Rules of the game
Unlike standardObjective
The objective is to capture the opponent's commanding pieces: The general, plus, if present, the governor; otherwise, the banner ''or'' middle army.Game equipment
Two players, Black and White, play on aTable of pieces
Listed below are the pieces of the game and, if they promote, which pieces they promote to. *Pieces marked with asterisks are not found at setup, and only appear with promotion. Many of the translations into English are suggestions only.Setup
Game play
The players alternate making a move, with Black moving first. A move consists of moving a piece on the board and potentially capturing a piece or pieces and ''promoting'' a piece or pieces. Each of these options is detailed below.Movement and capture
An opposing piece is generally captured by ''displacement'': That is, if a piece moves to an intersection occupied by an opposing piece, the opposing piece is displaced and removed from the board. A piece cannot move to an intersection occupied by a friendly piece (that is, a piece controlled by the same player). Each piece in the game moves in a unique manner. Most pieces move in one of eight prime directions, either ''orthogonally'' (that is, forward, backward, or to the side, in the direction of one of the arms of a plus sign, +), or ''diagonally'' (in the direction of one of the arms of a multiplication sign, ×). At the beginning of the game the cavalryman and cavalry are exceptions in that they do not move in a prime direction. (The banner and drums, dragon ascending, war hawk, winged horse, and several other pieces are similar, but they only appear with promotion.) Many pieces are capable of several kinds of movement, with the type of movement usually depending on the direction in which they move. The most common kinds of moves are ''step'', ''range'', ''shoot'', and ''jump''.Step movers
Some pieces can move only one intersection at a time. (If a friendly piece, and sometimes an enemy piece, occupies an adjacent intersection, the moving piece may not move in that direction. Unlike in Go, 'adjacent' means any of eight intersections.) The step movers at the beginning of the game are the general, aide de camp, aide, staff, chief of staff, engineer, middle troop, drum, banner, sentry, Frankish cannon, long bow, crossbow, shield, and pawn.Limited range pieces
Some pieces can move along a limited number of free intersections along a straight line. Other than the limited distance, they move like range pieces (see below). The limited range pieces at the beginning of the game are the chariot and the vanguard.Jumping pieces
Several pieces can ''jump'', that is, they can pass over an intervening piece, whether friend or foe. The jumping pieces at the beginning of the game are the clerk, staff officer, taoist priest, spiritual monk, cavalryman, and cavalry.Ranging pieces
Many pieces can move any number of free intersections along a straight line, limited by the edge of the board. If an opponent's piece intervenes, it may be captured by moving to that intersection, and removing it from the board. A range piece must stop where it captures, and cannot bypass a piece in its way. If a friendly piece intervenes, the moving piece is limited to a distance that stops short of the intervening piece; if the friendly piece is adjacent, it cannot move in that direction at all. The ranging pieces at the beginning of the game are the advance guard, millenary, quartermaster, centuria, rear guard, elephant, patrol unit, shield unit, and chariot unit.Shooting pieces
Some pieces can ''shoot'', that is, they can remove a piece from the board a limited distance from their location. Except for the cannon, they cannot shoot an enemy piece if another piece stands between the shooter and its target. The cannon, however, can shoot over such intervening pieces. ''It is not clear if a piece must move in order to shoot.'' The shooting pieces at the beginning of the game are the Taoist priest, spiritual monk, Frankish cannon, long bow, crossbow, and cannon.Burn
Wherever a burning piece arrives at an intersection, all adjacent enemy and allied pieces are removed from the board, as described below. The only burning piece is the poison flame, which only appears with promotion.Immobilize
The skyward net and earthward net have the ability to immobilize enemy pieces in their ranging directions.Multiple capture
The sumo wrestler and cavalry have double-move with double-capture abilities, similar to the 'lion move' inMovement diagrams
In the diagrams below, the different types of moves are coded by symbol and by color: Blue for step moves, green for multiple capture, red for range moves, and yellow for jumps.Individual pieces
Pieces are arranged in this section so that, if they promote, the promoted version is to the right. Piece names with a grey background are present at the start of the game; those with a blue background only appear with promotion. Abbreviations of Kanji names are not official, but for the sake of Layout.Limitation of Ability
Capture by displacement * The chariot, chariot unit, gun carriage and chariot of the gods cannot capture a heavenly fortress. * The Taoist priest, five-li fog, spiritual monk, and immaculate light cannot capture any pieces except for one of their own kind. However, other shooting pieces ''can'' capture by displacement. Capture by shot #The Frankish cannon and chariot of the gods can only shoot a five-li fog from a distance of six or seven intersections away. #Because of their colorbound movement, the Taoist priest, five-li fog, spiritual monk, and immaculate light can never reach a position where they can shoot one another.Promotion
Ko shogi has the most complex promotion rules of any shogi variant. A player's ''promotion zone'' is the enemy camp, consisting of the six farthest ranks that comprise the opponent's territory at setup (the original line of the opponent's chariots and beyond). If a piece moves within this promotion zone, including moves into, out of, or wholly within the zone, then that player may ''promote'' the piece at the end of the turn. (The general, sumo wrestler, and elephant do not promote, nor do pieces which have already promoted.) Promotion has the effect of changing how a piece moves. See the table above for what each piece promotes to. Promotion is effected by turning the piece over, revealing the name of its promoted rank. However, there are other ways of promoting than entering the enemy camp: * A piece that captures the general 将, governor 帥, middle troop 中軍, banner 旗 or drum 鼓 promotes on the spot. * A step mover (that is, a piece which can ''only'' move one step at a time) which captures a sumo wrestler 力士, dragon ascending 龍驤, flag waver 招揺, or thunderclap 霹靂, promotes on the spot. * The cavalryman 馬兵 promotes if it captures a Frankish cannon 佛狼機. * When the clerk 記室 promotes to master at arms 軍師, all the allied advance and rear guards 前衝, 後衝 promote as well, while any enemy poison flame 毒火 dies. There are other circumstances that may prevent or revert promotion: * If the Taoist priest 高道 is captured, the drum 鼓 and banner 旗 can no longer promote, and if either or both have already promoted (to flag waver 招揺 or thunderclap 霹靂), then they immediately revert to drum or banner. *Whenever the immaculate light 聖燈 is within 5 intersections of the five-li fog 五里霧, the fog reverts to a Taoist priest 高道. Many pieces only appear as a result of promotion. They are marked with a blue background in the movement diagrams above.Check and mate
Unlike Western chess, a player need not move out ofGame end
A player who captures the opponent's general 将 and ''either'' the middle troop 中軍 ''or'' the banner 旗 wins the game. However, if the opponent's middle troop has promoted to governor 帥, and the player captures the general and banner, then the governor takes command in place of the general and the game continues until it too is captured. That is, a player can continue the game with either the general, or the governor, or with both the middle troop and the banner together. In practice the final capture rarely happens, as a player will resign when checkmated, as otherwise when loss is inevitable. A player who makes an illegal move loses immediately. (This rule may be relaxed in casual games.) Another possible, if rather uncommon, way for a game to end is repetition (''sennichite''). If the same position occurs four times with the same player to play, then the game isGame notation
The method used in English-language texts to express shogi moves was established by George Hodges in 1976. It is derived from the algebraic notation used for chess, but differs in several respects. Modifications have been made for kō shogi. A typical example is P-8h. The first letter represents the piece moved (see above). Promoted pieces have a + added in front of the letter. (e.g., +MA for a governor (promoted middle troop). The designation of the piece is followed by a symbol indicating the type of move: - for an ordinary move or x for a capture. Next is the designation for the intersection on which the piece lands. This consists of a number representing the file and a lowercase letter representing the rank, with 1a being the top right corner (as seen from Black's point of view) and 19s being the bottom left corner. (This method of designating intersections is based on Japanese convention, which, however, uses Japanese numerals instead of letters. For example, the intersection 2c is denoted by 2三 in Japanese.) If a piece captures by 'igui’ (possibilities are the sumo wrestler, dragon ascending, tiger wing, cavalry, winged horse, five-li fog, immaculate light, banner and drums, or master at arms), the intersection of the piece being captured is used instead of the destination intersection, and it is preceded by the symbol '!'. If a second or later capture is made, then it is added after the preceding capture. If a move entitles the player to promote the piece, then a + is added to the end to signify that the promotion was taken, or an = to indicate that it was declined. For example, MAx7c= indicates a middle troop capturing on 7c without promoting. In cases where the above notation would be ambiguous as to which piece is meant, the designation of the starting intersection is added after the designation for the piece. Moves are commonly numbered as in chess.References
Notes
See also
*External links