General 将 shō |
The General does not promote. |
- Step: The general can step one intersection in any direction, orthogonal or diagonal. (K)
|
Middle troop 中軍 chūgun |
Governor 帥 sui |
- Step: The middle troop can step one intersection in any direction, orthogonal or diagonal. (K)
|
- Step: The governor can step one intersection in any direction, orthogonal or diagonal. (K)
- Governor functions as a second general.
|
Drum 鼓 ko |
Thunderclap 霹靂 hekireki |
- Step: The drum 鼓, like the banner 旗, can step one intersection in one of the four diagonal directions or either orthogonal sideways. That is, anywhere except directly forwards or backwards. (FrlW)
- If the drum 鼓 is killed, the pawns 歩兵 may no longer move forward (rlW).
|
| | | | | ○ | | | | | |
| | | | ┏ | ╋ | ┓ | | | | |
| | | ┏ | ╋ | ╋ | ╋ | ╋ | | | |
| | ┏ | ╋ | ╋ | ╋ | ╋ | ╋ | ┓ | | |
| ┏ | ╋ | ╋ | ╋ | ╋ | ╋ | ╋ | ╋ | ┓ | |
○ | ╋ | ╋ | ╋ | ╋ | 霹 | ╋ | ╋ | ╋ | ╋ | ○ |
| ┗ | ╋ | ╋ | ╋ | ╋ | ╋ | ╋ | ╋ | ┛ | |
| | ┗ | ╋ | ╋ | ╋ | ╋ | ╋ | ┛ | | |
| | | ┗ | ╋ | ╋ | ╋ | ┛ | | | |
| | | | ┗ | ╋ | ┛ | | | | |
| | | | | ○ | | | | | |
- Quintuple move: The thunderclap steps five times per turn in an orthogonal direction, with the choice of changing directions after each step, potentially capturing up to five pieces.
- Unlike other multiple-move pieces, the thunderclap must take all five steps. (a!5W) Therefore, the thunderclap must end up an odd number of steps from where it begins.
- If the allied priest 高道 is killed, the thunderclap 霹靂 reverts to a drum 鼓.
| | | | | | | | |
| | ● | | | | ● | | |
| ● | ╋ | ─ | ┳ | ─ | ╋ | ● | |
| | │ | | │ | | │ | | |
| | ┣ | ─ | 霹 | ─ | ┫ | | |
| | │ | | │ | | │ | | |
| ● | ╋ | ─ | ┻ | ─ | ╋ | ● | |
| | ● | | | | ● | | |
| | | | | | | | |
- Kōshōgifu(廣象棋譜) and Kōshōgifugukai(広象棋譜愚解) give the following description of the thunderclap:
- the thunderclap takes five steps in three different orthogonal directions in total, making a turn after every two steps, potentially capturing up to five pieces.
|
Banner 旗 ki |
Flag waver (or Roaming assault) 招揺 shōyō |
- Step: The banner 旗, like the drum 鼓, can step one intersection in one of the four diagonal directions or either orthogonal sideways. That is, anywhere except directly forwards or backwards. (FrlW)
|
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
○ | ○ | ○ | ○ | ○ | 招 | ○ | ○ | ○ | ○ | ○ |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
- Limited-range quintuple move: The flag waver can step up to five times per turn in any one orthogonal direction, potentially capturing up to five pieces.
- It cannot change direction while moving. (Wa5fW)
- If the allied priest 高道 is killed, the flag waver reverts to a banner 旗.
|
Sentry 護兵 gohei |
Centuria 百総 hyakusō |
- Step: The sentry can step one intersection in any direction except orthogonally forward. (FrlbW)
- This is the move of the blind tiger in other shogi variants.
|
╲ | | | | | | ╱ |
| ╲ | | | | ╱ | |
| | ╲ | ○ | ╱ | | |
| | ○ | 百 | ○ | | |
| | ╱ | ○ | ╲ | | |
| ╱ | | | | ╲ | |
╱ | | | | | | ╲ |
- Range: The centuria can move any number of free intersections along any of the four diagonal directions; or,
- Step: It can move one intersection in any orthogonal direction. (WB)
- This is the move of the dragon horse in other shogi variants.
|
Aide de camp 親兵 shimpei |
Quartermaster 把総 wasō |
- Step: The aide de camp can step one intersection in any direction, orthogonal or diagonal, except directly backward. (FfrlW)
- This is the move of the drunk elephant in other shogi variants. However, aide de camp does not promote to a prince.
|
- Range: The quartermaster can move any number of free intersections along any of the four orthogonal directions; or,
- Step: It can move one intersection in any diagonal direction. (FR)
- This is the move of the dragon king in other shogi variants.
|
Aide 舎人 shajin |
Town brigade 千戸 senko |
- Step: The aide can step one intersection in one of the four orthogonal directions; or,
- One intersection diagonally forward, giving it six possibilities. (WfF)
- This is the move of the gold general in other shogi variants.
|
- Range: The town brigade can move any number of free intersections directly forward or backward.
- Step: It can step one intersection in any direction. (fbRK)
- This is the move of the flying stag in chu shogi.
|
Staff 舎餘 shayo |
Village brigade 百戸 hyakko |
- Step: The staff can step one intersection in one of the four diagonal directions; or,
- One intersection straight forward, giving it five possibilities. (FfW)
- This is the move of the silver general in other shogi variants.
|
- Range: The village brigade can move any number of free intersections directly to either side.
- Step: It can step one intersection in any direction. (rlRK)
|
Chief of staff 軍吏 gunri |
Vice commander 副司 fukushi |
- Step: The chief of staff can move one intersection in the four diagonal directions; or,
- It can move one intersection orthogonally forward or backward. (FfbW)
- This is the move of the ferocious leopard in other shogi variants.
|
╲ | | | │ | | | ╱ |
| ╲ | | │ | | ╱ | |
| | ╲ | │ | ╱ | | |
| | | 副 | | | |
| | ╱ | | ╲ | | |
| ╱ | | | | ╲ | |
╱ | | | | | | ╲ |
- Range: The vice commander can move any number of free intersections along one of the four diagonal directions, or directly forward. (BfR)
- This is the move of the free silver in other shogi variants.
|
Engineer 軍匠 gunshō |
Poison flame 毒火 dokka |
- Step: The engineer can step one intersection directly forward or backward, or one intersection diagonally forward, giving it four possibilities. (fKbW)
- This is the move of the copper general in other shogi variants.
|
- Step: When the engineer 軍匠 promotes to poison flame 毒火, the engineer does not change how it moves; poison flame 毒火 remains a step mover. However,
- Burn: Wherever poison flame 毒火 lands, all adjacent enemy and allied pieces[note 2] are 'burned' and removed from the board. (fKbW + immediate xK)
- It is not clear what happens when two opposing poison flames meet. Nor what happens if any other opposing piece lands next to a poison flame. See the fire demon 火鬼 in tenjiku shogi for some possibilities.
|
Sumo wrestler 力士 rikishi |
The Sumo wrestler does not promote |
| | | | | | |
| ○ | ● | ● | ● | ○ | |
| ● | ! | ! | ! | ● | |
| ● | ! | 力 | ! | ● | |
| ● | ! | ! | ! | ● | |
| ○ | ● | ● | ● | ○ | |
| | | | | | |
- Area move with double capture: The sumo wrestler can move in one turn as a general does in two.
- That is, it steps one intersection in any direction once or twice, potentially capturing two pieces per turn. By changing directions after its first step, it can reach the intersections that a knight jumps to in Western chess.
- By moving back to its starting intersection, it can effectively capture a piece on an adjacent intersection without moving. This is called 居喰い igui "stationary feeding".
- A similar move without capturing leaves the board unchanged, which is a way to pass a turn. (aK)
- Sumo wrestler cannot jump over an intervening friendly piece as a lion 獅子 can in other shogi variants.
|
|
Clerk 記室 kishitsu |
Master at arms 軍師 gunshi |
- Step: The clerk can step one intersection in one of the four diagonal directions.
- Jump: It can jump to the second intersection orthogonally. (FD)
- This is the move of the kirin in other shogi variants.
|
| | | | ☆ | | | | |
| | | ☆ | | ☆ | | | |
| | ☆ | | ! | | ☆ | | |
| ☆ | | ! | | ! | | ☆ | |
☆ | | ! | | 軍 | | ! | | ☆ |
| ☆ | | ! | | ! | | ☆ | |
| | ☆ | | ! | | ☆ | | |
| | | ☆ | | ☆ | | | |
| | | | ☆ | | | | |
- Double move: Upon promotion, the clerk gains the power to move twice per turn. (a[FD])
- This is like a double kirin move in chu shogi and other shogi variants.
|
Staff officer 参謀 sambō |
Banner-and-drum 旗鼓 kiko |
- Step: The staff officer can step one intersection in one of the four orthogonal directions.
- Jump: It can jump to the second intersection diagonally. (WA)
- This is the move of the phoenix in other shogi variants.
|
☆ | | | | ☆ | | | | ☆ |
| | ☆ | | | | ☆ | | |
| ☆ | ! | ☆ | ● | ☆ | ! | ☆ | |
| | ☆ | ● | ! | ● | ☆ | | |
☆ | | ● | ! | 旗 | ! | ● | | ☆ |
| | ☆ | ● | ! | ● | ☆ | | |
| ☆ | ! | ☆ | ● | ☆ | ! | ☆ | |
| | ☆ | | | | ☆ | | |
☆ | | | | ☆ | | | | ☆ |
- Double move: Upon promotion, the staff officer gains the power to move twice per turn. (a[WA])[note 3]
- This is like a double phoenix move in other shogi variants.
|
Taoist priest 高道 kōdō and Spiritual monk 神僧 shinzō |
Five-li fog 五里霧 gorimu and Immaculate light 聖燈 shōtō |
then
- Jump: The Taoist priest 高道 and spiritual monk 神僧 can jump to the second intersection in any direction, orthogonal or diagonal. They can only capture an enemy Taoist priest 高道, Spiritual monk 神僧, Five-li fog 五里霧, or Immaculate light 聖燈 with such a jump (one of their own kind).
- Shot: They can shoot any one enemy piece on any intersection adjacent to their arrival point. ([DA]acxK).
- There is no limitation on what they can capture with their shot (except that they will never land next to one of their own kind).
- These two pieces move and promote the same, but only the loss of the priest 高道 reverts and prevents promotion of the banner 旗 and drum 鼓.
|
□ | | □ | | □ | | □ | | □ |
| | | | | | | | |
□ | | □ | | □ | | □ | | □ |
| | | | | | | | |
□ | | □ | | 五 | | □ | | □ |
| | | | | | | | |
□ | | □ | | □ | | □ | | □ |
| | | | | | | | |
□ | | □ | | □ | | □ | | □ |
after each jump
- Double move: When they promote, the priest 高道 and monk 神僧 gain the power to move twice per turn, including the option of shooting one adjacent piece after each move; they continue to be restricted from capturing by displacement (except for one of their own kind). (a[DA]acxK)
- There continues to be no limitation on what they can capture with their two shots (except that they will continue never to land next to one of their own kind).
- Except for the Taoist priest, spiritual monk, five-li fog or immaculate light, any shooting pieces are disabled from shooting if they are within five intersections of an enemy five-li fog. Not only are they ineffective in shooting the five-li fog but also at other pieces in other directions.[note 4] However, the Frankish cannon or chariot of the gods can still shoot it from a distance of six or seven intersections away.
- If a five-li fog 五里霧 and immaculate light 聖燈 ever find themselves within five intersections of each other, the fog 五里霧 immediately reverts to a Taoist priest 高道.[note 5]
|
Advance guard 前衝 zenshō |
Skyward net (or 'Heaven's vengeance') 天網 temmō |
- Range: The advance guard can move any number of free intersections directly forward.
- Step: It can step one intersection directly backwards. (fRbW)
- This piece promotes if its clerk promotes.
|
- Range: The skyward net can move any number of free intersections along either of the forward diagonals, or directly to either side.
- Step: It can step one intersection directly backward. (rlRfBbW)
- Immobilize: The skyward net immobilizes all enemy pieces in its ranging directions.[note 6]
|
Rear guard 後衝 goshō |
Earthward net (or 'Earth's vengeance') 地網 chimō |
- Range: The rear guard can move any number of free intersections directly backward; or,
- Step: It can step one intersection directly forwards. (fWbR)
- This piece promotes if its clerk promotes.
|
- Range: The earthward net can move any number of free intersections along either of the rear diagonals, or directly to either side; or,
- Step: It can step one intersection directly forward. (rlRbBfW)
- Immobilize: The earthward net immobilizes all enemy pieces in its ranging directions.[note 6]
|
Millenary 千総 sensō |
Dragon ascending 龍驤 ryūjō |
╲ | | | │ | | | ╱ |
| ╲ | | │ | | ╱ | |
| | ╲ | │ | ╱ | | |
─ | ─ | ─ | 千 | ─ | ─ | ─ |
| | ╱ | │ | ╲ | | |
| ╱ | | │ | | ╲ | |
╱ | | | │ | | | ╲ |
- Range: The millenary can move any number of free intersections along any one of the eight orthogonal or diagonal directions. (Q)
- This is the move of the queen in other shogi variants.
|
╲ | | | │ | | | ╱ |
| ╲ | | │ | | ╱ | |
| | ╲ | │ | ╱ | | |
─ | ─ | ─ | 龍 | ─ | ─ | ─ |
| | ╱ | │ | ╲ | | |
| ╱ | | │ | | ╲ | |
╱ | | | │ | | | ╲ |
or
| | | | | | |
| ○ | ● | ● | ● | ○ | |
| ● | ! | ! | ! | ● | |
| ● | ! | 龍 | ! | ● | |
| ● | ! | ! | ! | ● | |
| ○ | ● | ● | ● | ○ | |
| | | | | | |
The dragon arising adds the moves of the sumo wrestler 力士 to those of the millenary.
- Range: It can move any number of free intersections along any of the eight directions.
- Double move: As the sumo wrestler, above. (Q[aK])
|
Quartermaster 把総 hasō |
Tiger wing 虎翼 koyoku |
- Range: The quartermaster can move any number of free intersections along any of the four orthogonal directions; or,
- Step: It can move one intersection in any diagonal direction. (FR)
- This is the move of the dragon king in other shogi variants.
|
| | | │ | | | |
| ○ | | ● | | ○ | |
| | ! | │ | ! | | |
─ | ● | ─ | 虎 | ─ | ● | ─ |
| | ! | │ | ! | | |
| ○ | | ● | | ○ | |
| | | │ | | | |
- Double move: The tiger wing moves like a shield (one step diagonally) once or twice per turn. Or.
- Range: It can move any number of free intersections along any of the four orthogonal directions. (R[aF])
|
Centuria 百総 hyakusō |
War hawk 鷹揚 yōyō |
╲ | | | | | | ╱ |
| ╲ | | | | ╱ | |
| | ╲ | ○ | ╱ | | |
| | ○ | 百 | ○ | | |
| | ╱ | ○ | ╲ | | |
| ╱ | | | | ╲ | |
╱ | | | | | | ╲ |
- Range: The centuria can move any number of free intersections along any of the four diagonal directions; or,
- Step: It can move one intersection in any orthogonal direction. (WB)
- This is the move of the dragon horse in other shogi variants.
|
╲ | | | | | | ╱ |
| ╲ | | ○ | | ╱ | |
| | ● | ! | ● | | |
| ○ | ! | 鷹 | ! | ○ | |
| | ● | ! | ● | | |
| ╱ | | ○ | | ╲ | |
╱ | | | | | | ╲ |
- Double move: The war hawk can step one or two intersections in any orthogonal direction, potentially capturing a piece with each step. Or,
- Range: It can move any number of free intersections along any of the four diagonal directions. (B[aW])
|
Elephant 象 zō |
The Elephant does not promote |
╲ | | | | | | ╱ |
| ╲ | | | | ╱ | |
| | ╲ | | ╱ | | |
| | | 象 | | | |
| | ╱ | | ╲ | | |
| ╱ | | | | ╲ | |
╱ | | | | | | ╲ |
- Range: The elephant can move any number of free intersections along any of the four diagonal directions. (B)
- This is the move of the bishop in other shogi variants.
|
|
Longbow 弓 kyū |
Longbow cavalryman 彍騎 kōki |
then
! | | | ! | | | ! |
| ! | | ! | | ! | |
| | ! | ! | ! | | |
! | ! | ! | 弓 | ! | ! | ! |
| | ! | ! | ! | | |
| ! | | ! | | ! | |
! | | | ! | | | ! |
- Step: The longbow can move one intersection in one of the four diagonal directions.
- Shot: Longbow can shoot one enemy piece up to three free intersections from its landing point, in any of the eight prime directions. ([mF]a[cxQ3], ignoring restrictions on what it can capture)
- Longbow cannot shoot a shield 牌, shield unit 牌総, chariot 車, chariot unit 車総, heavenly fortress 天塁, or five-li fog 五里霧.
|
then
! | | | ! | | | ! |
| ! | | ! | | ! | |
| | ! | ! | ! | | |
! | ! | ! | 彍 | ! | ! | ! |
| | ! | ! | ! | | |
| ! | | ! | | ! | |
! | | | ! | | | ! |
The longbow cavalryman combines the move of the cavalryman with the attack of the longbow.
- Jump: Longbow cavalryman can jump as a cavalryman to any of its eight destinations.
- Shot: Longbow cavalryman can shoot one enemy piece up to three free intersections away from its landing point in any prime direction. ([mN]a[cxQ3])
- The limitation on what longbow cavalryman can shoot is the same as before promotion.
|
Crossbow 弩 do |
Crossbow cavalryman 弩騎 doki |
then
! | | | | | ! | | | | | ! |
| ! | | | | ! | | | | ! | |
| | ! | | | ! | | | ! | | |
| | | ! | | ! | | ! | | | |
| | | | ! | ! | ! | | | | |
! | ! | ! | ! | ! | 弩 | ! | ! | ! | ! | ! |
| | | | ! | ! | ! | | | | |
| | | ! | | ! | | ! | | | |
| | ! | | | ! | | | ! | | |
| ! | | | | ! | | | | ! | |
! | | | | | ! | | | | | ! |
- Crossbow is identical to longbow, except that it can shoot up to five free intersections away. ([mF]a[cxQ5], ignoring restrictions on what it can capture)
- Crossbow cannot shoot a shield 牌, shield unit 牌総, chariot 車, chariot unit 車総, heavenly fortress 天塁, or five-li fog 五里霧.
|
then
! | | | | | ! | | | | | ! |
| ! | | | | ! | | | | ! | |
| | ! | | | ! | | | ! | | |
| | | ! | | ! | | ! | | | |
| | | | ! | ! | ! | | | | |
! | ! | ! | ! | ! | 弩 | ! | ! | ! | ! | ! |
| | | | ! | ! | ! | | | | |
| | | ! | | ! | | ! | | | |
| | ! | | | ! | | | ! | | |
| ! | | | | ! | | | | ! | |
! | | | | | ! | | | | | ! |
The crossbow cavalryman combines the move of the cavalryman with the attack of the crossbow.
- Jump: Crossbow cavalryman can jump as a cavalryman to any of its eight destinations.
- Shot: Crossbow cavalryman can shoot one enemy piece up to five free intersections away from its landing point in any prime direction. ([mN]a[cxQ5])
- The limitation on what crossbow cavalryman can shoot is the same as before promotion.
|
Cannon 砲 hō |
Gun carriage 砲車 hōsha |
then
* | | | | | * | | | | | * |
| * | | | | * | | | | * | |
| | * | | | * | | | * | | |
| | | * | | * | | * | | | |
| | | | * | * | * | | | | |
* | * | * | * | * | 砲 | * | * | * | * | * |
| | | | * | * | * | | | | |
| | | * | | * | | * | | | |
| | * | | | * | | | * | | |
| * | | | | * | | | | * | |
* | | | | | * | | | | | * |
- Step: The cannon can move one intersection in one of the four diagonal directions.
- Shot: Cannon can shoot one enemy piece up to five free or occupied intersections away from its landing point in any of the eight prime directions. Cannon can shoot over any intervening pieces of either army but may not shoot over any shield unit 牌総 or heavenly fortress 天塁 no matter which army they belong to. ([mF]a[cx[Q5ppQ5]], ignoring restrictions on what it may shoot over and what it can capture)
- Cannon cannot shoot a shield unit 牌総, heavenly fortress 天塁, or five-li fog 五里霧.
|
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
○ | ○ | ○ | ○ | ○ | 砲 | ○ | ○ | ○ | ○ | ○ |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
| | | | | ○ | | | | | |
then
* | | | | | * | | | | | * |
| * | | | | * | | | | * | |
| | * | | | * | | | * | | |
| | | * | | * | | * | | | |
| | | | * | * | * | | | | |
* | * | * | * | * | 砲 | * | * | * | * | * |
| | | | * | * | * | | | | |
| | | * | | * | | * | | | |
| | * | | | * | | | * | | |
| * | | | | * | | | | * | |
* | | | | | * | | | | | * |
- Limited range: The gun carriage can move up to five free intersections along one of the four orthogonal directions.
- Shot: Gun carriage can shoot as a cannon: One enemy piece up to five intersections away from its arrival point in any of the eight prime directions.
- Like a cannon, it can shoot over intervening pieces but may not shoot over any shield unit 牌総 or heavenly fortress 天塁 no matter which army they belong to. ([mR5]a[cx[Q5ppQ5]], ignoring restrictions on what it may shoot over and what it can capture)
- The limitation on what gun carriage can shoot is the same as before promotion. Moreover it cannot capture a heavenly fortress by displacement.
- Gun carriage cannot be shot by the longbow, longbow cavalryman, crossbow, or crossbow cavalryman.[note 7]
|
Frankish cannon (or European cannon) 佛狼機 butsurōki |
Chariot of the gods 神機車 shinkisha |
then
‼ | | | | | | | ‼ | | | | | | | ‼ |
| ‼ | | | | | | ‼ | | | | | | ‼ | |
| | ‼ | | | | | ‼ | | | | | ‼ | | |
| | | ‼ | | | | ‼ | | | | ‼ | | | |
| | | | ‼ | | | ‼ | | | ‼ | | | | |
| | | | | ‼ | | ‼ | | ‼ | | | | | |
| | | | | | ‼ | ‼ | ‼ | | | | | | |
‼ | ‼ | ‼ | ‼ | ‼ | ‼ | ‼ | 佛 | ‼ | ‼ | ‼ | ‼ | ‼ | ‼ | ‼ |
| | | | | | ‼ | ‼ | ‼ | | | | | | |
| | | | | ‼ | | ‼ | | ‼ | | | | | |
| | | | ‼ | | | ‼ | | | ‼ | | | | |
| | | ‼ | | | | ‼ | | | | ‼ | | | |
| | ‼ | | | | | ‼ | | | | | ‼ | | |
| ‼ | | | | | | ‼ | | | | | | ‼ | |
‼ | | | | | | | ‼ | | | | | | | ‼ |
- Step: The Frankish cannon can move one intersection in one of the four diagonal directions.
- Double shot: Frankish cannon can shoot two enemy pieces up to 7 free intersections from its landing point in any of the eight prime directions.
- Frankish cannon may shoot in different directions, or it may shoot one piece, and then shoot a second piece that had been blocked by the first. ([mF]a[a[cxQ7]], ignoring restrictions on what it can capture)
- Frankish cannon cannot shoot a shield unit 牌総 or heavenly fortress 天塁. It can only shoot at a five-li fog 五里霧 that is at least six intersections away.
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○ | ○ | ○ | ○ | ○ | 神 | ○ | ○ | ○ | ○ | ○ |
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then
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‼ | ‼ | ‼ | ‼ | ‼ | ‼ | ‼ | 神 | ‼ | ‼ | ‼ | ‼ | ‼ | ‼ | ‼ |
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- Limited range: The chariot of the gods can move up to five free intersections along one of the four orthogonal directions.
- Double shot: Chariot of the gods retains the attack of the Frankish cannon: two pieces up to seven intersections away. ([mR5]a[a[cxQ7]]), ignoring restrictions on what it can capture)
- The limitation on what chariot of the gods can shoot is the same as before promotion. Moreover it cannot capture a heavenly fortress by displacement.
- Chariot of the gods cannot be shot by the longbow, longbow cavalryman, crossbow, or crossbow cavalryman.[note 7]
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Cavalryman 馬兵 bahei |
Cavalry 騎総 kisō |
- Jump: The cavalryman jumps at an angle intermediate between orthogonal and diagonal, amounting to one intersection orthogonally plus one intersection diagonally, in a single motion, ignoring any intervening piece. That is, it has a choice of eight destinations. (N)
- This is the move of the knight in Western chess.
- Cavalryman promotes if it captures a Frankish cannon.
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| | ☆ | | ☆ | | ☆ | | |
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☆ | | | ! | | ! | | | ☆ |
| | ! | | | | ! | | |
☆ | | | | 騎 | | | | ☆ |
| | ! | | | | ! | | |
☆ | | | ! | | ! | | | ☆ |
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- Double jump with double capture: The cavalry jumps once or twice as a cavalryman in a single turn, potentially capturing two pieces.
- If it jumps twice, both jumps must be in the same orthogonal direction (both forwards, backwards, to the left, or to the right). That is, after the cavalry makes its first jump, it is restricted to only two landing squares for its second jump, similar to the restriction of a knight in other shogi variants. Or,
- For its second jump, it may return to its starting point. This gives the cavalry a power of igui and passing a turn similar to that of the sumo wrestler. ([NaffN][xN])
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Cavalry 騎総 kisō |
Winged horse 天馬 temba |
| | ☆ | | ☆ | | ☆ | | |
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☆ | | | ! | | ! | | | ☆ |
| | ! | | | | ! | | |
☆ | | | | 騎 | | | | ☆ |
| | ! | | | | ! | | |
☆ | | | ! | | ! | | | ☆ |
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- Double jump with double capture: The cavalry jumps once or twice as a cavalryman in a single turn, potentially capturing two pieces.
- If it jumps twice, both jumps must be in the same orthogonal direction (both forwards, backwards, to the left, or to the right). That is, after the cavalry makes its first jump, it is restricted to only two landing squares for its second jump, similar to the restriction of a knight in other shogi variants. Or,
- For its second jump, it may return to its starting point. This gives the cavalry a power of igui and passing a turn similar to that of the sumo wrestler. ([NaffN][xN])
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| | ☆ | | ☆ | | ☆ | | |
| ☆ | | ☆ | | ☆ | | ☆ | |
☆ | | | ! | ☆ | ! | | | ☆ |
| ☆ | ! | ☆ | | ☆ | ! | ☆ | |
☆ | | ☆ | | 天 | | ☆ | | ☆ |
| ☆ | ! | ☆ | | ☆ | ! | ☆ | |
☆ | | | ! | ☆ | ! | | | ☆ |
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- Double move: The winged horse moves as a cavalry, but without any restriction on the direction of the second jump. That is, it moves twice like a knight in Western chess. (aN)
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Pawn 歩兵 fuhyō |
Patrol unit 歩総 fusō |
- Step: The pawn can step one intersection in one of the four orthogonal directions. (W)
- This is the move of the angry boar in other shogi variants.
- If the drum 鼓 is captured, the pawns 歩兵 can no longer move in the forward direction. (rlbW)
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- Range: The patrol unit can move any number of free intersections orthogonally forward or backward; or,
- Step: It can step one intersection orthogonally sideways. (fbRW)
- This is the move of the vertical mover in other shogi variants.
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Patrol unit 歩総 fusō |
Commissar 都司 toshi |
- Range: The patrol unit can move any number of free intersections orthogonally forward or backward; or,
- Step: It can step one intersection orthogonally sideways. (fbRW)
- This is the move of the vertical mover in other shogi variants.
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╲ | | | │ | | | ╱ |
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| | | 都 | | | |
| | ╱ | │ | ╲ | | |
| ╱ | | │ | | ╲ | |
╱ | | | │ | | | ╲ |
- Range: The commissar can move any number of free intersections along one of the four diagonals; or,
- It can move any number of free intersections orthogonally forward or backward. (BfbR)
- This is the move of the flying ox in chu shogi.
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Shield 牌 hai |
Shield unit 牌総 haisō |
- Step: The shield can step one intersection in one of the four diagonal directions. (F)
- Shield cannot be shot by the longbow, longbow cavalryman, crossbow, or crossbow cavalryman.
- This is the move of the cat sword in dai shogi.
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- Range: The shield unit can move any number of free intersections orthogonally to either side.
- Step: It can step one intersection in one of the four diagonal directions. (rlRF)
- Shield unit cannot be shot by the longbow, longbow cavalryman, crossbow, crossbow cavalryman, cannon, gun carriage, Frankish cannon or chariot of the gods.
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Shield unit 牌総 haisō |
Heavenly fortress(or Imperial base) 天塁 tenrui |
- Range: The shield unit can move any number of free intersections orthogonally to either side.
- Step: It can step one intersection in one of the four diagonal directions. (rlRF)
- Shield unit cannot be shot by the longbow, longbow cavalryman, crossbow, crossbow cavalryman, cannon, gun carriage, Frankish cannon or chariot of the gods.
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╲ | | | | | | ╱ |
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─ | ─ | ─ | 天 | ─ | ─ | ─ |
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| ╱ | | | | ╲ | |
╱ | | | | | | ╲ |
- Range: The heavenly fortress can move any number of free intersections in the four diagonal directions, or directly to either side. (fbRB, ignoring restrictions on what can capture it)
- This is the move of the free boar in chu shogi.
- heavenly fortress cannot be shot by the longbow, longbow cavalryman, crossbow, crossbow cavalryman, cannon, gun carriage, Frankish cannon or chariot of the gods, nor can it be captured by displacement by the chariot, chariot unit, gun carriage or chariot of the gods.
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Chariot 車 sha |
Chariot unit 車総 shasō |
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○ | ○ | ○ | ○ | ○ | 車 | ○ | ○ | ○ | ○ | ○ |
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- Limited range: The chariot can move one to five free intersections in one of the four orthogonal directions. (R5, ignoring restrictions on what it can capture and what can capture it)
- It cannot capture the heavenly fortress 天塁.
- Chariot cannot be shot by the longbow, longbow cavalryman, crossbow, or crossbow cavalryman.
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- Range: The chariot unit can move any number of free intersections along any of the four orthogonal directions. (R)
- This is the move of the rook in other chess variants.
- It cannot capture the heavenly fortress 天塁.
- Chariot unit cannot be shot by the longbow, longbow cavalryman, crossbow, or crossbow cavalryman.
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Chariot unit 車総 shasō |
Millenary 千総 sensō |
- Range: The chariot unit can move any number of free intersections along any of the four orthogonal directions. (R)
- This is the move of the rook in other shogi variants.
- It cannot capture the heavenly fortress 天塁.
- Chariot unit cannot be shot by the longbow, longbow cavalryman, crossbow, or crossbow cavalryman.
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╲ | | | │ | | | ╱ |
| ╲ | | │ | | ╱ | |
| | ╲ | │ | ╱ | | |
─ | ─ | ─ | 千 | ─ | ─ | ─ |
| | ╱ | │ | ╲ | | |
| ╱ | | │ | | ╲ | |
╱ | | | │ | | | ╲ |
- Range: The millenary can move any number of free intersections along any one of the eight orthogonal or diagonal directions. (Q)
- This is the move of the queen in other shogi variants..
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Vanguard 先鋒 sempō |
Commissar 都司 toshi |
- Limited range: The vanguard can move one to five free intersections directly forward. (fR5)
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╲ | | | │ | | | ╱ |
| ╲ | | │ | | ╱ | |
| | ╲ | │ | ╱ | | |
| | | 都 | | | |
| | ╱ | │ | ╲ | | |
| ╱ | | │ | | ╲ | |
╱ | | | │ | | | ╲ |
- Range: The commissar can move any number of free intersections along one of the four diagonals; or,
- It can move any number of free intersections orthogonally forward or backward. (fbRB)
- This is the move of the flying ox in chu shogi.
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