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- - -

Shogi variants

-

- - - - - - - - - - - - - -

-Several historical variants of shogi exist. Most of these were invented -before modern shogi (in some cases hundreds of years before), are much -larger than modern shogi and are not played with drops. Thus, in many -ways they are really more like giant chess games than like modern shogi. -The only one of these games to have survived in Japan is Chu (middle) -shogi, which is still played a little bit. Thanks to the efforts of -George Hodges and John Fairbairn of the Shogi Association (two British -shogi enthusiasts), these games were resurrected and rules and sets for -them can still be purchased from George Hodges (see section References and links). I hope to eventually extend GNU shogi so that it can play at -least some of these games. There are also several non-historical -variants of shogi; I don't know much about them but you can find -information about them on the internet (see section References and links). + + + + + + + + + + + + + + + + + + + +
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+


+

2.2 Sample game

+

-The historical variants include: - - - -

    - -
  1. - -Tori (bird) shogi, played on a 7x7 board with 32 pieces in all; this is -the only variant that is known to have been played with drops. - -
  2. - -Wa shogi, played on an 11x11 board with 54 pieces. This game can be -played with or without drops but the historical evidence favors the view -that it was played without drops. However, most people who have tried -it claim it is a much better game with drops, being even more intricate -than standard shogi. - -
  3. - -Chu (middle) shogi, played on a 12x12 board with 92 pieces. This was -(and is) by far the most popular of the variants, and has 21 different -kinds of pieces in the starting line-up alone (along with several others -that appear upon promotion). Unlike modern shogi, there are a -tremendous number of ranging pieces and the game is definitely not -played with drops. There is also an amazing piece called the Lion which -has a double king move and can capture two pieces at once! Chu shogi -has a small but fanatical following, some of whom consider it better -than modern shogi. - -
  4. - -Dai (great) shogi, played on a 15x15 board with 130 pieces. Other than -the larger board, this game is very similar to Chu shogi. - -
  5. - -Tenjiku (exotic) shogi, played on a 16x16 board with 176 pieces. This -game is possibly the most complex tactical game in existence. There are -many astoundingly powerful pieces, including one (the Fire Demon) that -can capture up to eight opposing pieces in a single move! Despite the -size of the game, checkmates can occur very suddenly (and often very -early on) if one player makes a wrong move. Tenjiku also has a small -but fanatical following, one of whom (Colin Adams) has written a book on -the game which is available for download at -http://www.colina.demon.co.uk/tenjiku.html. - -
  6. - -Dai-dai (great-great) shogi, played on a 17x17 board with 192 pieces. -The opening setup alone has 64 different kinds of pieces! This game and -the larger ones that follow sound pretty outlandish, but they have -actually been played; a game of Dai-dai can supposedly be played in -about 12 hours. - -
  7. - -Maka-dai-dai (great-great-great) shogi, played on a 19x19 board with 192 -pieces. For those for whom Dai-dai shogi is just too small :-) - -
  8. - -Tai (grand) shogi, played on a 25x25 board with 377 pieces! Until -recently, this was thought to be the biggest chess game ever devised, -but now there is... - -
  9. - -Kyoku tai (extremely grand?) shogi, played on a 36x36 board with 402 -pieces. The rules for this have just been unearthed in an old Japanese -book. Hopefully someone will soon organize a postal Kyoku tai shogi -championship; maybe their distant ancestors could finish it :-) - -It is thought that the really huge games (Dai-dai and up) were never -really played to any significant extent (gee, wonder why?) and were -devised merely so that the creators could have the fun of inventing -enormous games, amazing their friends and confounding their enemies. -However, the games up to Tenjiku shogi at least appear to be quite -playable, assuming one has the time. - -
-


- [Contents]   [Back]   [Prev]   [Up]   [Next]   [Forward]   +This game was annotated by Pieter Stouten (see section 5. References and links). I have made some minor corrections. Note that captures are +denoted by the "x" symbol e.g. Rx3f and drops are denoted by the "*" +symbol e.g. R*3f. Check is indicated by a "+" after the move, +e.g. R3f+. I recommend you use gnushogi/xshogi to play along with this +game. In xshogi simply hit the "Force Moves" button after starting +up, while in gnushogi enter the word "force" at the prompt. This will +allow you to enter moves for both sides. +

+ +Note also that the move numbering system used here is the chess-type +system where one move means one move by each player. The Japanese count +one move made by each player as two moves. +

+ +--------------------------------------------------------------------------- +

+ +Below you will find (the English translation of) an annotated game which +was published in the Dutch Shogi magazine "81" and in the Dutch +beginners booklet. It has proven to be a very useful game to explain +some basic principles of Shogi. Also, it is a rather straightforward +game compared to professional games where in most cases very diffuse +middle game fights take place. +

+ + Pieter Stouten, 14th May 1990. +

+ +--------------------------------------------------------------------------- +

+ +Black: Michael Trent (1-dan). White: David Murphy (2-dan). +

+ + 1. P2f P3d 2. P2e B3c
+[ This move is necessary, as otherwise white can exchange pawns: 3. P2d +Px2d 4. Rx2d. He would thus get a pawn in hand and open up his rook +file. ] +

+ + 3. P7f P4d
+[ White closes the bishop diagonal again. He plans to play ranging rook +(the rook goes to 5b, 4b, 3 or 2b; a defensive strategy) and in that +case he'd better avoid an exchange of bishops. One of the reasons is +that he will have problems developing his pieces without leaving holes +for bishop drops. ] +

+ + 4. S4h R3b 5. P3f S4b 6. K6h K6b
+[ In general the rook plays an important role in the attacks. It is +wise to move the king away from the area where the initial fights will +be and both players act according to the Shogi proverb "keep the rook +and king apart". ] +

+ + 7. K7h K7b 8. P5f P5d 9. G4i-5h G4a-5b
+[ Both players use their second gold general to build their castle. ] +

+ + 10. S6h
+[ In itself this move is not bad. However, it will become clear that +black plans a quick attack and in that case it is wiser to omit this +move. ] +

+ + 10... S5c 11. P1f P1d
+[ The advance of the edge pawns must be timed very well. The remark at +black's tenth move applies here too: this move is good if black wants to +play a slow game, because it eliminates a future B1e. ] +

+ + 12. P4f K8b 13. N3g S7b
+[ Black develops his knight in order to start an attack over the second, +third and fourth files. White strengthens his king's position and +awaits the attack. He aims at a counterattack as soon as black has +broken through into the white camp. Probably white's breakthrough will +take place later, but he has good compensation in the form of a stronger +castle. This theme occurs very often in static rook versus ranging rook +games. ] +

+ + 14. P4e R4b
+[ Black starts his attack and white puts up a very passive defence. His +rook has a hard task now to penetrate the black position. Moreover, he +blocks his own bishop. It seems much better to start a counterattack +with 14... P3e, later to be followed by B2b, B5a or Bx4d in order to use +his rook more actively. ] +

+ + 15. Px4d Sx4d 16. P*4e S5c
+[ 16... Sx4e is more active. A silver general is normally more valuable +than a knight, but white gets two pawns in hand and black none, while +the knight might come in handy for white too. ] +

+ + 17. Bx3c+ Nx3c 18. P2d Px2d
+[ Black threatens to break through and white has to consider taking the +pawn on 2d or starting a counterattack with Nx4e. If he chooses the +latter, black can play Px2c+ followed by +P3c. The disadvantage is the +black "tokin" (=promoted pawn) that white will get in his camp; the +advantage is that it will cost black two more moves to promote his rook. +Because white did not trust that the result after engaging in a +"semeai" (=mutual attack) with 18...Nx4e would give a positive result, +he captured the pawn on 2d. Making the right decision in moments like +this often makes the difference between a win and a loss: miss one +attacking chance and you will be forced to defend the whole game until +the unavoidable defeat; on the other hand, an unsound attack can destroy +all "aji" (=potential, meaning possibilities, threats) without getting +anything in return. ] +

+ + 19. Rx2d Nx4e 20. Nx4e Rx4e 21. R2a+ P*4g
+[ Now it becomes clear why black's 10. S6h was not good. Had this move +been omitted, then white would not have had the time to play 13... S7b +and after R2a+ the gold on 6a would hang. Thus black would have kept +"sente" (=initiative). Instead of 21... P*4g, B*6d is a very good +move, because after 22. P*2h black does not have a pawn in hand anymore +and he is being threatened with the annoying 22... N*4f 23. G5g N3h+ +24. S4g +N4h also. Black can also counter 21... B*6d with 22. N*3g. +White would then reply with 22... R4b 23. B*3c P*4g 24. Bx4b+ Sx4b. The +white rook has played its role and instead of spending moves on saving +it white starts to scatter black's defences by successive pawn drops on +the fourth file: 25. Gx4g P*4f 26. G5g N*6e 27. G5h P4g+ 28. Gx4g P*4f. +This analysis was provided by Kato Hifumi, 9-dan professional (the +highest regular grade). Destroying the coherence of the enemy pieces +(their shape) by dropping pawns is one of the most important Shogi +techniques. With the actual move 21... P*4g white missed a good +chance. ] +

+ + 22. Sx4g P*4f 23. B*3g Px4g+ 24. +Rx6a +Px3g
+[ 23. B*3g seems pointless, but a closer look reveals that it is +actually quite mean. On move 24 white cannot capture black's "Ryu" +(=dragon =promoted rook) with his silver: 24... Sx6a 25. N*7d K7b +26. G*8b mate. By attacking the front of the white castle and +threatening to mate him there, black has the chance to break down the +white defences from the side. ] +

+ + 25. +Rx5b S*6b
+[ Here 25... B*4d would be much better, because it is defensive and +attacking at the same time. After e.g. 26. G*4c Bx9i+ 27. Gx5c black +threatens 28. +Rx7b Kx7b 29. S*6a K8b 30. S*7a Kx7a 31. G*7b mate. +White is one move quicker, however. He has the following beautiful +"tsume" (mating sequence where every move is check): 27... N*8f 28. Px8f +S*8g 29. Kx8g B*9h 30. K7h Bx8i+ 31. K8g +B8i-8h 32. K9f L*9e mate. +This illustrates the sharpness of Shogi: one move can make the +difference between winning and losing. ] +

+ + 26. P*4f Rx4f
+[ This move eliminates white's last chances. 26... R4b 27. +Rx4b Sx4b +28. R*4a seems annoying, but after 28... B*3c 29. S7g B*3b white wins +the rook and with his "tokin" on 3g there still is some hope. ] +

+ + 27. N*6e +P4g
+[ White cannot defend anymore, so he starts a desperate attack. Black +does not lose the right track, however. ] +

+ + 28. Nx5c+ +Px5h 29. +Nx6b +Px6h 30. Gx6h N*8f 31. Px8f B*6i 32. Gx6i + R4h+ 33. N*6h +Rx6h 34. Gx6h S*8g 35. Kx8g N*9e 36. K7h Resigns
+[ White resigns here, because after 36... B*8g 27. K7g his attack has +petered out. ] +

+ + +


+ + + + + + + + + + +
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+ +This document was generated +by Michael C. Vanier on July, 7 2004 +using texi2html