Maka dai dai shogi

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Maka daidai shōgi (摩訶大大将棋 'ultra-huge chess') is a large board variant of shogi (Japanese chess). The game dates back to the 15th century and is based on dai dai shogi and the earlier dai shogi. Apart from its size, the major difference is in the range of the pieces and the “promotion by capture” rule.

Contents

[edit] Rules of the game

[edit] Objective

The objective is to capture the opponent's king or emperor. If a prince is in play, it too must be captured. Unlike standard shogi, pieces may not be dropped back into play after being captured.

[edit] Game equipment

Two players, Black and White (or sente and gote), play on a board composed of squares in a grid of 19 ranks (rows) by 19 files (columns) with a total of 361 squares. The squares are undifferentiated by marking or color.

Each player has a set of 96 wedge-shaped pieces of 49 different types. In all, the players must remember 74 different moves. The pieces are of slightly different sizes, from largest to smallest (or roughly most to least powerful.) they are:

  • 1 King
  • 1 Hook mover
  • 1 Capricorn
  • 1 Free king
  • 2 Dragon kings
  • 2 Dragon horses
  • 2 Rooks
  • 2 Bishops
  • 2 Side flyers
  • 1 Lion
  • 1 Lion dog
  • 1 She-devil
  • 1 Wrestler
  • 1 Guardian of the Gods
  • 1 Buddhist devil
  • 2 Violent oxen
  • 2 Flying dragons
  • 2 Old rats
  • 1 Right chariot
  • 1 Left chariot
  • 2 Vertical movers
  • 2 Side movers
  • 1 Phoenix
  • 1 Kirin
  • 2 Donkeys
  • 2 Knights
  • 1 Drunken elephant
  • 2 Blind tigers
  • 2 Ferocious leopards
  • 1 Reclining dragon
  • 2 Gold generals
  • 2 Silver generals
  • 2 Copper generals
  • 2 Tile generals
  • 2 Evil Wolves
  • 2 Iron generals
  • 2 Stone generals
  • 2 Reverse chariots
  • 2 Lances
  • 2 Earth generals
  • 2 Go betweens
  • 2 Blind bears
  • 1 Chinese cock
  • 1 Old monkey
  • 2 Angry boars
  • 2 Cat swords
  • 1 Coiled serpent
  • 1 Dark spirit
  • 1 Deva
  • 19 Pawns

Many of the English-language names are chosen to correspond to their rough equivalents in Western chess, not necessarily as translations of the Japanese names.

Each piece has its name in the form of two Japanese characters marked on its face. On the reverse side of some pieces are one or two other characters, often in a different color (e.g., red instead of black); this reverse side is used to indicate that the piece has been promoted during play. The pieces of the two sides do not differ in color, but instead each piece is shaped like a wedge, and faces forward, toward the opposing side. This shows who controls the piece during play.

[edit] Table of pieces

Listed below are the pieces of the game and, if they promote, which pieces they promote to. Of the 50 kinds of pieces, 21 promote to gold; 26 promote to new pieces which do not otherwise exist in the game (these new pieces are marked with an asterisk); and 3 (free king, dragon king, and dragon horse) do not promote.

Piece Kanji Rōmaji Promotes to
King 玉将 gyokushō *Emperor 自在天王 jizai tennō
Hook mover 鉤行 kōgyō Gold
Capricorn 摩羯 makatsu Gold
Free king 奔王 hōnnō
Dragon king 龍王 ryūō
Dragon horse 龍馬 ryūme
Rook 飛車 hisha Gold
Bishop 角行 kakugyō Gold
Side flyer 横飛 ōhi Gold
Lion 獅子 shishi *Furious fiend 奮迅 funshin
Lion dog 狛犬 komainu Gold
She-devil 夜叉 yasha Gold
Wrestler 力士 rikishi Gold
Guardian of the Gods 金剛 kongō Gold
Buddhist devil 羅刹 rasetsu Gold
Violent ox 猛牛 mōgyū Gold
Flying dragon 飛龍 hiryū Gold
Old rat 老鼠 rōso *Bat 蝙蝠 kōmori
Right chariot 右車 usha Gold
Left chariot 左車 sasha Gold
Side mover 横行 ōgyō Gold
Vertical mover 竪行 shugyō Gold
Phoenix 鳳凰 hōō *Golden bird 金翅 kinshi
Kirin 麒麟 kirin *Great dragon 大龍 dairyū
Donkey 驢馬 roba Gold
Knight 桂馬 keima Gold
Drunken elephant 酔象 suizō *Prince 王子 ōji
Blind tiger 盲虎 mōko *Free tiger 奔虎 honko
Ferocious leopard 猛豹 mōhyō *Free leopard 奔豹 honpyō
Reclining dragon 臥龍 garyū *Free dragon 奔龍 honryū
Gold general 金将 kinshō *Free gold 奔金 honkin
Silver general 銀将 ginshō *Free silver 奔銀 hongin
Copper general 銅将 dōshō *Free copper 奔銅 hondō
Tile general 瓦将 gashō *Free tile 奔瓦 honga
Evil wolf 悪狼 akurō *Free wolf 奔狼 honrō
Iron general 鉄将 tesshō *Free iron 奔鉄 hontetsu
Stone general 石将 sekishō *Free stone 奔石 honseki
Reverse chariot 反車 hensha Gold
Lance 香車 kyōsha Gold
Earth general 土将 doshō *Free earth 奔土 hondo
Go between 仲人 chūnin *Free goer 奔人 honnin
Blind bear 盲熊 mōyū *Free bear 奔熊 honyū
Chinese cock 淮鶏 waikei *Wizard stork 仙鶴 santaku
Old monkey 古猿 koen *Mountain witch 山母 sambo
Angry boar 嗔猪 shincho *Free boar 奔猪 honcho
Cat sword 猫刄 myōjin *Free cat 奔猫 honmyō
Coiled serpent 蟠蛇 banja *Free serpent 奔蛇 honja
Dark spirit 無明 mumyō *Buddhist spirit 法性 hōsei
Deva 提婆 daiba *Teaching king 教王 kyōō
Pawn 歩兵 fuhyō Gold

[edit] Setup

Below is a diagram showing the setup of one player's pieces. The way one player sees their own pieces is the same way the opposing player will see their pieces.

Board layout
                                     
                                     
                                     
          GB               GB          
p p p p p p p p p p p p p p p p p p p
R LC SM SF VM B DH DK Ca FK HM DK DH B VM SF SM RC R
Dn   N   VO   FD BD W LD GG SD FD   VO   N   Dn
  OR   AB   BB   EW Kr Ln Ph EW   BB   AB   OR  
RV   CS   CC   Co FL BT DE BT FL RD   OM   CS   RV
L E St T I C S G Dv K DS G S C I T St E L
Legend
AB: Angry Boar B: Bishop BB: Blind Bear
BD: Buddhist Devil BT: Blind Tiger C: Copper General
Ca: Capricorn CC: Chinese Cock CO: Coiled Serpent
CS: Cat Sword Dv: Deva DE: Drunk Elephant
DH: Dragon Horse DK: Dragon King Dn: Donkey
DS: Dark Spirit E: Earth General EW: Evil Wolf
FD: Flying Dragon FK: Free King FL: Ferocious Leopard
G: Gold General GB: Go-between GG: Guardian of the Gods
HM: Hook Mover I: Iron General K: King
Kr: Kirin L: Lance LC: Left Chariot
LD: Lion Dog Ln: Lion N: Knight
OM: Old Monkey OR: Old Rat p: Pawn
Ph: Phoenix R: Rook RC: Right Chariot
RD: Reclining Dragon RV: Reverse Chariot S: Silver General
SD: She-devil SF: Side Flier St: Stone General
SM: Side Mover T: Tile General VM: Vertical Mover
VO: Violent Ox W: Wrestler

[edit] Game play

The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to differentiate the sides during discussion of the game, but are not literally correct.) A move consists of moving a piece on the board and potentially promoting the piece. Each of these options is detailed below.

[edit] Movement and capture

Most pieces in the game move in a unique manner. The kings, drunken elephants, blind tigers, ferocious leopards, reclining dragons, Chinese cocks, old monkeys, evil wolves, generals, angry boars, cat swords, coiled serpents, dark spirits, Devas, go betweens and pawns only move one square at a time. If an opponent's piece occupies a square that is a possible destination for the moving piece, the opponent's piece may be captured by placing the moving piece on that square, and removing the opponent's piece from the board. If a friendly piece (that is, a piece controlled by the same player) occupies the square, the moving piece may not move in that direction.

The lion dog, she-devil, wrestler, guardian of the Gods, Buddhist devil, violent ox, flying dragon and old rat can move along a limited number of free squares in certain directions.

The lion, kirin, phoenix, donkey and knight jump, that is, they can move over any intervening piece, whether friend or foe.

The free king, dragon king, dragon horse, chariots, rook, bishop, side flyer, movers and lance can move any number of squares 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 square, and removing it from the board. 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 hook mover and Capricorn can move any number of squares along a straight line, then any number of squares along a perpendicular straight line limited by the edge of the board. If an opponent's piece intervenes, it may be captured by moving to that square, and removing it from the board. 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. Although they have the ability to move in two directions in one move, they are not required to. These pieces cannot move unless they make a capture.

Pieces 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, ×). The lion and knight are exceptions.

  • King
    • The king can move one square in any direction, orthogonal or diagonal.
  • Hook mover
    • The hook mover can move any number of free squares in the four orthogonal directions, then any number of free squares in a perpendicular direction.
    • It is not required to make a perpendicular move.
    • It cannot move unless it makes a capture.
  • Capricorn
    • The Capricorn can move any number of free squares in the four diagonal directions, then any number of free squares in a perpendicular direction.
    • It is not required to make a perpendicular move.
    • It cannot move unless it makes a capture.
  • Free king
    • The free king can move any number of free squares in any direction, orthogonal or diagonal.
  • Dragon king
    • A dragon king can move any number of free squares in the four orthogonal directions; or
    • It can move one square in the four diagonal directions.
  • Dragon horse
    • A dragon horse can move any number of free squares in the four diagonal directions; or
    • It can move one square in the four orthogonal directions.
  • Rook
    • A rook can move any number of free squares in the four orthogonal directions.
  • Bishop
    • A bishop can move any number of free squares in the four diagonal directions.
    • Because it cannot move orthogonally, a bishop can only reach half the squares on the board.
  • Side flyer
    • The side flyer can move any number of free squares orthogonally sideways; or
    • It can move one square in the four diagonal directions.
  • Lion
    • The lion can move one square in any direction, orthogonal or diagonal; one or two times in one turn. That is, it can move in another direction after its first move.
    • It can capture on each move.
    • It can return to the square it started from after its first move, allowing the player to “skip” a turn.
    • It can capture one piece on any adjacent square without moving (“igūi”) during a turn.
    • It can jump over an adjacent square and onto the second square in any direction, orthogonal or diagonal.
    • It can also jump at an angle intermediate between orthogonal and diagonal; amounting to one square orthogonally forward, sideways or backward plus one square diagonally in that direction, in a single motion.
    • The restrictions for capturing a lion in chu shogi do not apply in maka dai dai shogi.
  • Lion dog
    • The lion dog can move one, two or three squares in any direction, orthogonal or diagonal.
  • She-devil
    • The she-devil can move one or two squares in the four diagonal directions; or
    • It can move one, two, three, four or five squares in the four orthogonal directions.
  • Wrestler
    • The wrestler can move one, two or three squares in the four diagonal directions’ or
    • It can move one square orthogonally sideways.
  • Guardian of the Gods
    • The guardian of the Gods can move one, two or three squares in the four orthogonal directions; or
    • It can move one square diagonally forward.
  • Buddhist devil
    • The Buddhist devil can move one, two or three squares diagonally forward; or
    • It can move one square orthogonally sideways or backward.
  • Violent ox
    • The violent ox can move one or two squares in the four orthogonal directions.
  • Flying dragon
    • The flying dragon can move one or two squares in the four diagonal directions.
    • Because it cannot move orthogonally, a flying dragon can only reach half the squares on the board.
  • Old rat
    • The old rat can move one or two squares diagonally forward or orthogonally backward.
  • Right chariot
    • The right chariot can move any number of free squares orthogonally forward.
    • It can move any number of free squares diagonally forward to the right.
    • It can move any number of free squares diagonally backward to the left.
    • It can move one square orthogonally backward.
  • Left chariot
    • The left chariot can move any number of free squares orthogonally forward.
    • It can move any number of free squares diagonally forward to the left.
    • It can move any number of free squares diagonally backward to the right.
    • It can move one square orthogonally backward.
  • Side mover
    • The side mover can move any number of free squares orthogonally sideways; or
    • It can move one square orthogonally forward or backward.
  • Vertical mover
    • The vertical mover can move any number of free squares orthogonally forward or backward; or
    • It can move one square orthogonally sideways.
  • Phoenix
    • The phoenix can move one square in the four orthogonal directions; or
    • It can jump to the second square in the four diagonal directions.
  • Kirin
    • A Kirin can move one square in the four diagonal directions; or
    • It can jump to the second square in the four orthogonal directions.
    • Because of its unusual movement, an unpromoted Kirin can only reach half the squares on the board.
  • Donkey
    • The donkey can move one square orthogonally sideways; or
    • It can jump to the second square orthogonally forward or backward.
  • Knight
    • 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.
    • The knight ignores intervening pieces on the way to its destination, though its destination square must of course be either empty, or occupied by an opponent's piece (in which case the opponent's piece is captured), just as with any other moving piece.
  • Drunken elephant
    • The drunken elephant can move one square in any direction, orthogonal or diagonal, except orthogonally backward.
  • Blind tiger
    • The blind tiger can move one square in any direction, orthogonal or diagonal, except orthogonally forward.
  • Ferocious leopard
    • The ferocious leopard can move one square in the four diagonal directions; or
    • It can move one square orthogonally forward or backward.
  • Reclining dragon
    • The reclining dragon can move one square in the four orthogonal directions or diagonally backword.
  • Gold general
    • A gold general can move one square in the four orthogonal directions; or
    • One square diagonally forward, giving it six possibilities.
    • It cannot move diagonally backward.
  • Silver general
    • A silver general can move one square in the four diagonal directions; or
    • One square straight forward, giving it five possibilities.
  • Copper general
    • The copper general can move one square orthogonally forward or backward; or
    • It can move one square diagonally forward.
  • Tile general
    • The tile general can move one square diagonally forward or orthogonally backward.
  • Evil Wolf
    • The evil wolf can move one square orthogonally sideways or forward; or diagonally forward.
  • Iron general
    • The iron general can move one square forward, orthogonally or diagonally.
  • Stone general
    • The stone general can move one square diagonally forward.
    • Because it cannot move orthogonally or backward, a stone general can only reach less than half the squares on the board.
  • Reverse Chariot
    • The reverse chariot can move any number of free squares orthogonally forward or backward.
  • Lance
    • A lance can move any number of free squares orthogonally forward.
  • Earth general and go between
    • The earth general and go between can move one square orthogonally forward or backward.
    • These pieces and their promotions have the same range of movement, thus it is unnecessary to give them separate names. The only differences are the names and placement on the starting setup.
  • Blind bear
    • The blind bear can move any number of free squares orthogonally backward; or
    • It can move one square in the four diagonal directions.
  • Chinese cock
    • The Chinese cock can move one square orthogonally sideways or backward; or diagonally forward.
  • Old monkey
    • The old monkey can move one square in the four diagonal directions or orthogonally backward.
  • Angry boar
    • The angry boar can move one square in the four orthogonal directions.
  • Cat sword
    • The cat sward can move one square in the four diagonal directions.
    • Because it cannot move orthogonally, a cat sword can only reach half the squares on the board.
  • Coiled serpent
    • The coiled serpent can move one square orthogonally forward or backward; or diagonally backward.
  • Dark spirit
    • The dark spirit can move one square orthogonally right.
    • It can move one square diagonally forward.
    • It can move one square diagonally backward to the left.
  • Deva
    • The Deva can move one square orthogonally left.
    • It can move one square diagonally forward.
    • It can move one square diagonally backward to the right.
  • Pawn
    • The pawn can move one square forward.

[edit] Promotion

Pieces that can promote only have the option to promote when they capture an unpromoted enemy piece. If a piece captures a promoted piece, it must promote if able. Promotion is indicated by turning the piece over after it moves, revealing the character for the promoted piece. There are no promotion zones, dots on the board that usually represent promotion zones are present after the sixth rank only as a placement guide for initial setup.

Promoting a piece has the effect of changing how that piece moves. (See above for what each piece promotes to.)

Pieces which are already promoted cannot promote again.

If a pawn, lance, stone general or iron general reaches the furthest rank, it must remain there until captured. If a knight reaches the penultimate rank, it too must stay there.

New pieces that appear as a result of promotion are as follows:

  • 12 of the pieces become “free” when promoted; meaning that they move in the same directions as their unpromoted state, but can move an unlimited number of squares in those directions. These include:
    • Free gold
    • Free silver
    • Free copper
    • Free tile
    • Free iron
    • Free stone
    • Free earth
    • Free goer
    • Free tiger
    • Free leopard
    • Free cat
    • Free serpent
  • Emperor
    • The emperor can jump to any unprotected square on the board.
    • It can jump to a protected square if a prince is in play (not recommended).
    • It cannot capture a protected piece, (e.g., placing it in check with a capture, whether or not a prince is in play) even if this move will win the game.
    • If a prince is not in play and both players have an emperor, than the emperor cannot move to a square that is not protected by a friendly piece. That is, the emperor must be protected from the other emperor at all times.
  • Furious fiend
    • The furious fiend can move as a lion or as a lion dog.
  • Bat
    • The bat can move any number of free squares orthogonally forward or diagonally backward.
  • Golden bird
    • The golden bird can move any number of free squares orthogonally forward or backward.
    • It can move one or two squares orthogonally sideways.
    • It can move one, two or three squares in the four diagonal directions.
  • Great dragon
    • The great dragon can move any number of free squares orthogonally sideways.
    • It can move one or two squares orthogonally forward or backward.
    • It can move one, two or three squares in the four diagonal directions.
  • Free wolf
    • The free wolf can move any number of free squares orthogonally or diagonally forward or backward; or
    • It can move one, two, three, four or five squares orthogonally sideways.
  • Prince
    • The prince can move one square in any direction, orthogonal or diagonal.
    • If a king or emperor is in play, it may move into check (not recommended).
  • Free dragon
    • The free dragon can move any number of free squares orthogonally or diagonally forward; or
    • It can move one square orthogonally or diagonally backward.
  • Free bear
    • The free bear can move any number of free squares in the four diagonal directions or orthogonally sideways; or
    • It can jump to the second square diagonally forward.
  • Wizard stork
    • The wizard stork can move any number of free squares in the four diagonal directions or orthogonally forward; or
    • It can move one square orthogonally backward.
  • Mountain witch
    • The mountain witch can move any number of free squares in the four diagonal directions or orthogonally backward; or
    • It can move one square orthogonally forward.
  • Free boar
    • The free boar can move any number of free squares in the four diagonal directions or orthogonally sideways.
  • Buddhist spirit
    • The Buddhist spirit can move as a lion or as a free king.
  • Teaching king
    • The teaching king can move as a free king.
    • In a modern variant of the game, it also has the power of a lion and a vice general from tenjiku shogi.
      • It can move one square in any direction, orthogonal or diagonal; one, two or three times in one turn. That is, it can move in another direction after its first or second move.
      • It can capture on each move.
      • It can return to the square it started from with its second or third move (if the start of the second or third move is adjacent to the starting square), allowing the player to “skip” a turn.
      • It can capture one piece on any adjacent square without moving (“igūi”) during a turn.
      • It can jump over an adjacent square and onto the second or third square in any direction, orthogonal or diagonal.
      • It can also jump at an angle intermediate between orthogonal and diagonal; amounting to one or two squares orthogonally forward, sideways or backward plus one square diagonally in that direction, in a single motion; or one or two squares diagonally plus one square orthogonally forward, sideways or backward in a single motion.
      • This is not the case in traditional game play.

[edit] Check and mate

When a player makes a move such that the opponent's king, emperor or prince (sole one in play) could be captured on the following move, the move is said to give check to the king, emperor or prince; the king, emperor or prince is said to be in check. If a player's king, emperor or prince is in check and no legal move by that player will get the king, emperor or prince out of check, the checking move is also a mate, and effectively wins the game. If a player has both a king or emperor and prince in play, then the player need not move only one out of check.

A player is not allowed to give perpetual check to the sole objective piece.

[edit] Game end

A player who captures the opponent's king, emperor or prince (sole one in play) wins the game. In practice this rarely happens; a player will resign when loss is inevitable and the king, emperor or prince will be taken on the opponent's next move (as in International Chess) because of the tradition that it is seen as an embarrassment to lose.

A player who makes an illegal move loses immediately. (This rule may be relaxed in casual games.)

Another possible (but fairly 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 is no contest. (Recall, however, the prohibition against perpetual check.)

[edit] Game 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 maka dai dai shogi.

A typical example is P-8g. The first letter represents the piece moved (see above). Promoted pieces have a + added in front of the letter. (e.g., +OM for a mountain witch (promoted old monkey). 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 square 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 squares is based on Japanese convention, which, however, uses Japanese numerals instead of letters. For example, the square 2c is denoted by 2三 in Japanese.)

If a lion captures by 'igūi’, the square of the piece being captured is used instead of the destination square, and this is preceded by the symbol '!'. If a double or triple capture is made, than it is added after the first 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, CSx7c= indicates a cat sword capturing on 7c without promoting.

In cases where the above notation would be ambiguous, the designation of the start square is added after the designation for the piece in order to make clear which piece is meant.

Moves are commonly numbered as in chess.

[edit] See also

[edit] External links

In other languages