Shogi Manual EN

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Game set contains:

40 wooden pieces
game board
manual

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info@shogi.cz
/Shogi.cz
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Online: www.shogi.cz/manuals
Preparing the Game
Looking from your side, set up the pieces as follows:

First row:

ź lance | knight | silver general | gold general | king | gold general | silver
general | knight | lance

Second row:

ź second file from the left: bishop


ź second file from the right: rook

Third row:

ź pawns are placed in the full row

For the placement of the pieces on the game board, see page , image A.

Rules of the Game


In practice, furigoma is tossed. One of the players takes 5 pawns, shakes
and tosses them on the board as dice. If the number of promoted pawns
facing up is higher than unpromoted pawns, the other player opens the
game.

If players are equally strong, then players decide who throws furigoma.

Then, both players alternately make a move during each turn.

For each turn, a player may either move or drop just one piece.

A player may not give up his turn, also known as passing.

Players are not obligated to move a piece already touched. One may even
pick up a piece from the game board and see what is on the other side of the
piece. However, when the move is completed and a hand leaves the piece,
the move can no longer be retracted.
Enemy piece

Own piece Furigoma

Object of the Game


The object of the game is to checkmate to your opponent = attacking the
opposing king which cannot be adequately parried or defended or which
results in removing the opposing king from the game board.

Or one of the players resigns, or the opponents agree on a stalemate (draw).

Check: If a king is endangered and is threatened to be captured in the


next move, this danger must be averted, if possible. The player giving
check does not have to announce the check. (It means the king can be taken
on the next turn and the player who lost the king loses the game.)

Checkmate (in Japanese, one says “Tsumi”): If a player cannot avert a


danger and will be taken anyway on the next turn, this is checkmate and
that player loses the game.

In professional and serious amateur games, a player who makes an illegal


move immediately loses the game.

Repetition: the game ends if the same game position occurs four times
consecutively – the game is considered a draw. However, if an eternal check
originated from this situation, the player giving check and causing such a
situation loses the game.

The game reaches a jishogi 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:
all promoted pieces are canceled and points for individual pieces (including
those captured) are summed up. Each rook and bishop scores 5 points and
all other pieces except kings score 1 point each. A player scoring less than
24 points loses, otherwise the game is considered a draw.
Movement of Pieces
Pieces can move as shown by arrows on the respective pieces. No piece
other than the knight can move over one's own or enemy piece which
stands in the way of its potential move.

For more details about different movements of the pieces and their values,
see page .

Promotion of Pieces
The last 3 rows on the game board are called the “promotion zone”.
When a piece is moved and part of a pieces's path lies within the promotion
zone (that is, if the piece moves into, out or wholly within the zone), then such
piece can be promoted at the end of the turn (the piece is turned over
revealing the red character).

Promotion is an option. However, promotion is mandatory for pawns and


lances in the last row and for knights in the last two rows.

A piece is always promoted at the end of its move (it is a part of the turn). A
piece loses its previous skills and moves in the next turn as indicated on it
after it is turned. A promoted piece cannot be unpromoted or demoted (turned
back) while still in play on the board. Pieces become demoted when they are
captured.

A small character in the lower right-hand corner is an aid only for the players
to see what piece has been promoted.

For identifying the promotion zone, see page , image B.

Capturing Pieces
Pieces are captured as follows: the attacking piece takes the place of the
captured enemy piece (capturing by placement). Captured pieces are
removed from the game board. A player who captured the piece acquires the
piece and places it aside to be seen, next to the game board on his side, and
always shown as an unpromoted piece.

Capturing pieces is optional. It is not mandatory to capture an enemy


piece, it is always up to the player to decide if and when to capture an
opponent's piece.
Drops
On any turn, a player may either move a piece on the board or drop a
captured piece onto the board.

A player may drop a captured piece on any empty square on the board as
his own (that's why the pieces are differentiated only by their oriented tips, not
by colors).

By dropping a piece, a check can be given (endangering of the king does not
have to be announced), or even a checkmate can be given (except by a
pawn).

A piece can be dropped in the path of danger and to cancel a check.

A piece is always dropped unpromoted side up, even if dropped into the
promotion zone.

A piece should be dropped on a field where it is still possible to move such a


piece for at least one more move. Pawns and lances cannot be dropped onto
the last row while knights cannot be dropped on the last two rows.

A pawn cannot be dropped in a column containing another unpromoted


pawn of the same player (promoted pawns do not count).

A pawn cannot be dropped to give an immediate checkmate (although


other pieces can); however, pawns may give checkmate on any subsequent
move after the pawn was dropped.
15 pt 17 pt
8

pt

13 pt 15 pt 9 pt

8 pt 9 pt 6 pt

10 pt 5 pt 10 pt

1 pt 12 pt
A

B
v 4.3
© Shogi.cz, 2017

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