for clarity, for the rest of this post I’ll refer to the two sides as Black and White — Black on the bottom of the board heading up, White at the top heading down.  Note that some game records from a long time ago have Black at the top rather than the bottom, but this is always noted somewhere if that’s the case.

Winning the game

As in any Chess variant, the goal of Chu Shogi is to eliminate your opponent’s King.  However, unlike Chess, in Chu Shogi you must capture the King, rather than checkmate it — and it’s possible to have two royal pieces at once in Chu Shogi, the King and a Crown Prince.  If a player has both a King and a Crown Prince in their army, then the opposing player must capture both of those pieces in order to win.

The nature of Chu Shogi’s win condition means that there’s no stalemate as in Chess, and there’s no prohibition against moving a royal piece into check or checkmate.  Obviously this is normally a pretty bad idea.

The Bare King Rule

The Chu Shogi Renmei adopts an additional rule where baring the enemy King is also a win; in other words, if you eliminate an opponent’s entire army except a King or Prince, then you win.  However, if your opponent could on their next move bare your King as well, this is a draw, or if they could capture it on the next move,  they win instead.

The rule further specifies that any endgame of King + some pieces versus a bare King is a win for the baring side, except when they only have a King + Pawn or King + Go-Between, in which case they have to promote the piece in question first in order to claim the win.

In practice the Bare King Rule isn’t hugely important, as most players would resign anyway as soon as the game seems hopeless, but nevertheless the rule has some interesting consequences for certain endgame situations.

Taking a turn

Once the game starts, Black moves first.  The players alternate moving one piece on the board according to the specific movement powers of that piece.  If that piece lands on a space occupied by an enemy piece, that piece is captured and permanently removed from the game (there are no modern-Shogi-style drops in Chu Shogi).  Pieces cannot capture or move through friendly pieces.  If a capture occurs then the move ends at that point — unless the capturing piece has ‘Lion Power’ (explained below), in which case a second capture can be performed.  If the captured piece is the opponent’s last remaining royal piece (King or Prince), then the game ends immediately and the capturing player wins.

Normally a player must move a piece somewhere on their turn, but certain pieces with ‘Lion Power’ can ‘move’ without actually changing the board position — this means that player effectively passes their turn.  This may be relevant in certain tight endgame situations where not moving can be preferable to moving.

Repeating positions

Sometimes during the course of play, players may enter into a cycle of repeating positions — for example, if a player is threatening their opponent’s King repeatedly with the same piece.

Chu Shogi Renmei’s rules have comprehensive guidelines for dealing with repeated positions:

  • If the board position is repeating due to one player repeatedly checking the opponent’s King or Prince (placing them under immediate threat of capture), then they must change their move before the 4th repetition of the same position or lose the game.
  • If one side is repeatedly attacking the opponent’s non-royal pieces during the repetitions, the attacking side must change their move before the 4th repetition of the same position or lose the game.
  • If the position is repeating due to both players passing using ‘Lion Power’ pieces, then the first player who passed must change their move before the 4th repetition of the same position or lose the game.
  • If the position is repeating and neither side is attacking, then a draw can be claimed.
  • In cases not covered specifically by the above rules, then whichever side causes the 4th repetition of a board position will lose the game.

Generally speaking, due to the lack of stalemate and perpetual check thanks to the above rules, draws are rather rare in Chu Shogi.

Promoting pieces

Both players have a promotion zone on the board that consists of the four end rows of the board from their perspective (the rows that contain the bulk of their opponent’s army at the start of the game).  So, Black’s promotion zone is rows A through D in the above diagram, and White’s is rows I through L.

If a player advances one of their pieces into their promotion zone, they may choose to promote that piece by flipping it over; the other side will have different characters written in red that show the name of the promoted piece.  Promoted pieces are more powerful than the starting version of the piece — often significantly more powerful.  Once a piece is promoted, it remains promoted until the end of the game.  Promotion happens for each piece only once.

Here’s the starting position of Chu Shogi with all the pieces flipped to show their promoted sides:

chu-shogi-initial-position-promotions

Diagram 2: Chu Shogi initial position with pieces flipped to their promoted sides

Note that three of the pieces still have black characters on them — these are the King, Lion and Free King, none of which can promote.  I’ve left them in these diagrams just as a reminder of their position in the starting array.

When a piece moves into the promotion zone, promotion is optional — this may sound pointless, but there are situations where promotion may not be advantageous, at least not right away.  Some pieces have promoted forms with very different movement abilities, so you may wish to defer promotion if you could make better use out of the original movement pattern.

If you want to promote the piece later after deferring when you first entered the promotion zone, you have to either A) move the piece out of the promotion zone, then re-enter the zone and promote on that move, or B) capture something in the promotion zone.

Note that some pieces that cannot move backward — Pawns and Lances — could theoretically get to the last row on the board and never be able to move again.  If an unpromoted Pawn is about to reach the last rank, you can promote it even on a non-capturing move; if any other piece gets stuck unpromoted on the last rank, it just sits there unable to move until it gets captured.

NB: I’m using the Chu Shogi Renmei promotion rules here, which are more strict than the rules on Wikipedia or in the Middle Shogi Manual.  In those rules, you can promote any piece after a non-capturing move when already within the promotion zone.  However, this makes a lot of Chu Shogi board positions a bit more ambiguous and can cause some rules questions, so I recommend the Chu Shogi Renmei rules.

The Pieces

Remembering all the different moves of the Chu Shogi pieces is a bit challenging at first, but you’ll soon see that there’s a certain logic and pattern to them.  The vast majority of pieces can move in a few directions one square at a time, or over any number of squares in some directions, or some combination of the two.  A few pieces can jump over some squares, even if those squares contain friendly or enemy pieces.  A few others have ‘Lion Power’ and effectively move twice in a turn; this is explained further below.

I’ve made some handy diagrams to illustrate the moves of all the pieces.  The diagrams show you the pieces in a rough order, starting from the top row of your army down to the last row.  Each piece’s promoted form is shown below its initial form.  Remember that the King, Free King and Lion don’t promote.

In the diagrams below, orange squares indicate squares a piece can step to during a move; squares with stars indicate squares pieces can jump to, passing over intervening pieces; arrows indicate directions in which the piece can move an unlimited number of squares; and finally, exclamation marks indicate the piece can perform igui capture on that square (see ‘Lion Power’ below).  As always, click each picture to see a massive huge version of the diagrams.

You’ll notice a certain pattern to the distribution of piece movements in the starting position.  The back rank contains the King, the Drunk Elephant (both a strong defensive piece and capable of promoting into a royal Crown Prince), and a large crew of short-range Generals.  The second and third ranks contain mostly longer-ranged pieces, with the most powerful pieces sitting in front of the King.  The fourth rank consists of 12 Pawns, and finally in the fifth rank we have two Go-Betweens, the spearhead of our advancing army.

Note that to help you remember the piece names in full, I’ve used two-character pieces in the above diagrams, but for some subsequent diagrams (and in future Chu Shogi articles) I’ll mostly use abbreviated, one-character pieces to aid visibility.  Here is a zoomed-in view of one player’s army with one-character pieces; the first diagram shows the starting position again, and the second has all the pieces flipped to show their promoted sides:

For players of modern Shogi, you’ll see that that in general there are many more powerful pieces in Chu Shogi.  In Shogi the most powerful pieces are the Dragon King and Dragon Horse; in Chu, you have two of each these on the board at the start of the game, and when they promote they become much more devastating.  In Chu you also have the Free King, sometimes called the Queen, which moves as far as it likes in eight directions just like a Chess Queen (but Chu Shogi invented this piece 250 years earlier!).  Finally you have the Lion, a piece so flexible, powerful and exciting to use that it inspired me to write a whole article about powerful pieces in Chess variants.

Print versions: I’ve also produced two single-page reference sheets for all the Chu Shogi moves, one version with 2-kanji pieces and another with 1-kanji pieces.  The pieces are paired up with their promoted forms and again mostly follow the order of the diagrams below.  Hopefully these will help you out if you bring a Chu Shogi set to a games night or your Chess or Shogi club.

Lion Power

To understand how strong the Lion is, you need to understand its special movement rules, referred to as ‘Lion Power’.  As you can see in the diagram above, the Lion can jump over one square in any direction, bypassing any friendly or enemy piece on that square.  However, it can also do something uniquely powerful — it can perform two single-square moves in any direction in a row, on one turn, and one or both of these moves may be a capture.

This has some interesting side effects — for one, the Lion may appear to capture an adjacent piece without moving, by moving to its square, capturing it, then moving back to its starting square.  This is called igui — Japanese for ‘stationary eating’ — and in the diagrams above the squares where igui is possible are marked by exclamation marks in the Lion’s diagram.  The Lion may also move to an adjacent empty square and then back, appearing not to move at all; this is how one may ‘pass’ their turn, as mentioned above.  Finally, the Lion may capture two pieces in one move.

Here are a couple of examples of the Lion’s unique powers:

chu-shogi-lion-moves-01

Diagram 3: Examples of ‘Lion Power’

As you can see, these powers make the Lion far more flexible and powerful than any other piece on the board.  No enemy piece can sit adjacent to it, as it will just be instantly gobbled up igui-style.  The Lion can easily escape threats by leaping away or by taking two nimble steps around interposing pieces.  Finally, if an opponent leaves multiple pieces undefended, the Lion will eagerly devour them all.  So, even without long-range movement abilities, the Lion dominates the board — and when you use it yourself, you’ll see how exciting the game becomes thanks to this magnificent beast.

Lion-trading rules

Chess players out there will be familiar with the Queen trade — when two players mutually agree to simplify the board position by exchanging Queens.  In a Queen trade a player will offer their Queen for capture by the other Queen, with their pieces in position to immediately recapture the opposing Queen.  The end result is both players lose their Queen but nothing else of consequence, leaving behind a less tactically complex and usually more boring game.

However, the wise inventors of Chu Shogi knew they had a hit on their hands with the Lion, and wanted to discourage players from trading them off to simplify the game.  To achieve this they included several anti-trading rules that forbid players from capturing or re-capturing opposing Lions in certain situations.  These rules ensure that the Lions often stay on the board for a long time during a typical Chu Shogi game, and that gives this remarkable piece a chance to truly shine.

I’ve created a few diagrams here that summarise the main points of the Lion-trading rules:

chu-shogi-lion-rules-01

Diagram 4: Lion Trading Rules

These rules seem a bit complicated at first, but as you can see in the diagrams above, there’s really just a few points to remember:

  1. A Lion can always capture an adjacent Lion.
  2. A Lion may not capture a non-adjacent Lion protected by an enemy piece — this prevents a mutual Lion trade, where the Lions are off the board but the position doesn’t change much otherwise.
  3. If a non-Lion piece captures a Lion, then the opponent can’t do the same thing on the next turn.  This means that if your opponent has just taken your Lion with a non-Lion piece, you can’t take theirs right away, even if it’s unprotected!  This prevents trades making use of non-Lion pieces.
  4. A Lion can capture an opposing Lion protected by another piece, but only if it may capture another piece at the same time — and as long as that extra piece is not a Pawn or a Go-Between.  This means that if both Lions are going off the board in this kind of position, the Lion that initiates the exchange has to take an additional piece of at least some value with them; again this discourages Lion trades, since trades won’t be possible on even terms.

There are some interesting tactical situations that can arise out of the Lion-trading rules, but don’t worry about those for now — when you’re just starting Chu Shogi, focus on simply exploring the Lion’s capabilities and getting used to these rules.  In subsequent posts I’ll talk some more about these rules and how they impact Chu Shogi tactics.

Other pieces with Lion Power

Two other pieces in Chu Shogi have a limited form of Lion Power — the Horned Falcon and the Soaring Eagle.  The Horned Falcon can use Lion Power only directly forward — so it may jump two squares forward, or make one or two forward steps, or make an igui capture or a double capture forward.  The Soaring Eagle can do the same except on the two forward diagonals only.

The Lion-trading rules do not apply to the Horned Falcon or Soaring Eagle.

Note also that the Kirin (sometimes written Kylin in some Western sources) promotes to a Lion.  Once the Kirin promotes to Lion, all Lion Power and Lion-trading rules now apply to that piece.

Beginner Chu Shogi Tips

Chu Shogi can seem daunting at first — just look at all those pieces! — but here I’ll give you a few key tips that can help direct your play in the first few games.  I’ll write some additional Chu Shogi articles in the future, including detailed discussion of the opening, middlegame and endgame, and a fully-annotated game (this will take some time — the game I’ve chosen to annotate is 327 moves long!).

For now, here are some key tips for each stage of the game:

The opening

Chu Shogi games are long — expect a typical game to last about 300 moves (compared to an average Chess game at about 80 moves, or a modern Shogi game at about 120 moves).  With that in mind, take your time in the opening — Chu Shogi games tend to build gradually, with each player re-arranging their pieces within their own ranks in preparation for launching a coordinated attack.  Take your time, follow the tips below and you should be able to keep yourself out of trouble in the opening.

  • Don’t neglect your short-range pieces!  Chu Shogi has a lot of powerful long-range pieces, so it’s easy to forget about your short-range pieces in the back ranks.  However, if you advance these pieces early on, they serve a valuable role in protecting your front-line Pawns from an enemy Lion invasion.  Later in the game you’ll also have a much easier time promoting these short-range pieces if you’ve already advanced them early, and many of the short-range pieces have useful promotions.  Finally, a coordinated march of Generals on the enemy position can enable you to shift the enemy’s long-range pieces into disadvantageous positions, disrupting their attacks or even exposing them to capture.
  • Set up a solid defence around your King.  Even with the many rows of pieces in front of your King, you still should spend extra effort to protect him right from the start of the game.  In particular, keep the Drunk Elephant, Blind Tigers and Gold Generals close at hand — all three of these pieces can cover a lot of squares around your King.  The Drunk Elephant becomes extra valuable if kept alive in the endgame, since it can promote to a Crown Prince and make your opponent have to capture two royals to win the game.  Similarly, the Gold Generals promote to Rooks, which are extremely useful pieces to have around in the endgame when many other long-range pieces may have been swept off the board.
  • Use your Lion to claim the centre.  Jumping the Lion over your Pawn line early on to cover the centre of the board is very useful — it deters the enemy Lion from making opportunistic attacks on your vulnerable Pawns, while threatening to do the same to them.  If your opponent starts harassing your Lion with capturing threats, you can easily retreat it back over the Pawn line to safety.  The Lion controls a lot of space and is very hard to pin down, so use that to your advantage!

The Middlegame

The middlegame of Chu Shogi starts once both players have developed their short-range pieces behind the Pawns, lined up strong long-range pieces behind them, and are starting to attack the enemy’s position, often along one of the flanks of the board.  Succeeding in the middlegame requires strong strategic acumen — tactics are important, but there are so many possible moves on any given turn that it’s often very difficult to anticipate the opponent’s replies to each of your moves.  Solid strategic principles can guide you better over the longer term.

  • Advance methodically.  Concentrate your attacking forces along the side of the board where your opponent looks weakest.  Back up Pawn advances with your short-range pieces, and keep long-range pieces behind them to snipe at any invading enemy Generals or to deter Lion incursions.  Try to keep your pieces moving in lockstep — retreating weak pieces is slow and will lose you time, and time is a key resource in Chu Shogi.
  • Avoid pointless material losses.  At this stage of the game, try to amass your forces on weak points in the enemy camp, allowing for a mass assault later on, rather than impatiently trying to punch through with just a few strong pieces.  Early material losses can mount up, and sacrifices can fail to significantly damage your opponent’s defences given the size of each player’s army; whatever hole you’ve punched in the enemy lines with your powerful piece sacrifice will soon be plugged by another piece.
  • Don’t rush toward promotion.  Your short-range pieces will take time to breach enemy lines and hit the promotion zone — don’t rush this, they serve a valuable role in the meantime defending your pawns and discouraging Lion invasions!  Your long-range pieces can promote very easily once the board opens up after a few battles break out, so don’t fling them headlong into danger to seek promotion — soon enough you’ll be able to promote your long-range pieces essentially at will.  Once you do start to make headway on the enemy position, try to make it a goal to promote a Vertical Mover to a Flying Ox — the Flying Ox is a strong attacking piece.
  • Keep your Lion centralised and patrolling.  Keeping your Lion in the centre will help restrict your opponent’s advance to one flank or the other, and will keep their Lion contained.  While managing your own advance, don’t forget to keep an eye out for the enemy Lion, and look for opportunities to drive it away temporarily; this can open up opportunities to make a dent with your short-range pieces, which can then open up lines for your Lion to do some serious damage.  Your opponent will be looking to do the same, of course, so don’t let their advancing army set up a beachhead for their Lion!
  • Don’t forget about defence!  While hunting the enemy King and/or Prince, don’t forget to maintain suitable defences around your King position.  Many players keep their Side Movers on the third and fourth ranks — this sets up a two-rank barrier that even the Lion finds difficult to cross.  Leaving a couple of Rooks behind those pieces provides a further deterrent for invading enemy forces.

The Endgame

The endgame of Chu Shogi is a much more open affair than the middlegame — both players’ defences have given way to some extent, and many pieces have been swept off the board.  Long-range pieces are flitting dangerously around the more open board, many more pieces are able to promote safely, and victory might be in sight for one of the players.

  • Make use of your Gold Generals and Drunk Elephant.  Gold Generals can now be advanced in the endgame, preparing to promote to much more dangerous Rooks.  Your Drunk Elephant, if needed, can advance into the promotion zone to become a Crown Prince, giving you another bit of insurance in case your King comes under threat.
  • Advance your Lion on the enemy King.  Your Lion is absolutely devastating in the endgame when backed up with some other pieces.  Even if your opponent has created a strong defensive castle structure — to be covered in the next article — a few sacrificed pieces can open up holes in that structure that your Lion can exploit.  In your hunger for victory, just be careful not to leave your Lion too exposed, or your opponent may harass it away or even capture it!
  • Take advantage of strong promotions.  If you’ve managed to keep your Phoenix and Kirin alive, now’s the time to bring them forward!  They move a bit awkwardly, but they promote to Free King and Lion, and having extras of those pieces is always extremely useful.  You may also have Horned Falcons and Soaring Eagles or other strong pieces available through promotions, which can do severe damage to your opponent’s remaining defences.

With these basic tips in mind, you should be able to get a handle on the general flow of a Chu Shogi battle once you have a few games under your belt.  There’s some good information out there online if you want to take your game further — get in touch with Angela Hodges to buy PDF copies of the Middle Shogi Manual and the back issues of Shogi Magazine, which contain a series of useful articles on the game by R. Wayne Schmittberger.  Even if you can’t read Japanese, Google Translating the Chu Shogi Renmei website may be useful — there are a number of instructive articles there, as well as checkmate puzzles and complete game records for both historical and recent high-level matches.

Why should I play Chu Shogi?

You may have looked through this article and thought to yourself — why learn all this?  Isn’t this game just a more complicated, slower version of Shogi?  Why not just learn Shogi instead, a game with millions of players around the globe?

Ultimately, yes, it’s a complex game, and there’s quite a bit to learn at first.  But Chu Shogi offers a very different experience from the typical Chess/Shogi game — whereas those games feel like very abstracted skirmishes between two squadrons of troops, Chu Shogi feels like a war.  A strategic approach is vital, because right from the start you’ll be making very consequential decisions about where to concentrate your strength, where and when to attack, and how best to execute your devious plans.  All the while, the Lions are stalking the board, scaring other pieces into submission, and offering new tactical situations you can’t find in any game of Chess or Shogi.

Even if you’re not a Chess or Shogi player, I recommend trying Chu Shogi at least once or twice — it’s an incredibly rich game, and could easily turn out to be your ‘lifestyle’ game.  If you’re a Chess player, Chu Shogi will be like entering a totally different universe — the balance between tactics and strategy is massively shifted toward strategy, the board is filled with pieces that behave very differently from anything in Chess, and the board is so large that it feels like playing three games of Chess at once.  If you’re a Go player — well, Go is hard, so you’ve already got a lot on your plate, but as a fan of a highly strategic game you may find Chu Shogi a particularly compelling take on the Chess genre.

Finally, for you Shogi players, I certainly recommend you keep playing Shogi, as it’s a fantastic game.  But playing Chu Shogi can certainly pay dividends for your Shogi game, as well as being extremely good fun on its own terms.  If you don’t believe me, then at least you should believe Oyama Yasuharu, legendary Shogi player and 15th Meijin, who was an outspoken advocate for Chu Shogi:

“Ever since I was small I have often played Chu Shogi. My cautious and tenacious Shogi style is probably due to the influence it has had. I believe the reason I think, above all, about improving the cohesion of my pieces, is that I have played Chu Shogi.”

Next steps

So, in closing, I hope this post encourages a few of you out there to give Chu Shogi a try.  You can play in live games via the 81Dojo client linked on the Chu Shogi Renmei website, via PBEM on Richard’s PBEM Server or Game Courier, or with physical sets produced by Angela Hodges.

If you’d rather practice against AI opponents, you can play in your web browser via the Dagaz Project — scroll down to ‘Shogi Family’ and you’ll see Chu Shogi, Dai Shogi, and loads of other variants too.  If you want a really strong opponent, you can download the WinBoard Shogi Variants Package, which includes HaChu, a computer engine designed specifically to play Chu Shogi (it also plays a mean game of Sho Shogi and Dai Shogi).  Apparently HaChu can play a pretty great game of Tenjiku Shogi nowadays too, although this version is not yet released — when it is, you’ll want to download WinBoard Alien Edition to play the larger Shogi variants.

Anyway, please pick one of those options and give Chu Shogi a go — it may take a game or two to sink in, but if nothing else I’m sure you’ll understand how this game managed to survive for 600 years, even in the face of the massive popularity of modern Shogi.  You may even find it becomes an all-time favourite, as it has for me.

Even better, once you learn Chu Shogi you can easily pick up the larger Shogi variants — you could learn Dai Shogi in a few minutes, and Tenjiku Shogi in an afternoon.  I’ll be covering both these games in later posts, too, including a little piece on why Dai Shogi is more than just Chu Shogi’s older, slower big brother.  Tenjiku will speak for itself — that game is like nothing else out there and has a deservedly strong reputation.

In future instalments of this Chu Shogi series I’ll cover more detailed tips for Chu Shogi, including building castles for defense and developing checkmating attacks.  I’ll also fully annotate a game of Chu Shogi, talking through the moves and hopefully giving you more insight into the strategic depths this game has to offer.

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Powerful pieces in Chess games

In preparation for writing up some detailed articles about my favourite Shogi variants in the future, I spent a bunch of my insomniac hours making Shogi diagrams in Illustrator recently.  I thought I might give these a trial run before the main event, so here’s a more off-the-cuff opinion piece of sorts, about the dominant ‘power pieces’ in Chess and Chess-like games.

UPDATE:  I hadn’t realised my sources on the Tai Shogi pieces didn’t indicate that the power-pieces in fact have slightly different moves!  This then led to the same error popping up in the Long-Nosed Goblin diagram for Dai Dai Shogi.  I’ve now updated the diagrams and text to fix the error.


The Queen as a Power Piece

Abstract game designer Christian Freeling, whom I’ve praised extensively in this blog for his invention of Havannah and Starweb, two world-class strategic games, also invented numerous Chess variants over the years.  Of particular interest is Grand Chess, an enlarged game on a 10×10 board which includes two additional pieces: the Marshall, which has the combined movement powers of a Rook and a Knight; and the Cardinal, which moves as a Bishop or a Knight.  The larger board and larger armies make for a fine game full of strategic and tactical complexity, even more so than standard Chess.

Part of Christian Freeling’s motivation for Grand Chess was his desire to logically ‘complete’ the Chess lineup.  He has spoken in the past about the Queen in Chess, the presence of which he calls ‘defendable but arbitrary’, and the lack of other powerful combination pieces:

There are two more combinations, the ‘marshall’ and the ‘cardinal’. They combine the powers of rook & knight and bishop & knight respectively.  They should not have been excluded because of an arbitrary boardsize, but they were. Chess became a great game where it should have become an even greater game.

My new pet theory is that the exclusion of these other hybrid pieces has actually been a good thing for Chess — not in terms of rule elegance or logic, but in terms of the play experience, and the subsequent success of Chess games with communities of players.  This is not to say that Grand Chess is bad by comparison — far from it, you should definitely give it a try.  Though I do think there’s a reason Mad Queen Chess eventually just became standard Chess — the enormous power gap between the Queen and the other major and minor pieces gives the game additional tension, pace and urgency.   The Queen is a power piece — a singular, dominant force that gives direction and narrative emphasis to Chess play.

Let’s look at an example of the impact of the Queen in high-level Chess — the famous ‘Gold Coin Game’ between Stefan Levitsky and Frank James Marshall in 1912.  Marshall, playing Black, finds himself in this position, with his Queen threatened by capture via Levitsky’s Rook:

marshall-1

23. Rc5 — Black to play.

The next move allegedly ignited so much excitement from the spectators that they tossed gold coins all over the board.  Marshall threw his Queen directly into danger with a surprising and deadly manoeuvre:

marshall-2

23… Qg3!!

White resigned immediately.  White can’t take the Queen — there’s no variation that works for Levitsky.  To give some examples — if White takes with the pawn on h2:

marshall-v1

24. hxg3 Ne2#

Immediate checkmate!  White is trapped by the Knight and the Rook.  If White takes with the Queen:

marshall-v2

24. Qxg3 Ne2+ 25. Kh1 Nxg3+

Black immediately gives the same check with the Knight on e2, takes White’s Queen with check, and will take the Rook on the next move.  White is down a full Rook and completely doomed.  Finally, if White takes with the pawn on f2:

marshall-v3

24. fxg3 Ne2+ 25. Kh1 Rxf1#

Forced mate.  Black gives check with the Knight again, the King must go to h1 due to Black’s Rook, then that same Rook gives mate on f1.  Any other try by White is equally hopeless.

So why is this move so famous?  Of course it’s effective, dispatching White in one fell swoop and eliminating any attempts at a defence.  The move is certainly hard to find, because long lateral moves are notoriously difficult for even strong players to spot.  But we must admit that White was already in trouble here, and it’s not hard to find other, simpler moves that lead to a win as well.

I’d suggest that this move is famous, and by extension all the other notorious Queen sacrifices throughout Chess history, because the Queen is so much more powerful than any other piece that our innate desire is to protect it — the Queen can be a threat from almost anywhere on the board, so every fibre of our being tells us not to throw it away.  The Queen is so important that incredible numbers of Chess problems, studies, and books focus on using it, capturing it, and protecting it.  The Queen towers over the other pieces, so when someone seemingly goes against all good sense and throws her life away, it’s a thrilling moment.  A great Knight sacrifice can be pretty, too, but it doesn’t have the same oomph of a daring Queen sac.

That oomph comes from the Queen’s status as a power piece — a piece that stands alone in each player’s army, capable of dictating the pace and rhythm of the game.  Entire games, and indeed tournaments, can rest on the fate of the Queen.

At this point you might say “OK sure — the Queen is badass, I get it.  But isn’t that just a quirk of Chess?  Is it actually necessary for a great Chess-like game to have power pieces?”  I’m willing to concede that a great Chess game may not need a power piece as a prerequisite for being great.  But the more I thought about this, the more I noticed that every Chess-like game I play has a piece (sometimes two) vastly more powerful and influential than the others on the board.

Since I know the Shogi family very well, let’s take a look at some of Shogi’s power pieces (note that I won’t be looking at promoted pieces generally, since it would just take more time while making no real difference to the overall pattern).  I’m not going to cover every major variant, but a representative slice of six of them — enough to demonstrate that the power piece is not just a fluke of Chess, but a feature common to many games in the King-capture family.

Power Pieces in Shogi

Modern Shogi is well-known for consisting mostly of short-range pieces.  Since captured pieces come back to life all the time in Shogi, the game is less chaotic and more balanced thanks to having predominantly short-range pieces.  However, Shogi still has the Rook and Bishop — two pieces vastly more powerful than everything else, pieces that can devastate your opponent on their own, or devastate you if you lose one or both of them.

In Chess-like games one way of quantifying piece strength is via exchange values.  If we consider the value of a pawn to be 1 point, then we can calculate over many many games the approximate worth of other pieces in terms of pawns.  In Chess, for example, Knights and Bishops are worth about 3 pawns, Rooks 5 pawns, and Queens 10 pawns.  In modern Shogi we see a similar gap between the power pieces and the rest:

shogi-power-pieces-modern-01

The next-strongest pieces behind the Rook and the Bishop are the Gold and Silver Generals, both worth vastly less.  The difference in the mobility of the Rook and Bishop compared to the Generals is particularly striking — on a 9×9 board, with most other pieces being single-step movers or otherwise very constrained, being able to move unlimited distances is seriously powerful.

The Lion in Chu Shogi

Chu Shogi is modern Shogi’s larger ancestor, played on a 12×12 board with 46 pieces per player.  Chu Shogi is an incredibly well-balanced game, and widely regarded by its fans (including me) as possibly the greatest Chess game ever invented.  Chu Shogi is particularly famous for its incredible power piece, the Lion:

shogi-power-pieces-chu-01

Chu Shogi’s Lion is a slice of pure game design genius.  The Lion can move like a King twice in one turn, with all the options that implies — capturing an adjacent piece, then moving back to its starting point (indicated by the ‘!’ in the diagram above); moving any which way in the 5×5 square area around itself, and so on.  The Lion can also jump two squares in any direction (indicated by the stars in the diagram).  It’s agile, powerful, and adaptable beyond any other piece on the board.  The nearest competitor to the Lion is the Queen, which moves exactly like the Queen in Chess (but was invented 300 years earlier); despite the Queen’s massive mobility, it simply can’t compete with the incredible flexibility and brutality of the Lion.

Logically we might think the Lion unbalances the game, but nothing could be further from the truth.  In fact the Lion is so enjoyable and challenging to use that the wise inventors of Chu Shogi included special Lion-trading rules, specifically to ensure that players don’t simply trade Lions on even terms early on to simplify the game.  The Lion in a sense defines the game — Chu Shogi probably would have faded away like so many other Chess variants, were it not for the Lion.

I want to take a moment here to mention Chu Shogi’s big brother, Dai Shogi.  Dai Shogi actually came before Chu Shogi, and includes all the same pieces plus eight more single-step-movers on a 15×15 board (65 pieces per player).  Dai Shogi is often cited as Chu’s slower, less exciting predecessor — I personally disagree with this characterisation, for reasons I’ll get into in a future post, but I believe part of the reason for this is the significantly decreased influence of the Lion on the larger board.  The Lion is still powerful in Dai, but it no longer drives the game — in fact Dai Shogi does not use any special rules to protect the Lion from exchanges, because of its less central role.  This fits as well with my power-piece theory; without the pace and energy of the Lion taking centre stage, Dai Shogi can feel slower, more methodical, and less thrilling than its younger sibling.

Tenjiku Shogi’s Explosive Demons

As we step up to even larger Shogi games, we find that Japan’s ancient game designers were never short of ideas for new power pieces.  On larger boards individual pieces have less influence in general, so to construct power pieces on that scale you have to really get crazy with it.  Fortunately they were up to the challenge.  Tenjiku Shogi is a massive game played on a 16×16 board with 78 pieces per player, and yet again we have a clear standout power piece even on this massive field of battle:

shogi-power-pieces-tenjiku-01

Yes, you are reading that correctly — the Fire Demon in Tenjiku Shogi is worth 83 pawns.  The Fire Demon is also one of the most powerful Chess pieces ever invented.  This beast can move as far as it likes in six directions, or step any which way in a 7×7 square around itself — and whichever way it moves, once it stops every enemy piece adjacent to it is removed from the board.  If the opponent moves a piece next to the Fire Demon on their turn, that piece gets burned away too.

So instead of Tenjiku Shogi being a bigger, slower version of Chu, the Fire Demon turns it into a sort of supercharged extended edition.  Pieces die violently and in large numbers, and games can be over in surprisingly short amounts of time.  Note that the next two most powerful pieces in the game, the Great General and Vice General, are also staggeringly strong, able to jump over any number of friendly or opposing pieces in order to perform a capture.  Even with that significant power these pieces still are only half as strong as the mighty Fire Demon.  Like the Lion and the Chess Queen, the Fire Demon is in a class by itself.

Dai Dai Shogi’s Hook Movers

Dai Dai Shogi — literally translated that means ‘Big Big Shogi’ — is an extremely sizeable game, played on a 17×17 board with 96 pieces per player.  Once again the sheer enormity of the board didn’t deter our intrepid designers from producing yet another power piece:

shogi-power-pieces-dai dai-updated-01

Our friend the Lion is back, but this time as only the third-most powerful piece on the board.  Towering above him are the hook-moving pieces; these monsters can move as far as they like in one direction as a Rook or Bishop, then turn 90 degrees and do it again, all in one turn (although they may only capture once).  In the case of the Hook Mover — worth a ridiculous 114 pawns — that means on an empty board it can reach any square in a single move.  That single piece is considered to be worth more than five Lions.

R. Wayne Schmittberger in a 1981 issue of Shogi Magazine had this to say about the power of the Long-Nosed Goblins and Hook Movers in Dai Dai Shogi:

The dominant piece in the middle game is the Long-Nosed Goblin, and in the endgame the supremely powerful Hook Mover, which not only attacks every square on an empty board but gives double-check by itself!!  This makes interposition against it impossible in many cases.  Generally a game will end quickly if a player is able to get the deadly combination of a Hook Mover and a Furious Fiend near the enemy King, where they will simply run amok and eventually combine for an elegant tsume [mate].

This power piece isn’t just a random addition, it’s carefully integrated into the fabric of the game.  Dai Dai Shogi is notable for having a very asymmetric initial position; there are 64 different types of pieces in each player’s 96-piece starting army.  The Hook-Mover and the Long-Nosed Goblin are tucked snugly away in the back ranks, waiting to be unleashed when the board is open and starting to empty of other pieces — precisely when they’re at their deadliest.  As R. Wayne Schmittberger says, the middle- and endgame of Dai Dai Shogi is heavily influenced by these pieces, and the tactical complexities they introduce alongside the huge menagerie of different pieces gives the game a unique flavour.  Thanks to this tactical and strategic richness, Dai Dai Shogi stands out even in the crazy world of Shogi variants.

Hook Movers in Maka Dai Dai Shogi

Next up is Maka Dai Dai Shogi, one of my favourite Shogi variants.  Maka Dai Dai is an immense game, played on a 19×19 board with 96 pieces per player, and is notable for its strange pieces named after mythical spirits, and for the fact that the King promotes into the near-omnipotent Emperor that can jump instantly to anywhere on the board.  Even on this larger board, the Hook Mover still works perfectly as a power piece:

shogi-power-pieces-maka dai dai-01

Once again the Hook Mover towers over the rest, worth more than double its nearest competitor.  The Buddhist Spirit, which moves as both a Lion and a Queen and has special rules that make it essentially immortal, still pales in comparison.  In fairness, one could say  in this case that the ultimate power piece in Maka Dai Dai Shogi is the Emperor, which is so unbelievably strong that the entire game changes completely when a King promotes.  But the Emperor doesn’t always appear, while the Hook Mover is always lurking, ready to cause trouble — so in that sense I consider the Hook Mover the real power piece here, because it always will impact on the game.

Tai Shogi: on the biggest boards, mobility is King

Our last stop on the Large Shogi Express is Tai Shogi, a monstrosity of a game played on a 25×25 board with 177 pieces per player.  Here once again the Hook Movers reign supreme, and in practice are even more powerful with the extra room to manoeuvre on such a gargantuan board:

shogi-power-pieces-tai-updated-01

In Tai Shogi all the strongest pieces are hook-movers of some description, but the double-Rook Hook Mover still rules the roost, and it’s not a close competition.  On this massive board rich with weak targets, the Hook Mover’s value jumps up to a preposterous 232 pawns, well over twice the value of its double-Bishop brethren.

Note that the Capricorn and Long-Nosed Goblin have slightly different piece values; the Long-Nosed Goblin is able to move one square orthogonally, as well as having the double-Bishop move, so it is slightly more powerful.  This option to spend a turn to switch diagonals means the Goblin can actually reach every square on the board, instead of half the squares.  However, spending a whole turn on this when you have 177 pieces to move is rather costly, so this does not create a huge difference in piece value.  Also, the Capricorn promotes to Gold General, whereas the Long-Nosed Goblin does not promote; since the Capricorn’s promotion is actually a demotion, this means it has to be used more cautiously.  That being said, before demotion the Capricorn remains a deadly threat and incredibly mobile.

R. Wayne Schmittberger, noted Shogi variant expert, underlines the importance of the hook-moving pieces in all these titanically large games:

Tai Shogi is the ultimate marathon game in the Chess family.  In terms of the number of pieces and playing time, Tai Shogi is to Dai Dai Shogi what Dai Dai Shogi is to Chu Shogi.  A serious game will require several long playing sessions to complete and will usually require more than 1,000 moves per player.   Like Dai Dai and Maka Dai Dai, Tai has hook-moving pieces that dominate the board in much the same way that a Lion does in Chu Shogi.

Tori Shogi’s Menagerie

Now to allay any fears that only huge and ridiculous Chess-type games fit my theory, let’s take a moment to look at Shogi’s elegant little sibling, Tori Shogi:

shogi-power-pieces-tori-01

Tori Shogi is a diminutive game, particularly in comparison to the others we just looked at — the board is only 7×7, and each player starts with a mere 16 pieces.  Yet even here we see a similar dynamic — only one piece, the Eagle (a promoted Falcon), has unlimited movement range of any kind.  As a result, the Falcon’s value is nearly double that of its ancestor.  Granted, in this case the Eagle isn’t present from the start, but the action in Tori Shogi is frenetic enough and the Eagle powerful enough that it often has a strong influence on the game.

Stepping away from Shogi for a moment, we can see that the same properties appear in other popular Chess games too — like Xiangqi and Janggi (Chinese and Korean Chess, respectively), where the Chariot is about twice as strong as its nearest competitor (the Cannon):

Janggi-Xiangqi-power-pieces-01

Xiangqi is frequently cited as the most popular traditional board game in the world, and Janggi has a robust professional scene in Korea and a growing international player base, so once again we see that power-piece Chess games tend to attract a robust following.  Incidentally, both these games are very different from Chess and Shogi, and well worth your time — I’ll be discussing them in detail in future posts.

I admit that my knowledge of Chess variants is by no means encyclopaedic, but I argue that the prevalence of power pieces in notable Chess variants suggests that the seemingly unbalanced starting setup of many games in this family is actually an asset, not a weakness.  The Chess variants that have survived the centuries and retain a following today seem to share a predilection for the power piece.

I can certainly understand that having a single dominant piece type might strike a game designer’s mind as distasteful, but from the perspective of the player, power pieces give these games an exciting dynamic.  In the case of the large Shogi games,  they stay playable and interesting largely because of these power pieces — without them, these games would drag on forever, and with so many slow-moving targets plodding around there’d be far fewer thrills in any particular capture or sneaky tactical sequence.  But a nuclear Fire Demon sacrifice destroying eight pieces in one go?  Yes, please!

So, in contrast to Christian’s view, I’d say that Chess and its many cousins has achieved cultural-icon status partially because the starting position is illogical and lopsided in its distribution of power amongst the pieces.  The ubiquity and popularity of the power piece across the games profiled here suggests that this dynamic appeals to players across the centuries and across cultures, and that it translates equally well to large and small boards and starting arrays.

Mitrofanov’s Deflection

Before I leave you, I want to showcase another famous Queen sacrifice in Chess.  This example comes from an endgame study.  Chess endgame studies are carefully composed endgame problems where one side must win or draw, and a properly-composed study must have one, and only one, correct solution.

This particular problem was composed by Leopold Mitrofanov at an endgame study competition in 1967.  The problem opens with Black pushed into a corner, but armed with two Knights and a Bishop, and threatening to promote a pawn any second:

mitrofanov-1

White to play and win.

White can win here, presumably via one of those pawns on the right side of the board.  However, those pawns are less advanced than Black’s, so the first question for White is: how to delay that dangerous pawn?  First, White can push back the opposing King by pushing the b-pawn, then offer a Rook sacrifice:

mitrofanov-2

1. b7+ Ka8 2. Re1!

Black must take the Rook to get his pawn through, which gives White a chance to sneak in an advance of the g-pawn.  Both sides end up promoting their pawns to Queen shortly thereafter, and Black retreats the Bishop to protect the King:

mitrofanov-3

2… Nxe1 3. g7 h1=Q 4. g8=Q+ Bb8

Now things get a bit heated.  First, White pushes the a-pawn, cramping Black’s King, and Black retaliates with a Knight check.  White takes the Knight, but then Black’s Queen jumps into the action and takes White’s h-pawn:

mitrofanov-4

5. a7 Nc6+ 6. dxc6 Qxh5+

This looks really bad for White!  Black’s King is protected in the corner, the White Queen is off in the other corner, and Black’s Queen now has free reign to chase down White’s King.  There’s nowhere for the King to go.

Luckily there’s another option other than a King move:

mitrofanov-5

7. Qg5!!

Outrageous.  White plants the Queen directly in front of Black’s Queen, blocking the check — but then Black can take it for free, and White’s in check again!  What’s the point?

The point is to deflect the Black Queen.  Black must take the Queen, and in so doing takes his own Queen off a key diagonal.  Now when White retreats his King to a6, Black can’t immediately give check:

mitrofanov-10

7… Qxg5+ 8. Ka6

Suddenly, Black is in terrible trouble!  His Knight is out of play on the bottom of the board, and the Queen has the White King trapped but can’t do anything with it.  White, despite having only a few pawns left, has the upper hand.  Black captures the a-pawn with his Bishop, hoping to whittle down the advancing horde, then sacrifices his own Queen to draw the King away from the defence of the pawns:

mitrofanov-7

8… Bxa7 9. c7 Qa5+

Unfortunately these desperate tactics lead nowhere.  Black’s Knight is useless, and his King can’t capture both pawns at once, so one promotes to Queen:

mitrofanov-9

10. Kxa5 Kb7 11. bxa7 Kxa7 12. c8=Q (1-0)

It’s over!  White has a Queen and Black is completely out of options.  White can easily drive Black’s King into the corner and force mate in a couple of moves.

Mitrofanov’s ingenious study has all the hallmarks of a classic — a clever solution, a glorious and counterintuitive Queen sacrifice, and a Rook sacrifice too.  No wonder it’s been called ‘the study of the millenium’.  For me, it’s another example of the powerful psychological impact of the Queen sacrifice; the winning move 7. Qg5!! strikes us as so absurd that the solution seems even more creative and beautiful.

 

 

 

 

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An Introduction to Shogi

ANNOUNCEMENT:  There will be a special event at my workplace, the MRC/CSO Social and Public Health Sciences Unit, running at 5PM on 7 February 2020.  Dr Shuzo Sakata of the University of Strathclyde, Shogi player and teacher, will be showing us all how to play Shogi!  Sets will be provided — please RSVP to me directly if you plan to come, to ensure we have enough sets.  

What is Shogi?

Shogi is the Japanese form of Chess, the ‘royal game’, in which two players vie to be the first to checkmate their opponent’s King — meaning their King is unable to escape capture on the next move.  Many centuries ago, when the ancient ancestor of Chess called Chaturanga was developed in India, the game spread across Asia and Europe, spawning new variations in every region that embraced the game.  Shogi is first recorded in the Heisei Era in ancient Japan — around the 11th century — where it rapidly developed into its own, unique take on the royal game.

shogi-set-cropped

My traditional Shogi set — a Shin-Kaya board, with hand-carved pieces made from Japanese maple, with the kanji (Japanese characters) carved in the Minase calligraphy style in lacquer

How is Shogi different from Chess?

Shogi does share the same goals as Chess — checkmating the enemy King — and shares some of the same pieces.  However, many of the fundamentals are quite different:

  • The Board: a Shogi board is a 9×9 playing area of 81 squares, compared to the 64 squares of the chessboard.  The board is not chequered either.
  • The Pieces: Chess has six types of pieces: Pawns, Knights, Bishops, Rooks, Queens, and Kings.  Shogi has ten: Pawns, Knights, Silver Generals, Gold Generals, Lances, Rooks, Bishops, Dragons (Promoted Rooks), Horses (Promoted Bishops), and Kings.  Some of the shared pieces move differently, too: Knights make the same L-shaped jump but only forward; and Pawns move and capture only directly forward.
  • Promoting Pieces: In Chess, pawns that reach the enemy’s back rank can promote to become a Knight, Bishop, Rook, or Queen.  In Shogi, any piece that reaches the enemy camp (the three rows where their pieces begin the game) can promote.  A promoted piece flips over, and the other side of the piece indicates their promoted form.  Promoted Bishops (Horses) and promoted Rooks (Dragons) are the most powerful pieces in the game.

Shogi’s Ingenious Addition: Drops

There’s one major rule change that was added to Shogi in the 16th century and has come to define the game ever since: drops.

In Shogi, when a piece is captured, it is truly captured — it becomes the property of the capturing player.  The capturer places the piece on a small side-board called a komadai (piece stand) and holds it in reserve.  At any point from then on, they may forgo a normal move and instead drop a captured piece to any empty square on the board!  

However, an important point to remember: promoted pieces, when captured, are demoted.  Any dropped piece must be moved into the promotion zone again to be promoted.  Two other key exceptions: Pawns cannot be dropped so that you have more than one of your pawns on a single vertical line; and pieces cannot be dropped in a space where they have no legal moves.

Drops make Shogi play and feel very different from Western Chess.  Since captured pieces come back to life throughout the game, the number of pieces on the board stays roughly the same throughout — there are no endgame situations with near-empty boards, as in Chess.  The constant back-and-forth of captures and drops makes a Shogi game dynamic, aggressive and fierce — attacks are frequent, and giving up the initiative to play defensively is risky.

Thanks to drops, Shogi is also much more decisive than Chess — less than 2% of professional Shogi games end in a draw, a staggering difference from the ~60% draw rate of professional chess!

Is Shogi hard to learn?

Not really!  The biggest obstacle for most new players is learning the pieces — as you can see in the photo of my Shogi set above, all Shogi pieces are the same shape and colour, and the two players’ armies are distinguished by the pieces’ orientation (aim pointy bits at the enemy!).  The different pieces have their names written on them in Japanese kanji characters, which are not so easy to learn for people who don’t speak Japanese.

However, the best way to learn is to simply dive in — after a game or two, the kanji fade away and are easy enough to recognise.  I find it helps beginners to forget they are letters — this tends to prime us to try to divine their meaning, which makes them more intimidating.

Instead, just think of them the same way as you think of the shapes of Western Chess pieces — both are abstract shapes, and neither really relates to what the piece does or how it moves.  The kanji are effectively just symbols, just like the odd shapes of Chess pieces.  Also, you only really need to recognise the top characters on each piece — that’s enough to distinguish all the pieces from each other.

Other than that, it’s just a bigger version of Chess!  The steepest part of the learning curve after that is getting comfortable with the powerful impact of drops — this is especially strange for seasoned Chess players, who will be accustomed to captured pieces playing no further role in the game.  But again, given a few games, you’ll soon start to see the exciting, combative play allowed by the drop rule, and you’ll be chucking Gold Generals at your opponent like a pro.

How the Shogi Pieces Move:

Here’s a quick reference to the moves of the Shogi pieces:

evans-shogi-move

As you can see, the King, Rook and Bishop move the same as in Chess.  The Knight moves the same as in Chess too, but can only jump forward.  The Pawn moves forward and captures forward — no diagonal capturing like in Chess.  The Gold General moves one space in any direction except diagonally backward, while the Silver General can move one space diagonally in any direction or one space directly forward.

The promoted pieces are easy to remember — all promoted pieces move the same as the Gold General, with the exception of the Horse and Dragon.  The Horse moves like a Bishop, but can also choose to move one square orthogonally; the Dragon moves like a Rook but can also move one square diagonally in any direction.

You might notice that the Shogi pieces have a general forward bias in their movement patterns, and most are short-range movers.  This works very well with the drop rule — the combination of forward movement and drops favours attacking play, and the short-range movements prevent the game from becoming too chaotic, as it might be with powerful pieces appearing wherever they like on the board.

The flip side to this is that you can very occasionally have a condition called entering Kings, where both players’ Kings have moved into each others’ promotion zones.  This makes it very difficult for anyone to win, as most of the pieces attack forward rather than backward.  This is one of the few ways you can have a draw in Shogi.  In practice this rarely happens, especially between beginners, who normally dive heedlessly into battle and neglect King safety entirely!

Note that the Horse provides a good reason for the Shogi board to not be chequered.  In Chess your Bishops are confined forever to half of the board — either the black diagonals or the white ones.  The Horse however can spend a move to shift from one set of diagonals to the other, so it’s less useful to have the chequers to indicate where the Bishops go — once promoted they can go anywhere.

Shogi: A whole family of amazing games

One of the things I love about Shogi is that, in a sense, it’s part of a whole game system rather than a single game.

To unpack that a little bit — you may be aware that there are many hundreds of Chess variants out there, variations on the game with different boards, pieces and rules.  Shogi has these too, but unlike in Chess, many of the Shogi variants are hundreds of years old, and were refined over the centuries into fantastic games in their own right!  Shogi variants are well-designed, well-balanced, and offer just as much intrigue and fascination as the traditional form of the game.

In fact, before the introduction of the drop rule made the modern game dominant, there used to be three variants of Shogi that were commonly played: Sho Shogi, or ‘Small Shogi’, which added drops later and become modern Shogi; Chu Shogi, or ‘Middle Shogi’, a much bigger game played on a 12×12 board of 144 squares; and Dai Shogi, or ‘Large Shogi’, played on an even bigger 15×15 board of 225 squares.  Shogi used to come in Small/Medium/Large sizes!  Alongside these main variations, there were numerous other variants of Shogi developed over the centuries, some of which I’ll describe below.

Today, besides Sho Shogi only Chu Shogi maintains a small presence — the Chu Shogi Renmei in Japan is the official governing body, and holds regular tournaments.  This is unfortunate, really, as the Shogi variants are quite unique — particularly the larger variants, which are far larger than any commonly-played Chess variants, and offer hugely creative pieces and styles of play.

Thankfully, the efforts of one George Hodges in the late 20th century led to the revival of these ancient forms of Chess, and remarkably he even manufactured affordable sets for most of the large variants.  Sadly George left us a few years ago, but his wife carries on that business, and she remains the only source on the planet for physical sets of most of the Shogi variants.  I of course have bought several of them myself 🙂

Without further ado, here’s a brief intro to a few of the more spectacular Shogi variants — several of which I will bring with me to the Shogi event in a few weeks time!

Tori Shogi

Tori Shogi, or ‘Bird Shogi’, is an action-packed small variant of Shogi that packs a lot of action into its 7×7 board of 49 squares.  At the start of the game, each player has 16 pieces in their camp — the board is more dense with pieces than in any other Shogi variant.  To play you need to remember nine distinct piece movements, one less than normal Shogi.

Unlike most Shogi variants, which build on a common foundation of pieces that generally behave the same across many games, Tori Shogi uses an entirely new set of pieces named after birds (hence ‘Bird Shogi’).  Instead of Pawns we have Swallows, we have Quails that move differently depending on which side of the board they start on, the King is now a Phoenix, and so on.

Like modern Shogi the game uses the drop rule, but with one major modification — in Tori Shogi you can drop a second pawn (Swallow) on a file where you already have one.  In fact this is already happening in the start position, as you can see below!  This rule heavily impacts Tori tactics, and also helps the board to not feel too constrained despite having so many pieces everywhere.

Tori-shogi-board1

A Tori Shogi set from Angela/George Hodges — the top pieces have been flipped to show off their promoted forms.  In this game only Swallows and Falcons promote.  Note that the Swallows are in conflict right from the start of the game!

Tori Shogi is somewhat unusual among Shogi variants in that it was invented more recently — in 1799 to be precise.  This means we have a fair bit more information on high-level play in this game than some of the others, where unfortunately top players’ games are lost in the mists of time.  For Tori Shogi we have a few games from a tournament played between top-level Shogi professionals, some clever tsumeshogi (checkmate puzzles), and even a recently-updated English book on the game, The Way of Tori Shogi!

Tori plays in a very unique way, not just because of the small board and two-pawn drop rule, but also because the pieces are somewhat strange.  The movements themselves are odd, but also the promoted Swallow turns into a Goose that moves in a bizarrely useless way (jumping one square diagonally forward left or right, or one square backward).  Promotion is manda-Tori (sorry) in this game, so you have to have some clever plans afoot to use these weird pieces to achieve checkmate.

In any case, Tori Shogi is an exciting and unique game, and unlike some of the other variants there’s some good information out there on how to play well.  I recommend picking up a set and a copy of The Way of Tori Shogi and giving it a go!  Or just play with me, I already have a set 🙂

Tori-shogi-moves

The moves of the Tori Shogi pieces.  Clockwise from top left: Swallow, Falcon, Left Quail, Right Quail, Crane, Goose, Eagle, Pheasant, Phoenix.

Wa Shogi

Wa Shogi, or ‘Harmony Shogi’, marks our first step into the world of the larger Shogi variants played on boards bigger than the standard 9×9 grid.  This game is played on an 11×11 grid of 121 squares, with each player having 27 pieces at the start of the game (compared to 20 in Shogi).  To play, you have to remember 20 distinct movement patterns for your pieces (compared to 10 in Shogi).

Wa Shogi is an interesting beast — similar to Tori Shogi, Wa Shogi uses all non-standard pieces, and none of the pieces share their names with the standard Shogi pieces.  Some do have equivalent moves to the standard pieces, but most are different.  The pieces in Wa Shogi are named after animals — moving beyond just birds, as in Tori Shogi, we have fun stuff here like the Violent Wolf and the Climbing Monkey.

Not only that, but out of the initial starting setup for each player, there are only multiples of the Sparrows (pawns) — all the other pieces are different.  That means there’s quite a few interesting tactical options in this game.

Wa Shogi is also unusual in that, unlike the other large Shogi variants, Wa Shogi was quite possibly played with drops.  The game was invented after the drop rule became popular in 9×9 Shogi, and the Edo Era sources we have on Wa Shogi mention additional tactical options over the other variants, without specifying precisely what they mean; this could indicate the use of the drop rule.  Additionally, some promoted pieces have identical moves, but are named differently and come from different unpromoted pieces; some suggest this indicates the use of drops, as dropped pieces are unpromoted so these cases would benefit from differentiating the promoted forms for ease of play.

Most modern players play Wa with drops, and the general consensus is that the game plays very well this way, so I definitely recommend using them.  Wa Shogi is a fun change of pace from the traditional game, with the odd new pieces with weird moves and cool names, and the increased freedom of the larger board with drops adds a fun dynamic.

wa-shogi-tsa-1

The starting setup for Wa Shogi, with the second player’s pieces flipped to show their promoted sides.  Only three pieces don’t promote in Wa.

wa-shogi-closeup

A closeup of the Crane King — in the centre of the bottom row — protected on either side by a Violent Stag (left) and Violent Wolf (right).  Lot of violence going down in this game.

wa-shogi-moves-1

wa-shogi-moves-2

A move reference for Wa Shogi, included here mainly to show off the cool names for the pieces!

Chu Shogi

Chu Shogi is a spectacular game.   Those lucky few who have played it frequently class it as one of the finest Chess games ever invented — and I thoroughly agree.  The game is thought to have been invented in the 13th century and is one of the oldest forms of Shogi.

The game is not super accessible at first — the board is much larger than in Shogi (144 squares vs 81), and there are far more pieces on the board (46 pieces per player, compared to 20 each in Shogi).  All told, you’ll have to remember 28 different piece movements instead of 10 like in Shogi!  But the rewards are very much worth it.

Chu Shogi, like the other larger Shogi variants, does not use the drop rule — otherwise the games would go on far too long!  Instead captured pieces are lost permanently, as in Chess.

Despite the large board and huge armies, Chu Shogi maintains a pretty swift pace.  Each player starts with powerful pieces on the board from the beginning — including multiple Dragons and Horses, and the Free King which moves as a Queen in Chess.  Interesting to note here that the Queen in Chess was invented three centuries later — Chu was an extremely innovative game for the time.

The most powerful piece, and the piece that defines Chu Shogi, is the Lion.  The Lion effectively moves twice in one turn — it can make two consecutive King moves in any direction, with all that implies: it can capture twice; capture once and return to its starting square, appearing to capture without moving; or it can move once then return to its starting point, effectively passing its turn.  All of these abilities are staggeringly powerful for different reasons.  The Lion is so important and so engaging that the Chu community wisely added some rules to prevent players trading them off early in the game — it’s a bit complicated, but essentially you can’t sacrifice your Lion for your opponent to recapture unless you captured a sufficiently powerful enemy piece in the process.

Notably, Chu Shogi includes a piece called a Drunk Elephant, which moves like a King except it can’t move directly backward.  This piece promotes to Crown Prince, which is a second King — and both Kings and Princes must be captured to win the game!  Because of this, Chu and the other large variants with Drunk Elephants (most of them) don’t actually have a checkmate rule — any royal pieces must be actually captured to win the game.  This allows you to sacrifice a Prince or King for tactical reasons — although honestly that’s rarely advisable!

At any rate, it’s a fabulous game, definitely worth your time if you’ve ever enjoyed a game of Shogi or Chess.  It’s also the root of many of the larger Shogi games, meaning if you can play Chu it’s easier to jump up to the larger games afterward.

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My Chu Shogi set, in the initial position.  Board purchased from Aoyama Gobanten in Tokyo, pieces from Angela/George Hodges in the UK.  The powerhouse Lion is two squares above the King, if you’re wondering.

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The end of a Chu Shogi game — White wins after 288 moves (!), fittingly enough with a Lion checkmate.  Check out the huge piles of dead pieces on the side of the board!

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A rather spectacular Chu Shogi checkmate puzzle I found online — Black (bottom) to win in 3,257 moves!  The puzzle is well-formed, meaning there’s only one possible solution.  Good luck finding that one!

Dai Shogi

Dai Shogi, big brother to Chu, is much bigger than its sibling but not that much more complicated to learn.  Essentially, take Chu, add eight more piece types with fairly easy-to-remember short-range moves, all of which promote to Gold General, and you have Dai!

Some criticise Dai as being too slow or not exciting enough, given that it’s essentially a scaled-up version of Chu with more pieces and a bigger board.  But I strongly disagree — the larger board significantly expands the options available to players, the larger armies make the game more forgiving given the lower importance of material losses, and the powerhouse Lion is less dominating on the larger playing area.  The game is indeed slower, but it’s also strategic, intriguing, and a great introduction to the larger Shogi variants given it’s easy to pick up once you know Chu.

dai dai vs shogi comparison

A comparison of Dai Shogi (left) vs modern Shogi (right) — turns out that Large Shogi is, in fact, large

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A close-up view of the King’s vast entourage in Dai Shogi.  To either side he’s flanked by his faithful Gold  and Silver Generals; to the front a Drunk Elephant and two Blind Tigers; then in front of those, dangerous beasts like the Lion, Kirin, Phoenix, Evil Wolves, Dragon Kings and more.

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A Dai Shogi game I won online — after a mere 568 moves.  Note my opponent threw a ‘spite check’ at me when he knew he was done for — even if I didn’t have checkmate on my next move, my Cat Sword (cool piece name) would’ve instantly recaptured his attacker anyway.

Tenjiku Shogi

Tenjiku Shogi — sometimes translated as ‘Exotic Shogi’ — is one of the most unique and dynamic games of Chess ever devised.  The game is played on a massive 16×16 board (256 squares), and each player starts with 78 pieces in their army — and yet, the pieces are so powerful that the game can be over in less moves than a game of regular Shogi!

Like Chu Shogi is defined by the Lion, Tenjiku is defined by the Fire Demon.  Each player starts with two of these.  The Fire Demon can move as far as it wants in six directions — already extremely powerful by Shogi standards.  Not only that, it can make a three-step area move — three consecutive King moves in any directions (but only one capture, for reasons that will soon become obvious).  But on top of that, it burns everything it touches!

In other words, the Fire Demon instantly kills any piece adjacent to it when it finishes moving, meaning it can capture up to eight pieces in one move.  Not only that, but if the opponent isn’t thinking and moves a piece next to it on his turn, that piece is also instantly captured — and that doesn’t count as your turn!

In addition to the two Fire Demons, your army also contains a Lion, five other pieces that can capture multiple times in a turn, two pieces called Water Buffaloes that promote to Fire Demons, and a number of range-capturing Generals — these are pieces that can jump over any number of enemy pieces in order to make a capture (each player has six of these).  The upshot of all this is that, right from the opening, Tenjiku is a dynamic and dangerous game — attacks start immediately, and your huge 78-piece army starts dwindling very quickly.  No other Chess variant plays like this, and it’s an absolute blast.

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A Tenjiku Shogi set from Angela/George Hodges — the top player’s pieces have been flipped to show off their promoted sides.  Of course I also own one of these sets.

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Traditional Shogi lined up beside Tenjiku — just think how much damage one Fire Demon could do in that Shogi game!

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A closeup of the deadly Fire Demon, ready to wreak havoc

Dai Dai Shogi

Dai Dai Shogi — or, literally translated, ‘Big Big Shogi’ — definitely fits its name.  The game is played on a 17×17 board of 289 squares, with each player leading an army of 96 pieces!  The starting setup, unlike most Shogi variants, is highly asymmetric — amongst the 96 pieces in your army, there are 64 different types of pieces, so many of your army are unique single pieces.  All told, you need to remember 68 different piece moves — again unlike most variants, only 20 pieces promote in this game, and none of those promotions are to Gold General.

Dai Dai is quite a fascinating game, with a style of play all its own.  This is the first large Shogi game to introduce promotion by capture — pieces promote as soon as they capture any enemy piece, and don’t have to wait until they reach the promotion zone.  Promotion is also mandatory, whereas it’s optional in standard Shogi.  This creates some intriguing tactical decisions, as some pieces effectively demote, becoming weaker when they make a capture — so you’d better make that capture count!

Dai Dai also introduces two powerful hook-moving pieces: the Tengu, or long-nosed goblin, that can make two consecutive Bishop moves at right angles to each other; and the aptly-named Hook Mover, which makes two consecutive Rook moves at right angles to each other.  If that doesn’t sound so amazing, consider that a Hook-Mover on an empty board can reach any square in one move — hard to keep your King safe from that!

Dai Dai Shogi is well worth a try if you’re interested in a unique twist on Shogi — the asymmetric setup, huge piece variety and powerful hook-movers make for a surprisingly aggressive game, considering the size of the board.

dai dai vs shogi comparison

Big Big Shogi indeed!  Board and pieces from Angela/George Hodges once again.

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Dai Dai Shogi set with the second players’ pieces flipped to show the promoted sides.  Note how few of the pieces promote — not even the pawns!

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The King’s entourage grows ever larger, and more diverse.  Out of the 64 starting pieces, a full 47 of them are solo pieces, making for a complex and asymmetric starting position.

Maka Dai Dai Shogi

Maka Dai Dai Shogi is yet another step up in size from Tenjiku, played on a 19×19 board of 361 squares, with each player starting with an army of 96 pieces.  The name is a bit interesting — ‘Dai’ means big or large, as we know, and ‘Maka’ is a word derived from Sanskrit that means something like ‘Superior’.  So ‘Maka Dai Dai Shogi’ means basically ‘Superior Large Large Shogi’, or less awkwardly, ‘Superior Ultra-Large Shogi’.  I would argue this is pretty accurate — it’s definitely ultra-large, and has a number of superior qualities.

One of the standout qualities of Shogi as compared to Chess is that most of the pieces can promote, and the large variants for the most part carry on this tradition.  Maka Dai Dai, however, takes it to the next level, and allows the King himself to promote!  A promoted King becomes an Emperor, the most powerful piece to exist in any variant of Chess: the Emperor can instantly teleport to any unprotected square on the board, including squares occupied by enemy pieces.  In other words, the Emperor can instantly go anywhere and capture anything, so long as that square isn’t directly threatened with recapture by an enemy piece.

Alongside this, in Maka Dai Dai promotions occur by capture, as in Dai Dai Shogi — however here the promotion is optional, unless the captured piece is a promoted piece, in which case promotion is mandatory!  This helps to speed up the pace of the game, as on such a large board reaching the promotion zone would take forever.  Hook-moving pieces appear again in this game, but here they demote to Gold General on capture, so they’re effectively one-shot nuclear weapons if used to take out a promoted piece — use them wisely.

Promotion-by-capture also makes attacking the enemy King a risky proposition — if you mess it up, the King might capture an attacking piece, thereby immediately becoming an Emperor, which is both extremely powerful and desperately hard to checkmate!

“If you come at the King, you best not miss.”

–Omar Little

Maka Dai Dai, like most of the large Shogi variants, was invented by Buddhist monks — after all they have lots of time on their hands.  This is more apparent in Maka Dai Dai than the other variants, as it includes pieces drawn from Buddhist mythology that behave in unusual ways.  The Deva and Dark Spirit, for example, promote to Buddhist Spirit and Teaching King respectively — and any piece that captures them becomes a Buddhist Spirit or Teaching King, so these immortal creatures effectively never leave the board.

Substantial research has been done on this game by Professor Tomoyuki Takami, who states that Heian-Era sources suggest that Maka Dai Dai was actually one of the earliest forms of Shogi to exist, dating from as early as the 10th century.  He says that the pieces of the game are inspired by Chinese astrology and traditional masked dances and festivals of the early Heian era, and that in the early days the game was played as a form of ritual rather than entertainment.  Over the centuries, the game was reduced down to smaller forms, like Dai Dai Shogi, Dai Shogi and Chu Shogi, once they discovered that this ritual game was actually quite fun to play, but pretty long….

How long, you ask?  Well, George Hodges once compared the lengths of various versions of Shogi — this is the number of total moves in an average game for each variant:

  • Chess: 80
  • Shogi: 110
  • Dai Shogi: 400
  • Dai Dai Shogi: 800
  • Maka Dai Dai Shogi: 1100
  • Tai Shogi: 2000

Wow, that’s long.  If you start up a game of Maka Dai Dai Shogi, make sure you have the weekend free 🙂  I should say that I, of course, own a physical set for this game and would happily play it with anyone who asks.  The board is too big for my table, however, so we’d have to find a place big enough!

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A Maka Dai Dai set by Angela/George Hodges — promoted pieces on top.

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Maka Dai Dai is such a large game that it can be quite intimidating — staring across the board at your opponent’s massive army lurking across the horizon feels quite different from more normal-sized Chess games.

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The Mighty Emperor

 

Tai Shogi

OK, now this is getting ridiculous — Tai Shogi, or ‘Supreme Shogi’, is a spectacularly huge game played on a 25×25 board of 625 squares, invented in the 15th century by Buddhist monks (of course).  Each player marches into battle with an army of 177 pieces each, and in order to play you need to remember 99 distinct piece movements.

I’ve never personally played this, but remarkably, you can actually buy a set of this from Angela Hodges here in the UK.  The board is more than a metre square!  Even experienced players take upwards of two hours to set up the pieces in their initial position.  As you can see below, each players’ starting ranks are absolutely chock full of pieces — in fact the opening phase is a bit like a sliding-block puzzle as you try to free up lines for your pieces to get into the action.

Notably, there are actually no Kings on the board — each player starts with an Emperor in play (!), and a Crown Prince that moves like a King.  Both must be captured to win the game.  Many of the other pieces have strong promotions, which occur by capture as in Dai Dai and Maka Dai Dai rather than by entering the promotion zone — so carelessly leaving pieces out to be gobbled up can rapidly turn the game against you!

Those who’ve played Tai say it’s an extremely challenging game, because it’s very hard to formulate any kind of sensible whole-board strategy in a game this large.  As a result the game plays more like a wargame, with intensely tactical local skirmishes of great complexity breaking out across the board.  Meanwhile, the everpresent Emperors make each move feel consequential — leave anything hanging and you may give the Emperor a chance to start some carnage.  Given how old this game is, the creativity of all this is astounding — it’s kind of like an ancient version of Warhammer or something.

I don’t yet own this game but certainly plan to at some point — consider this a standing challenge to all!  Once I get a set for this, I’m happy to give it a go with anyone who’s interested.

tai shogi vs shogi comparison

Regular Shogi just looks tiny compared to Tai Shogi!  Without a doubt you could play an entire Shogi tournament in the time it takes to play one game of Tai Shogi.

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A closeup of the Emperor’s immediate surroundings — quite a dense wall of protectors he has!  The Emperor is at the centre of the bottom row, the Crown Prince (taishi)  is directly above him, and the Drunk Elephant three pieces above the Prince.

Taikyoku Shogi

Unbelievably, Tai Shogi is not the biggest Chess game to ever exist.  It used to be, until some documents were uncovered in 1997 with rules for a 16th-century Shogi variant called Taikyoku Shogi, or ‘Ultimate Shogi’.

This preposterous game is played on a 36×36 board of 1,296 squares.  Each player has an army of 402 pieces, and to play you must remember 253 distinct movement patterns.  Each side starts with a King and Crown Prince on the board, and a Drunk Elephant who can promote to Crown Prince — meaning you may have to capture three royal pieces to eventually win.

Unlike the other huge variants, in Tai Shogi promotion is once again by entering the enemy camp rather than by capture.  Each army contains a huge variety of pieces with whimsical names like the Running Bear, Vermillion Sparrow, Violent Ox, Enchanted Badger, and — my favourite — the Vertical Puppy.  If I ever play this game somehow, I’m going to devote my entire strategy toward devising a way to checkmate my opponent using the Vertical Puppy.

Amazingly, a real-life wooden set for Taikyoku Shogi was carved and used for a special segment on the Japanese variety show Fountain of Trivia back in 2004.  Two Shogi pros faced off in a game of Taikyoku Shogi, using a little reference book to help them remember how the pieces moved.  The game lasted 32 hours and 41 minutes, and ended in checkmate for the first player after 3,805 moves!

There’s a clip of the match on YouTube, unfortunately the quality isn’t great but the whole segment is there: https://www.youtube.com/watch?v=_c0Y26iTPSM

At the end of the match, the winning player says ‘I don’t want to do that again’; the loser says something hard to translate, but it’s kind of like ‘I have no regrets’, conveying the impression he doesn’t mind losing something so bizarre, and is mostly glad it’s over.

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A closer look at one player’s setup in Taikyoku Shogi — imagine trying to remember all 402 of these pieces!

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A fanmade version of Taikyoku Shogi — quite impressive!

 

Notes on the large Shogi variants

For much more detail on the Shogi variants, I recommend checking out this GeekList on Boardgamegeek.com from Shogi enthusiast The Player of Games that describes a large number of them.  Numerous resources are linked there, and I borrowed a bunch of the images in this post from there as the photos the author took of his sets are far better than any others I could find.  Many thanks to TPoG for taking the time to produce such crisp and high-resolution images of these great games!

Most importantly, TPoG’s list includes a detailed discussion of some discrepancies in the moves for certain pieces — the three main Edo Era sources for the larger games differ slightly in how they describe some moves.  For the most part these differences are very minor, and in games this size aren’t really going to have any influence at all on the overall play.

However, the recommended changes in that list for the upgraded forms of the Lion make much more sense than the currently-available moves in the English versions of these games.  They actually build on the Lion’s powers rather than weakening them.  For reasons of consistency I highly recommend using the updated moves suggested in that list when playing Dai Dai Shogi, Maka Dai Dai Shogi or Tai Shogi.

Where do I go from here?

Well, as you can see, Shogi offers a whole world of interesting games.  I wrote far too much here, and yet still didn’t cover anywhere near all the variants — there’s a number of smaller ones too, but I just love the big monster games.  If you fancy trying a variant of Shogi, and want to pick just one, I’d recommend Chu Shogi — it’s monstrous without being ponderous, and the Lion is such a creative and beautifully-balanced addition to the game.  Leaving aside my nerdy fascination with all things Shogi, it’s a genuinely delightful game.  Tori Shogi is also a great choice, as it’s small and easy to learn but still has tons of depth.

If you want to dive headfirst into one of the monster games, I highly recommend Maka Dai Dai Shogi.  It’s a fascinating game not just in terms of its unique play style and unusual pieces, but also because of its intriguing history and cultural relevance.  When playing this game you can feel that it could have been a ritual experience, a rumination on Buddhist thought as well as a battle playing out on a (huge) chessboard.  Sure, it’ll take awhile, and will require patience and dedication to get through a game — but those are quite Buddhist qualities, are they not?

Your best bet of course is to play modern Shogi — in my opinion it’s the finest version of Chess by quite some distance, and can easily support a lifetime of play and study.  There are numerous places these days to play online, like 81dojo  which is free, available in English and supports several variants as well.  Obviously modern Shogi has by far the largest playing community of any version of Shogi, and rightfully so — it strikes a balance between complexity and simplicity that’s hard to beat.

For a taste of Shogi, come on down to our Shogi event next month and get acquainted with the modern game!  I’m sure you’ll enjoy it, even if just as a peek into a corner of Japanese culture most of us never see.  For those of you who really take a fancy to the game, you’re welcome to join Shuzo and myself in our soon-to-be-launched Shogi club, which will meet regularly in Glasgow to play Shogi and learn about the game.

And, if you’re a weirdo like me who can easily spend all day playing games, join me for a game of Tori, Chu, Dai, Tenjiku or Maka Dai Dai Shogi!  Just make sure you free up your schedule first 🙂

 

 

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