Ko Shogi - Rules of The Game - Movement and Capture - Individual Pieces

Individual Pieces

Pieces are arranged in this section so that, if they promote, the promoted version is to the right. Piece names with a grey background are present at the start of the game; those with a blue background only appear with promotion. Abbreviations of Kanji names are not official, but for the sake of Layout. Betza's funny notation has been included in brackets for easier reference, with the extension that the letter d indicates doublemove pieces, dh indicates limited doublemove pieces (doublemove pieces that must continue on the same path they started on, moving either forwards or backwards) and dd indicates doublemove pieces that must stop once they capture. dn represents pieces that may move n times per turn, dhn indicates limited n-move pieces, and ddn indicates single-capture n-move pieces. sh (for shooting, the equivalent of igui in Western chess variants) denotes igui power without the power to move to the igui squares, and shn denotes the ability to perform igui (shoot) n times per turn. pp indicates cannon-like pieces that can jump an unlimited number of pieces, and pn indicates cannon-like pieces that can only jump n pieces.

Generalshō, Middle Troop 中軍 chūgun The General and Middle Troop do not promote.
+ + + + + + +
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  • Step: The general and middle troop can step one intersection in any direction, orthogonal or diagonal. (K)
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.
!
! !
! !
! !
!
  • Double move: Upon promotion, the clerk gains the power to move twice per turn. (FDd)
This is like a double kirin move in chu shogi and other shogi variants.
Staff officer 参謀 sambō Banner and drums 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.
! !
!
! !
!
! !
  • Double move: Upon promotion, the staff officer gains the power to move twice per turn. (WAd)
This is like a double phoenix move 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 equivalent to the drunk elephant in other shogi variants. However, it 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.
Sumo wrestler 力士 rikishi The Sumo wrestler does not promote
! ! !
! !
! ! !
  • 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, so 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. (KdK)
The sumo wrestler cannot jump over an intervening friendly piece as a "lion" can in other shogi variants.
Aide 舎人 toneri 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 leopard in other shogi variants.
  • 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. (fFfbW)
This is the move of the copper general in other shogi variants.
  • Step: When it promotes, the engineer does not change how it moves, and it remains a step mover. However,
  • Burn: Wherever it lands, all adjacent enemy pieces are 'burned' and removed from the board. (fFfbW, ignoring burning)
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 in tenjiku shogi for some possibilities.
Taoist priest 高道 takamichi ? and Spiritual monk 神僧 shinzō Twelve-mile fog 五里霧 gorimu and Immaculate light 聖燈 seitō

then

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! !
! ! !
  • Jump: The Taoist priest and spiritual monk can jump to the second intersection in any direction, orthogonal or diagonal.
    • However, they can only capture an enemy priest or monk with such a jump.
  • Shot: They can shoot any one enemy piece on any intersection adjacent to their arrival point. (DAshK, ignoring restrictions on what it can capture)
These two pieces move and promote the same, but only the loss of the priest prevents or reverts promotion of the banner and drum.

after each jump

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! !
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  • Double move: When they promote, the priest and monk gain the power to move twice per turn, including the option of shooting one adjacent piece after each move, and are still restricted from capturing by displacement. (dshK)
  • If a twelve-mile fog and immaculate light ever find themselves within 5 intersections of each other, the fog immediately reverts to a highway.
The fog cannot be shot from within a distance of five intersections. It can only be shot (by the gatling gun 佛狼機) from a distance of six intersections or more.
Advance guard 前衛 zen’ei Heaven’s vengeance (or 'Skyward net') 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 heaven’s vengeance 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)
Middle troop 中軍 chūgun Governorsochi
  • 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)
The governor functions as a second general.
Drumtsuzumi Thunderclap 霹靂 hekireki
  • Step: The drum, like the banner, 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 is killed, the pawns may no longer move forward.
  • Areal 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, it must take all five steps. (d5W)
If the allied priest 高道 is killed, the thunderclap reverts to a drum.
Bannerhata Roaming assault 招揺 shōyō
  • Step: The banner, like the drum, can step one intersection in one of the four diagonal directions or either orthogonal sideways. That is, anywhere except directly forwards or backwards. (FrlW)
  • Limited-range quintuple move: The roaming assault 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. (WdhWdh3Wdh4Wdh5W)
If the allied priest 高道 is killed, the roaming assault reverts to a banner.
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.
  • 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.
Millenary 千総 sensō Dragon ascending 龍驤 ryūjō
  • 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 free king in other shogi variants.

or

! ! !
! !
! ! !

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. (QdK)
Quartermaster 把総 wasō 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.
! !
! !
  • Double move: The tiger wing moves like a shield (one step diagonally) once or twice per turn. (FdF)
Centuria 百総 hyakusō War hawk 鷹揚 yōyō
  • 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.
!
! !
!
  • 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. (BdW)
Rear guard 後衛 kōei Earth’s vengeance (or 'Earthward net') 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 earth’s vengeance 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)
Gatling gun 佛狼機 butsurōki Chariot of the gods 神機車 shinkisha
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then

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  • Step: The gatling gun can move one intersection in one of the four diagonal directions. It cannot capture by making such a move.
  • Double shot: It can shoot two enemy pieces up to 7 free intersections from its landing point in any of the eight prime directions.
    • It may shoot in different directions, or it may shoot one piece, and then shoot a second piece that had been blocked by the first.
    • It cannot shoot a shield unit 牌総 or an imperial base 天塁. It can only shoot at a twelve-mile fog 五里霧 that is at least six intersections away. (mFcsh2Q7, ignoring restrictions on what it can capture)
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then

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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.
    • However, it cannot capture this way (that is, by displacement).
  • Double shot: It retains the attack of the gatling gun: two pieces up to seven intersections away. (mB5csh2Q7)
Elephant The Elephant does not promote
  • 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.
Long bowyumi Longbow cavalryman 廣弓騎 kōkyūki
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then

! ! !
! ! !
! ! !
! ! ! ! ! !
! ! !
! ! !
! ! !
  • Step: The long bow can move one intersection in one of the four diagonal directions. It cannot capture by making such a move.
  • Shot: It can shoot one enemy piece up to three free intersections from its landing point, in any of the eight prime directions. (mFcshQ3, ignoring restrictions on what it can capture)
It cannot shoot an imperial base 天塁, shield 牌, shield unit 牌総, chariot 車, chariot unit 車総, gun carriage 砲車, or twelve-mile fog 五里霧.
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* *
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then

! ! !
! ! !
! ! !
! ! ! ! ! !
! ! !
! ! !
! ! !

The long bow cavalryman combines the move of the cavalryman with the attack of the long bow.

  • Jump: It can jump as a cavalryman to any of its eight destinations.
    • However, it cannot capture a piece this way.
  • Shot: It can shoot one enemy piece up to three free intersections away from its landing point in any prime direction. (mNcshQ3)
Crossbowyumi Crossbow cavalryman 弩騎 kōkyūki
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then

! ! !
! ! !
! ! !
! ! !
! ! !
! ! ! ! ! ! ! ! ! !
! ! !
! ! !
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! ! !
  • The crossbow is identical to the long bow, except that it can shoot up to five free intersections away. (mFcshQ5, ignoring restrictions on what it can capture)
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* *
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* *

then

! ! !
! ! !
! ! !
! ! !
! ! !
! ! ! ! ! ! ! ! ! !
! ! !
! ! !
! ! !
! ! !
! ! !

The crossbow cavalryman combines the move of the cavalryman with the attack of the crossbow.

  • Jump: It can jump as a cavalryman to any of its eight destinations.
    • However, it cannot capture a piece this way.
  • Shot: It can shoot one enemy piece up to five free intersections away from its landing point in any prime direction. (mNcshQ5)
Cannon Gun carriage 砲車 hōsha
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then

* * *
* * *
* * *
* * *
* * *
* * * * * * * * * *
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  • Step: The cannon can move one intersection in one of the four diagonal directions. It cannot capture by making such a move.
  • Shot: It can shoot one enemy piece up to five free or occupied intersections away from its landing point in any of the eight prime directions. (mFcshQ5ppQ5, ignoring restrictions on what it can capture)
    • It cannot shoot an imperial base 天塁, shield unit 牌総, or twelve-mile fog 五里霧.
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then

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  • Limited range: The gun carriage can move up to five free intersections along one of the four orthogonal directions;
    • however, it cannot capture by displacement. Also,
  • Shot: It 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.
  • The gun carriage cannot shoot an imperial base.
  • It cannot be shot by a long bow or crossbow. (mR5cshQ5ppQ5, ignoring restrictions on what it can capture)
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.
The cavalryman promotes if it captures a gatling gun.
! !
! !
! !
! !
  • 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. (NdhN)
Cavalry 騎総 kisō Winged horse 天馬 temba
! !
! !
! !
! !
  • 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. (NdhN)
! !
! !
! !
! !
  • 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. (NdN)
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 is captured, the pawns can no longer move in the forward direction.
  • 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.
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.
  • 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.
Shieldhai Shield unit 牌総 haisō
  • Step: The shield can step one intersection in one of the four diagonal directions. (F)
The shield is unaffected by the bows (弓,弩).
This is the move of the cat sword in dai shogi.
  • 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. (fbRF)
The shield unit is unaffected by the bows (弓,弩) or the guns (砲,佛狼機).
Shield unit 牌総 haisō 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. (fbRF)
The shield unit is unaffected by the bows (弓,弩) or the guns (砲,佛狼機).
  • Range: The imperial base 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.
The imperial base cannot be shot by the long bow 弓, crossbow 弩, cannon 砲, gun carriage 砲車, gatling gun 佛狼機, or chariot of the gods 神機車, nor can it be killed by the chariotor chariot unit 車総.
Chariotkuruma Chariot unit 車総 shasō
  • 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 imperial base 天塁.
The chariot unit is unaffected by the bows (弓,弩).
  • 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 imperial base 天塁.
The chariot unit is unaffected by the bows (弓,弩).
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 imperial base 天塁.
The chariot unit is unaffected by the bows (弓,弩).
  • 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 free king in other shogi variants..
Vanguard 先鋒 sempō Commissar 都司 toshi
  • Limited range: The vanguard can move one to five free intersections directly forward. (fR5)
  • 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.

Read more about this topic:  Ko Shogi, Rules of The Game, Movement and Capture

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