Ten Variants

By George Hodges Moves and rules of the major ancient Shogi variants Tori , Wa, Heian-Dai, Dai, Tenjiku, Dai-Dai, Maka-Dai-Dai, Tai and Tai-Kyoku Shogi

together with the modern four-handed game of Yonin Shogi

The Japanese as depicted on the roof of the Ginkaku-ji (Silver Temple) Composed using QuarkXPress ™ in © March 2002 Contents Tori Shogi Page 3 Wa Shogi Page 12 Heian Dai Shogi Page 16 Dai Shogi Page 17 Tenjiku Shogi Page 25 Dai-Dai Shogi Page 34 Maka-Dai-Dai Shogi Page 44 Tai Shogi Page 57 Tai-Kyoku Shogi Page 73 Yonin Shogi Page 110 Appendix Page 118

2 TORI SHOGI

INTRODUCTION

TORI SHOGI (Bird Shogi) is the smallest form of the Japanese family of games and was said to have been invented by Ohashi Soei (1756-1809) at the end of the 18th century, He was a very famous master of Shogi and was awarded the topmost honour in the Shogi world, that of “9th Lifetime ” (Grand Champion). His Tori Shogi (Bird Chess), so called because all of the pieces have the names of birds, is broadly based upon normal Shogi but is played on a board with only seven squares each way and a total of 32 pieces. Historical game scores for Shogi variants are extremely rare but we are, however, fortunate in having no fewer than eight ancient professional games of Tori Shogi, all played as long ago as 1830. Several top players of the day gathered at the house of Toyota Shirohi in August of that year and these game scores come from that meeting. A complete handicap system was established for Tori Shogi and several of these ancient games do demonstrate handicap play. Here is the initial set-up of the game:-

Each player starts with 16 pieces, consisting of one Phoenix, one Falcon, two Cranes, two Pheasants, one left-Quail, one right-Quail and eight Swallows.

Below are the pieces, together with their moves, the English and Japanese names and their notation symbols as used in game-scores. Only two pieces promote (see rules section) and their promotional ranks and moves are also given here

3 Promotes Does not to promote Eagle

PHOENIX OTORI Ph FALCON TAKA Fa

Promoted Falcon Does not promote

CRANE TSURU Cr EAGLE WASHI* Eg

Does not Promotes to promote Goose

PHEASANT KIJI Pt SWALLOW TSUBAME Sw

Promoted Does not Swallow promote

Left Quail QUAIL UZURA Q GOOSE KARI Go

Does not promote *The character does not appear in the Japanese lexicon: its ON reading must be Right Quail Cho but no KUN reading exists. In Chinese QUAIL UZURA Q it refers to aquiline birds in general (including buzzards, vultures et cetera). The normal Japanese for “Eagle” is Washi but this has its own character. Perhaps ON readings were used in all cases (cf. normal 9 x 9 Shogi’s Kyo, Kei et cetera).

4 RULES OF PLAY

1) THE OBJECT OF THE GAME is to capture the opponent’s Phoenix. 2) THE MOVES OF THE PIECES are shown in the diagrams above. Dots indicate the squares to which the piece may move. Arrows indicate that the piece may move any number of unobstructed squares in the directions shown. Crosses indicate that the piece may JUMP directly to any of the so-marked squares. N.B. The Eagle CANNOT jump directly to the second square in the rear diagonal directions should ANY piece occupy the first such square. 3) QUAILS. There are two types of Quail: they are distinguished from each other by & which are the Japanese characters for left and right respectively. These symbols are to be found on the reverse side of the pieces and indicate on which side of the board they are placed in the initial set-up. 4) DROPS. Captured pieces are enlisted in the forces of the player making the capture and may be dropped (i.e. re-entered) on any vacant square instead of moving a piece already on the board. Pieces drop in the unpromoted state and you cannot capture as you drop. There are three special rules concerning Swallow drops: a Swallow cannot be dropped on the last rank (furthest from the player); a Swallow cannot be dropped on any file where there are already two Swallows belonging to the same side and a Swallow cannot be dropped in front of the Phoenix go give instant . 5) PROMOTION. The furthest two ranks from a player constitute his “Promotion Zone”. When a Falcon or Swallow makes any move wholly or partly within this zone, promotion is COMPULSORY. To do this the piece is turned over showing its promoted rank. Promotion is permanent as long as the piece remains on the board. 6) REPETITION OF MOVES. Should the same position occur three times by repetition of moves, the player starting the sequence MUST vary his move. By “same position” is meant: position of pieces on the board, same pieces in hand and same turn to play.

NOTATION SYSTEM A notation system has been devised for all types of Shogi in which each square is given a designation by reference first to the file number and then to the rank number. For example 6f is the square on the 6th file and at the “f” rank. Each piece is also given a designation, for example, Sw for Swallow (see moves of the pieces). Moves are scored thus: “-” means “to”; “x” means “captures”; “+” means “promotes” or “promoted” and “*” means “drops”. Playing through the game scores below will make the system clear.

HANDICAP SYSTEM The complete handicap system for Tori Shogi is as follows:- 1) Black/White/Black 2) Black 3) Black/Quail In the case of Quail handicaps it was not 4) Quail specified which Quail should be removed. 5) Quail/Falcon We must assume, therefore, that it was at the choice of the player giving the handicap. 6) Falcon 7) Falcon/Quail and Falcon 8) Quail and Falcon

5 Hereunder are the only known historical games of Tori Shogi. Formerly games were scored with Black playing down the board and the games have, therefore, been transcribed in that way.

Game 1: 23rd August 1830 Black: Kimura Sadakichi White: Kita Keiji

1. Swx5e, Swx3c; 2. Fax3c, Sw-3d; 3. Fa-2b, Fax5e; 4. Sw-5d, Fax5d; 5. Cr3a-4b, Sw-4d; 6. Sw*5c, Fa-4e; 7. Swx4d, Fax4d; 8. Ph-5b, Sw*4c; 9. Crx4c, Fa-3c; 10. Fa-3a, Sw*4d; 11. Cr-3b, Fax3b+; 12. Fax3b, Cr*4c; 13. Fax4c, Swx4c; 14. Sw*4e, Fa*2b; 15. Sw*3e, Fax2a+; 16. Sw*2f, +Fax2c; 17. Swx2g+, Sw-3c; 18. Pt*5e, Cr-6f; 19. Cr*3f, Ph-5f; 20. Fa*4g, Phx5e; 21. Fax3g+, Ph-4d; 22. Sw-4f+, Ph-3d; 23. Cr*4e, Ph-2d; 24. Crx2e, mate.

Game 2: 23rd August 1830 Black: Kimura Sadakichi White: Kita Keiji

1. Cr-2b, Swx5d; 2. Swx5d, Swx3c; 3. Crx3c, Cr-6f; 4. Fa-3b, Ph-3f; 5. Sw*4d, Ph-2f; 6. Swx4e, Fax4e; 7. Cr-4d, Fa-3f; 8. Sw*3d, Swx3d; 9. Sw*3e, Fa-4f; 10. Ph-5b, Sw*4e; 11. Cr-5e, Crx5e; 12. Swx5e, Fax5e; 13. Cr*5f, Fa-5d; 14. Cr-5e, Cr*5c; 15. Ph-4a, Sw*3c; 16. Crx5d, Crx5d; 17. Fa-4b, Sw*5c; 18. Fa*6f, Sw*2b; 19. Ph-3a, Swx2a+; 20. Phx2a, Cr*3b; 21. Fax3b, Swx3b+; 22. Cr*2b, Fa*4a; 23. Cr-4b, Fa-5b+; 24. Cr4b-3a, Crx4c; 25. Fax7g+, Sw-3c; 26. +Fax6g, +Sw-3d; 27. +Fax4e, +Fa-4a; 28. +Fax4c, +Fax4c; 29. Sw*3b, Fa*4a; 30. Crx3c, +Fax6a; 31. Cr*4b, Fa-5b+; 32. Q*4c, +Fax4c; 33. Crx4c, +Fax4c; 34. Sw*4b, +Fa-5b; 35. Pt*4c, +Fa-4a; 36. Crx3d, Sw-5b+; 37. Fa*4e, Cr*4f; 38. Fa-5f+, Q*5g; 39. +Fax6e, +Sw-5d; 40. Sw*4e, Crx3e; 41. Crx3e, Phx3e; 42. +Fa-4g, Q-5e; 43. +Fa-5g, Cr*4f; 44. Swx4f+, Crx4f; 45. Sw*3d, Ph-4d; 46. +Fax7e, Sw*3c; 47. Cr*5c, Phx3d; 48. Swx3c, Ph-3e; 49. Sw*4e, Sw*2b; 50. Phx2b, Pt*2d; 51. Swx2d, Sw*2c; 52. Ph-2a, Sw*3b; 53. Cr*3d, Ph-2f; 54. Ptx3b, +Swx3b; 55. Swx4f+, +Swx3d; 56. +Sw-4d, Ph-1f; 57. Pt*1d, Swx1d; 58. Sw*1e, Phx1e; 59. Sw*1d, Phx2d; 60. Cr*1c, Ph-3e; 61. Cr-3b, +Fax6c; 62. Cr-6d, +Fa-4e; 63. Cr-4c, Pt*3f; 64. +Fa-6e, Q-5b; 65. Crx5b, +Fax4d; 66. +Fa-4c, +Swx5b; 67. Q*2f, Phx2f; 68. +Fax4d Cr*3e; 69. +Fa-5e, Q*4a; 70. Sw*3b, Sw*4f; 71. Ph-3a, Cr*4d; 72. +Fa-5f, Pt*5c; 73. Crx5c, Crx5c; 74. +Fax5c, Cr*4d; 75. +Fa-6c, Pt*2b; 76. Crx2b, Swx2b+; 77. Sw*1f, Sw*6d; 78. +Fax6d, Cr*5c; 79. +Fa-6e, +Sw-2d; 80. Swx1g+, Crx4b; 81. Ph-2b, Sw*1f; 82. Sw-1e, Qx3b; 83. Pt*3g, Phx3g; 84. Swx1f+, Cr4dx3c; 85. Ph-1c, Sw*1d; 86. +Swx1d, Pt*2b; 87. Ph-1b, Qx1d; 88. Ph-2a, Pt-1c; 89. +Sw-1e, Ph-2f; 90. +Swx1c, Sw*2b; 91. Ph-1b, Cr3e-3d; 92. +Fa-5f, Sw-2a+; 93. Phx2a, Cr3d-4c; 94. Sw*3a, +Sw-5d; 95. +Fa-3d, Cr4cx3d; 96. Sw*2b, Crx2b; 97. Phx2b, Fa*3c; 98. Ph-1b, Cr-2c; 99. Ph-2a, Fa-2b+ mate.

Game 3: 23rd August 1830 FALCON HANDICAP Black: Miyamoto Rinnosuke White: Kimura Sadakichi

1. ..., Cr-6f; 2. Cr-6b, Ph-3f; 3. Cr-2b, Cr-4f; 4. Ph-5b, Swx3c; 5. Crx3c, Sw-3d; 6. Cr-2b, Cr-3e; 7. Swx5e, Crx5e; 8. Sw-5d, Crx5d; 9. Sw*6f, Sw*4d; 10. Cr-5c, Crx4c; 11. Ph-6b, Sw*5d; 12. Fax4c, Swx4c; 13. Crx5d, Fa*3b; 14. Swx6g+, Fax2b+; 15. +Swx6e, Sw-4b+; 16. Sw*4c, +Fax1a; 17. Cr*5f, +Fax2a; 18. Cr5fx4e, Ph-2f; 19. Pt*4f, +Sw-4d; 20. Swx4d, +Fax2c; 21. +Sw-4g, Pt*4b; 22. Cr-4c, +Fa-4a; 23. Ptx3e, Cr*5c; 24. Ph-7b, +Fa-5a; 25. Pt-2d, Ph-3e; 26. Cr4cx3d, Phx2d; 27. Cr*2c, Phx1c; 28. Resigns.

Game 4: 23rd August 1830 FALCON AND RIGHT-QUAIL HANDICAP Black: Oka Tahee White: Kita Keiji

1. ..., Cr-6f; 2. Cr-2b, Ph-3f; 3. Cr-6b, Cr-4f; 4. Ph-5b, Swx3c; 5. Fax3c, Sw-3d; 6. Fa-4b, Swx5d; 7. Swx5d, Sw*6d; 8. Sw*4d, Swx6c; 9. Cr-5c, Sw*5e; 10. Swx4e, Crx4e; 11. Sw-4d, Crx5d; 12. Crx5d; Swx5d; 13. Fa-4c, Cr*5c; 14. Ph-4a, Sw*3e; 15. Cr*4e, Ph-2f; 16. Sw*2d, Cr-5e; 17. Swx2e, Ptx2e; 18. Sw-2d, Pt-3f; 19. Pt-2c, Sw*4f; 20. Sw-2e, Ph-3g; 21. Fax5c, Swx5c; 22. Sw*5d, Swx4e; 23. Swx5e, Cr*4c; 24. Ph-3a, Fa*4b; 25. Ph-2a, Crx4d; 26. Cr*5f, Sw-5b+; 27. Ptx6c, +Sw-5d; 28. Crx6g, Sw*2d; 29. Ptx6e, Swx2c; 30. Crx2c, Sw*2d; 31. Ptx5d, Swx2c; 32. Cr*2f, Ph-4f; 33. Cr-5f, Cr*3b; 34. Ph-1b, Pt*2a mate.

Game 5: 23rd August 1830 FALCON HANDICAP Black: Kimura Sadakichi with name changed to Ichihara Koheiji White: Toyota Shirohee

1. ..., Cr-6f; 2. Cr-2b, Ph-3f; 3. Ph-5b, Cr-4f; 4. Fa-3b, Swx5d; 5. Swx5d, Sw*6d; 6. Ph-6b, Swx3c; 7. Crx3c, Sw*5e; 8. Sw*5c, Swx6c; 9. Ptx6c, Swx5d; 10. Swx5d, Sw-6d; 11. Pt-5b, Sw*5e; 12. Sw*5c, Pt-6e; 13. Cr5a-4b, Sw*7d; 14. Sw*7b, Swx7c; 15. Swx7c, Sw-6c; 16. Ph-5a, Swx5d; 17. Swx5d, Sw*7b; 18. Qx7b, Sw*7d; 19. Ph-4a, Swx7c; 20. Qx7c, Sw-7d; 21. Q-5a, Sw-6b+; 22. Cr-5c, Sw-7c; 23. Sw*4d, Sw-7b+; 24. Swx4e, Crx4e; 25. Sw-4d, Cr-3d; 26. Crx3d, Swx3d; 27. Cr*4e, Ph-2f; 28. Crx3d, Sw*3e; 29. Cr-4c, +Sw-7d; 30. Crx6b, +Swx5b; 31. Qx5b, Sw*6c; 32. Cr-5a, Q-7a;

6 33. Sw*6d, Pt-7f; 34. Sw*4e, Sw-6b+; 35. Sw*6c, Pt-7d; 36. Sw-4f+, Pt-7b; 37. Sw-4e, Cr-7e; 38. +Sw-4d, Ph-3f; 39. Sw*2f, Ptx6c; 40. Swx2g+, +Swx6d; 41. Sw*6b, Sw*4b; 42. Ph-3a, Pt*3d; 43. Fa-3c, Sw*3b; 44. Ph-2b, Ptx4e; 45. Crx3b, Sw*3d; 46. Fax4b, +Swx4b; 47. +Swx4b, Cr*3c; 48. Crx3c, Swx3c; 49. Sw*3a, Phx2g; 50. Sw*4d, Pt-3f; 51. Sw*2d, Sw*2f; 52. Sw*1d, Swx2d; 53. +Swx2d, Sw*5c; 54. Qx5c, Cr-6d; 55. Q-4b, Ptx5d; 56. Sw*5b, Fa*6a; 57. Cr*4c, Cr-5e; 58. Sw*5c, Pt-6e; 59. Sw-5d, Cr-6d; 60. Swx1e, Sw-2e; 61. +Sw-4f, Qx1e; 62. Sw-4e, Pt-3d; 63. Sw-1d, Q-3g; 64. Sw-1e, Ph-3f; 65. Cr-4d, Sw*4c; 66. Crx4c, Ptx4e; 67. Sw-1f+, Ptx4c; 68. +Sw-4d, Pt-3d; 69. +Sw-1d, Ph-4e; 70. +Sw-6f, Sw*4d; 71. +Swx6d, Sw*4c; 72. Sw*3f, Swx4b+; 73. Crx4b, Fax5b+; 74. Sw*4a, Sw*2d; 75. Swx3g+, Swx2c; 76. Ptx2c, Sw*2d; 77. Q*3f, Ph-5f; 78. Cr*5e, Ph-6g; 79. Phx3c, Q*2b; 80. Phx2b, Swx2c; 81. Ph-3c, Cr*2d; 82. Phx4d, Pt*3c; 83. Crx3c, Cr*4c mate.

Game 6: 26th August 1830 ALTERNATING HANDICAP OF FALCON AND QUAIL Black: Ichihara Koheiji White: Ogino Uji - LEFT-QUAIL HANDICAP

1. ..., Cr-6f; 2. Cr-2b, Ph-3f; 3. Ph-5b, Fa-5f; 4. Q-7b, Cr-4f; 5. Fa-3b, Q-1f; 6. Swx3d, Swx3d; 7. Sw*1d, Cr-3e; 8. Swx1e, Qx1e; 9. Sw-1d, Q-3g; 10. Sw-1e, Sw*4d; 11. Sw*4b, Ph-4f; 12. Cr-6b, Sw*2d; 13. Swx2d, Swx2d; 14. Sw-1f+, Cr-2f; 15. +Sw-1d, Q-3e; 16. +Sw-1b, Pt-2e; 17. Fa-4a, Ph-3f; 18. Swx5e, Crx5e; 19. Sw*3c, Swx3c; 20. Sw*3d, Q-4f; 21. Crx3c, Swx4c; 22. Swx4c, Sw*4d; 23. Sw*4b, Q-3g; 24. Fa-3b, Sw*1c; 25. Sw-3e, Crx3e; 26. +Sw-3d, Fa-6f; 27. Qx1c, Ph-4f; 28. Sw*2c, Swx2c; 29. Sw*2d, Pt-3f; 30. Fax2c, Ptx3d; 31. Q-1g, Sw*2f; 32. Sw*2e, Ptx2e; 33. Swx2e, Sw*2d; 34. Fa-1d, Cr-3d; 35. Crx3d, Qx3d; 36. Swx2f+, Fa-5f; 37. Sw*7f, Ph-5g; 38. Sw-7g+, Sw*7f; 39. +Swx2d, Sw*2b; 40. Sw*5d, Swx2a+; 41. +Swx7e, Swx7e; 42. Swx5e, Fax5e; 43. Pt*5d, Sw*5f; 44. Cr*4f, Fax4f; 45. +Swx4f, +Sw-2c; 46. Fax2c, Cr*3b; 47. Fax3b, Qx3b; 48. Cr*5e, Fa*6f; 49. Crx6f, Phx6f; 50. Fa*4g, Sw*5g; 51. +Swx4d, Swx4d; 52. Cr*4f, Ph-7f; 53. Crx5g, Sw*6f; 54. Fax5f+, Cr*7g; 55. +Fax6g, Phx6g; 56. Cr-5f, Ph-7f; 57. Fa*6g mate.

Game 7: 27th August 1830 FALCON HANDICAP Black: Miyamoto Rinnosuke White: Ichihara Koheiji

1. ..., Cr-6f; 2. Cr-2b, Ph-3f; 3. Fa-3b, Cr-4f; 4. Ph-5b, Swx5d; 5. Swx5d, Sw*6d; 6. Sw*6b, Q-7f; 7. Cr-4b, Swx3c; 8. Cr2bx3c, Sw*5e; 9. Sw*5c, Q-1f; 10. Sw-2d, Ph-2f; 11. Q-1b, Swx5d; 12. Swx5d, Sw*3d; 13. Swx2e, Phx2e; 14. Pt-2c, Ph-3f; 15. Cr-2d, Sw*2e; 16. Ptx2e, Ptx2e; 17. Q-2a, Q-2g; 18. Crx1e, Pt*1g; 19. Cr-1d, Pt-1f; 20. Qx2g, Phx2g; 21. Q*2b, Q*2f; 22. Qx2f, Ph-3f; 23. Cr-2c, Phx2f; 24. Sw-1d, Swx6c; 25. Swx6c, Cr6f-5g; 26. Sw*2d, Sw*4d; 27. Cr-5c, Swx4c; 28. Phx4c, Pt-2g; 29. Sw*1f, Phx1f; 30. Sw*2e, Ptx2e; 31. Swx2e, Phx2e; 32. Cr-2d, Ph-3f; 33. Sw*2e, Sw*2f; 34. Q*2b, Sw*5e; 35. Swx2f+, Phx2f; 36. Cr-2e, Ph-3g; 37. Swx5e, Sw*6b; 38. Sw*5f, Cr-6f; 39. Cr-5d, Q*4d; 40. Ph-5c, Qx5e; 41. Crx5e, Cr6fx5e; 42. Phx6b, Crx5f; 43. Sw*5d, Sw*6d; 44. Sw*6f, Swx6c; 45. Ptx6c, Sw-6d; 46. Swx6g+, Swx6c; 47. Phx6c, Qx6g; 48. Sw*6d, Sw*6e; 49. Sw*5e, Swx6d; 50. Ph-5c, Cr-6e; 51. Pt*5f, Cr*4d; 52. Ph-4b, Crx5d; 53. Sw*4c, Cr4d-5c; 54. Ph-3a, Cr4fx5e; 55. Ptx4e, Crx4e; 56. Sw*4d, Cr4e-4f; 57. Pt*4e, Crx4e; 58. Swx4e, Ph-4g; 59. Cr*4f, Ph-5f; 60. Crx3e, Sw-3c; 61. Fa-2c, Pt*3b; 62. Fa-1c, Sw*2c; 63. Q-1a, Cr5e-5d; 64. Cr2e-3d, Pt*2b; 65. Fa-2d, Sw*4b; 66. Fa-2e, Sw-4a+; 67. Fa-3f+, Ph-6e; 68. +Fa-4g, Sw*5f; 69. Sw-4f+, Sw*1c; 70. +Sw-4d, Crx4c; 71. Cr-4e, Ph-7f; 72. +Fax5f, Pt*5d; 73. Sw*7d, Ph-7g; 74. Swx7e, Pt-6e; 75. +Fa-5e, Sw*6f; 76. +Fax6e, Swx6e; 77. Q*7f mate.

Game 8: 27th August 1830 FALCON HANDICAP Black: Ichihara Koheiji White: Toyota Shirohee

1. ..., Cr-6f; 2. Cr-2b, Ph-3f; 3. Ph-5b, Cr-4f; 4. Fa-3b, Swx5d; 5. Swx5d, Sw*6d; 6. Cr-6b, Swx6c; 7. Crx6c, Sw*5e; 8. Sw*4d, Ph-2f; 9. Sw*2d, Sw-6d; 10. Crx6d, Swx5d; 11. Swx2e, Ptx2e; 12. Sw-2d, Pt-3f; 13. Pt-2c, Sw*6e; 14. Cr-6c, Cr6f-5e; 15. Sw*5c, Swx5c; 16. Phx5c, Sw*5d; 17. Crx5d, Crx5d; 18. Phx5d, Cr*6d; 19. Sw-2e, Ph-3g; 20. Sw*6c, Swx3c; 21. Crx3c, Cr4f-5e; 22. Phx4e, Pt-3d; 23. Crx3d, Cr-4f; 24. Ph-5f, Cr6d-5e; 25. Phx6g, Swx3d; 26. Phx7g, Cr-5g; 27. Sw*3f, Phx3f; 28. Sw*3e, Phx3e; 29. Pt*2f, Ph-4f; 30. Q*4e, Ph-3g; 31. Pt-3e, Ph-3f; 32. Cr*3g, Phx3e; 33. Cr-2f, Ph-2d; 34. Pt*2b mate.

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During the period 1984 to 1987, three Tori Shogi problems appeared in SHOGI magazine and two of these are re-produced below together with a letter from David Murphy extolling the virtues of the game. Finally, the score of a private game played in April 1980 by Aono Teruichi, a top Japanese professional and the writer, followed by a humourous snippet from issue 26 of SHOGI magazine (July 1980) suggesting terms and proverbs for Tori Shogi ends this section.

7 Re-printed from SHOGI magazine Issue No. 23 January 1980

BIRD SHOGI - AN EXPLORATORI LETTER by David Murphy This little game deserves attention I believe, for several reasons. Firstly, unlike the monster games such as Chu Shogi . . . . Tai Shogi, it is small enough to be played in 15 minutes; moreover, there are not the many complicated moves of the big games to be learnt. At first the move of the Eagle (promoted Falcon) seems very confusing. But it has, in fact, been logically thought out. There are three types of move: the single move, the double-square jump and the linear move. Obviously some duplication of the single-square move is unavoidable, but, regarding the other two types, the Eagle’s move so compliments those of the other pieces that each type in each direction is represented once and once only, except in the lateral direction, which is not represented at all.

Jump-type moves Linear-type moves

Also interesting is that the unpromoted pieces are most powerful in the forward direction and rear diagonal direction, whereas the promoted pieces are most powerful in the forward diagonal and rear directions.

The mandatori promotion of the Swallow can lead to amusing consequences. For example, you capture an enemy piece infront of his Phoenix with your Swallow, but, instead of it being check, your Swallow must promote to a Goose, which can completely ruin the attack!

The rule concerning ni-tsubame gives the game possibilities absent in normal Shogi. For example, at the start of the game, the heads of the Pheasants are very susceptible to attack by Swallow drops, which is not the case with the in 9 x 9 Shogi. Without the extra Swallows on the “d” rank in the initial set-up, the game would be unplayable (try it!). Possibly this necessitated the ni-tsubame rule; or possibly, Mr Ohashi played a ni-fu in a game of normal Shogi and, in his annoyance, determined to invent a game where this was legal!

One of the most attractive features for me is that the game has never been played outside the family circle, which means that the theory of the game is uncharted territori. It appears that there are no opening joseki, tsume problems, or any other material in existence (however, I have managed to trace one Japanese proverb from an obscure source - “Totta ichiwa wa ban no niwa” - this, I am reliably informed, means “A bird in the hand is worth two on the board”).

Consequently, one is in the position to work out for oneself the best lines of play in the opening, for example. At this early stage nothing can be certain as new ideas are being assimilated. But I think one thing is fundamental, from the analysis I have made so far: both players must strive to free the square 3e (White 5c) for use of the Falcon or Crane. Otherwise one can become very cramped for space. Hence arose the following analysis:-

8 1. Swx3c, Fax3c; 2. Sw-3d, Fa-4b; 3. Cr-6f, Swx5e; 4. Crx5e, Sw-5d; 5. Crx5d, Sw*6f; 6. Sw-4d, Cr-3b; 7. Sw*3c, Sw*5c; 8. Crx4c, Crx4c; 9. Swx4c, Fax4c; 10. Cr*3b, Fax3b; 11. Swx3b+, Swx6g+.

This is the critical position. Black has won Falcon for Crane and Pheasant, but White has three pieces in hand plus the Goose on 6g and Black’s Falcon on 4f is vulnerable. So it seems that Black’s attempt to stop Sw-5d does not succeed. Lastly, here are a few simple opening traps:- 1. Swx3c, Swx5e; 2. Sw-3b+, Sw-5d?; 3. Sw*1b!, Qx1b; 4. +Sw-3d, winning the Quail. 1. Swx3c, Fax3c; 2. Sw-3d, Fax3d?; 3. Sw*3e, wins the Falcon. 1. Swx3c, Swx5e; 2. Sw-3b+, Fax3b; 3. Fax5e, Sw-5d; 4. Fax5d?, Sw*5c; 5. Fax5c, Sw*5b; again wins the Falcon! I can highly recommend Tori Shogi and hope this letter will encourage readers to try the game. Maybe in the near future a Tori Shogi tournament can be organised to determine the “Bird Brain of Europe”.

***********************************************************

Below is a Tori Shogi problem composed by David Murphy Reprinted from SHOGI magazine Issue No. 65 January 1987:-

The Quail on 3b may be either a Problem No. 1 left- or right Quail

The solution is given on page 10

9 Re-printed from SHOGI magazine Issue No. 52 November 1984

Here is a nice little contrived Tori Shogi problem in which the Phoenix does a complete tour of the board before being mated! It is re-printed here by kind permission of Mr Kato and Kapitan Magazine.

Problem No. 2

The solution is given on page 10

Re-printed from SHOGI magazine Issue No. 26 July 1980

More history is made ...... and a little nonsense

During a private visit on Sunday 6th April Aono and Awaji showed great interest in Tori Shogi and played two games each with George Hodges. The result was one win and one loss on each occasion. These are almost certainly the only games of Tori Shogi ever played by current professionals! The first games were by way of instruction and introduction to the rules and the moves of the pieces. They were not very good games as blunders were made on both sides - Awaji, for example, being taken aback by the Swallows not promoting strongly. Despite the fact that the pros had never seen the game, their immediate grasp of the way to play and their inherent strength could be strongly felt. They wondered if, by careful study, it might be possible for Black to win, simply by having the first move, but they both seemed to reject this after a bit, when the depth of the game was displayed. When asked specifically about the possible depth of Tori Shogi, they said that they were most surprised that a 7 x 7 board could afford such variety of play and that the game “must be very deep indeed”.

Awaji said “the use of two Swallows on one file, in an advanced position, seems to be important in this game” and Aono agreed with this. Aono said “The awful thing is that a promoted piece doesn’t work well, which perplexes me very much”.

We give below the last game, which was by far the longest and most interesting of the four:-

10 6th April 1980 - Bromley, Kent, England Black: George Hodges -vs- White: Aono Teruichi

1. Swx3c, Fax3c; 2. Sw-3d, Fa-4b; 3. Swx5d, Swx5d; 4. Fa-3e?, Cr-6b; 5. Sw-4d, Cr-5c; 6. Swx4c, Fax4c; 7. Sw-2d, Cr-4d; 8. Fax4d, Fax4d; 9. Sw*6b, Sw*4f; 10. Cr5gx4f, Fa*6f?; 11. Sw*4e, Fa-5c; 12. Swx6a+, Fax6g+; 13. +Swx6c, Fax6c; 14. Sw*4b, Crx4b; 15. Pt*4d, Cr05a; 16. Sw*6d, +Fax6e; 17. Ph-3f, +Fax6d; 18. Sw*4c, Ph-5b; 19. Swx2c, Sw*5e; 20. Pt-2e, Sw*2d; 21. Sw*2b, Swx2e; 22. Swx2a+, Sw-5f+; 23. Pt*4b, Cr-6b; 24. Phx2e, Q-1b; 25. Ph-2d, Qx2a; 26. Sw*2b, Sw*4a; 27. Swx2a+, Pt*5c?; 28. Ptx5c, Fax5c; 29. Phx1c, Sw*4b; 30. Swx4b+, Swx4b; 31. Q*3a, Sw*4a; 32. Sw-2b+, Ph-6c (At this point Aono offered a draw by Jishogi - Hodges thought his is safer and he can win a Falcon, so it was refused by way of simply making a move); 33. Sw*5e!, Pt*6f; 34. Sw*6g, Pt*5g; 35. Crx5g, Swx5e (Aono now said he would beat Hodges - The cuckoo clock went off in the hallway!); 36. +Sw-2c, +Fa-5d; 37. Cr3g-4f, +Fa-3b! (“good move”, said Aono); 38. Pt*3c, +Fa-2a; 39. Crx6f, Sw*1b; 40. Ph-2d, Sw-4c; 41. Ptx4e, Fa-5d; 42. Pt*6e, Ph-6d; 43. Sw*6c, Cr-5a; 44. +Swx4a?? (missing the mate in one!!), Sw-4d; 45. Cr*5c mate.

Following the Shogi Devil’s Dictionary (that had been featured in a previous issue of SHOGI magazine), we now feature an “Inventori” of Tori Shogi terms and proverbs - strictly tongue in cheek (readers were invited to suggest additions to the listing).

Terms

Peck; Peckmate; Pecking order; Fowl move; Quail meet/meat again!; Your Goose is cooked; Seed piece; Migrating Phoenix; Aerial fight (Naito style?); Wing attack.

Proverbs

The Pheasant has a sting in its tail. Make a flight square. Remember the Falcon is tailless. Remember Swallows go cheep. A bird in the hand is worth two on the board. Beware Swallow droppings! Peasants are weak in the head.* Don’t flap under attack. The Pheasant’s head is easy to swallow. If your pieces squawk, so do you. Hatch your plots carefully. Feather your nest with swallows. A sitting Phoenix is a dead duck. * For Peasant read Pheasant!

On a scholarly note, and as a matter of general interest, there are group terms for the various birds in Tori Shogi as under:-

A Herd of Cranes; a Convocation of Eagles; a Gaggle of Geese - or when on the wing - a Skein; a Brood of Pheasants (a large group is a Nye); a Bevy of Quails and a Flight of Swallows. There seem to be no group terms for Falcons and Phoenixes, which, no doubt, do not congregate!

SOLUTIONS TO TORI SHOGI PROBLEMS:-

Number 1: Fa*4c, Ph-2b; Cr*3c, Ph-1a; Sw*1b, Phx1b; Pt*2a, Ph-1a; Sw*1b, Phx2a; Q-2c; Phx1b; Q-2a, Ph-1a; Sw*1b, Phx2a; Fa-3b+, Phx1b; +Fa-2b mate. Number 2: +Sw-6c, Ph-3a; Pt-3c; Ph-2a; Sw-4c, Ph-1a; Pt-1c, Ph-1b; +Sw-3d, Phx1c; +Sw1g-3e, Ph-1d; +Sw-1b, Ph-1e; +Sw-1c, Ph-1f; +Sw-1d, Ph-1g; +Sw-1e, Ph-2g; +Sw-2e, Ph-3g; +Sw-3e, Ph-4g; +Sw-4e, Ph-5g; +Sw-5e, Ph-6g; +Sw-6e, Ph-7g; +Sw-7e, Ph-7f; +Sw-7d, Phx7e; +Sw-7c, Phx7d; +Swx5f, Phx7c; Qx6b, Ph-7b; Pt*7d, Ph-7a; Q-7c, Ph-6a; +Sw-4c, Ph-5a; Sw*5b, Ph-4a; +Sw-6c mate.

11 WA SHOGI

INTRODUCTION Wa Shogi (Japanese Shogi) is quite different to all the other forms of Shogi in that the names of the pieces are exclusively birds and animals. “Wa”, here, means simply “Japanese” and the game was known by at least early Edo times. There are three principal sources of information on Wa Shogi - “Sho Shogi Zushiki” (1694); “Kokon Shogi Zui” (1697) and “Shogi Zushiki” (1703). According to the latest research in Japan only the first of these (Sho Shogi Zushiki) appears to be reliable. It is believed that there are no changes from the normal Shogi rules except that the captured pieces cannot be used again. But it has to be said that the evidence for this is not yet overwhelming. According to Kokon Shogi Zui there are said to be many more tactical ploys and ways of mating than in normal Shogi and it appears that many tsume (mating) problems were composed. Unhappily none of these seem to have survived. The names of the pieces in Wa Shogi are even more whimsical than is usual for Shogi variants and to ease the burden on the westerner, we have taken a small amount of licence and have adjusted the translation of the names of a very few pieces so that they conform to a regular pattern. Here is the initial set-up of the game:-

12 Here are all the pieces as found in the initial set-up arranged in English alphabetical order together with their names in Japanese and English, their move and notation: There are three types of piece: Step Movers, Ranging Pieces and Jumping Pieces. The Step Movers can move to just one of Promotes to the squares marked with a circle. The Ranging Pieces can Tenacious move any number of unobstructed squares in one straight line Falcon in one of the directions shown. The Jumping Pieces can go to one of the squares marked with an “x” and, if necessary, can jump over any piece to get there. HIYO FLYING FALCON FFa

Promotes to Violent Wolf Promotes to Swallow’s MOKEN BLIND DOG BDg Wings

GANPI FLYING GOOSE FGs

Promotes to Violent Stag

TOEN CLIMBING MONKEY CM Promotes to Heavenly Horse

FUBA LIBERATED HORSE LH Does not promote

Promotes to UNJU CLOUD-EAGLE CE Plodding Ox

GISHA OXCART OC

Does not Promotes to promote Treacherous Fox

KAKUGYOKU CRANE-KING CK SOTO RUNNING RABBIT RR

Promotes to Promotes to Raiding Falcon Golden Bird

KEIHI FLYING COCK FC JAKUFU SPARROW SP

13 Hereunder are the pieces which appear for the first time as promotions. In addition, there are five promoted ranks that are seen in the initial set-up; their moves are the same and so they are Promotes to not repeated here. Flying Falcon

UKO STRUTTING CROW SC

Promoted Violent Wolf

Promotes to YUGAN BEAR’S EYES BE Gliding Swallow

EN’USWALLOW’S WINGS SW

Promoted Swallow’s Wings

Promotes to Cloud-Eagle ENGYO SWALLOW RUNNER SwR

SHIGYO SWOOPING OWL SO

Promoted Sparrow Pawn Does not promote KINCHO GOLDEN BIRD GBd

ONKO TREACHEROUS FOX TFo

Promoted Liberated Horse Promotes to Roaming Boar TENBA HEAVENLY HORSE HH MOROKUVIOLENT STAG VSt

Promotes to Promoted Bear’s Eyes Oxcart

MORO VIOLENT WOLF VW SENGYUPLODDING OX PO 14 DETAILED LIST OF THE PIECES IN WA SHOGI

Japanese English Character/Name Name Notation

Promoted Yugan Bear’s Eyes BE Flying Cock Moken Blind Dog BDg

Toen Climbing Monkey CM ENYO RAIDING FALCON RF Unju Cloud-Eagle CE

Kakugyoku Crane-King CK

Keihi Flying Cock FC

Hiyo Flying Falcon FFa

Ganpi Flying Goose FGs Promoted Engyo Swallow Runner SwR Violent Stag Kincho Golden Bird GBd KOCHO ROAMING BOAR RBo Tenba Heavenly Horse HH

Fuba Liberated Horse LH

Gisha Oxcart OC

Sengyu Plodding Ox PO

Enyo Raiding Falcon RF Promoted Kocho Roaming Boar RBo Flying Falcon Soto Running Rabbit RR

Jakufu Sparrow Pawn SP

KEIYO TENACIOUS FALCON TF Uko Strutting Crow SC En’u Swallow’s Wings SW

Shigyo Swooping Owl SO

Hereunder is the initial set-up for Wa Keiyo Tenacious Falcon TF Shogi as illustrated in the ancient document of 1694, entitled Sho Shogi Onko Treacherous Fox TFo Zushiki, which is considered the most Moroku Violent Stag VSt reliable source of the moves of the Moro Violent Wolf VW pieces and rules for this variant.

15 Heian Dai Shogi

INTRODUCTION Heian Dai Shogi is the distinctly different and earlier Shogi variant that bears the name “Dai” in its title. It is the first variant proper to be mentioned in the ancient texts and is described in some detail in a section of a history book entitled Nichureki dated between 1126 and 1130. It is played on a 13 x 13 board and with 68 pieces, there are no drops and it is not considered to be a good game. Unfortunately, only the initial set-up is certain and there is some considerable doubt as to the moves of the pieces and their promotions. In the early texts and diaries there are many references to “Dai Shogi”, but research and current theories seem to suggest that these allude to Heian Dai Shogi and not the later Dai Shogi, which is played on a board of 15 x 15 with 130 pieces, and which is dealt with in the next chapter. The late Maruo Manabe, of Chigasaki, Japan, who during the 1970s and 1980s was widely considered to be the foremost expert on the Shogi variants, studied this problem of the possible moves and promotions of the pieces. Giving credence to later texts and theories, he suggested moves for those pieces not met with in normal Shogi for those who might wish to try out the game. He assumed that all pieces promote to a Gold General at the third rank, except for the Flying Dragon, which adds the power to go one step in the four orthogonal directions. Here is the initial set-up of the game using only notation letters:- Moves of the pieces:-

Iron Copper General I General C

Fierce Side Tiger FTg Mover SM

Flying Free Dragon FD Chariot FCh

16 Go-Between GB Dai Shogi

INTRODUCTION Dai Shogi (Great Shogi) is played on a board with 15 squares each way and with a total of 130 pieces. For students who are familiar with Chu Shogi (Middle Shogi) learning the names of the pieces will be easy. All the pieces seen in Chu Shogi exist in Dai Shogi and furthermore all the promotions are the same. There are just eight additional pieces to absorb, all of which promote to a Gold General. Dai Shogi is, however, not just a larger form of Chu Shogi. The Pawns are that much further apart and the power of the Lion, in the early stages of the game, is, thereby, diminished. Furthermore, it is not at present thought that any of the special rules of Chu Shogi apply to this game, with the exception of the Crown Prince rule. This rule states that when there is a Crown Prince on the board, it is only possible to win the game by capturing that piece as well as the King.

Dai Shogi became extinct hundreds of years ago and there are no known boards or pieces extant. It is hoped that this undoubtedly fine game will be taken up anew by enthusiasts, so that it might flourish once more as it no doubt did in ancient Japan.

Of the many references in the ancient texts and diaries to “Dai Shogi” although the earlier ones certainly must refer to Heian Dai Shogi, as previously mentioned, when we come to the later diary references, notably in 1424 and 1435, these are certainly believed to refer to the larger 15 x 15 version.

The most recent theory in Japan, as yet not established, but, nevertheless, most interesting, suggests that there were two distinct strains of Shogi when it was first introduced into Japan: one from the South (Korea) and one from the North (). One strain led to an 8 x 8 board and the other to a 9 x 8 and a 9 x 9 board. Assuming that both strains then developed along separate lines, it is possible that the 8 x 8 version spawned Chu Shogi (12 x 12) and that the 9 x 8 and the 9 x 9 version gave rise to Dai Shogi (15 x 15).

This could mean that despite the almost total similarity of the Chu and Dai Shogis, there is, in fact, no connection whatsoever between them historically. This would, at least, possibly account for the curious putative lack of special rules, including special rules regarding the Lion and its capture, that we see in Chu Shogi, being applied to Dai Shogi.

In the absence of documentation to the contrary, I feel that this is the only stance to take. It must be stressed, however, that research into Shogi history and the variants in Japan continues apace and perhaps sometime, in the not too distant future, hard and reliable documentation will be unearthed that will prove matters one way or another. Unhappily, unlike Chu Shogi, there are no extant historical game scores or mating problems of Dai Shogi to guide the student.

17 Here is the initial set-up of the game:-

18 Here are all the pieces as found in the initial set-up arranged in English alphabetical order together with their names in Japanese and English, their move and notation: There are three types of piece: Step Movers, Ranging Pieces Promotes to and Jumping Pieces. The Step Movers can move to just one of Horned the squares marked with a circle. The Ranging Pieces can Falcon move any number of unobstructed squares in one straight line in one of the directions shown. The Jumping Pieces can go to one of the squares marked with an “x” and, if necessary, can jump over any piece to get there. RYUME DRAGON HORSE DH

Promotes to Gold General Promotes to Soaring SHINCHO ANGRY BOAR AB Eagle

RYUO DRAGON KING DK

Promotes to Dragon Horse Promotes to Crown KAKUGYO B Prince

SUIZO DRUNK ELEPHANT DE

Promotes to Flying Stag Promotes to MOKO BLIND TIGER BT Gold General

AKURO EVIL WOLF EW

Promotes to Gold General Promotes to Bishop MYOJIN CAT SWORD CSw

MOHYO FEROCIOUS LEOPARD FL

Promotes to Side Mover

DOSHO COPPER GENERAL C

19 Promotes to Gold Does not General promote

OSHO KING K

HIRYUFLYING DRAGON FD

Promotes to Gold Does not General promote

KEIMA KNIGHT N HON O FREE KING FK

Promotes to Promotes to Drunk Lion Elephant

CHUNIN GO-BETWEEN GB KYLIN Ky

Promotes to Promotes to White Horse

KINSHO GOLD GENERAL G KYOSHA LANCE L

Does not Promotes to promote Gold General

TESHO IRON GENERAL I SHISHI LION Ln

The Lion is a very special piece with complex moves and power and under:- a) The Lion may either move to a (1) square or jump directly to a (2) square, capturing or not in either case. b) The Lion may capture at a (1) square and then move on to an adjacent (1) or (2) square without capturing. c) The Lion may capture, in one move, two but no more of the enemy pieces that are at (1) and (1) or (1) and (2) (adjacent squares ONLY). d) The Lion may capture at (1) and then return to its starting square! This has the effect of capturing without moving! (in Japanese, this is called “igui”). e) The Lion may also move to a (1) square and then return to its starting square without capturing. This has the effect of passing a move and can sometimes be used to advantage in the endgame.

20 Promotes to Gold General Promotes to Gold General FUHYO PAWN P SEKISHO STONE GENERAL St

Promotes to Free King Promotes to Flying Ox

HO O PHOENIX Ph

SHIGYO VERTICAL MOVER VM

Promotes to Whale Promotes to Gold General

HENSHA REVERSE CHARIOT RC

MOGYUVIOLENT OX VO

Promotes to Hereunder are the pieces that appear for the Dragon first time as promotions:- King In addition there are ten promoted ranks that are seen in the initial set-up; their moves are HISHA ROOK R the same and so they are not repeated here.

Promotes to Promoted Free Boar Drunk Elephant OGYO SIDE MOVER SM TAISHI CROWN PRINCE CP

Promoted Promotes to Blind Tiger Vertical Mover

GINSHO SILVER GENERAL S HIROKUFLYING STAG FS 21 Promoted Promoted Vertical Reverse Mover Chariot

HIGYUFLYING OX FO KEIGEI WHALE W

Promoted Promoted Lance Side Mover

HAKKUWHITE HORSE WH HONCHO FREE BOAR FBo

NOTATION Promoted The notation system for recording games and posi- Dragon tions of all the major Shogi variants is as follows:- Horse Each square is given an exact designation by first quoting the file number and then the rank letter, e.g. “6f” is the KAKUO HORNED FALCON HF square to be found on the 6th file and at the “f” rank down from the top of the board. Each piece is given a notation letter or letters, e.g. “Ph” for Phoenix. If a simple move to a square is made, this is designated by a “-” e.g. Ph-6g means that the Phoenix moves to 6g. An “x” is used for captures, e.g. Rx9h means that the Rook Promoted captures whatever stands at 9h. A “+” sign is used for Pawn promotes or promoted, e.g. DH-2d+ means that the Dragon Horse moves to 2d and promotes; similarly, +DH-5a means the promoted Dragon Horse moves to 5a. TOKIN PROMOTED PAWN +P In the case of any ambiguity as to which piece moves, the starting square is given additionally thus: R2c-2k. The notation given for pieces that ONLY appear after promotion and are not seen in the initial set-up, e.g. the White Horse (WH), which is a promoted Lance, are not Promoted used and, in this example, would be rendered as +L and Dragon not as WH. The notation WH is given to assist in any King particular references that might be made to this piece and also because the piece does exist, in its own right, in other variants. When a Lion, Soaring Eagle or Horned Falcon captures HIJUSOARING EAGLE SE without moving (“igui”), a special notation is employed, e.g. Lnx!7f meaning that the Lion captures whatever stands at 7f, but remains where it is. When the piece captures two pieces at once it is rendered, e.g. Lnx7fx6f. Finally, a passing move would be given, e.g. Ln!

22 Set out below in table form is a comprehensive reference guide to all the pieces. This table shows the relationship of initial ranks to promoted ranks and also gives the names and notation Japanese English Promoted Japanese English Character/Name Name Notation Character/Name Name Notation

SHINCHO ANGRY BOAR AB KINSHO GOLD GENERAL G

KAKUGYO BISHOP B RYUME DRAGON HORSE DH

MOKO BLIND TIGER BT HIROKUFLYING STAG FS

MYOJIN CAT-SWORD CSw KINSHO GOLD GENERAL G

DOSHO COPPER GENERAL C OGYO SIDE MOVER SM

RYUME DRAGON HORSE DH KAKUO HORNED FALCON HF

RYUO DRAGON KING DK HIJYUSOARING EAGLE SE

SUIZO DRUNK ELEPHANT DE TAISHI CROWN PRINCE CP

AKURO EVIL WOLF EW KINSHO GOLD GENERAL G

MOHYO FEROCIOUS LEOPARD FL KAKUGYO BISHOP B

HIRYUFLYING DRAGON FD KINSHO GOLD GENERAL G

HO O FREE KING FK DOES NOT PROMOTE

CHUNIN GO-BETWEEN GB SUIZO DRUNK ELEPHANT DE

KINSHO GOLD GENERAL G HISHA ROOK R

TESSHO IRON GENERAL I KONSHO GOLD GENERAL G

OSHO KING K DOES NOT PROMOTE

KEIMA KNIGHT N KINSHO GOLD GENERAL G

KIRIN KYLIN Ky SHISHI LION Ln

KYOSHA LANCE L HAKKUWHITE HORSE WH

SHISHI LION Ln DOES NOT PROMOTE

FUHYO PAWN P TOKIN PROMOTED PAWN +P

HO O PHOENIX Ph HON-O FREE KING FK

HENSHA REVERSE CHARIOT RC KEIGEI WHALE W

HISHA ROOK R RYUO DRAGON KING DK

OGYO SIDE MOVER SM HONCHO FREE BOAR FBo 23 Japanese English Promoted Japanese English Character/Name Name Notation Character/Name Name Notation

GINSHO SILVER GENERAL S SHIGYO VERTICAL MOVER VM

SEKISHO STONE GENERAL St KINSHO GOLD GENERAL G

SHIGYO VERTICAL MOVER VM HIGYUFLYING OX FO

MOGYUVIOLENT OX VO KONSHO GOLD GENERAL G

Modern Dai Shogi Set

24 Tenjiku Shogi

INTRODUCTION Tenjiku Shogi (Exotic Shogi) is played on a board of 16 x 16 squares and with a total of 156 pieces. It was probably invented around the 16th century. “Tenjiku” was the name given by the Japanese to India in much the same fashion as we might refer to the “Orient”. India was certainly known to Japanese sailors as early as the 16th century and the Indian elephant, for example, was actually brought to Japan. For the Japanese, India exhibited a certain exoticism; it was a long way away, it was the home of strange animals and curious customs as well as being the cradle of Buddhism. Most Shogi variants, it is suspected, were invented by Buddhist monks. For all these and for many other reasons, Tenjiku Shogi should, perhaps, be translated as “Exotic Shogi”. There is, as in the case of Wa Shogi, very little extant material on the game. For example, no scores of games or mating problems have come down to us and, as in the case of many other large Shogi variants, we have no real evidence that the games were ever played at all! Tenjiku Shogi is derived from Chu Shogi (Middle Shogi) and most of the rules of that game apply here. Such rules that do not apply to Tenjiku are those regarding the exchange of Lions and the rules in respect of non-promotion of Pawns and Go-betweens (in this case of the Pawns and Dogs). The game is also truly exotic in the powers of some of the pieces: the Fire Demon, for example, can range up the board and “burn” all enemy pieces on the adjacent squares to that on which it lands! The idea of the Cannon move from Chinese Chess is developed to a much greater extent in Tenjiku Shogi. We have four “Ranging/Jumping” pieces, which can jump over any number of other pieces in order to make a capture! The whole board is crammed with powerful beasts and the play, especially in the opening stages, can certainly be very violent. The weaker pieces start life on the back ranks and, as in other large Shogi variants, it is no doubt desirable to play a rather slow and deliberate type of development; otherwise the game can rapidly become a real “Hell for Leather” fight that is not conducive to solid play. The problem seems to be: “How do I begin?”.

On page 32 there is an appreciation of Tenjiku Shogi, written in 1983, by R. Wayne Schmittberger, of New York, an ardent Shogi-variant enthusiast, who probably has had more experience of playing the larger Shogis than anyone else in the world. Since no tactics or strategies for the various “Great Shogi” games have ever been unearthed in Japan, we, in the West, are in the forefront of a new wave of interest in these truly impressive and great games of the past and it is up to all of us to try and develop ideas on how one ought to play. One area in which considerable work needs to be done, for example, is to establish the relative values of the pieces. Another less complicated, although certainly lengthy, area that ought to be researched in detail, is that of which pieces are able to mate a bare or thinly-defended King. If this fabulous game from the past is to be resurrected in the way it surely deserves, there promises to be a most rewarding and interesting era for those who are prepared to meet the challenge. 25 Here is the initial set-up of the game:-

26 RULES

1. The object of the game is to capture the opponent’s King, or in the event of of the Drunk Elephant having been promoted, also to capture the Crown prince.

2. Promotion is achieved in Tenjiku Shogi by making a move wholly or partly within the promotion zone and is optional. However, as in all forms of Shogi, a piece must be promoted in those cases where failure so to do, would prevent it from making a further move. The promotion zone for each player is the 12th to 16th rank furthest from his own side of the board; or more simply put, is, as in this and all smaller forms of Shogi, at the Pawn line.

3. The Fire Demon “burns” all the enemy pieces on the eight adjacent squares. That is to say, on moving to a square all the enemy pieces next to that square are immediately captured. This burning aspect is also “latent”. That is to say, ANY enemy piece is “burnt” should it land on any adjacent square to a Fire Demon. In such latter cases this burning does not constitute a move by the Fire Demon. (Note: should you move your Fire Demon next to the opposing Fire Demon, ONLY your Fire Demon is burnt) A Fire Demon can, of course, always be captured by displacement in the normal way by any capable piece.

4. The Heavenly Tetrachs (a promoted Chariot Soldier) cannot move to any of the eight adjacent squares. However, it may capture any piece that stands on one of those squares by “igui”, that is to say, it captures “without moving” (see note “d” under the move for the Lion). Such a capture is deemed to be a move and only one such piece may be so captured in one move. The Heavenly Tetrachs is not prevented from ranging on the diagonal by ANY piece occupying the diagonally adjacent squares.

5. The Lion is a very special piece with complex power and is explained in detail below.

6. The Vice General, Great General, Rook General and Bishop General are very special pieces. They can move and capture in the normal manner but, in addition, have the power to jump over any number of pieces, your’s or the opponent’s, in order to effect a capture, subject to certain restrictions. Together with the King, they are arranged in the following order of preference:- A) King B) Great General C) Vice General D) Rook General and Bishop General E) ALL other pieces. When capturing by jumping, a piece may ONLY jump over or capture LOWER-RANKED pieces.

7. The Fire Demon and the Vice General when moving as step-movers, may not exceed three “King-type” moves. That is to say, they are not permitted to reach ANY square by a route longer than three steps. In the case of the Lion Hawk, it is only permitted to make two such steps. (Note: The Lion Hawk DOES NOT HAVE LION POWER.) 27 Here are all the pieces as found in the initial set-up arranged in English alphabetical order together with their names in Japanese and English, their move and notation:-

ARROWS indicate that the piece may move any number of Promotes to squares in the directions shown. Side Mover DOTTED-ARROWS indicate that the piece may, in addition to moving any number of unobstructed squares in the directions shown, jump over any number of pieces (Black or DOSHO COPPER GENRAL C White) in order to CAPTURE another piece. This jumping power, however, is subject to certain limitations and these are explained in (6) above. CIRCLES indicate the squares that the piece may reach always provided that the route is unobstructed by any other piece(s). Promotes to CROSSES indicate that the piece may JUMP directly to any Heavenly of the squares so marked. Tetrachs NUMBERS IN CIRCLES indicate “Lion Power” and this power is described under the moves of the Lion below. “B” IN CIRCLES indicate the “Burning Power” of the Fire Demon and this power is explained in (3) above. SHAHEI CHARIOT SOLDIER ChS “!” IN CIRCLES indicate the “igui” power of the Heavenly Tetrachs and this power is explained in (4) above.

Promotes to Multi General Promotes to Dragon INUDOG Dg Horse

KAKUGYO BISHOP B Promotes to Horned Falcon

RYUME DRAGON HORSE DH Promotes to Vice General

Promotes to KAKUSHO BISHOP GENERAL BGn Soaring Eagle

RYUO DRAGON KING DK Promotes to Flying Stag

MOKO BLIND TIGER BT Promotes to Crown Prince

SUIZO DRUNK ELEPHANT DE

28 Does not Does not promote promote

TAISHO GREAT GENERAL GGn

KAKI FIRE DEMON FiD

Promotes to Bishop General Promotes to Bishop KAKUO HORNED FALCON HF MOHYO FEROCIOUS LEOPARD FL

Promotes to Vertical Does not Soldier promote TESSHO IRON GENERAL I

HONJUFREE EAGLE FEg

Does not promote Promotes to OSHO KING K Free Eagle

HON O FREE KING FK

Promotes to Side Soldier

Promotes KEIMA KNIGHT N to Rook

KINSHO GOLD GENERAL G

29 Promotes to Promotes to Lion Free King

KIRIN KYLIN Ky HO O PHOENIX Ph

Promotes to White Horse Promotes to Whale KYOSHA LANCE L

HENSHA REVERSE CHARIOT RC

Promotes to Lion Hawk Promotes to Dragon SHISHI LION Ln King

The Lion is a very special piece with complex move and power as under: a) The Lion may either move to a (1) square or jump directly to a (2) square, capturing or not in either case. HISHA ROOK R b) The Lion may capture at a (1) square and then move on to an adjacent (1) or (2) square without capturing. c) The Lion may capture two but no more of the enemy pieces that are at (1) and (1) or (1) and (2) [adjacent squares only]. d) The Lion may capture at a (1) square and then return to its starting square! This has the effect of capturing without moving! (in Japanese this is called “igui”.) Promotes e) The Lion may also move to a (1) square and return to its starting square without capturing. This has the effect of passing a move and can to sometimes be used to advantage in the endgame. Great General

HISHO ROOK GENERAL RGn Does not promote

Promotes to SHIYO LION HAWK LHk Free Boar

OGYO SIDE MOVER SM Promotes to Gold General

FUHYO PAWN P

30 Does not Promotes to promote Water Buffalo

KOHEI SIDE SOLDIER SSo

FUKUSHO VICE GENERAL VGn

Promotes to Vertical Mover

GINSHO SILVER GENERAL S Promotes to Fire Demon

SUIGYU WATER BUFFALO WBf Promotes to Rook General

Hereunder are the pieces that appear for the first time as promotions:- HIJUSOARING EAGLE SE In addition there are 19 promoted ranks that are seen in the initial set-up; their moves are the same and so they are not repeated here.

Promotes to Flying Ox Promoted Drunk Elephant KENGYO VERTICAL MOVER VM TAISHI CROWN PRINCE CP

Promotes to Promoted Chariot Vertical Soldier Mover

KENPYO VERTICAL SOLDIER VSo HIGYUFLYING OX FO

31 Promoted Promoted Reverse Blind Tiger Chariot

KEIGEI WHALE W HIROKUFLYING STAG FS

Promoted Lance Promoted Side Mover

HAKKUWHITE HORSE WH

HONCHO FREE BOAR FBo NOTATION The notation system for recording games and positions of all the major Shogi variants is as follows:-

Each square is given an exact designation by first quoting the file number and then the rank letter, e.g. “6f” is the square to be found on the 6th file and at the “f” rank down Promoted from the top of the board. Each piece is given a notation Chariot letter or letters, e.g. “Ph” for Phoenix. Soldier If a simple move to a square is made, this is designated by a “-” e.g. Ph-6g means that the Phoenix moves to 6g. An “x” is used for captures, e.g. Rx9h means that the Rook captures whatever stands at 9h. A “+” sign is used for promotes or promoted, e.g. DH-2d+ means that the Dragon Horse moves to 2d and promotes; similarly, +DH-5a means the promoted Dragon Horse moves to 5a. In the case of any SHITENNO HEAVENLY TETRACHS HT ambiguity as to which piece moves, the starting square is given additionally thus: R2c-2k. The notation given for pieces that ONLY appear after promotion and are not seen in the initial set-up, e.g. the Crown Prince CP, which is a promoted Drunk Elephant, are Promoted not used and, in this example, would be rendered as +DE Dog and not as CP. The notation CP is given to assist in any particular references that might be made to this piece and also because the Crown Prince appears as a piece in its own right in another variant,. When a Lion, Soaring Eagle or Horned Falcon captures SUISHO MULTI GENERAL MGn without moving (“igui”), a special notation is employed, e.g. Lnx!7f meaning that the Lion captures whatever stands at 7f, but remains where it is. When the piece captures two pieces at once it is rendered, e.g. Lnx7fx6f. Finally, a passing move would be given, e.g. Ln! Promoted The Fire Demon is a special case and we need a notation to Pawn indicate a “suicide” move. This is shown, e.g. as “P-4k*” indicating that the Pawn has moved next to the Fire Demon and has been automatically “burnt”. TOKIN PROMOTED PAWN +P A Fire Demon move that captures several pieces at a stroke would be rendered, e.g. as:FiD-4fx!5f,5e,4e,3e,3f.

32 TENJIKUSHOGI - AN APPRECIATION By R. Wayne Schmittberger

In all the large Shogi variants, interesting piece mixes and powerful promotions keep the middle game and endgame play lively despite the large number of moves usually required to finish a game. But opening play tends to be quiet, with each player able to develop pieces as he sees fit without worrying too much about sudden tactical strikes by the opponent. Tenjiku Shogi is different. Because of the range and power of the Fire Demons and the jumping pieces, sharp tactics begin at move one. Players try to exchange jumping pieces for Fire Demons while latter are still hemmed in and also try to free their own Fire Demons to threaten large “group-captures” (a Fire Demon can capture up to eight pieces in a turn), while the opposing pieces are still bunched together. As a result, it is quite possible for a player - more likely White than Black - to have a lost position after just a few moves! After some exchanges, the initial skirmishes settle down and the game proceeds more peacefully. But as long as there is even one Fire Demon on each side, players have to very alert for sudden tactical blows and must develop their pieces with great care. Soon the situation will again get very complex as Water Buffaloes have opportunities to promote to new Fire Demons. Since Fire Demons can almost always manage to exchange themselves for three major pieces and, no doubt, even this is a bad exchange for the Fire Demon side, it is clear than an important middle-game tactic is to sacrifice material in order to promote a Water Buffalo to a Fire Demon. But even without Fire Demons, Tenjiku Shogi’s complexity is as far beyond that of Chu Shogi as Chu Shogi is beyond Little Shogi (an old game similar to standard Shogi, but without drops). In Chu Shogi there are basically three different levels of pieces. There are, for example: a Ferocious Leopard that promotes to a Bishop, a Bishop that promotes to a Dragon Horse and a Dragon Horse that promotes to a Horned Falcon. Tenjiku Shogi has these same pieces, plus: a Horned Falcon that promotes to a Bishop General and a Bishop General that promotes to a Vice General. And, the Fire Demon in Tenjiku serves the same role as the Lion In Chu Shogi - i.e. a dominating piece that is in a class of its own. Note that in the opening set-up each Rook General could capture a Fire Demon, were it not for the rule that prohibits a Rook General from jumping over another Rook General. Actually, the only known manuscript on the game is vague on the question of whether pieces of equal rank can jump over one another; but based on the opening position itself, it has been concluded that such jumps must have been prohibited. Otherwise, the best opening for both players would be to exchange all the Rook Generals for all the Fire Demons - a result that could not have been intended by the game’s designer. The following sample opening illustrates how carefully White must play so as not to fall behind. It also points out several important themes: trying to win a Fire Demon for a Great General or Vice General; trying to be the first to bring a Fire Demon into the centre; attacking one of the weak points 3e, 14e, 3l or 14l with a Fire Demon, usually forcing the opponent to retreat the Bishop on the threatened wing in order to defend the weak square with a Chariot Soldier; using a Vice General to keep a Fire Demon at bay and refusing to exchange a Fire Demon even for as much as three major pieces.

1. P-8k, P-8f; 2. GGn-3g, VGn-6f; 3. GGnx7c, GGnx7c; 4. FiD-9k, FiD-5h; 5. P-7k, GGnx7n; 6. BGnx7n, +DH-4f; 7. FiD-13gx!12f, B-15b; 8. FEg-8l, Ln-9d; 9. VGn-6k, FiD-8e; Note that Black can try and save a FiD with 5. VGn-7k?, FiD-3j; 6. FiD7n-10n?, FiDx3lX!2l,2m,3,4m,4l; 7. FiD-5gx!6,5f, FiDx5nx!4n,4o,6o,6n,6m,5m; 8. FEgx5n, B-2b. But it is doubted that two FiDs can create as much devastation as Black has suffered.

Tenjiku Shogi offers ambitious players a chanced to stretch themselves to their limits, both tactically and strategically. The game definitely lives up to its name, which can be translated as “Exotic Shogi” and no doubt will offer thousands of hours of entertainment and challenge to Giant Chess and Shogi enthusiasts for years to come.

33 Dai-Dai Shogi

INTRODUCTION

Dai-Dai Shogi (Great-Great Shogi) is played on a board with 17 squares each way and with a total of 192 pieces. Students of Dai Shogi will find in this game a great number of new pieces, together with a completely new concept of promotion. In a distinctly asymmetrical initial set-up one finds no fewer than 64 different types of piece. Pieces are not paired up, nor do many of the moves from one side to the other balance. However, in actual play, it is quite remarkable just how harmonised the game turns out to be. It is clear that a great deal of thought has gone into the development of this particular Shogi variant; one should not jump to hasty conclusions, nor, indeed, be drawn towards the idea that Dai-Dai Shogi needs to be compared to Dai Shogi or, indeed, to Chu Shogi. It is quite different in feel to either of these fine games. Nonetheless, many of the tactical and strategical ideas that one would see as desirable in those smaller games do apply equally to Dai-Dai Shogi. For example, the slow deliberate approach is needed although, obviously, a whole-board strategy becomes more and more impossible to aim at in a significantly larger game. Although the board may only be two squares larger than Dai Shogi, one sees no fewer than 62 extra pieces in all - a staggering 47% plus!! To establish an exact or even a near date when Dai-Dai Shogi was invented is simply an impossible task. Research goes on apace in Japan into many aspects of Shogi history and, in recent years, some very interesting documentation has been unearthed. The earliest known record of Dai-Dai Shogi is its mention in the so-called “Minase” book, which is currently housed in the Minase Temple in the Kyoto area. Minase Kanenari was one of the noblemen of the Court around the late 16th century. Although not a Shogi player, as such, he was noted for his Shogi pieces and his enduring interest in calligraphy. Shogi pieces in the “Minase” style are nowadays considered by many to be among the very best. The “Minase” book was a memorandum compiled by him on the large games, Dai-Dai Shogi; Maka-Dai-Dai Shogi and Tai Shogi. These large games are thought to have been invented by intellectuals, noblemen and High Priests of the Buddhist Sangha, so that they might enjoy themselves developing complex rules so as to amaze people. One must appreciate that time hung very heavily on their hands but despite this the games are not thought to have caught on at all and it is most doubtful that they were actually played to any degree. This would seems to be substantiated by the complete lack of evidence of either pieces or game-scores; although I find it curious that inventors of games would not, at least, have played them once or twice with their close acquaintances. Among Minase’s friends was the great Ohashi Sokei I and it is strongly believed that Ohashi had detailed knowledge of these games insofar as he brought the rules to Edo and disseminated them among his pupils and successors. During the last decade of the 17th century, we find ourselves in the famous Genroku period, a time when Shogi and other intellectual pursuits attained great significance. These Great Shogi Games (as I call them), which hitherto had scarcely been played, began to

34 attract interest among Shogi players with the result that publication of standardised rules was expected by them. At this time an intellectual writer, Nishizawa Teijin, who counted among his friends many professional Shogi players, published Sho Shogi Zushiki (1694) and the rules and moves of the pieces given in that book are today considered by the leading scholars in Japan as definitive and are the source of this present publication. Up to this time several documents - originals, copies and copies of copies - had spread much confusion since the rules and moves of the pieces differed, in several cases, substantially one from another owing to copyist’s mistakes, mistakes by the authors, the vagaries of wood-block printing et cetera. It was not only desirable but also demanded by those taking an interest in these games, that a unified and logical approach should be made. For example, in no matter which game they might appear, each piece should have a consistent move. Nishizawa, in collaboration with the professional Shogi players of the day, reviewed the rules that had been handed down by Ohashi Sokei and published his book, which made the games both playable and interesting.

Here is the initial set-up of the game:-

35 RULES 1) The object of the game is to capture the enemy King. 2) Promotion in Dai-Dai Shogi is a special concept, differing from normal Shogi, in that it is achieved, not by entering a promotion zone, for example, but by capturing an opposing piece. After such a capture promotion is made immediately and is compulsory. Note: this can happen anywhere on the board. 3) The Hook Mover (Kogyo) and the Long-nosed Goblin () are very special pieces indeed. The Hook Mover may be considered as a “Double Rook”, that is, it moves first as a normal Rook and may then immediately move again as a Rook at right angles to the first leg. To explain the power of this piece in another way, a Hook Mover on any square of an empty board would act upon every other square! The Long-nosed Goblin is the companion piece to the Hook Mover but is a “Double Bishop”. Neither of these pieces is allowed to “hook” if it makes a capture on the first leg - it must then stop at the point of capture. There is no requirement for the legs of the “hook” to be of equal length. 4) The Furious Fiend (Funjin) has the move of either the Lion or the Lion Dog. That is, it may move in accordance with the power of either piece, but it keeps the power of both pieces at all times. 5) Any piece that is not able to retreat is left on the board should it reach the last rank, unless it is captured by the opponent.

Here are all the pieces as found in the initial set-up arranged in English alphabetical order together with their names in Japanese and English, their move and notation:-

ARROWS indicate that the piece may move any number of squares in the directions shown. CIRCLES indicate the squares that the piece may reach always provided that the route is unobstructed by any other piece(s). To save space, if more than two squares may be reached in any given direction, a circle is to be found in the first square and then a number (3) or (5) in the second. This number indicates the extent to which the piece may move, in the direction given, from the starting square. CROSSES indicate that the piece may JUMP directly to any of the squares so marked. NUMBERS IN CIRCLES indicate “Lion Power” as applicable to both the Lion and the Furious Fiend. This power is described under the moves of the Lion below.

Does not Does not promote promote

SHINCHO ANGRY BOAR AB KAKUGYO BISHOP B

Apart from the rules given above, we find no other special rules in the ancient documents of Dai-Dai-Shogi. Such matters that might arise and seem not to be covered by the rules, should, as always, be dealt with in the Japanese spirit of the Promotes to game. Mountain There are no special rules governing the capture of Witch the Lion, for example, as are seen in Chu Shogi. It must be realised that the effect of the Lion is greatly diminished the larger the playing area and, therefore, the Lion is not particularly significant in MOEN BLIND MONKEY BM this game. A stalemated King loses. 36 Does not Does not promote promote

SEIRYUBLUEDRAGON BD RYUO DRAGON KING DK

Promotes to Promotes to Dragon Lion Horse

MYOJIN CAT SWORD CSw TOI EASTERN BARBARIAN EB

Promotes Does not to promote Dove

DOSHO COPPER GENERAL C HENRI ENCHANTED BADGER EBa

Does not Promotes to promote She Devil

KYUHAN DOVE D HENKO ENCHANTED FOX EF

Does not Does not promote promote

RYUME DRAGON HORSE DH AKURO EVIL WOLF EW

37 Does not Does not promote promote

MOHYO FEROCIOUS LEOPARD FL HONKI FREE DEMON FDe

Does not Does not promote promote

SOSHA RUNNING CHARIOT RuC HON O FREE KING FK This piece was formerly called a Fleeing Chariot. For the sake of uniformity the name has been changed

Promotes to Does not Dragon promote King

HIRYUFLYING DRAGON HONBAKUFREEFD TAPIR FTp

Promotes to Does not Free King promote

BARIN FLYING HORSE FH KINSHI GOLDEN BIRD GBd

Does not Does not promote promote

KOZO FRAGRANT ELEPHANT FEl KINSHO GOLD GENERAL G

38 Does not Promotes to promote Great Dragon

DAIRYUGREAT DRAGON GDKIRIN KYLIN Ky

Does not Does not promote promote

KOGYO HOOK MOVER HM KYOSHA LANCE L

Does not Does not promote promote

KIKEN HOWLING DOG HD SASHA LEFT CHARIOT LCh

Does not Does not promote promote

TESSHO IRON GENERAL I SASHO LEFT GENERAL LG

Promotes to Does not Furious promote Fiend

OSHO KING K SHISHI LION Ln The Lion is a very special piece with a complex move and power - see next page 39 a) The Lion may either move to a (1) square or jump directly to a (2) square, capturing or not in either case. b) The Lion may capture at a (1) square and then move on to an adjacent (1) or (2) square without capturing. c) The Lion may capture two, but no more of the enemy pieces, that are at (1) and (1) or (1) and (2) [adjacent squares only]. Promotes to d) The Lion may capture at a (1) square and then return to Long-nosed its starting square! This has the effect of capturing without Goblin moving! (in Japanese this is called “igui”.) e) The Lion may also move to a (1) square and return to its starting square without capturing. This has the effect of KOSHI OLD KITE HAWK OK passing a move and can sometimes be used to advantage in the endgame.

Promotes to Promotes to Great Wizard Elephant Stork

HAKKEN LION DOG LD ROSO OLD RAT OR

Does not Does not promote promote

TENGULONG-NOSED GOBLIN LGn FUHYO PAWN P

Promotes to Promotes to Standard Golden Bearer Bird

KINO NEIGHBOURING KING NK HO O PHOENIX Ph

Promotes to Promotes to Fragrant Hook Mover Elephant

HOKUTEKI NORTHERN BARBARIAN NB DOKUJA POISONOUS SNAKE PS

40 Promotes to Square Promotes to Mover Free Demon

YOROKUPRANCING STAG PSt GYOCHO BIRD RUNNER BR This piece was formerly called a Running Bird. For the sake of uniformity the name has been changed

Does not Does not promote promote

HENSHA REVERSE CHARIOT RC MOKO SAVAGE TIGER ST

Does not Does not promote promote

USHA RIGHT CHARIOT RCh YASHA SHE-DEVIL SD

Does not Does not promote promote

USHO RIGHT GENERAL RG OGYO SIDE MOVER SM

Does not Does not promote promote

HISHA ROOK R SOSHA RUNNING CHARIOT RuC This piece was formerly called a Sideways Chariot. For the sake of uniformity the name has been changed

41 Does not Does not promote promote

GINSHO SILVER GENERAL S SHUGYO VERTICAL MOVER VM

Promotes to Does not White promote Elephant

NANBAN SOUTHERN BARBARIAN SB MOYU VIOLENT BEAR VBe

Does not Does not promote promote

HOGYO SQUARE MOVER SMo MOGYU VIOLENT OX VO

Promotes to Does not Water promote Buffalo

ZENKI STANDARD BEARER SBr SUIGYU WATER BUFFALO WBf

Does not Promotes to promote Lion Dog

SEKISHO STONE GENERAL St SEIJUWESTERN BARBARIAN WB

42 Hereunder are the pieces that appear for the first time as promotions:- In addition there are 17 promoted ranks that are seen in the initial set-up; their moves are the same and so they are not repeated here.

Does not promote

Promoted HAKUZO WHITE ELEPHANT WE Lion

Does not promote FUNJIN FURIOUS FIEND FF Note: The Furious Fiend has the combined move of the Lion and the Lion Dog. That is, it can move as either piece whilst maintaining the power of both BYAKKO WT pieces, as explained in the rules above. The Lion Dog does NOT have “Lion Power”.

Does not Promoted promote Lion Dog

MOKUSHO WOOD GENERAL Wo DAIZO GREAT ELEPHANT GE

NOTATION The notation system for recording games and positions of all the major Shogi variants is as follows:- Promoted Each square is given an exact designation by first quoting the Blind file number and then the rank letter, e.g. “6f” is the square to be Monkey found on the 6th file and at the “f” rank down from the top of the board. Each piece is given a notation letter or letters, e.g. “Ph” for Phoenix. If a simple move to a square is made, this is designated by a SANBO MOUNTAIN WITCH MW “-” e.g. Ph-6g means that the Phoenix moves to 6g. An “x” is used for captures, e.g. Rx9h means that the Rook captures whatever stands at 9h. A “+” sign is used for promotes or promoted, e.g. DH-2d+ means that the Dragon Horse moves to 2d and promotes; similarly, +DH-5a means the promoted Dragon Horse moves to 5a. In the case of any ambiguity as to which piece moves, the starting square is given additionally Promoted thus: R2c-2k. Old Rat When a Lion, captures without moving (“igui”), a special notation is employed, e.g. Lnx!7f meaning that the Lion captures whatever stands at 7f, but remains where it is. When the piece captures two pieces at once it is rendered, e.g. SENKAKUWIZARD STORK WS Lnx7fx6f. Finally, a passing move would be written as, e.g. Ln!

43 Maka-Dai-Dai Shogi

INTRODUCTION

Maka-Dai-Dai Shogi (Ultra-Great-Great Shogi) is played on a board with 19 squares each way and with a total of 192 pieces. Although students will note that the number of pieces seen in this game is exactly the same as in Dai-Dai Shogi, there are only 50 different kinds of piece in this game rather than the 64 different kinds seen in Dai-Dai Shogi. It is suspected that Maka-Dai-Dai Shogi was invented by Buddhist Monks in order to play “Shogi” on a Go board, the grid of which is 19 x 19. Some of the names of the pieces are, in fact, Buddhist spirits and demons. There is some evidence that suggests that the moves of the pieces and the general rules of the game were handed down by word of mouth only and that they were not formally documented until as late as the 17th century. There is even a chant, written in Chinese, that was used as an aid to memorising the initial set-up. This, at least, would tend to distract from the generally held view that the larger forms of Shogi, above Dai Shogi, were hardly ever played or practised. Examining the initial set up of the game, one notices that it is very balanced and that almost all pieces are doubled up. Further, in this game, we see the very powerful Hook Movers at the front, directly behind the row of Pawns. This means, of course, that a simple Pawn push or two will unleash powerful threats. Promotion in Maka-Dai-Dai Shogi is, as in Dai-Dai Shogi, mandatory whenever a piece makes a capture and not by entering a promotion zone. The power of the Emperor (promoted King) can be immense and allowing the King to promote will radically affect the endgame. As in all the large Shogi variants, the slow and deliberate approach is called for, but, obviously, a whole-board strategy is more and more difficult to aim at as the size of the board increases to such levels as here. To establish an exact or even a near date when Maka-Dai-Dai Shogi was invented is simply an impossible task. Research goes on apace in Japan into many aspects of Shogi history and, in recent years, some very interesting documentation has been unearthed. The earliest known record of Maka-Dai-Dai Shogi is its mention in the so-called “Minase” book, which is currently housed in the Minase Temple in the Kyoto area. Minase Kanenari was one of the noblemen of the Court around the late 16th century. Although not a Shogi player, as such, he was noted for his Shogi pieces and his enduring interest in calligraphy. Shogi pieces in the “Minase” style are nowadays considered by many to be among the very best. The “Minase” book was a memorandum compiled by him on the large games, Dai-Dai Shogi; Maka-Dai-Dai Shogi and Tai Shogi. These large games are thought to have been invented by intellectuals, noblemen and High Priests of the Buddhist Sangha, so that they might enjoy themselves developing complex rules so as to amaze people. One must appreciate that time hung very heavily on their hands but despite this the games are not thought to have caught on at all and it is most doubtful that they were actually played to any degree. This would seems to be substantiated by the 44 complete lack of evidence of either pieces or game-scores; although I find it curious that inventors of games would not, at least, have played them once or twice with their close acquaintances. Among Minase’s friends was the great Ohashi Sokei I and it is strongly believed that Ohashi had detailed knowledge of these games insofar as he brought the rules to Edo and disseminated them among his pupils and successors. During the last decade of the 17th century, we find ourselves in the famous Genroku period, a time when Shogi and other intellectual pursuits attained great significance. These Great Shogi Games (as I call them), which hitherto had scarcely been played, began to attract interest among Shogi players with the result that publication of standardised rules was expected by them. At this time an intellectual writer, Nishizawa Teijin, who counted among his friends many professional Shogi players, published Sho Shogi Zushiki (1694) and the rules and moves of the pieces given in that book are today considered by the leading scholars in Japan as definitive and are the source of this present publication. Up to this time several documents - originals, copies and copies of copies - had spread much confusion since the rules and moves of the pieces differed, in several cases, substantially one from another owing to copyist’s mistakes, mistakes by the authors, the vagaries of wood-block printing et cetera. It was not only desirable but also demanded by those taking an interest in these games, that a unified and logical approach should be made. For example, in no matter which game they might appear, each piece should have a consistent move. Nishizawa, in collaboration with the professional Shogi players of the day, reviewed the rules that had been handed down by Ohashi Sokei and published his book, which made the games both playable and interesting.

NOTATION The notation system for recording games and positions of all the major Shogi variants is as follows:-

Each square is given an exact designation by first quoting the file number and then the rank letter, e.g. “6f” is the square to be found on the 6th file and at the “f” rank down from the top of the board. Each piece is given a notation letter or letters, e.g. “Ph” for Phoenix. If a simple move to a square is made, this is designated by a “-” e.g. Ph-6g means that the Phoenix moves to 6g. An “x” is used for captures, e.g. Rx9h means that the Rook captures whatever stands at 9h. A “+” sign is used for promotes or promoted, e.g. DH-2d+ means that the Dragon Horse moves to 2d and promotes; similarly, +DH-5a means the promoted Dragon Horse moves to 5a. In the case of any ambiguity as to which piece moves, the starting square is given additionally thus: R2c-2k. The notation given for pieces that ONLY appear after promotion and are not seen in the initial set-up, e.g. the Emperor E, which is a promoted King, are not used and, in this example, would be rendered as +K and not as E. The notation E is given to assist in any particular references that might be made to this piece and also because the Emperor appears as a piece in its own right in another variant (Tai Shogi). When a Lion, Buddhist Spirit or Furious Fiend captures without moving (“igui”), a special notation is employed, e.g. Lnx!7f meaning that the Lion captures whatever stands at 7f, but remains where it is. When the piece captures two pieces at once it is rendered, e.g. Lnx7fx6f. Finally, a passing move would be given, e.g. Ln!

45 showing only the Black pieces:- Here Here is the initial set-up of the game

46 showing only the White pieces:- Here Here is the initial set-up of the game

47 Here are all the pieces as found in the initial set-up arranged in English alphabetical order together with their names in Japanese and English, their move and notation:-

ARROWS indicate that the piece may move any number of Promotes to squares in the directions shown. Free Tiger CIRCLES indicate the squares that the piece may reach always provided that the route is unobstructed by any other piece(s). To save space, if more than two squares may be reached in any given direction, a circle is to be found in the first square and then a number (3) or (5) in the second. This MOKO BLIND TIGER BT number indicates the extent to which the piece may move, in the direction given, from the starting square. CROSSES indicate that the piece may JUMP directly to any of the squares so marked. NUMBERS IN CIRCLES indicate “Lion Power” as Promotes to applicable to the Lion, Buddhist Spirit and the Furious Gold Fiend. This power is described under the moves of the Lion General below. Note: the Capricorn and the Hook Mover are special pieces and their moves are explained in the rules of the game which are given after the piece moves. RASETSUBUDDHISTDEVIL BDe

Promotes to Free Boar Promotes to Gold General

SHINCHO ANGRY BOAR AB MAKATSUCAPRICORN Ca

Promotes to Gold Promotes to General Free Cat

KAKUGYO BISHOP B MYOJIN CAT SWORD CSw

Promotes to Promotes to Wizard Free Bear Stork

MOYUBLIND BEAR BB WAIKEI CHINESE COCK CC

48 Promotes to Does not Free promote Serpent

BANJA COILED SERPENT CS RYUME DRAGON HORSE DH

Promotes to Does not Free promote Copper

DOSHO COPPER GENERAL C RYUO DRAGON KING DK

Promotes to Promotes to Buddhist Prince Spirit

MUMYO DARK SPIRIT DSp SUIZO DRUNK ELEPHANT DE

Promotes to Promotes to Teaching Free Earth King

DAIBA DEVA Dv DOSHO EARTH GENERAL Ea

Promotes to Promotes to Gold Free Wolf General

ROBA DONKEY Do AKURO EVIL WOLF EW

49 Promotes to Promotes to Free Gold Leopard General

MOHYO FEROCIOUS LEOPARD FL KONGO GUARDIAN OF THE GODS GG

Promotes to Promotes to Gold Gold General General

HIRYUFLYING DRAGON KOGYOFD HOOK MOVER HM

Does not Promotes to promote Free Iron

HON O FREE KING FK TESSHO IRON GENERAL I

Promotes to Promotes to Free Goer Emperor

CHUNIN GO-BETWEEN GB OSHO KING K

Promotes to Promotes to Free Gold Gold General

KINSHO GOLD GENERAL G KEIMA KNIGHT N

50 Promotes to Promotes to Great Gold Dragon General

KIRIN KYLIN Ky HAKKEN LION DOG LD

Promotes to Promotes to Gold Mountain General Witch

KYOSHA LANCE L KOEN OLD MONKEY OM

Promotes to Promotes to Gold Bat General

SASHA LEFT CHARIOT LCh ROSO OLD RAT OR

Promotes to Promotes to Furious Gold Fiend General

SHISHI LION Ln FUHYO PAWN P a) The Lion may either move to a (1) square or jump directly to a (2) square, capturing or not in either case. b) The Lion may capture at a (1) square and then move on to an adjacent (1) or (2) square without capturing. c) The Lion may capture two, but no more of the enemy pieces, that are at (1) and (1) or (1) and (2) [adjacent Promotes to squares only]. Golden d) The Lion may capture at a (1) square and then return to Bird its starting square! This has the effect of capturing without moving! (in Japanese this is called “igui”.) e) The Lion may also move to a (1) square and return to its starting square without capturing. This has the effect of HO O PHOENIX Ph passing a move and can sometimes be used to advantage in the endgame. 51 Promotes to Promotes to Free Gold Dragon General

GARYURECLINING DRAGON RD OHI SIDE FLYER SF

Promotes to Promotes to Gold Gold General General

HENSHA REVERSE CHARIOT RC OGYO SIDE MOVER SM

Promotes to Promotes to Gold Free General Silver

USHA RIGHT CHARIOT RCh GINSHO SILVER GENERAL S

Promotes to Promotes to Gold Free Stone General

HISHA ROOK R SEKISHO STONE GENERAL St

Promotes to Gold Promotes to General Free Tile

YASHA SHE-DEVIL SD GASHO TILE GENERAL T

52 Promotes to Promoted Gold Dark General Spirit

SHUGYO VERTICAL MOVER VM

HOSEI BUDDHIST SPIRIT BSp Note: this piece has the combined moves of the Lion and the Free King. A general note about the three promoted pieces Promotes to that have combined-moves can be found below. Gold General

Does not MOGYUVIOLENT OX VO promote

JIZAITENNO EMPEROR E SPECIAL MOVE: CAN JUMP TO ANY Promotes SQUARE ON THE BOARD AT WILL to Gold General

Promoted RIKISHI WRESTLER Wr Blind Bear

Hereunder are the pieces that appear for the first HONYUFREE BEAR FBe time as promotions:- NOTE: This piece can also jump to the squares “x”

Promoted Promoted Old Rat Angry Boar

KOMORI BAT Bt HONCHO FREE BOAR FBo PROMOTED PIECES WITH COMBINED MOVES The concept of combining the power of two initial pieces to create a new type of promoted piece, as is first seen in Dai-Dai Shogi with the Furious Fiend (combined Lion and Lion Dog), is taken a step further in Maka-Dai-Dai Shogi with additionally the creation of the Buddhist Spirit (combined Free King and Lion) and the Teaching King (combined Free King and Lion Dog). In the latter case, however, since the move of the Lion Dog is already subsumed in the move of the Free King, it is thought by researchers that this combination of moves is not correct. Since there is no other evidence as to a different move or combination of moves for this piece, there is some speculation that perhaps the move should be that of a Free King plus a “three-times” King - that is a King that can move up to three squares AND with full “Lion power”. This addition of “Lion Power” has nothing to do with the Lion Dog, which despite the apellation “Lion”, does not have “Lion power”, but is rather to make both the Deva and the Dark Spirit, companion step-mover pieces, promote somewhat equally. I believe, however, that it is more than likely that the promotion of the Deva is exactly the same as that of the Dark Spirit, i.e. the Teaching King would simply combine the moves of the Free King and the Lion. I would suggest that a piece with “Lion power” up to three squares is a little too much! 53 Promoted Promoted Gold Cat-Sword General

HONMYO FREE CAT FC HONKIN FREE GOLD FGo

Promoted Promoted Copper Iron General General

HONDO FREE COPPER FCo HONTETSUFREE IRON FIr

Promoted Promoted Reclining Ferocious Dragon Leopard

HONRYUFREE DRAGON HONPYOFDr FREE LEOPARD FLp

Promoted Promoted Earth Coiled General Serpent

HONDO FREE EARTH FEa HONJA FREE SERPENT FSe

Promoted Promoted Silver Go-Between General

HONNIN FREE GOER FG HONGIN FREE SILVER FSi

54 Promoted Stone Promoted General Lion

HONSEKI FREE STONE FSt

FUNJIN FURIOUS FIEND FF

The Furious Fiend has the combined moves of the Promoted Lion and the Lion Dog. That is it can move as either Blind Tiger piece whilst maintaining the power of both pieces (as explained under the rules of the game below). Note that the Lion Dog does not have “Lion Power”.

HONKO FREE TIGER FT

Promoted Phoenix Promoted Tile General KINSHI GOLDEN BIRD GBd

HONGA FREE TILE FTi

Promoted Kylin Promoted Evil Wolf DAIRYUGREAT DRAGON GD

HONRO FREE WOLF FW

Promoted Old Monkey

SANBO MOUNTAIN WITCH MW

55 RULES 1) The object of the game is to capture the enemy King, as in all forms of Shogi. 2) Promotion in Maka-Dai-Dai Shogi is a special concept, differing from normal Shogi, in that it is Promoted Drunk achieved, not by entering a promotion zone, for Elephant example, but by capturing an opposing piece. After such a capture, promotion is made immediately and is compulsory. Note: this can happen anywhere on OJI PRINCE Pr the board. 3) The Hook Mover and the Capricorn are very special pieces. The Hook Mover may be considered as a “Double Rook”, that is, it moves first as a normal Rook and may then immediately move again as a Rook at right angles to the first leg. To Promoted explain the power of this piece in another way, a Pawn Hook Mover on any square of an empty board would act upon every other square. The Capricorn is the companion piece to the Hook Mover but is a TOKIN PROMOTED PAWN +P “Double Bishop”. Neither of these pieces is allowed to “hook” if it makes a capture on the first leg. It must then stop at that point of capture. There is no requirement for the legs of the “hook” to be of equal length. Promoted The Dark Spirit promotes to a Buddhist Spirit, Deva which has the move of either the Free King or the Lion. That is, it may move in accordance with the power of either piece, but it keeps the power of KYO O TEACHING KING TK both pieces at all times. These rules of movement Note: this piece has the combined moves of the apply equally to the Teaching King and the Furious Free King and Lion Dog. See note on page 52 Fiend. 4) Any piece that is not able to retreat, should it reach the last rank, is left on the board unless it is Promoted captured. Chinese 5) The Drunk Elephant promotes to a Prince, which Cock has the same function and move as the Crown Prince in Chu Shogi. That is, once there is a Prince on the board the game cannot be won by simply SENKAKUWIZARD STORK capturingWS the King (or Emperor), but only by the capture of BOTH of these pieces. 6) The King in Maka-Dai-Dai Shogi promotes! It Apart from the rules given here, we find no other special becomes an Emperor and this piece has the most rules in the ancient documents of Maka-Dai-Dai Shogi. Such matters that might arise and appear not to be unusual power seen in Shogi: simply stated it can covered by the rules, should, as always, be dealt with in jump directly to ANY square on the board! This the Japanese spirit of the game. includes the ability to jump over any number of There are no special rules governing the capture of the pieces so to do. It is restricted though in that it is not Lion, for example, as are seen in Chu Shogi. It must be realised that the effect of the Lion is greatly diminished, allowed to capture any piece that is protected. This the larger the playing area and, therefore, the Lion is not necessary rule effectively prevents the Emperor particularly significant in this game. from simply capturing the opposing King/Emperor A stalemated King loses. on its subsequent move. 56 Tai Shogi

INTRODUCTION

Tai Shogi (Grand Shogi) is thought to be the very largest chess game in the world that is playable. Suggestions that even larger variants of Chess or Shogi, such as with boards as large as 36 x 24; 49 x 33; 52 x 33 and even as gigantic as 40 x 66 squares, existed would seem to be highly suspect, to say the least. Among these much larger variants, however, there is some evidence that there was a form of Shogi called Tai-Kyoku Shogi, which was played on a board of 36 x 36 squares. This game is simply mentioned in an old text but in 1983, when the Tai Shogi rule leaflet was published, no details of piece moves or rules were known, all that was then known was the initial set-up. However, in 1997, a large book, “World Chess”, published in Japan and describing many forms of Chess and Shogi purported to give moves and rules for this 36 x 36 game. The author, Umebayashi Isao, regrettably, has hitherto refused to make his source(s) available to the writer. There are considerable evident problems with the rules and piece-names and piece-moves that are presented in the book and so, unfortunately, apart from the initial set-up, which is confirmed from the much older documentary evidence, we are, at this time, unable to consider the game at all seriously as having been satisfactorily established as correct or, indeed, playable. Nevertheless, simply as a matter of record, the next chapter covers Tai-Kyoku Shogi completely, as presented in that book. Tai Shogi is most definitely genuine although there are those scholars who question whether it was ever actually played and there are suggestions that this game, along with Dai Shogi, Dai-Dai Shogi and Maka-Dai-Dai Shogi were simply inventions; the result, perhaps, of a competition to create new games. This view should perhaps be challenged, at least in the case of Maka-Dai-Dai Shogi, insofar as we do have this Chinese chant to assist in the setting up of the initial position. This alone would seem to establish this game as genuine given that Chinese was extensively used in Japan in those days. One notable example of this is that the solutions to the earliest Chu Shogi mating problems were given utilising the Chinese Zodiac. It seems very unlikely to me, however, that the very inventor(s) would not at least have tried the games out themselves. The fact that to date no game scores have come down to us from ancient times is no indication that the games were ever played. One must accept, of course, that actual pieces, undeniably from the larger games, have not been unearthed either. But surely, this would tend to confirm that any sets that might have been made would have been of a flimsy nature, most probably made of paper and for that reason alone have not survived the ravages of time. Just imagine manufacturing a wooden, carved Tai Shogi set, or the enormous board and the very considerable time and labour involved in such a task! No, despite the fact that no concrete evidence has yet been dug up, the conclusion must surely be that the game of Tai Shogi, as well as the other large Shogi games, must have been played, albeit not very frequently, many centuries ago. All these large Shogi games have, however, been played in the West in recent years and indeed on several occasions, not only over the board but amazingly even postally! 57 Tai Shogi is played on a board of 25 x 25 squares and with a mind-numbing total of no fewer than 354 pieces! In the initial set-up, there are 93 different types of piece, and it will certainly take the uninitiated some two hours plus just to set the board up in the starting position! Familiarity with the pieces will, however, increase as time goes by and those who have studied the smaller variants will readily recognise most of the pieces in Tai Shogi. The game is certainly playable, assuming you have the time to devote to it; see the item on suggested strategy given at the end of this section. A normal game of Tai Shogi, that is, one in which one side does not resign too early, will probably be of the order of some 2000 moves and could very well last a week or more under normal conditions! It is simply impossible to play Tai Shogi strategically. Playing in such a solid way becomes more and more difficult as the size of the board increases, but, by the time one reaches the truly gigantic 25 x 25 board, there is no doubt that the limits of human chess-endeavour are most certainly exhausted. The fighting, therefore, tends to be of a local nature. It seems to the writer, having occasionally played Tai Shogi, that the chances are that insufficient material will remain, after the struggle of such an involved and intricate game, to mate the omnipotent Emperor. It would appear, therefore, that the game of Tai Shogi should be played simply for the delight of the intricate combinations that manifest themselves in every game. In short the object is no more than “to play the game” - to win in any sort of well-matched game is most probably quite impossible!! To establish an exact or even an approximate date when Tai Shogi was invented is simply an impossible task. Research goes on apace in Japan into many aspects of Shogi history and, in recent years, some very interesting documentation has been unearthed. The earliest known record of Tai Shogi is its mention in the so-called “Minase” book, which is currently housed in the Minase Temple in the Kyoto area. Minase Kanenari was one of the noblemen of the Court around the late 16th century. Although not a Shogi player, as such, he was noted for his Shogi pieces and his enduring interest in calligraphy. Shogi pieces in the “Minase” style are nowadays considered by many to be among the very best. The “Minase” book was a memorandum compiled by him on the large games, Dai-Dai Shogi; Maka-Dai-Dai Shogi and Tai Shogi. These large games are thought to have been invented by intellectuals, noblemen and High Priests of the Buddhist Sangha, so that they might enjoy themselves developing complex rules so as to amaze people. One must appreciate that time hung very heavily on their hands but despite this the games are not thought to have caught on at all and it is most doubtful that they were actually played to any degree. This would seems to be substantiated by the complete lack of evidence of either pieces or game-scores; although I find it curious that inventors of games would not, at least, have played them once or twice with their close acquaintances. Among Minase’s friends was the great Ohashi Sokei I and it is strongly believed that Ohashi had detailed knowledge of these games insofar as he brought the rules to Edo and disseminated them among his pupils and successors. During the last decade of the 17th century, we find ourselves in the famous Genroku period, a time when Shogi and other intellectual pursuits attained great significance. These Great Shogi Games (as I call them), which hitherto had scarcely been played, began to attract interest among Shogi players with the result that publication of standardised rules was expected by them. At this time an intellectual writer, Nishizawa Teijin, who counted

58 among his friends many professional Shogi players, published Sho Shogi Zushiki (1694) and the rules and moves of the pieces given in that book are today considered by the leading scholars in Japan as definitive and are the source of this present publication. Up to this time several documents - originals, copies and copies of copies - had spread much confusion since the rules and moves of the pieces differed, in several cases, substantially one from another owing to copyist’s mistakes, mistakes by the authors, the vagaries of wood-block printing et cetera. It was not only desirable but also demanded by those taking an interest in these games, that a unified and logical approach should be made. For example, in no matter which game they might appear, each piece should have a consistent move. Nishizawa, in collaboration with the professional Shogi players of the day, reviewed the rules that had been handed down by Ohashi Sokei and published his book, which made the games both playable and interesting. A few words about Tai Shogi and suggested strategy from R. Wayne Schmittberger as published in the “Tai Shogi and How to Play It” rule leaflet in June 1993. 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 sessions to complete and will usually require over 1000 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. Tai also has the promote-by-capture rule of Dai-Dai and Maka-Dai-Dai, with its, at first, bewildering effects. For these reasons, Dai-Dai and Maka-Dai-Dai players will feel much at home playing Tai Shogi. The first problem one encounters in Tai Shogi is development of the pieces, which are initially so densely and deeply packed that to disentangle them is reminiscent of the old sliding-block puzzles. Once the opening phase is well under way, strategic decisions of far-reaching importance must be made, such as whether to advance in the centre or on the wings and whether to open up lines aggressively or keep a tight defensive posture. Because of the game’s enormous scope, little can be said with certainty about proper strategy, apart from normal principles that apply in any game that is played logically. Compared with other chess and Shogi variants, patience would seem to be an even greater virtue in Tai Shogi than usual. The time required to bring so many pieces to their optimal squares creates a temptation not to bother with all of them and to begin attacking prematurely; and yet, the promote-by-capture rules, coupled with the unlikelihood of being able to look ahead more than a few moves with any accuracy, should be taken as good reasons to risk being overcautious. A single Pawn, or other weak piece, advanced too far to be protected can, under certain circumstances, be fatal in a game of Tai! The opponent may be able to delay capturing it until he is able to do so safely with a piece that has a powerful promotion, deciding the game - in theory at least. In practice, of course, both players are likely to make many mistakes and will have chances to recover, but it does seem worth remembering that the promote-by-capture rule tends to punish premature advances, which promote-by-advancing rules (as in Chu or Dai Shogis) can sometimes reward when the opponent fails to defend properly. On the other hand, the player who is able to advance across the centre of the board and establish a foothold there, will be able to cramp the opponent’s position, making it hard for him to co-ordinate his many pieces. One unique feature of Tai Shogi is the presence, right from the very start, of the two almost omnipotent Emperors. Actually, these pieces’ power tend to neutralise one another throughout most of the game. If an endgame is reached, however, unusual combinations may become possible based on the idea that removing the last piece defending an Emperor puts that Emperor in check from the other Emperor. Players who want to get the feel of how this works in practice might try playing a game of orthodox chess in which the Kings are treated as Emperors; the results are guaranteed to be quite interesting, as well as good preparation for Tai Shogi endings. 59 showing only the Black pieces:- Here Here is the initial set-up of the game

60 showing only the White pieces:- Here Here is the initial set-up of the game

61 Here are all the pieces as found in the initial set-up arranged in English alphabetical order together with their names in Japanese and English, their move and notation:-

ARROWS indicate that the piece may move any number of Promotes to squares in the directions shown. Mountain CIRCLES indicate the squares that the piece may reach Witch always provided that the route is unobstructed by any other piece(s). To save space, if more than two squares may be reached in any given direction, a circle is to be found in the first square and then a number (3) or (5) in the second. This MOEN BLIND MONKEY BM number indicates the extent to which the piece may move, in the direction given, from the starting square. CROSSES indicate that the piece may JUMP directly to any of the squares so marked. NUMBERS IN CIRCLES indicate “Lion Power” as applicable to the Lion, Buddhist Spirit and the Furious Fiend. This power is described under the moves of the Lion Does not below. promote Note: the Capricorn, Hook Mover, Long-nosed Goblin and the Peacock are special pieces and their moves are explained in the rules of the game which are given after the piece moves. MOKO BLIND TIGER BT

Does not promote Does not promote

SHINCHO ANGRY BOAR AB SEIRYUBLUEDRAGON BD

Promotes to Promotes to Gold Gold General General

KAKUGYO BISHOP B RASETSUBUDDHISTDEVIL BDe

Promotes to Does not Gold promote General

MOYUBLIND BEAR BB MAKATSUCAPRICORN Ca

62 Does not Promotes to promote Buddhist Spirit

MYOJIN CAT SWORD CSw MUMYO DARK SPIRIT DSp

Promotes to Promotes to Wizard Teaching Stork King

WAIKEI CHINESE COCK CC DAIBA DEVA Dv

Promotes to Does not Gold promote General

BANJA COILED SERPENT CS ROBA DONKEY Do

Does not Does not promote promote

DOSHO COPPER GENERAL C KYUHAN DOVE D

Does not Does not promote promote

TAISHI CROWN PRINCE CP RYUME DRAGON HORSE DH

63 Does not Promotes to promote Dove

RYUO DRAGON KING DK HENRI ENCHANTED BADGER EBa

Promotes to Crown Does not Prince promote

SUIZO DRUNK ELEPHANT DE AKURO EVIL WOLF EW

Does not Does not promote promote

DOSHO EARTH GENERAL Ea MOHYO FEROCIOUS LEOPARD FL

Promotes to Does not Lion promote

TOI EASTERN BARBARIAN EB MOSHUFIERCE EAGLE FE

Promotes to Gold Does not General promote

HIRYUFLYING DRAGON FD JIZAITENNO EMPEROR E Special move: goes to ANY square on the board at will. For restrictions see Rule No. 7 on page 72

64 Promotes to Does not Free King promote

BARIN FLYING HORSE FH CHUNIN GO-BETWEEN GB

Does not Does not promote promote

HIGYUFLYING OX KINSHIFO GOLDEN BIRD GBd

Does not Does not promote promote

KINROKUGOLDEN DEER GDe HONKI FREE DEMON FDe

Does not Does not promote promote

HON O FREE KING FK KINSHO GOLD GENERAL G

Does not Does not promote promote

HONBAKUFREE TAPIR DAIRYUGREATFTp DRAGON GD

65 Promotes to Promotes to Gold Gold General General

KONGO GUARDIAN OF THE GODS GG KEIMA KNIGHT N

Promotes to Promotes to Gold Great General Dragon

KOGYO HOOK MOVER HM KIRIN KYLIN Ky

Does not Does not promote promote

KYOSHA LANCE L KAKUO HORNED FALCON HF

Does not Does not promote promote

SASHA LEFT CHARIOT LCh KIKEN HOWLING DOG HD

Does not Does not promote promote

TESSHO IRON GENERAL I SASHO LEFT GENERAL LG

66 Promotes to Promotes to Furious Fragrant Fiend Elephant

SHISHI LION Ln HOKUTEKI NORTHERN BARBARIAN NB a) The Lion may either move to a (1) square or jump directly to a (2) square, capturing or not in either case. b) The Lion may capture at a (1) square and then move on to an adjacent (1) or (2) square without capturing. c) The Lion may capture two, but no more of the enemy pieces, Promotes to that are at (1) and (1) or (1) and (2) [adjacent squares only]. Long-nosed d) The Lion may capture at a (1) square and then return to its Goblin starting square! This has the effect of capturing without moving! (in Japanese this is called “igui”.) e) The Lion may also move to a (1) square and return to its starting square without capturing. This has the effect of passing a KOSHI OLD KITE HAWK OK move and can sometimes be used to advantage in the endgame.

Promotes to Great Elephant Does not promote

HAKKEN LION DOG LD

KOEN OLD MONKEY OM

Does not promote Promotes to Wizard Stork

TENGULONG-NOSED GOBLIN LGn ROSO OLD RAT OR

Promotes to Standard Does not Bearer promote

KINO NEIGHBOURING KING NK FUHYO PAWN P

67 Does not Does not promote promote

KUJAKU PEACOCK PC GARYU RECLINING DRAGON RD

Promotes to Does not Golden promote Bird

HO O PHOENIX Ph HENSHA REVERSE CHARIOT RC

Does not Promotes to promote Hook Mover

USHA RIGHT CHARIOT RCh DOKUJA POISONOUS SNAKE PS

Promotes to Does not Square promote Mover

USHO RIGHT GENERAL RG YOROKUPRANCING STAG PSt

Promotes to Does not Gold promote General

YOHEI RAMSHEAD SOLDIER RS HISHA ROOK R

68 Promotes to Does not Free promote Demon

GYOCHO RUNNING BIRD RB GINKI SILVER DEMON SDe

Promotes to Does not Gold promote General

GINSHO SILVER GENERAL S YASHA SHE-DEVIL SD

Promotes to Does not Gold promote General

HIJUSOARING EAGLE SE ORYUSIDE DRAGON SDr

Does not Promotes to promote Gold General

HEISHI SOLDIER So OGYO SIDE MOVER SM

Promotes to Does not White promote Elephant

SOSHA RUNNING CHARIOT RuC NANBAN SOUTHERN BARBARIAN SB This piece was formerly called a Sideways Chariot. For the sake of uniformity the name has been changed

69 Does not Promotes to promote Gold General

ZENKI STANDARD BEARER SBr SHUGYO VERTICAL MOVER VM

Does not Does not promote promote

SEKISHO STONE GENERAL St MOYUVIOLENT BEAR VBe

Does not promote Does not promote

MOGYUVIOLENT OX VO GASHO TILE GENERAL T

Promotes to Does not Free Tapir promote

SUIGYO WATER BUFFALO WBf GENBUTURTLE SNAKE TS

Promotes to Does not Lion Dog promote

SHUJAKU VERMILION SPARROW VS SEIJUWESTERN BARBARIAN WB

70 Does not Promotes to promote Gold General

KEIGEI WHALE W RIKISHI WRESTLER Wr

Hereunder are the pieces that appear for the first time as promotions:- Does not In addition there are 14 promoted ranks that are promote seen in the initial set-up; their moves are the same and so they are not repeated here.

HAKUZO WHITE ELEPHANT WE

Promoted Dark Spirit

Does not promote

HOSEI BUDDHIST SPIRIT BSp Note: this piece has the combined moves of the Lion and HAKKUWHITE HORSE WH the Free King. A general note about the three promoted pieces that have combined-moves can be found below.

Promoted Northern Does not Barbarian promote

KOZO FRAGRANT ELEPHANT FEl

BYAKKO WHITE TIGER WT NOTE:- Apart from the rules given below, we find no other special rules in the ancient documents on Tai Shogi. Such matters that might arise and seem not to be covered, should, as always, be dealt with in the Does not Japanese spirit of the game. promote There are no special rules governing the capture of the Lion, for example, as are seen in Chu Shogi. It must be realised that the effect of the Lion is greatly diminished the larger the playing area and, therefore, the Lion is not particularly significant in MOKUSHO WOOD GENERAL Wo this game.

71 Promoted Promoted Lion Deva

KYO O TEACHING KING TK Note: this piece has the combined moves of the Free King and Lion Dog. A general note about the three promoted FUNJIN FURIOUS FIEND FF pieces that have combined-moves can be found below.

The Furious Fiend has the combined moves of the Lion and the Lion Dog. That is it can move as either Promoted piece whilst maintaining the power of both pieces (as Chinese explained under the rules of the game below). Cock Note that the Lion Dog does NOT have “Lion Power”. or Old Rat

SENKAKUWIZARD STORK WS Promoted RULES Lion Dog 1) The object of the game is to capture the enemy “Kings” that is the Emperor and the Crown Prince(s). 2) Promotion in Tai Shogi is a special concept, differing from normal Shogi, in that it is achieved, not by entering a promotion zone, for example, but by capturing an opposing piece. After such DAIZO GREAT ELEPHANT GE a capture, promotion is made immediately and is compulsory and this can happen anywhere on the board. 3) The Hook Mover, Capricorn, Long-nosed Goblin and Peacock are very special pieces. The Hook Mover may be considered as a “Double Rook”, that is, it moves first as a normal Rook and may then immediately move again as a Rook at right angles to the first leg. To explain the power of this piece in another way, a Hook Promoted Mover on any square of an empty board would act upon every Blind other square. The Capricorn is the companion piece to the Hook Monkey Mover but is a “Double Bishop”. The Long-nosed Goblin is also a “Double Bishop” but with the power additionally to move one square orthogonally. The Peacock has this “hooking” power also in the forward diagonal directions. None of these pieces is allowed to “hook” if it makes a capture on the first leg. It must then stop at that SANBO MOUNTAIN WITCH MW point of capture. There is no requirement for the legs of the “hook” to be of equal length. 4) The Dark Spirit promotes to a Buddhist Spirit, which has the move of either the Free King or the Lion. That is, it may move in accordance with the power of either piece, but it keeps the power of both pieces at all times. These rules of movement apply equally to the Furious Fiend and the Teaching King. The Horned Promoted Falcon and the Soaring Eagle have “Lion Power” but only in the Prancing directions marked with numbers in circles. Stag 5) Any piece that is not able to retreat is left on the board should it reach the last rank, unless it is captured. 6) The Drunk Elephant promotes to a Crown Prince which has the same function as the Crown prince in Chu Shogi. Should this occur HOGYO SQUARE MOVER SMo there could be as many as THREE “Kings” on the board belonging to the same side, all of which must be captured in order to win. 7)The Emperor has the most unusual power seen in Shogi. Simply stated it can go to ANY square on the board at will, this includes the ability to jump over any number of pieces. It is restricted in that it is not allowed to capture any piece that is protected. 72 Tai-Kyoku Shogi

INTRODUCTION

Tai-Kyoku Shogi (Ultra Grand Shogi) was, as mentioned in the introduction to Tai Shogi above, briefly referred to in an old text without any details of piece moves or rules being given. In 1983, when the Tai Shogi rule leaflet was published, only the initial set-up was known; moves of the pieces and rules were not in evidence. Very recently a large book, published in Japan entitled “World Chess” and, describing many forms of Chess and Shogi, purported to give moves and rules for this 36 x 36 game; but the author, Umebayashi Isao, has, hitherto refused to make his source(s) available to the writer. This means that we have to rely upon this modern book and the information given therein and have no way of judging whether the “original source”, whatever that may be, is reliable or, as in the case of several old texts, is defective in one or more aspects. There are numerous self-evident problems with the rules, the piece-names and the moves that are presented in this modern treatment of the game and so, regrettably, apart from the initial set-up, which is confirmed from the much older evidence, we are, at this time, unable to consider the game at all seriously as having been satisfactorily re-established, yet alone as a playable variant. The kind of major problem that confronts us is, for example, the given rule that promotion is in the promotion zone, i.e. at the opposing side’s Pawn line, as in normal Shogi and some of the smaller variants. With the larger forms of Shogi, that is from Dai-Dai Shogi upwards, there is no question that the promotion rule is, that whenever a capture is made promotion of the piece is compulsory and immediate. This aspect, as opposed to promotion by advancing, sets a totally different technique for the play and is seen as a fundamental part of how these larger games are managed. Are we really to believe that in a game of such enormous proportions as Tai-Kyoku Shogi that we should suddenly revert to promotion by advancing? Nonetheless, we are forced to consider that this may indeed be the case and so, in the absence of any information to the contrary, we are obliged to present the rule in this way. Just as seriously, another problem we meet with, are the many cases in which the move of the piece varies with the same-piece move in the other connected variants. It is absolutely the case that any piece has the same move, no matter in which of the individual games of a family it may appear. In Tai-Kyoku Shogi, for example, we see the Lion Dog as having the ability to range in all directions, like a Free King, as well as being a triple step-mover. Since Tai-Kyoku Shogi is clearly in the same family as Tai Shogi, as well as Maka-Dai-Dai and Dai-Dai Shogis, this simply cannot be the case. Another glaring example is the Left and Right Generals, which, according to this modern book, both move as normal Kings! Their true moves are as Kings but not stepping to left or right. (See page 130 for latest research Nov 2002) Tai-Kyoku Shogi is played on a board with 36 squares each way and with a total of no fewer than 804 pieces!! This game is by any standards mind-bogglingly vast. Clearly, as to a major extent in Tai Shogi, strategic play is almost certainly quite impossible. A typical game, one would surmise, should be of the order of some 5000 moves per player! And, no doubt, just to set up a board and pieces would most probably take, at least, five hours plus!! 73 showing only the Black pieces:- Here Here is the initial set-up of the game

74 MOVES OF THE PIECES:- CIRCLES indicate that the piece may step directly to any of the so-marked squares, always provided that the route is unobstructed. Where the number 3 or 5 appears, this indicates that the step moves extend for three or five steps in the directions so marked. CROSSES indicate that the piece may jump directly to one of the so-marked squares. ARROWS indicate that the piece ranges in the so-marked directions. DOTTED ARROWS indicate that the piece may range in the so-marked directions but is ranked insofar as capturing by jumping is concerned. ARROWS CROSSED AT RIGHT ANGLES indicate that the piece is a “hook moving piece” The moves and rules for all special pieces are given in the rules section on page 99.

Osho Taishi Kinsho King* K Crown Prince CP Gold General G

Usho Sasho Koki Right General RG Left General LG Rear Standard RSt

Hon O Honbaku Kyuhan Free King FK Free Tapir FTp Dove D

* Despite what is said about pieces needing to have the same The Dove can not only range move in all variants, one can readily accept that the King, in in the diagonal directions but such a large game as Tai-Kyoku Shogi, could very well have can also JUMP three squares and then advance one or two the power to step one or two squares in each direction. squares Note that the Crown Prince in this game promotes to a King. 75 Jiryu Honki Soba Ground Dragon Free Demon Running Horse GrD FDe RH

Juso Tengu Sanshu Beastly Jailer Long-nosed Goblin Right Mountain Eagle BJ LGn RME

Sanshu Kaki Keigei Left Mountain Eagle Fire Demon Whale LME FiD W

Soto Byakko Genbu Running Hare White Tiger Turtle Snake RHr WT TS

76 Kyuhan Kyosha Hensha Pigeon Lance Reverse Chariot Pg L RC

Kosho Hakuzo Sankyu Fragrant Elephant White Elephant Mountain Dove FEl WE MD

Hien Kinri Uryu Flying Swallow Bird Herald Rain Dragon FSw BH RDr

Shinki Sanroku Soku Forest Demon Mountain Deer Running Puppy FoD MDe RPu

77 Soja Oja Daikyu Running Snake Side Snake Great Dove RSn SS GDo

Soko Soyu Yato Running Tiger Running Bear Night Sword RT RBe NS

Rasetsu Kongo Rikishi Buddhist Devil Guardian of the Gods Wrestler BDe GG Wr

Ginsho Suizo Kino Silver General Drunk Elephant Neighbouring King S DE NK

78 Kinsha Oryu Soroku Gold Chariot Side Dragon Running Deer GC SDr RDe

Soro Kakusho Hisho Running Wolf Bishop General Rook General RW BGn RGn

Uko Sako Uryu Right Tiger Left Tiger Right Dragon RTg LTg RDn

Saryu Juri Furyu Left Dragon Beastly Herald Wind Dragon LDn BHe WD

79 Honku Gyocho Koshi Free Puppy Running Bird Old Kite Hawk FPu RB OK

Kujaku Suiryu Karyu Peacock Water Dragon Fire Dragon PC WDn FDn

Dosho Hoshi Rinshi Copper General Phoenix Teacher Kylin Teacher C PT KyT

Ginsha Ken’yu Keima Silver Chariot Vertical Bear Knight SiC VB N

80 Tonsho Keisho Kusho Pig General Cock General Puppy General PG CG PuG

Basho Gyusho Chuki Horse General Ox General Middle Standard HG OG MSt

Ocho Ginto Kinroku Side Boar Silver Hare Golden Deer SBo SH GDe

Shishi Kinso Dairoku Lion Bird Jailer Great Deer Ln BJa GDr

Special move and power see page 100 81 Moryu Rinki Fukusho Ferocious Dragon Woodland Demon Deputy General FeD WDe DGn

Taisho Sekisha Unshu Great General Stone Chariot Cloud Eagle GGn StC CE

Kakugyo Hisha Oro Bishop Rook Side Wolf B R SWo

Himyo Sanshu Kenko Flying Cat Mountain Eagle Vertical Tiger FCa ME VT

82 Heishi Shoki Unryu Soldier Small Standard Cloud Dragon So SSt CD

Dosha Sosha Yohei Copper Chariot Running Chariot Ramshead Soldier CCh RuC RS

Mogyu Dairyu Kinshi Violent Ox Great Dragon Golden Bird VO GD GBd

Mumyo Daiba Mokusha Dark Spirit Deva Wood Chariot DSp Dv WCh

83 Hakku Kiken Kiken White Horse Right Howling Dog Left Howling Dog WH RHD LHD

Ogyo Yoroku Suigyo Side Mover Prancing Stag Water Buffalo SM PSt WBf

Mohyo Moshu Hiryu Ferocious Leopard Fierce Eagle Flying Dragon FL FE FD

Dokuja Ganhi Chogyo Poisonous Snake Flying Goose Bird Runner PS FGs BR

84 Moken Suisho Kasho Blind Dog Water General Fire General BDg WG FG

Ho O Kirin Kogyo Phoenix Kylin Hook Mover Ph Ky HM

Shoki Daiki Makatsu Small Turtle Large Turtle Capricorn STu LTu Ca

Gasha Kenro Ogyu Tile Chariot Vertical Wolf Side Ox TCh VWf SOx

85 Rinba Barin Moyu Kylin Horse Flying Horse Violent Bear KyH FH VBe

Shincho Akuro Fuba Angry Boar Evil Wolf Wind Horse AB EW WHo

Keihi Keon Waikei Flying Kitehawk Old Monkey Chinese Cock FKh OM CC

Hokuteki Nanban Seiju Northern Barbarian Southern Barbarian Western Barbarian NB SB WB

86 Toi Moroku Moro Eastern Barbarian Ferocious Deer Fierce Wolf EB FDr FWo

Onko Chushi Hoshi Treacherous Fox Middle Teacher Phoenix Master TFo MTr PM

Dosha Shujaku Seiryu Earth Chariot Vermilion Sparrow Blue Dragon ECh VS BD

Henri Kihei Shigyo Enchanted Badger Cavalryman Kitehawk Runner EBa CvM KRu

87 Toen Myojin En’u Climbing Monkey Cat Sword Swallow’s Wings CM CSw SW

Moen Moko Gyusha Blind Monkey Blind Tiger Ox Chariot BM BT OCh

Ohi Moyu Roso Side Rook Blind Bear Old Rat SR BB OR

Hogyo Banja Garyu Square Mover Coiled Serpent Reclining Dragon SMo CS RD

88 Konju Free Eagle FeG Shio Shahei Lion Hawk Chariot Soldier LHk ChS

Apart from moving as in the diagram, the Lion Hawk combines the power of a Lion.

Ohyo Kenpyo Fusho Side Soldier Vertical Soldier Wind General SSo VSo WGn

Sensho Sansho Zenki River General Mountain General Standard Bearer RiG MoG SBr

Bahei Mokusho Gyuhei Horse Soldier Wood General Ox Soldier HS Wo OS

89 Dosho Chohei Sekisho Earth General Boar Soldier Stone General Ea BSo St

Hyohei Gasho Yuhyo Leopard Soldier Tile General Bear Soldier LSo T BeS

Tessho Daiki Daishi Iron General Great Standard Great Teacher I GS GT

Usha Sasha Oen Right Chariot Left Chariot Side Monkey RCh LCh SiM

90 Shugyo Higyu Dohei Vertical Mover Flying Ox Crossbowman VM FO CB

Kenku Kenba Hohei Vertical Puppy Vertical Horse Cannon Soldier VPu VH CSo

Ryume Ryuo Tohei Dragon Horse Dragon King Sword Soldier DH DK SwS

Kakuo Hiju Sohei Horned Falcon Soaring Eagle Spear Soldier HF SE SpS

91 Kenpyo Moko Kyuhei Vertical Leopard Fierce Tiger Archer VL FTg A

Koken Hakken Inu Barking Dog Lion Dog Dog BkD LD Dg

Chunin Fuhyo Go-between Pawn GB P

An important note about the Japanese piece-names that are encountered in Tai-Kyoku Shogi, as well as in the other variants, and the various types of English translations is on page 109

Promoted pieces are given below:- Honshi Daibaku Genryu Free Insect Great Tapir Primaeval Dragon FI GTp PD

92 Shitenno Daio Daisho Heavenly Tetrachs Great Hawk Great Elephant HT GH GE

The |Heavenly Tetrachs can The Great Hawk can run run and jump in all directions and jump forwards only

Kagyu Kyoyu Uho Fire Ox FiO Strong Bear SBe Right Phoenix RPh

Sohyo Raiso Rinki Running Leopard Thunderous Running Monsoon Demon RL TR MoD

The Monsoon Demon can run and jump diagonally forwards Honcho Honken Sogyu Free Boar FBo Free Dog FDg Running Ox RO

93 Daiko Kishi Honka Great Colt Horseman Free Fire GC H FFi

Hosha Honroku Honryu Cannon Chariot Free Deer Free Dragon CaC FrD FDr

Higaku Kyosha Shinko Flying Crocodile Strong Chariot Divine Tiger FCr StC DT

Shinryu Shinki Shinjaku Divine Dragon Divine Turtle Divine Sparrow DD DTu DS

94 Honja Honro Daiko Free Snake Free Wolf Great Tiger FSn FW GTi

Uken Saken Hon’yu Right Dog Left Dog Free Bear RDo LDo FBe

Honko Socho Honhyo Free Tiger Running Boar Free Leopard FT RuB FLp

Tenba Sosho Daihyo Heavenly Horse Spear General Great Leopard HH SGn GLp

95 Hiroku Ugun Sagun Flying Deer Right Army Left Army FyD RA LA

Jucho Kincho Engyo Beastly Bird The Birds Swallow Runner BBi TBi SwR

Hosei Kyo O Dairin Buddhist Spirit Teaching King Great Unicorn BSp TK GU Special move see rules section below

Funjin Hyo O Koyoku Furious Fiend Leopard King Swan’s Wings FF LK SwW Special move see rules section below

96 Hidari Tessha Migi Tessha Zengyu Left Iron Chariot Right Iron Chariot Forward Ox LIC RIC FwO

Fubetsu Soga Rocho Wind Turtle Running Tile Reed Bird WTu RTi RBd

Yukotsu Dosho Hoshin Playful Dove Copper Elephant Walking Heron PD CEl WkH

Kohei Keishu Soryu Tiger Soldier Sinewy Eagle Running Dragon TSo SiE RuD

97 Shiten Sho O Taisan Four Heavens Elephant King Mount Tai (in China) FrH EK MT

Junsen Bofu Honkei Hui River (in China) Violent Wind Free Rooster HR VWi FR

Hongyu Honba Daikei Free Ox Free Horse Great Whale FrO FHo GW

Honton Dosho Hosho Free Pig Crossbow General Cannon General FP CGn CG

98 Kyusho Sankotsu Gyocho Archery General Mountain Bird Walking Boar AG MB WBo

Tosho Jijicho Banryu Sword General Mocking Bird Coiled Dragon SG MBd CDr

Yugan Sanbo Hio Bear’s Eyes Mountain Witch Flying Hawk BE MW FHk

Dokuro Reiki Hoki Poisonous Wolf Spirit Turtle Treasure Turtle PW SpT TT

99 Okuma Zassho Senkaku Great Bear Sundry General Wizard Stork GBe SuG WS

En’o Daishu Hawk Great Eagle Hk GEg

The Great Eagle can run and jump in the diagonally forward directions

The order in which the pieces are presented in the above diagrammatic section and in the checklist starting on page 101, is not alphabetical but is taken from the position of the pieces in the initial set-up. Description starts with the King and then ranges across the board to the right. The second (35th) row is then covered, by moving upwards one rank, starting with the Reverse Chariot and ranging across towards the centre of the board. Throughout, when a piece appears on the left of the King that is not paired up with the piece on the right of the King, that piece is then referred to at that point. The coverage then proceeds as before from the centre to the right and then back again, on the next rank above, to the centre. RULES 1) The object of the game is to capture the King and the Crown Prince (promoted or not).

2) Pieces have the option to promote by making a move wholly or partly within the “Promotion Zone”, that is the enemy’s zone on the 11th rank (Pawn line). Any piece that if it were not to promote at the final rank would not be able to move again, MUST promote at that point.

3) Pieces that are captured are discarded from the game.

4) The Free Eagle can capture by “igui”, that is, it captures and then returns to the starting square of the move. It can stop on any of the squares (1), (2) or (3), or up to (4) in the forward diagonal directions. Or, it can jump to (2), (3) or (4). It can also advance whilst capturing pieces on (1), (2), (3) or (4). It can also go to (1) and return without capturing.

100 5) The original source does not explain the details of the moves marked with an arrow with three lines across it at right angles, but it is thought to mean that the piece can range whilst jumping over up to three pieces.

6) The Buddhist Spirit has the move of either the Free King or the Lion. That is, it may move in accordance with the power of either piece, but it keeps the power of both pieces at all times. These rules of movement apply also to the Furious Fiend, which has the combined moves of the Lion and the Lion Dog. (Note: the Lion Dog is one of the very many pieces in this game which is given with a different move - for a complete listing see page 108)

7) The Great General, Deputy General, Flying General, Bishop General, Rook General, Ferocious Dragon and the Flying Crocodile are very special pieces. They can move and capture in the normal manner but, in addition, have the power to jump over any number of pieces, Black or the White, in order to effect a capture of lower-ranking value only, subject to certain restrictions. Together with the King, they are arranged in the following ranking order of preference:- A) King, Crown Prince B) Great General C) Deputy General D) Rook General, Bishop General, Ferocious Dragon, Flying Crocodile E) ALL other pieces

8) a) The Lion may either move to a (1) square or jump directly to a (2) square, capturing or not in either case. b) The Lion may capture at a (1) square and then move on to an adjacent (1) or (2) square without capturing. c) The Lion may capture two, but no more of the enemy pieces, that are at (1) and (1) or (1) and (2) [adjacent squares only]. d) The Lion may capture at a (1) square and then return to its starting square! This has the effect of capturing without moving! (in Japanese this is called “igui”.) e) The Lion may also move to a (1) square and return to its starting square without capturing. This has the effect of passing a move and can sometimes be used to advantage in the endgame.

Apart from the rules given here, no other special rules are mentioned and, as in all other forms of Shogi, such matters that might arise and seem not to be covered by the rules, should, as always, be dealt with in the Japanese spirit of the game. As in all the large forms of Shogi, that is in those larger than Chu Shogi, there are no special rules governing the capture of the Lion. It must be realised that the effect of the Lion is greatly diminished the larger the playing area and the Lion is certainly not particularly significant in a game of these enormous proportions. As in all forms of Shogi a stalemated King loses.

101 Below is a complete checklist of the pieces met with in Tai-Kyoku Shogi. The first column gives the initial piece with its name in Japanese, followed by how many of that particular piece is to be found in each player’s army, then its Japanese name followed by the English name and the notation to be used in scoring or other references to the piece. The promotion name and notation details are then given. DNP indicates that the piece does not promote. For a list of pieces that have different moves from the same pieces in the Dai-Dai to Tai family see page 108. In the Appendix at the end is a Notation Checklist of ALL pieces in ALL the ten Shogi variants that have been detailed in this publication.

Japanese Number Japanese English name Promotes Japanese English name character in game name and notation to character/name and notation

1 Osho King K DNP

1 Taishi Crown Prince CP Osho King K 2 Kinsho Gold General G Hisha Rook R 1 Usho Right General RG Ugun Right Army RA

1 Sasho Left General LG Sagun Left Army LA

2 Koki Rear Standard RSt Chuki Middle Standard MSt

2 Hon O Free King FK Taisho Great General GGn

2 Honbaku Free Tapir FTp Hon O Free King FK

1 Kyuhan Dove D DNP 1 Kyuhan Pigeon Pg DNP

2 Jiryu Ground Dragon GrD Uryu Rain Dragon RDr

2 Honki Free Demon FDe Hon O Free King FK

2 Soba Running Horse RH Honki Free Demon FDe

2 Juso Beastly Jailer BJ Juri Beastly Herald BHe

2 Tengu Long-nosed Goblin LGn DNP

2 Sanshu Mountain Eagle RME/LME Hiju Soaring Eagle SE

2 Kaki Fire Demon FiD Honka Free Fire FFi

2 Keigei Whale W Daikei Great Whale GW

2 Soto Running Hare RHr Onko Treacherous Fox TFo

1 Byakko White Tiger WT Shinko Divine Tiger DT

1 Genbu Turtle Snake TS Shinki Divine Turtle DTu

2 Kyosha Lance L Hakku White Horse WH

102 Japanese Number Japanese English name Promotes Japanese English name character in game name and notation to character/name and notation 2 Hensha Reverse Chariot RC Keigei Whale W

1 Kosho Fragrant Elephant FEl Sho O Elephant King EK 1 Hakuzo White Elephant WE Sho O Elephant King EK 2 Sankyu Mountain Bird MB Daikyu Great Dove GDo 2 Hien Flying Swallow FSw Hisha Rook R 2 Kinri Bird Herald BH Kincho The Birds TBi

2 Uryu Rain Dragon RDr Dairyu Great Dragon GD 2 Shinki Forest Demon FoD Raiso Thunderous Running TR 2 Sanroku Mountain Deer MDe Dairoku Great Deer GDr

2 Soku Running Puppy RPu Honku Free Puppy FPu

2 Soja Running Snake RSn Honja Free Snake FSn

2 Oja Side Snake SS Dairin Great Unicorn GU 2 Daikyu Great Dove GDo Kyuhan Dove D

2 Soko Running Tiger RT Honko Free Tiger FT

2 Soyu Running Bear RBe Hon’yu Free Bear FBe

1 Yato Night Sword NS Shiten Four Heavens FrH

1 Rasetsu Buddhist Devil BDe Shiten Four Heavens FrH

1 Kongo Guardian of the Gods GG Shiten Four Heavens FrH

1 Rikishi Wrestler Wr Shiten Four Heavens FrH

2 Ginsho Silver General S Shugyu Vertical Mover VM

1 Suizo Drunk Elephant DE Taishi Crown Prince CP

1 Kino Neighbouring King NK Zenki Standard Bearer SBr 2 Kinsha Gold Chariot GC Yukotsu Playful Dove PD

2 Oryu Side Dragon SDr Soryu Running Dragon RuD

2 Soroku Running Deer RDe Honroku Free Deer FrD

2 Soro Running Wolf RW Honro Free Wolf FW

2 Kakusho Bishop General BGn Rinki Monsoon Demon MoD

2 Hisho Rook General RGn Higaku Flying Crocodile FCr

1 Uko Right Tiger RTg Byakko White Tiger WT

1 Sako Left Tiger LTg Genbu Turtle Snake TS

103 Japanese Number Japanese English name Promotes Japanese English name character in game name and notation to character/name and notation 1 Uryu Right Dragon RDn Seiryu Blue Dragon BD

1 Saryu Left Dragon LDn Shujaku Vermilion Sparrow VS

2 Juri Beastly Herald BHe Jucho Beastly Bird BBi

2 Furyu Wind Dragon WD Honryu Free Dragon FDr

2 Honku Free Puppy FPu Honken Free Dog FDg

2 Gyocho Running Bird RB Honki Free Demon FDe

2 Koshi Old Kite Hawk OK Tengu Long-nosed Goblin LGn

2 Kujaku Peacock PC Tengu Long-nosed Goblin LGn

2 Suiryu Water Dragon WDn Hoshi Phoenix Teacher PT

2 Karyu Fire Dragon FDn Rinshi Kylin Teacher KyT

2 Dosho Copper General C Ogyo Side Mover SM

1 Hoshi Phoenix Teacher PT DNP

1 Rinshi Kylin Teacher KyT DNP

2 Ginsha Silver Chariot SiC Koyoku Swan’s Wings SwW

2 Ken’yu Vertical Bear VB Hon’yu Free Bear FBe

2 Keima Knight N Ohyo Side Soldier SSo

2 Tonsho Pig General PG Honton Free Pig FP

2 Keisho Cock General CG Honkei Free Rooster FR

2 Kusho Puppy General PuG Honku Free Dog FDg

2 Basho Horse General HG Honba Free Horse FHo 2 Gyusho Ox General OG Hongyu Free Ox FrO

2 Chuki Middle Standard MSt Zenki Standard Bearer SBr

2 Ocho Side Boar SBo Honcho Free Boar FBo

2 Ginto Silver Hare SH Keigei Whale W

2 Kinroku Golden Deer GDe Hakku White Horse WH

2 Shishi Lion Ln Funjin Furious Fiend FF

2 Kinso Bird Jailer BJa Kinri Bird Herald BH

2 Dairoku Great Deer GDr Honroku Free Deer FrD

2 Moryu Ferocious Dragon FeD Dairyu Great Dragon GD

2 Rinki Woodland Demon WDe Uho Right Phoenix RPh

104 Japanese Number Japanese English name Promotes Japanese English name character in game name and notation to character/name and notation 1 Fukusho Deputy General DGn Taisho Great General GGn

1 Taisho Great General GGn DNP

2 Sekisha Stone Chariot StC Hoshin Walking Heron WkH 2 Unshu Cloud Eagle CE Keishu Sinewy Eagle SiE

2 Kakugyo Bishop B Ryume Dragon Horse DH

2 Hisha Rook R Ryuo Dragon King DK

2 Oro Side Wolf SWo Honro Free Wolf FW

2 Himyo Flying Cat FCa Hisha Rook R

2 Sanshu Mountain Eagle ME Kakuo Horned Falcon HF

2 Kenko Vertical Tiger VT Honko Free Tiger FT

2 Heishi Soldier So Kishi Horseman H

2 Shoki Small Standard SSt Koki Rear Standard RSt

2 Unryu Cloud Dragon CD Dairyu Great Dragon GD

2 Dosha Copper Chariot CCh Dosho Copper Elephant CEl

2 Sosha Running Chariot RuC Hosha Cannon Chariot CaC

2 Yohei Ramshead Soldier RS Kohei Tiger Soldier TSo

2 Mogyu Violent Ox VO Higyu Flying Ox FO

2 Dairyu Great Dragon GD Genryu Primaeval Dragon PD

2 Kinshi Golden Bird GBd Honshi Free Insect FI

1 Mumyo Dark Spirit DSp Hosei Buddhist Spirit BSp

1 Daiba Deva Dv Kyo O Teaching King TK

2 Mokusha Wood Chariot WCh Fubetsu Wind Turtle WTu

2 Hakku White Horse WH Daiko Great Colt GC

1 Kiken Right Howling Dog RHD Uken Right Dog RDo

1 Kiken Left Howling Dog LHD Saken Left Dog LDo

2 Ogyo Side Mover SM Honcho Free Boar FBo

2 Yoroku Prancing Stag PSt Hogyo Square Mover SMo

2 Suigyo Water Buffalo WBf Daibaku Great Tapir GTp

2 Mohyo Ferocious Leopard FL Kakugyo Bishop B

2 Moshu Fierce Eagle FE Hiryu Soaring Eagle SE

105 Japanese Number Japanese English name Promotes Japanese English name character in game name and notation to character/name and notation 2 Hiryu Flying Dragon FD Ryuo Dragon King DK

2 Dokuja Poisonous Snake PS Kogyo Hook Mover HM 2 Ganpi Flying Goose FGs En’u Swallow’s Wings SW 2 Chogyo Bird Runner BR Hio Flying Hawk FHk 2 Moken Blind Dog BDg Moroku Ferocious Deer FDr 2 Suisho Water General WG Fukusho Deputy General DGn

2 Kasho Fire General FG Taisho Great General GGn 1 Ho O Phoenix Ph Kinshi Golden Bird GBd

1 Kirin Kylin Ky Kinshi Golden Bird GBd

1 Kogyo Hook Mover HM DNP

1 Shoki Small Turtle STu Hoki Treasure Turtle TT

1 Daiki Large Turtle LTu Reiki Spirit Turtle SpT

1 Makatsu Capricorn Ca Kogyo Hook Mover HM

2 Gasha Tile Chariot TCh Soga Running Tile RTi

2 Kenro Vertical Wolf VWf Soro Running Wolf RW

2 Ogyu Side Ox SOx Higyu Flying Ox FO

2 Rinba Kylin Horse KyH Kyuhan Pigeon Pg

2 Barin Flying Horse FH Hon O Free King FK

2 Moyu Violent Bear VBe Okuma Great Bear GBe

2 Shincho Angry Boar AB Honcho Free Boar FBo 2 Akuro Evil Wolf EW Dokuro Poisonous Wolf PW

2 Fuba Wind Horse WHo Tenba Heavenly Horse HH

2 Keihi Flying Kitehawk FKh En’o Hawk Hk

2 Koen Old Monkey OM Sanbo Mountain Witch MW

2 Waikei Chinese Cock CC Senkaku Wizard Stork WS

1 Hokuteki Northern Barbarian NB Kyuhan Dove D

1 Nanban Southern Barbarian SB Kinshi Golden Bird GBd

1 Seiju Western Barbarian WB Hakken Lion Dog LD 1 Toi Eastern Barbarian EB Shishi Lion Ln

2 Moroku Ferocious Deer FDr Socho Running Boar RuB

106 Japanese Number Japanese English name Promotes Japanese English name character in game name and notation to character/name and notation 2 Moro Fierce Wolf FWo Yugan Bear’s Eyes BE

2 Onko Treacherous Fox TFo Sankotsu Mountain Bird MB

1 Chushi Middle Teacher MTr DNP

1 Hoshi Phoenix Master PM DNP

2 Dosha Earth Chariot ECh Rocho Reed Bird RBd

1 Shujaku Vermilion Sparrow VS Shinjaku Divine Sparrow DS

1 Seiryu Blue Dragon BD Shinryu Divine Dragon DD

2 Henri Enchanted Badger EBa Kyuhan Pigeon Pg

2 Kihei Cavalryman CvM Kishi Horseman H

2 Shigyo Kitehawk Runner KR Unshu Cloud Eagle CE

2 Toen Climbing Monkey CM Moroku Ferocious Deer FDr

2 Myojin Cat Sword CSw Ryume Dragon Horse DH

2 En’u Swallow’s Wings SW Engyo Swallow Runner SwR

2 Moen Blind Monkey BM Hiroku Flying Deer FyD

2 Moko Blind Tiger BT Hiroku Flying Deer FyD

2 Gyusha Ox Chariot OCh Zengyu Forward Ox FwO

2 Ohi Side Rook SR Oryu Side Dragon SDr

2 Moyu Blind Bear BB Hiroku Flying Deer FyD

2 Roso Old Rat OR Jijicho Mocking Bird MBd

2 Hogyo Square Mover SMo Kyosha Strong Chariot StC 2 Banja Coiled Serpent CS Banryu Coiled Dragon CDr

2 Garyu Reclining Dragon RD Dairyu Great Dragon GD

1 Honju Free Eagle FeG DNP

1 Shio Lion Hawk LHk DNP

2 Shahei Chariot Soldier ChS Shitenno Heavenly Tetrachs HT

2 Ohyo Side Soldier SSo Kagyu Fire Ox FiO

2 Kenpyo Vertical Soldier VSo Shahei Chariot Soldier ChS 2 Fusho Wind General WGn Bofu Violent Wind VWi

2 Sensho River General RiG Junsen Hui River HR 2 Sansho Mountain General MoG Taisan Mount Tai MT

107 Japanese Number Japanese English name Promotes Japanese English name character in game name and notation to character/name and notation 2 Zenki Standard Bearer SBr Daiki Great Standard GS

2 Bahei Horse Soldier HS Soba Running Horse RH

2 Mokusho Wood General Wo Hakuzo White Elephant WE

2 Gyuhei Ox Soldier OS Sogyu Running Ox RO

2 Dosho Earth General Ea Hakuzo White Elephant WE

2 Chohei Boar Soldier BS0 Socho Running Boar RuB

2 Sekisho Stone General St Hakuzo White Elephant WE

2 Hyohei Leopard Soldier LSo Sohyo Running Leopard RL

2 Gasho Tile General T Hakuzo White Elephant WE

2 Yuhyo Bear Soldier BeS Kyoyu Strong Bear SBe

2 Tessho Iron General I Hakuzo White Elephant WE

1 Daiki Large Standard LS DNP 1 Daishi Great Teacher GT DNP

1 Usha Right Chariot RCh Migi Tessha Right Iron Chariot RIC

1 Sasha Left Chariot LCh Hidari Tessha Left Iron Chariot LIC

2 Oen Side Monkey SiM Ohyo Side Soldier SSo

2 Shugyo Vertical Mover VM Higyu Flying Ox FO

2 Higyu Flying Ox FO Kagyu Fire Ox FiO

2 Dohei Crossbowman CB Dosho Crossbow General CGn

2 Kenku Vertical Puppy VPu Hyo O Leopard King LK

2 Kenba Vertical Horse VH Ryume Dragon Horse DH

2 Hohei Cannon Soldier CSo Hosho Cannon General CG

2 Ryume Dragon Horse DH Kakuo Horned Falcon HF

2 Ryuo Dragon King DK Hiju Soaring Eagle SE

2 Tohei Sword Soldier SwS Tosho Sword General SG

2 Kakuo Horned Falcon HF Daio Great Hawk GH

2 Hiju Soaring Eagle SE Daishu Great Eagle GEg

2 Sohei Spear Soldier SpS Sosho Spear General SGn

2 Kenpyo Vertical Leopard VL Daisho Great Leopard GLp

2 Moko Fierce Tiger FTg Daiko Great Tiger DTi

108 Japanese Number Japanese English name Promotes Japanese English name character in game name and notation to character/name and notation 2 Kyuhei Archer A Kyusho Archery General AG

1 Koken Barking Dog BkD Hakken Lion Dog LD

1 Hakken Lion Dog LD Daisho Great Elephant GE

4 Inu Dog Dg Zassho Sundry General SuG

2 Chunin Go-between GB Suizo Drunk Elephant DE

36 Fuhyo Pawn P Tokin (Kinsho) Promoted Pawn +P In all the Shogi variants it has always been a fundamental aspect that the same piece, no matter in which game it may appear, will always have the same move. However, in Tai-Kyoku Shogi, there are a very large number of pieces that are presented with a different move, in a number of cases with a move greatly at variance than previously. Hereunder is a complete list of these pieces. Players (!?), of this game would have to put aside their knowledge of how these pieces move in other games they may play and this in itself makes the writer suspicious of the authenticity of the source(s). The total number of pieces with different moves is no fewer than 57! Angry Boar Great Elephant Running Bird Blind Boar Guardian of the Gods Running Chariot * Blue Dragon Heavenly Horse Side Dragon Chariot Soldier Heavenly Tetrachs Soldier Cloud Eagle King Southern Barbarian Dark Spirit Kylin Square Mover Deva Left Chariot Standard Bearer Dog Left General Teaching King Dove Lion Hawk Treacherous Fox Enchanted Badger Long-Nosed Goblin Turtle Snake Fire Demon Mountain Witch Vermilion Sparrow Flying Dragon Northern Barbarian Violent Bear Flying Horse Old Kite Hawk Western Barbarian Fragrant Elephant Old Rat White Elephant Free Bear Poisonous Snake White Tiger Free Boar Prancing Stag Wizard Stork Free Dragon Ramshead Soldier Wrestler Free Eagle Reclining Dragon *The Running Chariot (RuC) is Free Wolf Right Chariot re-named. This piece was previously Great Dragon Right General called a Sideways Chariot in Tai and a Fleeing Chariot in Dai-Dai Shogi A note on the Japanese names of the pieces and the English “translations”:- In the introduction to Wa Shogi on page 11, it is mentioned that the Japanese names of the pieces called for adjustments to be made to the English translations. In the case of Tai-Kyoku Shogi, we come up against more problems on what to call some of the pieces; two examples will suffice. In Dai-Dai and Tai Shogi we find a piece called a “kyuhan” in Japanese. Hitherto in these games we have referred to this piece as a “Dove”. Suddenly in Tai-Kyoku Shogi we find two pieces both called “kyuhan”, but with different second characters. It was decided to call this second piece the Pigeon, which latter name is a type of dove and adequately serves the purpose of differentiating the pieces. Choosing this name was purely arbitrary. The second characters, in the Japanese names of these pieces, mean “wood” and “ceramic”. However, they refer to a platter, board or similar, that is wooden or ceramic. In Japanese the first character qualifies the second so it is, in any event, NOT a dove, but a dove-decorated board or similar. Furthermore, it most probably refers to a servant holding such an item. Another example is the “jijicho”. In this case it refers to a local bird and the “jiji” part is how children might imitate its cry. The Japanese does not tell us what it is exactly. In this case “Mocking Bird” (two words) was chosen as a kind of creative nomenclature incorporating onomatopoesis. Generally, of course, licence has always been taken with the English names. We have always called the “hisha” and “kakugyo”, Rook and Bishop respectively as a guide to chess players and not Flying Chariot and Horned Chariot (Goer); nor indeed have we burdened the westerner with calling the Knight and Lance, for example, Laurel Horse and Agate Chariot! All the English names allocated to the pieces in the variants have been chosen in the full knowledge of what the original Japanese means. Some truly wondrous names have been used in the past - see Cho Yo, in his celebrated book, “Japanese Chess, the Science and Art of War and Struggle” (1904), wherein a “kakugyo” is called “Captain General Diagonalis, Flying or Flanking Squadrons of Sharpshooters etc (when promoted Dracon Hippos)”!! 109 Yonin Shogi

INTRODUCTION

The origin of all Chess games seems now to be accepted as most probably rooted in India and the earliest game, also four-handed, was called Caturangam (Skt. cturôm\ ), which means literally “four limbs”, that is, the four limbs of an army which are considered to be, Elephants, Chariots, Cavalry and Infantry. This form of Chess, despite several ludicrous claims to have been very much older, was, however, certainly known at the beginning of the 6th Century throughout most of what is nowadays the Indian sub-continent. Over subsequent years several other versions of Chess emerged, including forms designed for more than two players. Four-handed Caturangam was almost certainly the forerunner of all these variants, although exactly when the four-handed game was developed still remains a matter of debate. The Japanese game of Shogi, originally played without drops, also spawned a tremendous wealth of highly meritorious and very playable variants in ancient times. Much more recently this century has seen, for example, “Blind Shogi”, a far superior game to its Western cousin’s “Kriegspiel” and the quite mind-numbing “Korean Shogi” (Cho-sen Shogi in Japanese - vide SHOGI Issue No. 68, July 1987), just two games of truly creative and enjoyable modern invention that have added to the Shogi family. As a multi-player game, we even saw a three-handed version, “Kokusai Sannin Shogi”, which was invented around 1930 (vide SHOGI Issue No. 35, January 1982) and now, to bring us right up to date, Yonin Shogi has been developed and looks certain to claim its place as a highly-rewarding and fascinating game in the Shogi-variant arena. Yonin Shogi is a very modern invention only dating back to 1993. Ota Mitsuyasu, 1-dan, is the young Mayor of Hirata City in Eastern Shimane Prefecture, in Western Honshu. This small city lies on lake Shinji and has a population of only some 30,000. Ota found little challenge when playing Shogi with his colleagues, since he nearly always won his games, even though he was a weak player. He determined to invent a variant and experimented, rather unsatisfactorily at first, with Four-handed Shogi. His first ideas on the initial position being with three ranks of pieces, five at the back, a Bishop in front of the King, two Pawns either side and one Pawn in front. This set-up gave far too much advantage to the first player. Always having in his mind some advertising advantages for his city, he wrote to the Mainichi Shimbun, in November 1993, setting out his ideas. The response was very encouraging and a great many letters were received by the newspaper. As a result of the interest created in his Four-handed Shogi, he spent time trying to improve the game. He changed the Bishop for a Rook and cut the Pawns down to three. This seemed to do the trick and made the game much faster as well as rendering the “Hyena” strategy (see below) advantageous. Ota used municipal funds and paid for some professionals to look seriously at the game. The pros had no prior knowledge or training, but still came up with the game given here, which is very instructive in how to play. Mainichi Shimbun published a booklet with the rules, which included an interview with Ota and, of course, two pages of advertisements for his Hirata City. 110 Ota says that the game still needs some further improvement to try and eliminate the advantage of first move. The rules and the way of playing given here is the current one as at December 1995. All the normal rules of Shogi apply, i.e. capturing, promotion at the last three ranks for each player, Pawn prohibitions, dropping restraints, repetition and ji-shogi, subject only to the exceptions given below. In Four-handed Shogi, each player is on his own; there are no partnership arrangements, as in the old game of Three-handed Shogi. Here is the initial set-up of the game:-

Diagram 1

RULES OF PLAY The direction of play for each player is determined by the orientation of his pieces and the order of play is from “A” to “D”, that is, clockwise. When a player gives check, the attacked player moves next, irrespective of the normal order of play. When the attacked player has moved or is mated, the order of play continues clockwise. When a King has been checkmated, the King is turned over by the defeated player and it remains on the board. This counts as a move for the player and he then takes no further part in the game. The checkmated King becomes an obstacle - a blocking piece. It follows from this, of course, that a player is not permitted to resign at any stage but must play on until mated, when he turns his King over as his final move. The player who effects the checkmate, then takes into his own hand any pieces in hand belonging to the defeated player and he can, henceforth, use them as his own. Furthermore, he also takes under his control all of the defeated player’s pieces on the board and he may use these as his own. However, the direction in which these captured pieces are facing on the board does not change. Consider Diagrams 2 and 3 In Diagram 2, if it is D’s turn to move, then, D: R*9d, is mate against B, because of C’s Silver on 9c; B’s King cannot capture the Rook. Although B is being attacked by C, it is D who mates him. This leads to the first rule that differs from normal Shogi. It is illegal for a King to move into check, or to remain in check and make another move, that is, to commit suicide. If in Diagram 2, it is A’s turn, then he plays A: G*2h, D: K-1i, A: G3i-2h mate (Diagram 3). In Diagram 3, D’s King is turned over, D’s Rook and Pawn in hand go down to A and D’s pieces on the board become A’s pieces. For example, A: R1ex8e, is then possible. Further in Diagram 3, if C had a Pawn in hand, once D has been checkmated, for C to play C: P*1h, is not allowed. This brings us to the second rule that differs from normal Shogi - although, of course, it could not occur in the normal game - it is illegal to drop a Pawn infront of an already checkmated King. In the case of double or even triple checks being given by one move, the first-checked player moves first and the order continues clockwise to the next checked-player. In Diagram 4: A checks C and D simultaneously, it is then C’s turn to move first and then it is D’s turn to play. 111 Diagram 2

Diagram 3

Diagram 4

112 DECIDING THE RESULT OF THE GAME In Four-handed Shogi, the fight continues until the stage where two players have been mated. The player who is placed fourth is the first one to be mated, third place goes to the player who is mated second. The problem then is, who wins? Whomsoever mates a King is awarded one point. Of the two players remaining, the player placed first is the one with the superior points total. Should both the remaining players have scored the same, that is, one mate each, then the pieces on each side, on the board and in hand, are counted up and the side with the highest count wins. All pieces count one point only. In the highly unlikely event of the two remaining players having the same point count, then it seems that play must continue until one or the other King is mated. At this juncture, it is a good time to mention other unlikely events. In the case of repetition, it is thought that this could only arise very rarely. Should it come to pass, however, the normal Shogi rules apply. That is, it is ruled as a “no contest” and the game is re-played with the order of play being reversed, “D” to “A”. In this event, should one player already have been mated, then he would, of course, be back in the re-played game. Likewise, should a player give continuous checks and repetition arises, then that player must vary his move and the play continues. In Four-handed Shogi, a “jishogi” situation is hardly likely to occur, if indeed it is even possible. Again, should it happen, then it is automatically deemed to be a draw. That is, there is no counting of pieces in this case (this is the third rule that differs from normal Shogi).

THREE EXAMPLES OF PLAY

Consider Diagram 5. When you attack the enemy it is important not to allow another opponent to deliver the final blow, but endeavour to do it yourself. D has just checked A with D: R*1i. A now has no other move than A: K-5h. D now plans G*5i next, but it is B’s turn to play and so we see B: G*5i mate, instead (Diagram 6).

Diagram 5 Diagram 6

Consider Diagram 7: Let us look at three possibilities: 1) D to move, 2) A to move and 3) B to move.

1) D plays D: S-3b. C is in check and moves next with C: K-3a, but this will not lead to mate, since P*2a is illegal. 2) A plays A: S84b mate. Because of B’s Rook on 7a, C cannot play C: Sx4b, since this would be a suicide move. Note, S*3b is also mate. 113 3) B plays, for example, B: R*4b (check), we then have C: K-3a, D: Gx4b, A: S*3b (check), C: Kx4b, D: Sx3b (check), C: K-5b. Note that when B checks with B: R*4b, he intends, after C: K-3a, to play B: Rx5a mate. But, after C: K-3a, it is D’s turn to play and so B’s B: R*4b, ends in failure. In the event of other moves, the King is likely to be mated by either A or D, so it is the only way to try and defend against the mate against C. B could have played B: R*2a (check), then C would have defended with C: R*3a, after which D mates with D: S-3b.

Diagram 7

Consider Diagram 8: D has just attacked C’s Rook with D: S*1c and it is now A’s turn to play. What does he play? The answer is A: P*8d. When it is C’s turn to play, his Rook on 2b is under attack and wherever he moves it A can capture the Gold with A: Px8c, on his next turn. This is a method for winning material by attacking when another piece is already threatened by another player. This is called the “hyena” strategy.

Diagram 8

114 THE VERY FIRST PROFESSIONAL GAME OF YONIN SHOGI

6th December 1993 Venue: Kansai Shogi Kaikan

A: Urano Masahiko, 6-dan C: Hirafuji Shino, 4-dan B: Kanzaki Kenji, 5-dan D: Naganuma Hiroshi, 5-dan

ABCD

1. P-4g P-7f P-6c G-2c 2. R-1h S-8c S-8b P-4e 3. G-3h S-7d G-7b R-3e 4. K-4i R-8g K-6b K-2e 5. K-4h S-8h R-5a R-3f 6. Sx8h Rx8h R-9a Rx7f+ (Diagram 9) 7. R-1i S*8e S-3b +R-7g 8. S-2h R-8g Sx2c +Rx8g 9. Sx1g Gx1g S-1b Gx1g 10. Rx1g G-9g G*8c R*9i 11. S*1d - - K-3d 12. R-3g - - S*3f 13. S*2e - - K-3e 14. Sx3f - - Px3f 15. S*4f - - K-4d 16. G*4c - - K-3d 17. Rx3f - - S*3e 18. Sx3e (Diagram 10) - - K- 19. S*8f K-9f Rx9d * 20. - Sx9d G*9e * 21. - K-8g Gx8f * 22. - Gx8f S*9h (Diagram 11) * 23. - K-9f Sx9i+ * 24. G-7h R*1g Gx9d * 25. P*8h R*5i R*4i (Diagram 12) *

Result: 1st Hirafuji, 4-dan 1-0; 2nd Kanazaki, 5-dan 0-0; 3rd Urano, 6-dan 1-1; 4th Naganuma, 5-dan 0-1

COMMENTS ON THE GAME

Kanazaki’s B: 2. S-8c, was dubious because Hirafuji’s C: 2. S-8b, in reply, was severe. Naganuma’s D: 6. Rx7f+ (Diagram 9), breaking into the enemy’s camp, would seem, at first sight, to be very advanta- geous; but in reality, this is not so. Kanazaki’s B: 7. S*8e and Hirafuji’s C: 7. S-3b, will then become effective. Naganuma’s Dragon and Gold are both threatened and, with only one move, there is no way for him to get out of trouble. Urano’s A: 8. S-2h, was also very severe; so Naganuma’s position was totally destroyed. It was now just a question of who would mate him. In the event it was Urano, the next player. After Urano’s A: 18. Sx3e (Diagram 10), Naganuma’s King is mated and so he turns it over. The Pawn in hand joins Urano’s in-hand Silver and Naganuma’s pieces on the board become Urano’s (Note: the orientation is not changed). Urano now switches his attack to Kanazaki with A: 19. S*8f, but this was a big mistake. He thought it was mate! Had he played A: 19. Rx9g, he would have won! The order of play now switches and Hirafuji went into the attack. He set about Kanazaki’s King. His C: 22. S*9h (Diagram 11), was a King and Rook fork that is typical of Yonin Shogi. After C: 25. R*4i, Urano’s King is mated and Hirafuji gains first place. 115 Diagram 9

Diagram 10

Diagram 11

116 Diagram 12 Final position

HINTS ON HOW TO PLAY

1. In the beginning attack the player to your right. 2. It is good to develop the Rook out of your own position, but if you penetrate into the enemy camp too deeply, the Rook will become vulnerable. 3. Golds are much stronger than Silvers.

PARTNERSHIP PLAY

In July 1995, despite what was mentioned above, in respect of each player being on his own, the rules were expanded to accommodate partnership play. “A” partners “C”, “B” partners “D” and the game ends as soon as the first King is captured. This arrangement also means, of course, that your opponent is not directly opposite, as in normal Shogi. This would seem to accommodate the strategy that one should attack the player on the right anyway. Additional rules are necessary for partnership play: 1) It is illegal for you to put your partner in check, unless this comes about as a result of another player’s move. 2) You are, however, permitted to capture your partner’s pieces and use them. For example, if you offer your partner a piece in order to co-operate with him in his endeavours. In this respect you are also allowed to talk to your partner, giving advice, but you must not specify a particular move that he should make.

POSTSCRIPT

In a very short time, it seems, Yonin Shogi has firmly established itself in Japan. This is evidenced by the fact that Nintendo has now developed a cartridge for their Family Computer with which players can play Yonin Shogi on the screen. This enables the using of four different colours for the pieces and even changing the piece names into various types of creatures or sprites of one kind or another. This program is not “intelligent” in that it does not play, but is simply a system to make moves. In 1995, when this report was written, this cartridge alone was costing some ¥ 10,000, over £65! It appears that the game of Yonin Shogi has truly arrived and is here to stay.

117 Appendix

In the “Middle Shogi Manual” there is a chapter on strategy and a Table of Relative Piece Values is presented to help players to decide on the value or not of certain exchanges. This comparison table was calculated in accordance with certain basic principles and in the one given below, this system for assessing piece values was extended to cover the larger of the Dai Shogi family of games, that is, Dai-Dai, Maka-Dai-Dai and Tai Shogis.

Following this is a checklist of all the notation letters assigned to all of the pieces in every variant that is covered in this publication. The letters to be used have been established with the basic limitation of no more than three letters being used for any piece. Certain principles of uniformity have been employed but in several cases where initial letters appear for a large number of pieces, it became necessary to utilise a certain amount of variation in the assignments given.

TABLE ONE

Guide to Nominal Piece Values for Exchange Purposes In Dai-Dai, Maka-Dai-Dai and Tai Shogis

Values are established by the following formulas:-

Steps forward 3 points Steps sideways 2 points Steps backwards 1 point Ranges forward 10 points Ranges sideways 8 points Ranges backwards 6 points Jumps 8 points Lion-power steps each 3 points Orthogonal-power hook moves each 40 points Diagonal-power hook moves each 30 points

Pieces that do not promote are assigned the value of the initial piece power.

Pieces that demote are assigned value according to the average of the two ranks.

Pieces that promote are assigned the value of the promoted rank. (Except K, E, DE, Pr and CP - see below). 118 Piece Name Notation DDS Value MDDS Value TS Value

Angry Boar AB 8 48 8 Bishop B 32 23 23 Blind Bear BB -64 14 Blind Monkey BM 41 -41 Blind Tiger BT -54 13 Blue Dragon BD 37 -37 Buddhist Devil BDe -18.5 18.5 Capricorn Ca -67 67 Cat Sword CSw 40 32 8 Chinese Cock CC -43 43 Coiled Serpent CS -28 6 Copper General C 10 36 10 Crown Prince CP -- 100* Dark Spirit DSp -136 136 Donkey Do -17 17 Dove D 56 -56 Dragon Horse DH 40 40 40 Dragon King DK 40 40 40 Drunk Elephant DE -15/100 15/100* Earth General Ea -16 4 Eastern Barbarian EB 72 -72 Emperor E -- 4880* Enchanted Badger EBa 56 -56 Enchanted Fox EF 56 -- Evil Wolf EW 13 68 13 Ferocious Leopard FL 12 48 12 Fierce Eagle FE -- 20 Flying Dragon FD 40 15 15 Flying Horse FH 64 -64 Flying Ox FO -- 48 Fragrant Elephant FEl 40 -- Free Demon FDe 68 -68 Free King FK 64 64 64 Free Tapir FTp 68 -68 Go-Between GB - 16 4 Golden Bird GBd 48 -48 Golden Deer GDe -- 24 Gold General G 14 52 14 Great Dragon GD 48 -48 Guardian of the Gods GG -22 22 Hook Mover HM 160 87 87 Horned Falcon HF -- 60

119 Howling Dog HD 11 -11 Iron General I 9 30 9 King K Infinite* 1960* - Knight N -15 15 Kylin Ky 48 48 48 Lance L 10 14 10 Left Chariot LCh 27 20.5 27 Left General LG 14 -14 Lion Ln 88 88 88 Lion Dog LD 60 31 60 Long-nosed Goblin LGn 128 - 128 Neighbouring King NK 44 -44 Northern Barbarian NB 40 -40 Old Kite Hawk OK 128 -128 Old Monkey OM -41 9 Old Rat OR 43 22 43 Pawn P 3 14 3 Peacock Pc -- 64 Phoenix Ph 48 48 48 Poisonous Snake PS 160 -160 Prancing Stag PSt 32 -32 Ramshead Soldier RS -- 20 Reclining Dragon RD -33 10 Reverse Chariot RC 16 15 16 Right Chariot RCh 27 20.5 27 Right General RG 14 -14 Rook R 32 23 23 Running Chariot RuC 34 -34 Running Bird RB 68 -68 Savage Tiger ST 14 -- She Devil SD 56 35 35 Side Dragon SDr -- 20.5 Side Flyer SF -19 - Side Mover SM 20 17 17 Silver Demon SDe -- 24 Silver General S 11 42 11 Soaring Eagle SE -- 56 Soldier So -- 42 Southern Barbarian SB 40 -40 Square Mover SMo 38 -- Standard Bearer SBr 44 -44 Stone General St 6 20 6 Tile General T -26 7 Turtle Snake TS -- 35

120 Vermilion Sparrow VS -- 33 Vertical Mover VM 20 17 17 Violent Bear VBe 16 -16 Violent Ox VO 16 15 16 Water Buffalo WBf 68 -68 Western Barbarian WB 48 -48 Whale W -- 28 White Elephant WE 40 -40 White Horse WH -- 36 White Tiger WT 37 -37 Wood General Wo 12 -12 Wrestler Wr -21 21

Note: For the sake of completion of the table, Kings and like pieces have been calculated see * above: the Drunk Elephant in Maka-Dai-Dai Shogi and Tai Shogi promotes to a Prince and a Crown Prince respectively. If these pieces promote then they MUST be captured before the game may be won; therefore, they are assigned the values 15 before promotion and a nominal 100 after promotion. The Crown Prince in Tai Shogi, which is an original piece, is likewise assigned the nominal value of 100. In this case one is not advised to use a hook-moving type piece in order to remove them, since these pieces are vital if one is to capture the Emperor; other pieces of lesser than 100 points value would be normally sacrificed in order to capture the Prince or the Crown Prince. The Emperor value in Tai Shogi is simply calculated for the sake of completion of the table. Likewise the King in Maka-Dai-Dai Shogi, which is able to promote to an Emperor, has also been calculated. In this case, however, if the King is not able to promote, then dependent upon capturing the promoted Drunk Elephant, should this occur, capture of the King would win the game and it is, therefore, in this latter case, of infinite value as indeed is the King in Dai-Dai Shogi in like circumstance.

Table of Relative Exchange Values for all pieces in Dai-Dai Shogi

The names of pieces not in brackets refer to unpromoted ranks only. Pieces are listed in order of average exchange value during a game, beginning with the most valuable (Hook Mover and Poisonous Snake) and ending with the least valuable (Pawn). Dotted lines divide the pieces into groups which are roughly equal in value. Whilst the table is useful for deciding whether to make certain one-for-one exchanges, it has certain deficiencies. It does not indicate how much better one piece or group of pieces is than the next and thus does not help in knowing when to make a two-for-one exchange or the like. Another problem is that the table only shows average exchange values, whilst during the game, the true value of a given piece or pieces will depend very much on the position and whether the piece is likely to be able to promote or not.

121 Hook Mover (HM) Western Barbarian (WB) Poisonous Snake (PS) Kylin (Ky) (+Poisonous Snake) (HM) Phoenix (Ph) ------(+Western Barbarian) (LD) Long-nosed Goblin (Lgn) (+Kylin) (GD) Old Kite Hawk (OK) (+Phoenix) (GBd) (+Old Kite Hawk) (LGn) (Golden Bird) (GBd) ------Great Dragon (GD) Lion (Ln) ------(+Lion) (FF) Standard Bearer (SBr) ------Neighbouring King (NK) Eastern Barbarian (EB) (+Neighbouring King) (SBr) (+Eastern Barbarian) (Ln) Old Rat (OR) ------(+Old Rat) (WS) Water Buffalo (WBf) ------Running Bird (RB) Blind Monkey (BM) (+Water Buffalo) (FTp) (+Blind Monkey) (MW) (+Rushing Bird) (FDe) Flying Dragon (FD) Free Demon (FDe) Northern Barbarian (NB) Free Tapir (FTp) Southern Barbarian (SB) Free King (FK) Cat Sword (CSw) Flying Horse (FH) (+Flying Dragon) (DK) (+Flying Horse) (FK) (+Northern Barbarian) (FEl) ------(+Southern Barbarian) (WE) Lion Dog (LD) (+Cat Sword) (DH) (+Lion Dog) (GE) White Elephant (WE) Enchanted Badger (EBa) Fragrant Elephant (FEl) Enchanted Fox(EF) Dragon King (DK) (+Enchanted Badger) (D) Dragon Horse (DH) (+Enchanted Fox) (SD) ------Dove (D) Violent Bear (VBe) She Devil (SD) Violent Ox (VO) ------Reverse Chariot (RC ------Square Mover (SMo) Wood General (Wo) (+Prancing Stag) (SMo) Ferocious Leopard (FL) Blue Dragon (BD) Howling Dog (HD) White Tiger (WT Silver General (S) ------Running Chariot (RuC) Lance (L) Prancing Stag (PSt) Copper General (C) Rook (R) Iron General (I) Bishop (B) ------Angry Boar (AB) Right Chariot (RCh) Stone General (St) Left Chariot (LCh) ------Pawn (P) Vertical Mover (VM) ------Side Mover (SM) ------Gold General (G) Left General (LG) Right General (RG) Savage Tiger (ST) Evil Wolf (EW)

122 Table of Relative Exchange Values for all pieces in Maka-Dai-Dai Shogi

Dark Spirit (DSp) Coiled Serpent (CS) (+Dark Spirit) (BSp) (+Coiled Serpent) (FSe) ------Tile General (T) (+Drunk Elephant) (Pr) (+Tile General) (FTi) ------Lion (Ln) Rook (R) (+Lion) (FF) Bishop (B) Hook Mover (HM) Guardian of the Gods (GG) ------Old Rat (OR) Evil Wolf (EW) (+Old Rat) (Bt) (+Evil Wolf) (FW) Wrestler (Wr) Capricorn (Ca) ------Left Chariot (LCh) Blind Bear (BB) Right Chariot (RCh) Deva (Dv) Stone General (St) Free King (FK) (+Stone General) (FSt) (+Blind Tiger (FBe) ------(+Deva) (TK) Side Flyer (SF) ------Buddhist Devil (BDe) Blind Tiger (BT) Side Mover (SM) (+Blind Tiger) (FT) Vertical Mover (VM) Gold General (G) Donkey (Do) (+Gold General) (FGo) ------Go-between (GB) Angry Boar (AB) Earth General (Ea) Ferocious Leopard (FL) (+Go-between) (FGo) Kylin (Ky) (+Earth General) (FEa) Phoenix (Ph) ------(+Angry Boar) (FBo) Flying Dragon (FD) (+Ferocious Leopard) (FLp) Drunk Elephant (DE) (+Kylin) (GD) Violent Ox (VO) (+Phoenix) (GBd) Knight (N) ------Reverse Chariot (RC) Chinese Cock (CC) ------(+Chinese Cock) (WS) Lance (L) Silver General (S) (+Lance) (G) (+Silver General) (FSi) Pawn (P) Old Monkey (OM) (+Pawn) (G) (+Old Monkey) (MW) ------Dragon Horse (DH) Dragon King (DK) ------Copper General (C) (+Copper General) (FCo) She Devil (SD) Reclining Dragon (RD) (+Reclining Dragon) (FDr) Cat Sword (CSw) (+Cat Sword) (FC) Iron General (I) (+Iron General) (Fir) ------

123 Table of Relative Exchange Values For all pieces in Tai Shogi

Poisonous Snake (PS) Neighbouring King (NK) +(Poisonous Snake) (HM) Standard Bearer (SBr) ------(+Neighbouring King) (SBr) Dark Spirit (DSp) Chinese Cock (CC) (+Dark Spirit) (BSp) Old Rat (OR) Long-nosed Goblin (LGn) (+Chinese Cock) (WS) Old Kite Hawk (OK) (+Old Rat) (WS) (+Old Kite Hawk) (LGn) Soldier (So) ------Blind Monkey (BM) Lion (Ln) (+Blind Monkey) (MW) (+Lion) (FF) ------Hook Mover (HM) Dragon King (DK) Eastern Barbarian (EB) Dragon Horse (DH) (+Eastern Barbarian) (Ln) Northern Barbarian (NB) ------Southern Barbarian (SB) Free Demon (FDe) White Elephant (WE) Free Tapir (FTp) (+Northern Barbarian) (FEl) Rushing Bird (RB) (+Southern Barbarian) (WE) Water Buffalo (WBf) ------(+Rushing Bird) (FDe) Blue Dragon (BD) (+Water Buffalo) (FTp) White Tiger (WT) Capricorn (Ca) White Horse (WH) ------She Devil (SD) Deva (Dv) Turtle Snake (TS) Flying Horse (FH) Running Chariot (RuC) Free King (FK) Vermilion Sparrow (VS) Peacock (Pc) Prancing Stag (PSt) (+Deva) (TK) (+Prancing Stag) (SMo) (+Flying Horse) (FK) ------Whale (W) Horned Falcon (HF) Right Chariot (RCh) Lion Dog (LD) Left Chariot (LCh) (+Lion Dog) (GE) Silver Demon (SDe) ------Golden Deer (GDe) Dove (D) ------Enchanted Badger (EBa) Rook (R) Soaring Eagle (SE) Bishop (B) (+Enchanted Badger) (D) Guardian of the Gods (GG) ------Wrestler (Wr) Golden Bird (GBd) Side Dragon (SDr) Great Dragon (GD) Ramshead Soldier (RS) Flying Ox (FO) Fierce Eagle (FE) Kylin (Ky) ------Phoenix (Ph) Buddhist Devil (BDe) Western Barbarian (WB) Donkey (Do) (+Kylin) (GD) Vertical Mover (VM) (+Phoenix) (GBd) Side Mover (SM) (+Western Barbarian) (LD) ------

124 Drunk Elephant (DE) Iron General (I) Flying Dragon (FD) Old Monkey (OM) Knight (N) Angry Boar (AB) Blind Bear (BB) Cat Sword (CSw) Gold General (G) Tile General (T) Left General (LG) Coiled Serpent (CS) Right General (RG) Stone General (St) ------Evil Wolf (EW) Earth General (Ea) Blind Tiger (BT) Go-between (GB) Ferocious Leopard (FL) Pawn (P) Wood General (Wo) ------Silver General (S) Howling Dog (HD) Copper General (C) Lance (L) Reclining Dragon (RD) ------TABLE TWO Notation checklist of all pieces in the Shogi variants described in this publication, arranged alphabetically

Angry Boar AB Cannon Soldier CSo Archer A Capricorn Ca Archery General AG Cat Sword CSw Barking Dog BkD Cavalry Man CvM Bat Bt Chariot Soldier ChS Bear Soldier BeS Chinese Cock CC Bear's Eyes BE Climbing Monkey CM Beastly Bird BBi Cloud Dragon CD Beastly Herald BHe Cloud Eagle CE Beastly Jailer BJ Cock General CG Bird Herald BH Coiled Dragon CDr Bird Jailer BJa Coiled Serpent CS Bird Runner BR Copper Chariot CCh Bishop General BGn Copper Elephant CEl Bishop B Copper General C Blind Bear BB Crane King CK Blind Dog BDg Crane Cr Blind Monkey BM Crossbow General CGn Blind Tiger BT Crossbowman CB Blue Dragon BD Crown Prince CP Boar Soldier BSo Dark Spirit DSp Buddhist Devil BDe Deputy General DGn Buddhist Spirit BSp Deva Dv Cannon Chariot CaC Divine Dragon DD Cannon General CG Divine Sparrow DS

125 Divine Tiger DT Fragrant Elephant FEl Divine Turtle DTu Free Bear FBe Dog Dg Free Boar FBo Donkey Do Free Cat FC Dove D Free Copper FCo Dragon Horse DH Free Deer FrD Dragon King DK Free Demon FDe Drunk Elephant DE Free Dog FDg Eagle Eg Free Dragon FDr Earth Chariot ECh Free Eagle FEg Earth General Ea Free Earth FEa Eastern Barbarian EB Free Fire FFi Elephant King EK Free Gold FGo Emperor E Free Horse FHo Enchanted Badger EBa Free Insect FI Enchanted Fox EF Free Iron Fir Evil Wolf EW Free King FK Falcon Fa Free Leopard FLp Ferocious Deer FDr Free Ox FrO Ferocious Dragon FeD Free Pig FP Ferocious Leopard FL Free Puppy FPu Fierce Eagle FE Free Rooster FR Fierce Tiger FTg Free Serpent FSe Fierce Wolf FWo Free Silver FSi Fire Demon FiD Free Snake FSn Fire Dragon FDn Free Stone FSt Fire General FG Free Tapir FTp Fire Ox FiO Free Tiger FT Flying Cat FCa Free Tile FTi Flying Cock FC Free Wolf FW Flying Crocodile FCr Furious Fiend FF Flying Deer FyD Go-Between GB Flying Dragon FD Gold Chariot GC Flying Falcon FFa Gold General G Flying Goose FGs Golden Bird GBd Flying Hawk FHk Golden Deer GDe Flying Horse FH Goose Flyer GF Flying Kitehawk FKh Goose Go Flying Ox FO Great Bear GBe Flying Stag FS Great Colt GC Flying Swallow FSw Great Dove GDo Forest Demon FoD Great Dragon GD Forward Ox FwO Great Eagle GEg Four Heavens FrH Great Elephant GEl

126 Great General GGn Lion Hawk LHk Great Hawk GH Lion Ln Great Leopard GLp Long-nosed Goblin LGn Great Standard GS Middle Standard MSt Great Tapir GTp Middle Teacher MTr Great Teacher GT Mocking Bird MBd Great Tiger GTi Monsoon Demon MoD Great Unicorn GU Mount Tai MT Great Whale GW Mountain Bird MB Ground Dragon GrD Mountain Deer MDe Guardian of the Gods GG Mountain Eagle ME Hawk Hk Mountain General MoG Heavenly Horse HH Mountain Witch MW Heavenly Tetrarchs HT Multi General MGn Hook Mover HM Neighbouring King NK Horned Falcon HF Night Sword NS Horse General HG Northern Barbarian NB Horse Soldier HS Old Kite Hawk OK Horseman H Old Monkey OM Howling Dog HD Old Rat OR Hui River HR Ox Chariot OCh Iron General I Ox General OG King K Ox Soldier OS Kitehawk Runner KRu Oxcart OC Knight N Pawn P Kylin Horse KyH Peacock Pc Kylin Teacher KyT Pheasant Ph Kylin Ky Phoenix Master PM Lance L Phoenix Teacher PT Large Soldier LSo Phoenix Ph Large Turtle LTu Pig General PG Left Army LA Pigeon Pg Left Chariot LCh Playful Dove PD Left Dog LDo Plodding Ox PO Left Dragon LDn Poisonous Snake PS Left General LG Poisonous Wolf PW Left Iron Chariot LIC Prancing Stag PSt Left Mountain Eagle LME Puppy General PuG Left Quail LQ Raiding Falcon RF Left Tiger LTg Rain Dragon RDr Leopard King LK Ramshead Soldier RS Leopard Soldier LSo Rear Standard RSt Liberated Horse LH Reclining Dragon RD Lion Dog LD Reed Bird RBd

127 Reverse Chariot RC Silver Demon SDe Right Army RA Silver General S Right Chariot RCh Silver Hare SH Right Dog RDo Sinewy Eagle SiE Right Dragon RDn Small Standard SSt Right General RG Small Turtle STu Right Iron Chariot RIC Soaring Eagle SE Right Mountain Eagle RME Soldier So Right Phoenix RPh Southern Barbarian SB Right Quail RQ Sparrow Pawn SP Right Tiger RTg Spear General SGn River General RiG Spirit Turtle SpT Roaming Boar RBo Square Mover SMo Rook General RGn Standard Bearer SBr Rook R Stone General St Running Bear RBe Strong Bear SBe Running Bird RB Strong Chariot StC Running Boar RuB Strutting Crow SC Running Chariot RuC Sundry General SuG Running Deer RDe Swallow Runner SwR Running Dragon RuD Swallow Sw Running Hare RHr Swallow's Wings SW Running Horse RH Swan's Wings SwW Running Leopard RL Swooping Owl SO Running Ox RO Sword General SG Running Puppy RPu Sword Soldier SwS Running Rabbit RR Teaching King TK Running Snake RSn Tenacious Falcon TF Running Tiger RT Thunderous Running TR Running Tile RTi Tiger Soldier TSo Running Wolf RW Tile Chariot TCh Savage Tiger ST Tile General T She Devil SD Tokin +P Side Boar SBo Treacherous Fox TFo Side Dragon SDr Treasure Turtle TT Side Flyer SF Turtle Snake TS Side Monkey SiM Vermilion Sparrow VS Side Mover SM Vertical Bear VB Side Ox SOx Vertical Horse VH Side Rook SR Vertical Leopard VL Side Snake SS Vertical Mover VM Side Soldier SSo Vertical Puppy VPu Side Wolf SWo Vertical Soldier VSo Silver Chariot SiC Vertical Tiger VT

128 Vice General VGn White Elephant WE Violent Bear VBe White Horse WH Violent Ox VO White Tiger WT Violent Stag VSt Wind Dragon WD Violent Wind VWi Wind General WGn Violent Wolf VW Wind Horse WHo Walking Boar WBo Wind Turtle WTu Walking Heron WkH Wizard Stork WS Water Buffalo WBf Wood Chariot WCh Water Dragon WDn Wood General Wo Water General WG Woodland Demon WDe Western Barbarian WB Wrestler Wr Whale W

© March 2002 - This publication contains all the basic information given in the rule leaflets for the various Shogi variants published during the 1980s (the original rule leaflets are still available individually from the address given below). It has been brought fully up to date, has been re-set and contains extra material in many of the chapters, notably the coverage of Tai Kyoku Shogi, details of which have only very recently been discovered. A small number of adjustments have also been made throughout to the names of the pieces and to their notation, in the interests of greater accuracy and uniformity. Playing equipment for all the variants covered in this publication are obtainable except for Heian Dai Shogi and Tai Kyoku Shogi. This complete publication may be ordered either in loose-leaf format (laser printed A4) to allow purchasers to bind or not to their own taste; or on a CD-ROM in pdf format. In order to read the pdf file, Adobe Acrobat Reader will be necessary and this can be downloaded from the Adobe Website free of charge. A pricelist of Shogi equipment and publications, including the Middle Shogi Manual and back copies of SHOGI Magazine (issues 2-70 only), is available from:-

George Hodges P.O. Box 77 BROMLEY Kent BR1 4ZG UK Telephone/Facsimile: +44 (0)20 8466 6564 E-mail: [email protected]

129 Recent important discoveries of old documents relating to Tai-Kyoku-Shogi (November 2002) Since the publication of the book “World Chess” by Umebayashi Isao, two more ancient documents showing the moves of the pieces in this gigantic Shogi variant have now been discovered in Japan. Research into attempts at restoration of this game has been taken up by the Osaka Business University Entertainment Industry Research Institute, where Umebayashi is employed. The Institute has recently been exhibiting a board and pieces for Tai-Kyoku Shogi which was completed in November 2000. Moreover, one of these newly discovered sources gives the true dimensions of the Tai-Kyoku board, which was very much smaller than had previously been assumed. The original exhibit had actually been produced with a board measuring 1.3m x 1.1m and this will now have to be reduced to 65cm x 55cm, to accord with the size given in this document. Some twenty years ago, the Ohashi family papers were passed to the Osaka Shogi Museum and a second document has now come to light from those papers. The diagram given of the intial set-up in Umebayashi’s book is another version from the museum and would appear to be late-Edo to early-Meiji period. Recently, yet another copy, a third diagram, has been found in a Kyoto Museum. This would most certainly indicate that the game was known to the Ohashi family whilst they resided in Kyoto and before they moved to Edo. Justified speculation, therefore, leads one to assume that the date for this great game is the early Edo period, around 1650 (Edo period was 1600-1850). We now have three documents and, what is most significant, the writing differs from that of the copy, which Umebayashi found. Uniquely in this second document, the four points are marked indicating the Pawn line (promotion zone). This, at least, would seem to confirm that the pieces did indeed promote at the Pawn line. The actual text from this second manuscript dates from the late Bakufu or Meiji period and for that reason there is a strong possibility that it is connected with the 11th Ohashi, not the invention of the game, but merely the initial array. Also the details given here are tantamount to a playing size of 65cm x 55cm (not huge). Each grid is given as 17mm x 15mm. Also noted is that where the moves are given, they are shown with red dots or lines - a copy of the method employed in the famous Minase Book. It can be inferred from this, that the person who copied the document must have had access to that book and, furthermore, it suggests that, since the game was not included in the pre-Edo-period Minase Book (which deals with the larger Shogi games), Tai-Kyoku Shogi can certainly now be dated to the Edo period. It can be further inferred from the writing, that the game was restricted to a very tiny circle of people; all of whom must have been aristocrats. It must be understood that one couldn’t buy or produce pieces as nowadays. The aristocrats would have written the names on the pieces themselves. Skilful calligraphy would have been essential. In many cases, the names were certainly very unusual and would have been limited to a very small number of people. Moreover, extremely small writing was required. Bear in mind the enormous skill necessary to write complex Japanese with a brush; where the ink tends to run out all the time, where splodges appear, where you very quickly run out of simple characters to use. To come up with a trustworthy version would seem impossible. 130 The original text speaks of 208 different types of piece, divided into some eight categories, including: “Names of people’s jobs”; “Fantasy pieces”; “Pieces expressing the way they move” et cetera, down to the last category called “Miscellaneous”. Ten percent of pieces are not found in other Shogi Variants but the rest do appear in other games. However, with regard to the idea of resurrecting the game, the most important and the most disturbing thing about all three of these documents, is that they differ, one from another, in the names of the pieces! This carries with it, of course, that the moves as given in any one document are not necessarily correct. By a careful comparison of what is presented in all of the three documents, it is now recognised that there are mistakes in our modern ideas regarding many of the piece names. For example, the “Vertical Tiger” should show a different character and should now be rendered as “Solid Tiger” or with a similar nomenclature. What is important here, coming under the heading of pieces that express the way they move in their name, is that this piece would certainly not have a vertical move. Other characters not believed to be at all correct include: “Lion” which should be rendered “General”; The “Crow” in the “Strutting Crow”, as we have called it, should be “Horse” or “Bird”. When you consider these three kanji, all of them are very similar when written in tiny characters. The “Hook Movers” should have another name and the two different Doves, which caused very much concern, is a mistake. A lot of characters, including, Dragon, Rat, Deer, Goose, Iron, General, Drunk, Crane, Left, Sword et cetera, are apparently now often written differently. A very important one of these is that “Original” is now rendered as “Great”. What is certain, and this is familar ground from our researches into the other large Shogi variants, is that at least one or two of the now-extant documents, because they differ from each other, must show incorrect piece moves. Of course, all three could be defective and, very regrettably but realistically, this will probably turn out to be the case! Where would this leave us? As stated in Japan, much more research is needed. However, one can at least say that having three texts would, surely, indicate that the information on the game was most certainly considered to be worth copying. Was it ever played!? So to sum up: the version as presented above on pages 73-109 is the version as given in the book “World Chess” by Umebayashi and, as such, is probably “playable”. In these very large games almost any variations in the actual moves of the pieces is highly unlikely to be of any significant import and would certainly not create a noticeable defect. There surely has to be something wrong with the moves given in Tai-Kyoku Shogi, when such a large number as 57 familiar pieces from other large Shogi variants, are given as having different moves! Clearly for those of us, myself included, who have the strong desire to “play”, if that is the word, such gigantic chess games, having historically correct moves and rules is the major aim. Unfortunately, along with a few other problems with some other Shogi variants (for example, we don’t know whether drops or not were used in playing Wa Shogi), we are unlikely ever to know the absolute correct moves and rules to adopt in this frighteningly large variant!

131