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Introduction to Shogi
Will Maynard
South Bay Shogi Club
Introduction to Shogi
Introduction
Shogi (将棋 ) is the Japanese variant of chess. Western chess and shogi share a common ancestor
from India, Chaturanga. Consequently, shogi shares many of the game mechanics of Western
chess.One unique feature of shogi allows captured pieces to return to the board: the drop rule.
This key difference means that a material advantage is less impactful than in chess; trading a
powerful piece for a weaker one may be advantageous for a player.
The drop rule became a core component of shogi in the 16th century and marks the last major
change to the game. Since its addition, the outcome of a match is more likely to be uncertain until
the endgame.
Setup
Board, Pieces, and Accessories
Players sit on opposite sides of a board of 9 ranks (rows) and 9 files (columns), resulting in an
81-space area. Unlike chess, pieces are not identified by color but rather by their orientation. Each
piece has a pointed pentagonal shape aimed away from its owner. Each player has 20 pieces.
Listed by ascending value, these are: 9 pawns, 2 lances, 2 knights, 2 silver generals, 2 gold
generals, 1 bishop, 1 rook, and 1 king.
A small stand (“komadai”) sits next to the board on each player’s right side to hold captured pieces.
In casual games, players often use the wooden box that stores the shogi pieces instead.
Initial Board State
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Introduction to Shogi
Rules
Goal
As in chess, players aim to checkmate the opponent's king. Players use their pieces to attack in
such a way that their opponent cannot move or protect their king.
Moving Pieces
There are three types of movement in shogi:
● Step: a piece moves to an adjacent square.
● Jump: a piece moves to a space regardless of obstacles. Only an unpromoted knight
may do this.
● Range: a piece moves any number of spaces in a particular direction.
Piece promotions alter available movement. Most pieces promote to share the same move set as
a gold general. The rook and bishop, however, add one step to each direction they cannot
otherwise move to. Table 1, below, details each piece’s available move sets both before and after
promotion.
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Introduction to Shogi
Table 1. Detailed information about each piece.
Promoted
Piece English Kanji (pronunciation) Movement Movement
Pawn 歩兵 (fuhyō)
と⾦ (tokin)
Lance ⾹⾞ (kyōsha)
成⾹ (narikyō)
Knight 桂⾺ (keima)
成桂 (narikei)
Silver General 銀將 (ginshō)
成銀 (narigin)
Gold General ⾦將 (kinshō)
King 王將 (ōshō)
⽟將 (gyokushō)
Rook ⾶⾞ (hisha)
⿓王 (ryūō)
Bishop ⾓⾏ (kakugyō)
⿓⾺ (ryūma)
Capturing Pieces
When a player moves a piece onto a space occupied by an opponent's piece, they capture that
piece. The player removes the captured piece and places it on their komadai in its unpromoted
state. The player may later use this piece as a drop.
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Introduction to Shogi
Dropping Pieces
Drops are the driving force behind the complexity and excitement of a shogi game. Because pieces
are never lost, unlike western chess, draws are rare. Furthermore, a piece’s true value varies
depending on the board state. Players often trade high-value pieces for minor pieces, saving
material for drop attacks.
Rather than move a piece on the board, players may instead “drop” a captured piece. To do this,
players remove a piece from their komadai and place it on a vacant space on the board. A piece
drop must adhere to the following restrictions:
● Two Pawns (“nifu”): No file may contain two unpromoted pawns for any given player.
● Drop Pawn Mate (“uchifudzume”): Players may not checkmate opponents with a pawn drop.
● No legal move: A dropped piece must be able to move on a future turn. For example, a pawn
dropped on the last rank can never move later, so this is not a legal drop.
Any vacant space is valid as long as a player follows these rules. Additionally, a piece may not
promote the same turn the player drops it.
Promotions
Most pieces in shogi may promote; only the gold general and king do not. When a piece enters,
exits, or moves within the enemy camp (the furthest three ranks from the player), that piece is
eligible to promote. To promote a piece, its owner flips it over, keeping the piece pointed at their
opponent. This piece then remains promoted until captured or the end of the game.
In a situation where a piece would no longer be able to move on any future turn, it must promote.
For example, when a lance advances to the last rank, it cannot have a valid move on any
subsequent turn, so it forcefully promotes.
Check
When a piece threatens the opposing king, that king is in "check". The king's owner must use their
next move to protect it if they are able. Options include:
● Capturing the attacking piece
● Moving the king to a space where it is no longer in danger
● Blocking the attacking piece with a friendly piece or a drop
It is not required to disclose check during a shogi game. Contrary to popular belief, chess does not
require players to say "check", either!
When a player is in check and unable to make a move that would remove all threats to their king,
they are in "checkmate" and have lost the game.
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Introduction to Shogi
Illegal Moves
Should a player make an illegal move at any point in the game, the game may be an automatic loss
for that player. This occurs when their opponent notices the illegal move, even if gameplay
progressed past the error. However, if a match ends with the illegal move unnoticed, the result of
the game stands. Illegal moves include:
● Dropping a piece where it would never have possible movement
● Dropping a piece in its promoted state
● Dropping a pawn in a file that already has an unpromoted pawn
● Dropping a pawn to checkmate an opponent
● Moving a piece to a space that it cannot legally move to
● Ending a turn with the king in check
Of course, during casual play, it's encouraged to allow players to undo illegal moves!
In tournament settings, each match employs a timer. Like chess, a player who has completely run
out of time loses the game. There is a short grace period, or byōyomi, once the main timer has
expired. The byōyomi duration varies depending on tournament rules, but it grants players a short
secondary timer that resets with every move. Should a player fail to make a move once the byōyomi
expires, the game ends in their defeat.
Repetition
The Rule of Repetition prevents moves repeating indefinitely. If a board state repeats on any four
separate occasions, the game is usually considered to be a draw. If one player is in perpetual
check, however, the player giving check loses the game.
Impasse
If both kings cross into their respective enemy’s camp, the game stops and each player calculates
a score. Each rook or bishop awards 5 points and each other non-king piece awards 1 point. This
count includes pieces on the komadai. A player scoring less than 24 points in this way loses the
game. If both players have 24 or more points, the game is a draw. This prevents a long, drawn-out
game; kings in enemy camps are very difficult to attack.
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Introduction to Shogi
Handicaps
Handicaps give weaker players an advantage against stronger opponents. Handicaps involve
removing pieces from the game corresponding to strength differences. For a greater handicap, the
stronger player removes more pieces.
Typically, a one-piece handicap involves removing either the bishop or rook. A two-piece handicap
removes both, a four-piece handicap removes the lances, and so on. Handicaps larger than two
pieces are only used in teaching shogi to new players.
When playing a handicap game, players skip the furigoma and the stronger player is sente.
Beginning Strategies
Learning proper openings ("senpō") is essential to improvement when first learning shogi. Once a
player can recognize each piece and memorize its movement, it is important to study castles. Even
basic castles reinforce understanding of piece interactions and strengthen early defenses.
Minōgakoi
Figure 2. The Minō castle
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Introduction to Shogi
A great castle for beginners, the Minō castle is fast to develop and malleable later in the game.
Requiring only 7 moves, the Minō is easy to memorize and allows for both offense and defense in
the early game. This flexibility enables players to adapt quickly to hostile threats.
Players should transition to Minō variants in response to their opponent's attacks. There are
dozens of common variations to compensate for various weaknesses.
As pictured in Figure 2, a frequent weakness is the pawn in front of the silver general. A cunning
opponent can threaten the pawn with a bishop and apply more pressure with a knight drop to
check the king. Unable to capture the knight, the Minō player's king must then retreat. This creates
a gap in the castle's defense, enabling dangerous drop attacks.
The Minō castle is weak to frontal attacks.
Anagumagakoi
Figure 3. The Anaguma castle
Figure 3 shows a dense castle, the Anaguma. Originally considered an amateur castle, Anaguma
provides excellent protection for the king. It recently gained popularity among professionals to
hinder advancing pawns.
It is very difficult to attack the king directly and is also difficult to pin pieces. Unlike the Minō,
knights are unable to attack the king without breaching the defenses.
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Introduction to Shogi
Should an Anaguma fall, the king has nowhere to flee. While tough to break, the castle is very rigid.
Once weakened, an Anaguma's defenses have little hope for recovery. The most attractive
response tends to be an all-out counterattack.
Finally, due to the compact nature of the castle, adversaries have more opportunities to drop
pieces in their promotion zone.
Yaguragakoi
Figure 4. The Yagura castle
One of the most common castles, the Yagura is popular for its strength and versatility. Yagura
players should advance on the right side with pawns and a silver general. The bishop’s diagonal is
an important offensive support.
The Yagura excels in defense against frontal attacks but has a weak flank. The first rank is
particularly susceptible to enemy rooks and drops. Another common assault uses a knight to
force the silver general forward.
Another downside is that the castle takes 13 moves to build. Opportunistic opponents may forgo
defenses and instead attack the flank immediately. Fast assaults compromise defenses against
Yagura players focusing only on building a castle.
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Introduction to Shogi
Further Improvement
Every castle listed above has variations which have different strengths and weaknesses. This
introduction only covers the basic implementation. Aspiring players should seek out more detailed
documentation or theory related to their favorite castles.
Players should also study recommended move sequences ("jōseki”). Jōseki feature explanations
for how to add pressure, plan an attack, or avoid blunders. For advanced strategy development, a
mix of practice and studying tactics is helpful.
Few English resources for shogi exist. Luckily, some prominent figures discuss advanced concepts
on YouTube. One such popular uploader is Hidetchi (https://www.youtube.com/user/HIDETCHI).
Post-game Review
Once the game ends, the winning player leads a post-game review. Discussion should begin from
the start of the game and include:
● Weaknesses in both players' attacks and defenses
● Turning points
● Blunders
● Missed opportunities
Players should never boast or otherwise taunt their opponent during the post-game review. The
goal of the review is a cooperative reflection that helps each player improve. Afterwards, both
players should thank each other for the game.
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Introduction to Shogi
Glossary
anaguma, ⽳熊, ⽳熊囲い “Bear in the hole” castle
anagumagakoi
ban 盤 Shogi board
byōyomi 秒読み Secondary timer, used when the first timer expires;
resets every move
file 筋 Columns of the board
fuhyō, fu 歩兵, 歩 Pawn
furigoma 振り駒 The piece toss; determines player order
ginshō, gin 銀將, 銀 Silver general
gote 後⼿ Second player
gyokushō, gyoku ⽟將, ⽟ King of the challenger (weaker player)
hisha, hi ⾶⾞, ⾶ Rook
jōseki 定跡 Recommended sequence of moves for a particular
board state
kakugyō, kaku ⾓⾏, ⾓ Bishop
keima, kei 桂⾺, 桂 Knight
kinshō, kin ⾦將, ⾦ Gold general
koma 駒 Piece, generic
komadai 駒台 Small stand for holding captured pieces, placed to the
right of the board from each player
kyōsha, kyō ⾹⾞, ⾹ Lance
makemashita 負けました “I lost.”; phrase to announce resignation
minō, minōgakoi 美濃, 美濃囲い Mino castle
narigin 成銀 Promoted silver
narikei 成桂 Promoted knight
narikyō 成⾹ Promoted lance
nifu ⼆歩 “Two pawns”; rule resulting in instant loss for having
two unpromoted pawns on the same file
onegaishimasu, お願いします, “Let’s have a good game.”; greeting exchanged before
yoroshiku よろしくお願いします starting a game
onegaishimasu
ōshō, ō 王將, 王 King (higher-ranked player)
ōte 王⼿ “Check”; Westernized habit for casual play or teaching
rank 段 Rows of the board
ryūma, uma ⿓⾺, ⾺ Promoted bishop
ryūō, ryū ⿓王, ⿓ or ⻯ Promoted rook
senpō 戦法 Opening sequence
sente 先⼿ First player
shōgi 将棋 Japanese chess
tokin, to と⾦, と Promoted pawn
uchifudzume 打ち歩詰め “Drop pawn mate”; rule resulting in instant loss for
checkmating with a pawn drop
yagura, yaguragakoi ⽮倉, ⽮倉囲い “Fortress” castle
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