Technically the game is won when a king is
captured, though in practice
defeat is conceded at mate or when
mate becomes inevitable.
A traditional shōgi-ban (shogi board)
displaying a set of koma (pieces). The pieces on the far side are turned
to show their promoted values. The stands on either side are komadai
used to hold captured pieces. The board itself is raised for the comfort of
players seated on tatami mats (background), and is hollowed underneath
to produce a pleasing sound when the pieces are moved.
Two players, Black and White (or sente 先手
and gote 後手), play on
a board composed of squares (actually rectangles) in a grid of 9 ranks
(rows) by 9 files (columns). The squares are undifferentiated by marking
or colour.
Each player has a set of 20 wedge-shaped pieces of slightly different
sizes. Except for the kings, opposing pieces are differentiated only by
orientation, not by marking or colour. From largest to smallest (most to least
powerful), the pieces are:
Several of these names
were chosen to correspond to their rough equivalents in international chess,
and not as literal translations of the Japanese names.
Each piece has its name
written on its surface in the form of two Japanese characters (kanji), usually
in black ink. On the reverse side of each piece, other than the king and gold
general, are one or two other characters, in amateur sets often in a different
colour (usually red); this side is turned face up during play to indicate that
the piece has been promoted. The pieces of the two players do not differ in
colour, but instead each faces forward, toward the opposing side. This shows
who controls the piece during play.
The Japanese characters
have deterred many people from learning shogi. This has led to "Westernized"
or "international" pieces, which replace the characters with iconic
symbols. However, partially because the traditional pieces are already iconic
by size, with more powerful pieces being larger, most Western players soon
learn to recognize them, and Westernized pieces have never become popular.
Following is a table of
the pieces with their Japanese representations and English equivalents. The
abbreviations are used for game notation and often to refer to the pieces in
speech in Japanese.
|
English name |
Image |
Meaning |
Abbreviations |
||||
|
King |
王将 |
ōshō |
royal
general |
K |
王 |
ō |
|
|
King |
玉将 |
gyokushō |
jeweled
general |
K |
玉 |
gyoku |
|
|
Rook |
飛車 |
hisha |
flying
chariot |
R |
飛 |
hi |
|
|
Promoted
rook |
龍王 |
ryūō |
dragon
king |
+R |
龍 or 竜* |
ryū |
|
|
Bishop |
角行 |
kakugyō |
angle
mover |
B |
角 |
kaku |
|
|
Promoted
bishop |
龍馬 |
ryūma or ryūme |
swift
horse |
+B |
馬 |
uma |
|
|
Gold
general |
金将 |
kinshō |
gold
general |
G |
金 |
kin |
|
|
Silver
general |
銀将 |
ginshō |
silver
general |
S |
銀 |
gin |
|
|
Promoted
silver |
成銀 |
narigin |
promoted
silver |
+S |
(全) |
— |
|
|
Knight |
桂馬 |
keima |
laureled
horse |
N |
桂 |
kei |
|
|
Promoted
knight |
成桂 |
narikei |
promoted
laurel |
+N |
(圭
or 今) |
— |
|
|
Lance |
香車 |
kyōsha |
incense
chariot |
L |
香 |
kyō |
|
|
Promoted
lance |
成香 |
narikyō |
promoted
incense |
+L |
(杏
or 仝) |
— |
|
|
Pawn |
歩兵 |
fuhyō |
foot
soldier |
p |
歩 |
fu |
|
|
Promoted
pawn |
と金 |
tokin |
reaches
gold |
+p |
と (or 个) |
to |
|
* The kanji 竜 is
a simplified form of 龍.
English speakers
sometimes refer to promoted bishops as horses and promoted rooks as dragons,
after their Japanese names, and generally use the Japanese term tokin for
promoted pawns. Silver generals and gold generals are commonly referred to
simply as silvers and golds.
The characters inscribed
on the reverse sides of the pieces to indicate promoted rank may be in red ink,
and are usually cursive. The characters on the backs of the pieces that promote
to gold generals are cursive variants of 金 'gold', becoming more cursive
(more abbreviated) as the value of the original piece decreases. These cursive
forms have these equivalents in print: 全 for promoted silver, 今 for
promoted knight, 仝 for promoted lance, and 个 for promoted pawn (tokin).
Another typographic convention has abbreviated versions of the unpromoted
ranks, with a reduced number of strokes: 圭 for a promoted knight (桂), 杏 for
a promoted lance (香), and the 全 as above for a promoted silver, but と for tokin.
Players are ranked from
15 kyū to 1 kyū and then from 1 dan and upwards;
this is the same terminology as in karate, go, calligraphy
and many other arts in Japan. Professional players operate with their own
scale, from professional 4 dan and upwards to 9 dan for elite
players. Amateur and professional ranks are offset, corresponding as here.
Each player places his
pieces in the positions shown below, facing the opponent.
That is, the first rank
is |L|K|S|G|K|G|S|K|L|.
Traditionally, even the
order of placing the pieces on the board is determined. There are two
recognized orders, ohashi and ito. The Japanese-language page Shogi
Pineapple indicates the two orders; ohashi is depicted on the left
and ito on the right.
The players alternate
taking turns, with Black playing first. (The terms "Black" and
"White" are used to differentiate the two sides, but there is no
actual difference in the color of the pieces.) For each turn a player may
either move a piece which is already on the board and potentially promote it,
capture an opposing piece, or both; or to "drop" a piece that has
already been captured onto an empty square of the board. These options are
detailed below.
Professional games are
timed as in International Chess, but professionals are never expected to keep
time in their games. Instead a timekeeper is assigned, typically an apprentice
professional. Time limits are much longer than in International Chess (9 hours
a side plus extra time in the prestigious Meijin title match), and in
addition byōyomi (literally "second counting") is
employed. This means that when the ordinary time has run out, the player will
from that point on have a certain amount of time to complete every move (a byōyomi
period), typically upwards of one minute. The final ten seconds are counted
down, and if the time expires the player to move loses the game immediately.
Amateurs often play with electronic clocks that beep out the final ten seconds
of a byōyomi period, with a prolonged beep for the last five.
If an opposing piece
occupies a legal destination for a friendly piece (that is, a piece belonging
to the player whose turn it is to move), it may be captured by removing
it from the board and replacing it with the friendly piece. It is not possible
to move to or through a square occupied by another friendly piece, or to move
through a square occupied by an opposing piece. It is common to keep captured
pieces on a wooden stand (or komadai) which is traditionally placed so
that its bottom left corner aligns with the bottom right corner of the board
from the perspective of each player. It is not permissible to hide pieces from
full view. This is because captured pieces, which are said to be in hand,
have a crucial impact on the course of the game.
The knight jumps,
that is, it passes over any intervening piece, whether friend or foe, without
an effect on either. It is the only piece to do this.
The lance, bishop, and
rook are ranging pieces: They can potentially move any number of squares
along a straight line limited by the edge of the board. If an opposing piece
intervenes, it may be captured by removing it from the board and replacing it
with the moving piece. If a friendly piece intervenes, one is limited to a
distance that stops short of that square; if the friendly piece is adjacent,
one may not move in that direction at all.
All pieces but the knight
move 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, ×).
A King can move one
square in any direction, orthogonal or diagonal.
|
|
|
|
A rook can move any
number of free squares along any one of the four orthogonal directions.
|
|
|
|
A bishop can move any
number of free squares along any one of the four diagonal directions.
|
|
|
|
Because they cannot move
orthogonally, the opposing unpromoted bishops can only reach half the squares
of the board.
A gold general can move
one square orthogonally, or one square diagonally forward, giving it six
possible destinations. It cannot move diagonally backward.
|
|
|
|
A silver general can move
one square diagonally or one square directly forward, giving it five
possibilities.
|
|
|
|
Because an unpromoted
silver can retreat more easily than a promoted one (see below), it is very
common to leave a silver unpromoted at the far side of the board.
A knight jumps at
an angle intermediate between orthogonal and diagonal, amounting to one square
forward plus one square diagonally forward, in a single motion. That is, it has
a choice of two forward destinations. It cannot move to the sides or backwards.
|
|
|
|
The knight is the only
piece that ignores intervening pieces on the way to its destination. It is not
blocked from moving if the square in front of it is occupied, but neither can
it capture a piece on that square.
It is often useful to
leave a knight unpromoted (see below) at the far side of the board. However,
since a knight cannot move backward or to the sides, it must promote
when it lands on one of the two far ranks and would otherwise be unable to move
further.
A lance can move any
number of free squares directly forward. It cannot move backward or to the
sides.
|
|
|
|
It is often useful to
leave a lance unpromoted (see below) at the far side of the board. However,
since a lance cannot move backward or to the sides, it must promote if
it arrives at the far rank.
A pawn can move one
square directly forward. It cannot retreat.
|
|
|
|
Since a pawn cannot move
backward or to the sides, it must promote (see below) if it arrives at
the far rank. However, in practice, a pawn is promoted whenever possible.
Unlike the pawns of
international chess, shogi pawns capture the same way they otherwise move,
directly forward.
There are two restrictive
rules for where a pawn may be dropped. (See below.)
A player's promotion
zone is the far third of the board, the three ranks occupied by the
opposing pieces at setup. If a piece moves across the board and part of that
path lies within the promotion zone, that is, if it moves into, out of, or
wholly within the zone, but not if it is dropped (see below), then that
player may choose to promote the piece at the end of the turn. Promotion
is indicated by turning the piece over after it moves, revealing the character
for the promoted rank.
|
A player's promotion zone
(green) |
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歩 |
歩 |
歩 |
歩 |
歩 |
歩 |
歩 |
歩 |
歩 |
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角 |
|
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飛 |
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香 |
桂 |
銀 |
金 |
王 |
金 |
銀 |
桂 |
香 |
When captured, pieces
lose their promoted status. Otherwise promotion is permanent.
Promoting a piece has the
effect of changing how that piece moves. Each piece promotes as follows:
A promoted rook (dragon
king) may move as a rook or as a king, but not as both on the same turn.
|
|
|
|
A promoted bishop
("horse") may move as a bishop or as a king, but not as both on the
same turn.
|
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|
If a pawn or lance
reaches the far rank or a knight reaches either of the two farthest ranks, it
must promote, as it would otherwise have no legal move on subsequent turns. A
silver never needs to promote, and it is often advantageous to keep a silver unpromoted.
|
Variation in pieces in play |
|||
|
Piece |
Init. |
Max |
Min |
|
King |
1 |
1 |
1 |
|
Rook(s) |
1 |
2 |
0 |
|
Bishop(s) |
1 |
2 |
0 |
|
Gold
generals |
2 |
4 |
0 |
|
Silver
generals |
2 |
4 |
0 |
|
Knights |
2 |
4 |
0 |
|
Lances |
2 |
4 |
0 |
|
Pawns |
9 |
9 |
0 |
|
Tokins |
0 |
18 |
0 |
Captured pieces are truly
captured in shogi. They are retained "in hand", and can be
brought back into play under the capturing player's control. On any turn,
instead of moving a piece on the board, a player may take a piece that had been
previously captured and place it, unpromoted side up, on any empty square,
facing the opposing side. The piece is now part of the forces controlled by
that player. This is termed dropping the piece, or just a drop.
A drop cannot capture a
piece, nor does dropping within the promotion zone result in immediate
promotion. However, either capture or promotion may occur normally on
subsequent moves by the piece.
A pawn, knight, or lance
may not be dropped on the far rank, since it would have no legal move on
subsequent turns. Similarly, a knight may not be dropped on the penultimate
rank.
There are two other
restrictions when dropping pawns:
It is common for players
to swap bishops, which face each other across the board. This leaves each
player with a bishop "in hand" to be dropped later, and gives an
advantage to the player with the stronger defensive position.
When a player makes a
move such that the opposing king could be captured on the following turn, the
move is said to give check to the king; the king is said to be in
check. If a player's king is in check and no legal move by that player will
get the king out of check, the checking move is also checkmate
(tsume 詰め or ōtedzume 王手詰め) and effectively wins the game.
To give the warning
"check!" in Japanese, one says "ōte!" (王手). However, this is an influence
of international chess and is not required, even as a courtesy.
A player is not allowed
to give perpetual check.
A player who captures the
opponent's king wins the game. In practice this rarely happens, as a player
will concede defeat when loss is inevitable.
In professional and
serious amateur games, a player who makes an illegal move loses immediately.
There are two other
possible, if uncommon, ways for a game to end: repetition (千日手 sennichite) and impasse (持将棋 jishōgi).
If the same game position
occurs four (formerly three) times with the same player to play, the game is
declared no contest. For two positions to be considered the same, the
pieces in hand must be the same as well as the positions on the board. However,
if this occurs with one player giving perpetual check, then that player loses.
The game reaches an
impasse if both kings have advanced into their respective promotion zones and
neither player can hope to mate the other or to gain any further material. If
this happens, the winner is decided as follows: Each rook or bishop scores 5
points for the owning player, and all other pieces except kings score 1 point
each. (Promotions are ignored for the purposes of scoring.) A player scoring
less than 24 points loses. Jishōgi is considered an outcome in its
own right rather than no contest, but there is no practical difference.
In professional
tournaments the rules typically require drawn games to be replayed with colours
(sides) reversed, possibly with reduced time limits. This is rare compared to chess and xiangqi,
occurring at a rate of 1-2% even in amateur games. The 1982 Meijin title
match between Nakahara Makoto and Kato Hifumi was unusual in this regard, with jishōgi
in the first game (only the fifth draw in the then 40-year history of the
tournament), a game which lasted for an unusual 223 moves (not counting in
pairs of moves), with an astounding 114 minutes spent pondering a single move,
and sennichite in the sixth and eighth games. Thus this best-of-seven
match lasted ten games and took over three months to finish; Black did not lose
a single game and the eventual victor was Katō at 4-3.
Games between players of
disparate strengths are often played with handicaps. In a handicap game, one or
more of White's pieces are removed from the setup, and in exchange White plays
first. Note that the missing pieces are not available for drops and play no
further part in the game. The imbalance created by this method of handicapping
is not as strong as it is in international chess because material advantage is
not as powerful in shogi.
Common handicaps, in
increasing order of severity, include,
Other handicaps are also
occasionally used. The relationship between handicaps and differences in rank
is not universally agreed upon, with several systems in use.
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. It is not used in Japanese-language texts, as it
is no more concise than kanji.
A typical move might be
notated P-8f. The first letter represents the piece moved: P for Pawn.
(There is also L lance, N knight, S silver, G gold,
B bishop, R rook, K king, as above.) Promoted pieces are
indicated by a + in front of the letter: +P is a tokin
(promoted pawn).
Following the
abbreviation for the piece is a symbol for the type of move: – for
a simple move, x for a capture, or * for a drop. Next is the
square on which the piece lands. This is indicated by a numeral for the file
and a lowercase letter for the rank, with 1a being the top right corner
(as seen by Black) and 9i being the bottom left corner. This is based on
Japanese convention, which, however, uses Japanese
numerals instead of letters. For example, square 2c is "2三" in Japanese.
If a move entitles the
player to promote, then a + is added to the end if the promotion was
taken, or an = if it was declined. For example, Nx7c= indicates a
knight capturing on 7c without promoting.
In cases where the piece
is ambiguous, the starting square is added to the letter for the piece. For
example, at setup Black has two golds which can move to square 5h (in
front of the king). These are distinguished as G6i-5h (from the left)
and G4i-5h (from the right).
Moves are commonly
numbered as in chess. For example, the start of a game might look like this:
1. P-7f P-3d 2. P-2f G-3b 3. P-2e Bx8h+ 4. Sx8h S-2b
In handicap games White
plays first, so Black's move 1 is replaced by an ellipsis.
Drops are the most
serious departure from International Chess. They entail a different strategy,
with a strong defensive position being much more important. A quick offense
will leave a player's home territory open to drop attacks as soon as pieces are
exchanged. Because pawns attack head on, and cannot defend each other, they
tend to be lost early in the game, providing ammunition for such attacks.
Dropping a pawn behind enemy lines, promoting it to a "tokin", and dropping
a second pawn immediately behind the "tokin" so that they protect
each other makes a strong attack; it threatens the opponent's entire defense,
but provides little of value if the attack fails and the pieces are captured.
Players raised on
International Chess often make poor use of drops, but dropping is half the
game. If a player has more than a couple of captured pieces in hand, it is
likely that dropping attacks are being overlooked. However, it is wise to keep
a pawn in hand, and often to exchange pieces if necessary to get one.
A decision that will be
made early in the game is whether to exchange bishops. If exchanged, it may be
possible to drop a bishop behind poorly defended enemy territory for a fork
attack, threatening two vital pieces at once. (Silvers are also commonly used
this way.) Even if a dropped bishop immediately retreats, it may promote in
doing so, and a promoted bishop can dominate the board — it is a
particularly strong defensive piece.
Attacking pieces can
easily become trapped behind enemy lines, as the opponent can often drop a pawn
on a protected square to cut off the line of retreat. For this reason, rooks,
which can retreat in only one direction, are commonly kept at a safe distance
in the early parts of the game, and used to support attacks by weaker pieces.
However, once the game has opened up, a promoted rook is an especially deadly
piece behind enemy lines.
Many common opening
attacks involve advancing a silver along a file protected by the rook. Because
silvers have more possibilities for retreat, while golds better defend their
sides, silvers are generally considered superior as attacking pieces, and golds
superior as defensive pieces. It is common practice to defend the king with
three generals, two golds and a silver.
There are various furibisha
or "ranging rook" openings where the rook moves to the center or left
of the board to support an attack there, typically with the idea of allowing
the opponent to attack while arranging a better defence and aiming for a
counterattack. However, as the most powerful piece on the board, the rook
invites attack, and in most cases, especially for weaker players, it is a good
idea to keep the king well away from the rook. Leaving a king on its original
square (igyoku or a "sitting king") is a particularly
dangerous position.
Advancing a lance pawn
can open up the side of the board for attack. Therefore, when a player first
advances a lance pawn, it is usual for the opponent to answer by advancing the
opposing pawn, in order to avoid complications later in the game.
Because defense is so
important, and because shogi pieces are relatively slow movers, the opening
game tends to be much longer in shogi than in International Chess, commonly
with a dozen or more moves to shore up defenses before the initial attack is
made. There are several strong defensive fortifications known as castles.
The Yagura castle
is considered by many to be the strongest defensive position in shogi. It has a
strongly protected king; a well fortified line of pawns; and the bishop, rook,
and a pawn all support a later attack by the rook's silver or knight. It is
notoriously difficult to break down with a frontal assault, though it is weaker
from the side. It is typically used against ibisha or "static
rook" openings, which involve advancing the rook's pawn. However, one's
opponent may just as easily adopt this defense, giving neither side an
advantage.
Instead of the rook's pawn
being advanced two squares as shown in the diagram, the adjacent silver's pawn
is often advanced one square, allowing both the rook's silver and knight to
move forward. These offensive moves are not properly part of the castle, but
the two-square pawn advance must be carried out early if there is to be room
for it, and so it is often done while still castling.
There is a good deal of
flexibility in the order of moves when building the Yagura defense, and the
possibilities will not be listed here. The only point to keep in mind is that
the generals should move diagonally, not directly forward. However, there is a
strong intermediate position called the kani ("crab"). It has
the three pawns on the left side advanced to their final Yagura positions, and
on the second rank all four generals are lined up next to the bishop, which is
still in its starting position: |B|G|S|G|S| bishop-gold-silver-gold-silver.
The king is moved one square to the left, behind the middle silver.
A common attack against
the Yagura defense is to advance the rook's knight directly forward, with a
pawn in hand, to attack the fortifications on either side of the castled king.
If the defender has answered a lance's pawn advance on that side, a pawn may be
dropped where the edge pawn had been. If the defending silver has moved or is
not yet in position, a pawn may be dropped there.
A defensive position that
is considered easier for beginners, but still popular with professionals is the
Mino-Gakoi castle. The King is placed in a safe position, while the
three generals work well to back each other up. This is sometimes used when a
player chooses a bishop opening rather than the rook-pawn opening, or furibisha.
The Mino-Gakoi takes six
moves to complete, not necessarily in this order:
Shogi is said to be
derived from the game of chaturanga played in ancient India, which spread
throughout the continent of Eurasia, developing into a variety of related
games. In the West, it became chess, in China xiangqi (象棋), on the Korean
Peninsula janggi
(장기),
and in Thailand
makruk.
It is not clear when
shogi was brought to Japan. This is in contrast to the game of go,
which was almost certainly brought to Japan in or around the Nara period,
since a go board is stored in the treasury of Shōsōin
(正倉院?). There are tales that relate
that it was invented by Yuwen Yong of Northern
Zhou, and that Kibi Makibi (吉備真備?) brought it back after visiting
the country of Tang, but both these tales are likely to have been
invented at the start of the Edo period by those keen to make a name for
themselves as authorities on shogi.
There are several
theories about when shogi spread to Japan, but the earliest plausible date is
around the 6th century. It is thought that the pieces used in the
shogi of the time were not the current five-sided pieces, but three-dimensional
figures, as were used in Chaturanga. This parallels the changes in chess
pieces, which are more representational and less abstract the earlier they were
made. However, a large problem with this theory is that as pieces in this form
have never been found, let alone stored in the treasury of Shōsōin,
there is little physical evidence supporting it.
Another theory gives a
later date, stating that shogi was brought to Japan after the start of the Heian
period. According to this theory, games such as xiangqi from China and
janggi from Korea came to Japan at this time, but as these games are different
from shogi, for example in that pieces are placed on the intersections of
lines, serious doubts about this theory remain. The games of makruk from Thailand and Cambodia and sittuyin from Myanmar have an
elephant which moves in the same way as the silver general, but it is difficult
to imagine how the game could have been spread by sea to Japan given the
shipbuilding technology of the time, and there are therefore no clear answers.
See also the history
of chess.
One of the oldest
documents indicating the existence of shogi is Kirinshō (麒麟抄?), written by Fujiwara Yukinari (藤原行成?) (972 - 1027), a seven-volume
work which contains a description of how to write the characters used for shogi
pieces, but the most generally accepted opinion is that this section was added
by a writer from a later generation. Shin Saru Gakuki (新猿楽記?) (1058 - 1064), written by
Fujiwara Akihira ({{{2}}}?) also has passages relating to
shogi, and is regarded as the earliest document on the subject.
The oldest archaeological
evidence is a group of 16 shogi pieces excavated from the grounds of Kōfuku-ji
in Nara Prefecture, and as a wooden writing plaque
written on in the sixth year of Tenki (1058) was found at the same time, the pieces are thought
to be of the same period. The pieces of the time appear to have been simple
ones made by cutting a writing plaque and writing directly on the surface, but
they have the same five-sided shape as modern pieces. As "Shin Saru
Gakuki", mentioned above, is of the same period, this find is backed up by
documentary evidence.
The dictionary of common
folk culture, Nichūreki (二中歴?), which it is estimated was
created between 1210 and 1221, a collection based on the two works
Shōchūreki (掌中歴?) and Kaichūreki (懐中歴?), thought to have been written by
Miyoshi Tameyasu (三善為康?), describes two forms of shogi,
large (dai) shogi and small (shō) shogi. So as not to confuse these with
later types of shogi, in modern times these are called Heian shogi
(or Heian small shogi) and Heian
dai shogi. Heian shogi is the version on which modern shogi is based, but
it is written that one wins if one's opponent is reduced to a single king,
apparently indicating that at the time there was no concept of pieces in the
hand.
The pieces used in these
variants of shogi consist of those used in Heian shogi, the king, gold
general, silver general, knight, lance and pawn, and those used only in Heian great shogi, the copper general, iron general, side mover, tiger, flying dragon, free chariot and go between. The names of the Heian shogi pieces
keep faithfully to those in Chaturanga (general, elephant, horse, chariot and
soldier), and add above them Japanese characters representing the five
treasures of Buddhism, (jewel, gold, silver, Katsura tree and aroma), according
to a theory by Kōji Shimizu, chief researcher at the Archaeological
Institute of Kashihara, Nara Prefecture. There is also a theory by Yoshinori Kimura that while Chaturanga was from
the start a game simulating war, and thus pieces were discarded once captured,
Heian shogi involved pieces kept in the hand.
In games around the world
related to shogi, there have been changes in the rules with the passage of
time, such as increasing the abilities of the pieces or their numbers, as
winning strategies have been discovered, and the Japanese game of shogi is no
exception to this.
Around the 13th century,
the game of dai shogi, created by increasing the number of pieces in Heian
shogi, was played, and the game of sho shogi, which adds the rook, bishop and drunken
elephant from dai shogi to Heian shogi. Around the 15th century, as the rules
of dai shogi had become too complicated, they were simplified, creating the
game of chu shogi, which is close to the modern game. It is thought that the
rules of modern shogi were fixed in the 16th century, when the drunken elephant
was removed from the set of pieces. According to Shoshōgi Zushiki (諸象戯図式?), a set of shogi rules published
in 1696, during the Ganroku period, it states that the drunken elephant piece was
removed from the game of sho shogi by Emperor
Go-Nara during the Tenmon period (1532 - 1555),
but whether or not this is true is not clear.
As many as 174 shogi
pieces have been excavated from the Ichijōdani Asakura
Family Historic Ruins, which are thought to be from the latter half of the
16th century. Most of these pieces are pawns, but there is also one drunken
elephant, leading to the hypothesis that in this period variations of shogi
with and without the drunken elephant existed side by side.
One point of note in the
history of this family of games is that it was during this period that the
unique rule in Japanese shogi was developed whereby captured pieces (pieces in
the hand) could be returned to the board. It is thought that the rule of pieces
in the hand was proposed around the 16th century, but there is also a theory
that this rule existed from the time of Heian sho shogi.
In the Edo period,
more types of shogi with yet more pieces were proposed. Tenjiku
shogi, dai dai shogi, maka dai dai shogi, tai shogi
(also called "dai shogi", but termed "tai shogi" to avoid
confusing the two) and taikyoku shogi. However, it is thought that these
forms of shogi were only played to a very limited extent.
Modern shogi (hon shogi),
like go, was officially approved by the Tokugawa shogunate. In 1612, the shogunate
passed a law giving endowments to shogi players including Kanō
Sansa (加納算砂?) (Hon'inbō Sansa (本因坊算砂?)) and Shūkei (宗桂?) (who was given the name
Ōhashi Shūkei (大橋宗桂?) after his death). These iemotos (families
upholding the tradition of go or shogi) gave themselves the title of go-dokoro (碁所?) (literally, places of go) and
shogi-dokoro (将棋所?), places of shogi. The first
O-hashi Shu-kei received fifty koku of rice and five men. In the Kan'ei period
(around 1630), the "castle shogi" (御城将棋?) tournament, where games were
played before a shogun, was held. During the time of the eighth shogun, Tokugawa Yoshimune, a system was established
where the castle shogi tournament was held once a year on the 17th day on Kannazuki,
and today the corresponding day in the modern calendar, November 17,
has been designated Shogi Day.
The Meijin (名人?), who were the iemotos of shogi,
were paid endowments. Over the reign of the shogunate, the title of meijin
became a hereditary title of the Ōhashi family and one of its branches,
and the Itō family. Today the title of meijin is still used, for the
winner of the Meijin-sen competition. It became a tradition for shogi
players inheriting the title of meijin to present a collection of shogi puzzles
to the shogunate government.
A number of genius shogi
players emerged who were not hereditary meijin. Itō Kanju (伊藤看寿?) was born in the mid-Edo period,
and showed promise as a potential meijin, but died young and never inherited
the title (which was bestowed on him posthumously). Kanju was a skilled
composer of shogi puzzles, and even today his collection of puzzles "Shogi
Zukō" (将棋図巧?) is well known as one of the
greatest works of its kind. In the late Edo period, Amano Sōho (天野宗歩?) came to prominence. As he was
one of the "Arino group" of amateur shogi players, the rank of meijin
was out of his reach, but he was feared for his skill, being said to have
"the ability of a 13-dan player", and was later termed a kisei (棋聖?) (literally, wise man or master
of shogi). More than a few count Sōho as one of the greatest shogi players
in history.
After the fall of the
Tokugawa shogunate, the three shogi families were no longer paid endowments,
and the iemoto system in shogi lost its power. The lines of the three families
ended, and the rank of meijin came to be bestowed by recommendation. The
popularity of amateur shogi continued in the Meiji period, with shogi
tournaments and events held all over Japan, and so called "front-porch
shogi" (縁台将棋?), played wherever people gathered,
in bath houses or barber's shops. However, it is thought that, with the
exception of a handful of high-ranking players at the end of the 19th century,
it was impossible to make a living as a professional shogi player during this
period.
From around 1899, newspapers
began to publish records of shogi matches, and high-ranking players formed
alliances with the aim of having their games published. In 1909, the Shogi
Association (将棋同盟社?) was formed, and in 1924, the Tokyo Shogi
Association (東京将棋同盟社?) was formed, with Sekine Kinjirō (関根金次郎?), a thirteenth-generation meijin,
at its head. This was an early incarnation of the modern Japan Shogi
Association (日本将棋連盟?), which takes this year as the
date of its foundation.
In 1935, Sekine Kinjiro-
stepped down from the rank of meijin, which then came to be conferred based on
ability in the short term, rather than recommendation as before. The first Meijin title match (名人戦 meijin-sen?)
(known officially at the time as the Meijin Kettei Kisen (名人決定大棋戦?)) was held over two years, with Yoshio Kimura (木村義雄?) becoming the first Meijin in 1937. This was the
start of the shogi title matches (see titleholder system).
Later, in 1950, the Kudan title
match (九段戦 kudan-sen?) (9-dan title
match) (renamed the Jūdan title match (十段戦 jūdan-sen?)
(10-dan title match) in 1962)
was founded, followed by the Ōshō title match (王将戦 ōshō-sen?)
(King title match) in 1953.
Initially, the Ōshō-sen was not an official title match, but it
became one in 1983.
In 1960 the Ōi
title match (王位戦 ōi-sen?) was founded,
and later the Kisei-sen (棋聖戦?) in 1962, and the Kiō (棋王戦 kiō-sen?) in 1974. The
Jūdan-sen was changed to become the Ryūō title match (竜王戦 ryūō-sen?) in 1988, completing the
modern line-up of seven title matches.
It was considered to be
nearly impossible to hold all the titles at once, but in 1957, Kōzō Masuda took all three of the
titles which existed at the time (Meijin, Kudan and Ōshō), to become
a triple champion (三冠王?). However, another player later
took these three titles from Masuda, and went on in 1959 to take the newly
founded titles of Ōi and Kisei, to become a quintuple champion (五冠王?) - Yasuharu Ōyama (大山康晴?). Ōyama went on to defend
these titles for six years, a golden age which became known as the
"Ōyama age". Ōyama reached a total of 80 title holding
periods, an unprecedented achievement at the time, when there were fewer titles
than at present.
After the number of
titles increased to seven in 1983, it was believed to be impossible to hold all of them at
once, but in 1996, Yoshiharu
Habu became the first septuple champion (七冠王?), beginning an age known as the
"Habu age". Since then, there has never been a time when he was
without a title, and he has amassed a total of over 60 title holding periods.
While there are both men
and women among the ranks of professional shogi players, no woman player has
yet won through the pro qualifier leagues (新進棋士奨励会 shinshin kishi shōreikai?)
to become an officially certified professional player (棋士 kishi?). This served
to slow the spread of the game among women, and to overcome the problem, the
system of professional woman shogi players (女流棋士 joryū kishi?) was
introduced.
In 1966, Akiko Takojima (蛸島彰子?) left the pro qualifier leagues
at the 1-dan level and became the first professional woman shogi player.
However, at the time women's contests were not held, and so her only work as a
professional was giving shogi lessons. In 1974, the first women's contest, the Women's Meijin title match (女流名人位戦 joryū meijin-sen?) was held,
which Takojima won, becoming the first woman meijin. 1974 is often considered
to be the year in which women's shogi began, and indeed the Ladies Shogi
Professional (女流棋士会 joryū kishi kai?) organisation
celebrates "anniversary parties" counting from this year.
At present there are more
than 50 professional women players, and as well as the Women's Meijin title
match, there is also the Women's Ōshō title match
(女流王将戦?), the Women's Ōi title match (女流王位戦?), the Ōyama Meijin
Cup Kurashiki-Tōka title match (大山名人杯倉敷藤花戦?), the Ladies' Open Tournament (レディースオープントーナメント?) and the Kajima Cup Women's Shogi Tournament
(鹿島杯女流将棋トーナメント?), a total of six competitions. In
addition, each of the standard professional tournaments has a women's section,
in which the top women in each tournament compete.
Shogi is also well-known
among the general public (amateurs). Two different rating systems based dan and kyu ranks are used, one
for amateurs and one for professionals, with the highest ranks at amateur
level, 4-dan or 5-dan, being equivalent to 6-kyu at the professional level. In
the past, there were games between amateurs and professionals, but these were
generally special match-ups organised by newspapers or magazines, or
instructional games at events or shogi courses.
However, sometimes there
are amateurs with an ability to rival professionals, some of whom earn a living
as shinken-shi (真剣師?), gamblers playing for stakes. Motoji Hanamura (花村元司?) made enough to live on as a
shinken-shi, before taking the entrance exam and turning professional in 1944.
He later challenged Yasuharu Ōyama in the meijin-sen, but did not manage to take the title of meijin
from him. Jūmei Koike (小池重明?) was another shinken-shi, who
beat one professional after another in special matches, and won the title of
amateur meijin twice in a row, putting him ahead of the crowd in the amateur
world. Later, due in part to the instigation of Ōyama, the then chairman
of the general assembly of the Japanese Shogi Association (棋士総会?), a vote was held on whether to
accept Koike among their ranks, but there were concerns about his behaviour,
and the vote went against him. Although he never became a professional, after
his death, television programmes and books telling his story were produced, and
he now has more fans all over Japan than when he was alive.
In recent times, the gap
in ability between strong amateurs and professionals continues to diminish, and
there are even official professional tournaments in which those with the best
results in amateur shogi contests (将棋のアマチュア棋戦?) can take part. Some amateurs,
including Tsuneyoshi Kobayashi (小林庸俊?), Takashi Amano (天野高志?), Hirukawa (蛭川敦?), Kiriyama (桐山隆?), Masaki Endō (遠藤正樹?), Masakazu Hayasaki (早咲誠和?) and Atsumoto Yamada (山田敦幹?) have been called "pro
killers", and recently two young players, Yukio Katō (加藤幸男?) and Tōru Shimizukami (清水上徹?) have been making waves in the
amateur world.
The number of players who
have left the pro qualifier leagues and gone on to have success as amateurs has
increased. Shōji Segawa (瀬川晶司?) retired from the qualifier
leagues due to age restrictions, but went on to compete as an amateur in
professional matches. His performance in the Ginga title match (銀河戦? ginga-sen) was particularly
notable, and at one point he won over 70% of his matches with professionals.
Sekawa submitted a petition requesting entry to the professional ranks to the Japan Shogi Association, and was granted
exceptional permission to take the entrance exam. He is the first person to become
a professional after retiring from the pro qualifier leagues.
In 2006, the Shogi
Association officially admitted the entrance of amateurs and women
professionals to the ranks of professionals (正棋士?), and announced details of an
entrance exam for the 4-dan level (entering the "free class" (フリークラス?) level of the professional
ranking league (順位戦?)) and the third-level pro
qualifier league (奨励会三段リーグ?). Unless exceptional permission
is granted, applicant normally need to have experience in the pro qualifier
leagues, and cannot become professionals if they have retired from the leagues,
but given the reforms taking place in the Association, it would be by no means
unlikely if another Shōji Segawa were to appear.
The game of shogi has
developed independently inside Japan, and its pieces are differentiated by
Japanese characters written on them, factors which have impeded the spread of
the game outside Japan. By way of comparison, the game of go has spread
internationally for a combination of many reasons, including the facts that it
originated in China, its rules are (more or less) unified at an international
level, it is played using black and white stones, and that it does not resemble
games unique to another country (as is the case with shogi, which is one of many
games resembling chess).
However, in the 1990's,
efforts to make shogi popular outside Japan began in earnest. It has grown to
be particular popular in the People's Republic of China, and
especially Shanghai.
The January 2006 edition of Kindai Shogi (近代将棋?) states that Shanghai has a shogi
population of 120,000 people. The game has been relatively slow to spread to
countries where Chinese characters are not in common use, although attempts
have been made to aid adoption by replacing the names of pieces with symbols
indicating how they move.
According to the "Leisure
White Paper" (レジャー白書?) by the Japanese Productivity
Center for Socio-Economic Development (財団法人社会経済生産性本部?), the "shogi
population" (the number of people of 15 years or over who play at least
one game of shogi a year) fell from 16.8 million in 1985 to 9 million in 2004,
and 8.4 million in 2006, and is continuing to fall gradually.
During the above period,
in which the shogi population fell by a half, shogi has often appeared in the
general media, for example Yoshiharu Habu's achievement of taking all seven
titles in one year (1996), the airing of the NHK TV novel Futarikko (ふたりっ子?) (1996), the reporting of the
affair between Makoto Nakahara (中原誠?) and Naoko Hayashiba (林葉直子?), Shōji Segawa taking the professional
entrance exam (2005), and the debate about the the management of the meijin-sen being passed to a different body (2006).
However, none of these led to the birth of a "shogi boom", and in
some cases unfavourable media reports accelerated the decline in the number of
shogi fans.
The number of 10 to 19
year olds playing go is said in the "Leisure White Paper" above to
have increased due to the story "Hikaru no
Go", serialised in Shonen Jump. (The overall go population is decreasing.)
However, the 2006 Leisure White Paper reports that go is most popular among
those in their 60's, while shogi is most popular between those aged 10 to 19.
From around 1996, internet shogi programs such as Java Shogi (Java将棋?) and The Great Shogi (ザ・グレート将棋?), which allow users to play games
over the internet without the need for an actual shogi set, grew to be widely
used. At present, many games are played using services such as Shogi Club 24 (将棋倶楽部24?), Kindai Shogi Dojo (近代将棋道場?) and Yahoo!
Japan Games.
Developments have been
made in computer shogi, a field of artificial intelligence concerned with the
creation of computer programs which can play shogi. The research and
development of shogi software has been carried out mainly by freelance
programmers, university research groups and private companies. As the game of
shogi has the distinctive feature of allowing captured pieces to be reused,
shogi playing programs require a far higher degree of sophistication than programs
playing similar games such as chess.
In the 1980s, due to the
immaturity of the technology in such fields as programming,
CPUs and memory, computer
shogi programs took a long time to think, and often made moves for which there
was no apparent justification. These programs had the level of an amateur of
kyu rank.
In the first decade of
the new millennium, there have been large steps forward in both software and
hardware technology, and it is currently estimated that the strongest program
is prefecture champion class (around amateur 5-dan). In particular, computers
are most suited to brute-force calculation, and far outperform humans at the
task of finding ways of checkmating from a given position, which is simply
information processing. In games with time limits of 10 seconds from the first
move, computers are becoming a tough challenge for even professional shogi
players. With Deep
Blue having beaten a human chess champion, it is thought that humans will
soon be unable to beat computers at shogi.
In 2005, the Japan Shogi
Association sent a communication to professional shogi players and women
professionals, telling them that they should not compete against a computer in
public without permission. The intentions behind this are to preserve the dignity
of its professionals, and to make the most of computer shogi as a potential
business opportunity.
source wikipedia.com