Tenjiku shogi
Tenjiku shogi is a large-board variant of shogi. The game dates back to the 15th or 16th century and was based on the earlier chu shogi, which itself was based on dai shogi.
Because of the terse and often incomplete wording of the historical sources for the large shogi variants, except for chu shogi and to a lesser extent dai shogi, the historical rules of tenjiku shogi are not clear. Different sources often differ significantly in the moves attributed to the pieces. The descriptions listed here are a likely reconstruction based on chu shogi, the primary basis of tenjiku shogi, but not all contemporary players follow these historically-based rules. It is not clear if the game was ever played much historically, as there is no record of sets ever having been made.
Rules of the game
Objective
The objective of the game is to capture the opponent's king and, if present, the prince, which counts as a second king. Unlike standard shogi, captured pieces may not be dropped back into play by the capturing player.Game equipment
Two players, Black and White, play on a board composed of squares in a grid of 16 ranks by 16 files with a total of 256 squares. The squares are undifferentiated by marking or color. A pair of dots may be placed just beyond the fifth rank on each side to mark the promotion zones and aid in the initial setup of the two camps.Each player has a set of 78 wedge-shaped pieces of 36 types. In all, the players must remember 43 moves for these pieces. The pieces are of slightly different sizes. From largest to smallest they are:
- 1 King
- 1 Great general
- 1 Vice general
- 2 Rook generals
- 2 Bishop generals
- 1 Free eagle
- 1 Queen
- 2 Soaring eagles
- 2 Horned falcons
- 2 Water buffalos
- 4 Chariot soldiers
- 2 Fire demons
- 1 Lion hawk
- 1 Lion
- 2 Dragon kings
- 2 Dragon horses
- 2 Rooks
- 2 Bishops
- 1 Kirin
- 1 Phoenix
- 1 Drunken elephant
- 2 Blind tigers
- 2 Ferocious leopards
- 2 Gold generals
- 2 Silver generals
- 2 Copper generals
- 2 Vertical movers
- 2 Side movers
- 2 Reverse chariots
- 2 Vertical soldiers
- 2 Side soldiers
- 2 Lances
- 2 Knights
- 2 Iron generals
- 2 Dogs
- 16 Pawns
Each piece has its name in the form of one or two kanji written on its face. On the reverse side of some pieces are two or three other characters, often in a different color such as red; this reverse side is turned up 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.
Table of pieces
Listed below are the pieces of the game and, if they promote, which pieces they promote to. Pieces marked with an *asterisk are only available with promotion.The promotions can be summarized as series of promotion chains, as follows. Within each block below, a piece promotes to the piece above it. Pieces at the top of each block do not promote. Note that pieces may only promote once. For example, a gold general promotes to a rook, and a rook promotes to a dragon king, but a gold general promoted to a rook cannot promote a second time to a dragon king. This is clear from the equipment, for each piece only has two sides.
The pieces with a pink background do not appear in chu shogi. Of the chu shogi pieces, only the go-between does not appear in tenjiku shogi, being replaced by the dog in its function of being a piece in front of the pawn line. The knight and iron general appear in dai shogi, but there they promote to gold general.
Setup
The initial setup of the board is as follows. See below for a description of the types of moves involved.;Full names
;Abbreviated names
Game playTwo players alternate making a move, with Black moving first. A move consists of moving a piece either to an empty square on the board or to a square occupied by an opposing piece, thus capturing that piece; and optionally of promoting the moving piece, if the move enters the promotion zone, or if it is a capture and any part of it is in the promotion zone. Each of these options is detailed below.Despite the large size of the board and number of pieces, tenjiku shogi games are often quicker than smaller shogi variants because of the higher average power of the pieces. Good use of the fire demons can make for a short game. Movement and captureTenjiku shogi pieces that occur in chu shogi or dai shogi move as they do in that game, but the pieces from dai shogi promote differently.An opposing piece is captured by displacement: That is, if a piece moves to a square occupied by an opposing piece, the opposing piece is displaced and removed from the board. A piece cannot move to a square occupied by a friendly piece, that is, by another piece controlled by the moving player. The one exception to this is the unique burn of the fire demon. Each piece on the game moves in a characteristic pattern. Pieces move either orthogonally, or diagonally. The vice general, fire demon, lion hawk, lion, and knight are exceptions, in that they do not move, or are not required to move, in a straight line. Many pieces are capable of several kinds of movement, with the type of movement most often depending on the direction. The movement categories are: Step movers and limited range moversSome pieces are limited to moving one square at a time. If a friendly piece occupies an adjacent square, the moving piece may not move in that direction; if an opposing piece is there, it may be displaced and captured.The step movers are the king, drunk elephant, blind tiger, ferocious leopard, gold general, silver general, copper general, iron general, dog, and pawn. Other pieces may step in certain directions, but move differently in other directions. Other pieces have a limited range of two squares along a straight line. The water buffalo, chariot soldier, vertical soldier, and side soldier may move one or two squares in certain directions. They can only move to the second square if the first is unoccupied. They may capture on either square, but must stop where they capture. Area moversThe lion, lion hawk, vice general, and fire demon may take multiple steps in a single turn. These do not have to be in a line, so these pieces can potentially reach every square within two or three steps of the starting square, not just squares along one of the diagonals or orthogonals. Such moves are also useful to get around obstructions. An area mover must stop where it captures.Jumping piecesSome pieces can jump, or in the case of the knight can only jump: They pass over an intervening piece, whether friend or foe, with no effect on either. These are the free eagle, lion hawk, lion, soaring eagle, horned falcon, tetrarch, kirin, phoenix, and knight. These jumps all have a range of two squares: that is, the first square is passed over, and the piece lands on the second. The knight jumps between the diagonals and orthogonals, and the lion and lion hawk may do so.Ranging piecesMany pieces can move any number of empty squares along a straight orthogonal or diagonal line, limited only by the edge of the board. If an opposing piece intervenes, it may be captured by moving to that square and removing it from the board. A ranging piece must stop where it captures, and cannot bypass a piece that is 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 are the great general, vice general, rook general, bishop general, free eagle, soaring eagle, horned falcon, queen, water buffalo, chariot soldier, fire demon, lion hawk, dragon king, dragon horse, rook, bishop, vertical mover, side mover, reverse chariot, vertical soldier, side soldier and lance. Range jumping piecesA few powerful pieces may jump over any number of pieces, friend or foe, along a diagonal or orthogonal, but only when making a capture. These are the great general, vice general, rook general, and bishop general.However, they may only jump over other pieces of lower rank, whether friend or foe. None may jump a king or prince of either side. The relevant ranking is:
The range jumpers can nevertheless capture each other, even if they cannot jump over each other and there are other pieces outside the ranking in the way. This extends to the king and prince, which can be captured with or without jumping. Some descriptions of the game do not limit this ability to moves making a capture. However, most mention that these pieces have two types of move, ranging and range jumping, suggesting that the capture rule may have been mistakenly omitted. Multiple capturesThe lion, lion hawk, free eagle, soaring eagle and horned falcon have sequential multiple-capture abilities, called "lion moves". The fire demon can "burn" multiple pieces simultaneously. These unusual moves are described below.OtherThe heavenly tetrarch cannot move to an adjacent square, and has other idiosyncrasies; the fire demon 'burns' adjacent pieces. This is best described below.Repeated board positionsA player is not allowed to make a move that would return the board to a previous position, with the same player to move. This rule prevents games from entering into a repeated loop.However, evidence from chu shogi problems suggests that this at least does not apply to a player who is in check or whose pieces are attacked, as otherwise one could win via perpetual check or perpetual pursuit. The modern chu shogi rule as applied by the Japanese Chu Shogi Association is as follows, and presumably tenjiku shogi should be similar. If one side is making attacks on other pieces with his moves in the repeat cycle, and the other is not, the attacking side must deviate, while in case of checking the checker must deviate regardless of whether the checked side attacks other pieces. In the case of consecutive passes, the side passing first must deviate, making turn passing to avoid zugzwang pointless if the opponent is in a position where he can pass his turn too. If none of these are applicable, repetition is a draw. PromotionTenjiku shogi pieces that occur in chu shogi promote as they do in that game, with the exceptions of the lion and queen, which do not promote in chu shogi.A player's promotion zone consists of the five far ranks, at the original line of the opponent's pawns and beyond. When a promotable piece makes a move entering the promotion zone, or makes a capture within the promotion zone—including captures entering, leaving, or entirely within the zone—it has the option of "promoting" to a more powerful rank. The historical sources do not provide guidance on whether pieces which take multiple steps per move are allowed to promote by crossing into the promotion zone and back out again. Chu shogi does not offer guidance here either, because such pieces do not promote in chu shogi. The Chess Variant Pages adopt the stipulation that a move allows promotion if and only if:
Promotion is effected by turning the piece over after it moves, revealing the name of its promoted rank. As such, a promoted piece cannot then promote a second time. Promotion is never mandatory, and in some cases it may be beneficial to leave the piece unpromoted. Promotion is permanent and promoted pieces may not revert to their original rank. Promoting a piece has the effect of changing how that piece moves. See above for what each piece promotes to and below for how they move. The king, great general, vice general, free eagle, lion hawk, and fire demon do not promote, nor can already promoted pieces promote further. If a piece is not promoted upon entering the promotion zone, then it may only promote if it makes a capture. This is reset by leaving the zone and reentering: promotion is possible on such a reentry even without a capture. If a piece which cannot retreat or move to the side advances to the far rank, so that it would otherwise have no further legal move, it is trapped. These pieces are the pawn, knight, iron general, and lance. In practice this would never occur for pawns or lances, which promote to pieces which keep their old moves, so that there is never any reason to defer their promotion, as stalemate is a loss for the stalemated player, and there are no other rules that might require this to happen, such as the lion-protection rules of chu shogi. The situation for the knight and iron general, which promote to pieces that do not keep their old moves, is unclear. Since there could be a reason to defer their promotion, it is possible that they receive a second chance to promote at the far rank on a non-capture, as in chu shogi. This second chance, if it exists, could likewise be declined, leaving the knight or iron general as an immobile "dead piece". However, this is uncertain, because it is not clear when the rule of pawn promotion was added to chu shogi, and because the Edo-era sources have numerous lacunae in the rules for the variants other than sho shogi and chu shogi. Movement diagramsIn 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, yellow for jumps, and orange for ranging jumps.Individual piecesPieces are arranged in this section so that, if they promote, they promote into the piece above them. Piece names with a grey background are present at the start of the game; those with a blue background only appear with promotion. Betza's funny notation has been included in brackets for easier reference, with the extension that the notation xxxayyyK stands for an xxxK move possibly followed by an yyyK move, not necessarily in the same direction. Larger numbers of 'legs' can be indicated by repeated application of 'a', or by numbers: thus a3K means a piece that can take up to three steps of a king. By default continuation legs can go into all directions, but can be restricted to a single line by a modifier 'v'. The default modality of all legs is the ability to move and capture: other possibilities are specified explicitly. Thus mKa3K means a piece that takes up to three steps of a king, but must stop when it first captures. Square brackets are used to make it clear what legs the a' modifier chains together: thus DaK would denote a dabbaba move followed by a king move, but D would denote a piece that can move as a dabbaba, or twice as a king.Another extension is that inequalities can be used in place of numbers denoting range: thus, while R4 is a piece that moves like a rook, but only up to four squares, R is a piece that moves like a rook, but only two, three, or four squares. Further, pn refers to cannon-like pieces that can jump at most n'' pieces along their path, and pp means the same as p∞. Finally, x' stands for "shooting": the xK for instance can pass its turn, or it can shoot any adjacent enemy piece without moving.
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