Tenjiku Shogi - Rules of The Game - Movement Diagrams - Individual Pieces

Individual Pieces

Pieces 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 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. 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. sh (for shooting, the equivalent of igui in Western chess variants) denotes igui power without the power to move to the igui squares, and tt represents pieces which must continue on the same direction when changing movement.

Jeweled general (inferior player's king) 玉将 gyokushō Crown prince 太子 taishi
  • Step: The king can step one square in any direction, orthogonal or diagonal. (K)

Note: The king can move into check at any time.

  • Step: The crown prince can move one square in any direction. (K)

Note: The crown prince can move into check at any time.

King general (superior player's king) 王将 ōshō Drunk elephant 酔象 suizō
  • Step: The king can step one square in any direction, orthogonal or diagonal. (K)

Note: The king can move into check at any time.

  • Step: The drunken elephant can move one square in any direction except directly backward, giving it seven directions of movement. (FfrlW)
Vice general 副将 fukushō Great general 大将 taishō
The vice general may make either a range-jumping move or an area move on any one turn.
  • Range jump: When making a capture, the vice general can jump any number of lower-ranking pieces along any one diagonal. Otherwise it ranges without jumping.
It cannot jump a king, crown prince, great general, or another vice general.
  • Area move: The vice general can step in any direction, orthogonal or diagonal, up to three times in one turn. That is, it can step in another direction after its first or second step. It need not take all three steps. It must stop when it captures. (KddKdd3KmBcppB, ignoring restrictions on what it can jump)
It can return to the square it started from, allowing the player to "skip" a turn.
  • Range jump: When making a capture, the great general can jump any number of lower-ranking pieces in any one of the eight directions. Otherwise it ranges without jumping. (mQcppQ, ignoring restrictions on what it can jump)
It cannot jump a king, crown prince, or another great general.
Bishop general 角将 kakushō Rook general 飛将 hishō
  • Range jump: When making a capture, the bishop general can jump any number of lower-ranking pieces along any diagonal. Otherwise it ranges without jumping. (mBcppB, ignoring restrictions on what it can jump)
It cannot jump a king, crown prince, or another range-jumping general.
  • Range jump: When making a capture, the rook general can jump any number of lower-ranking pieces along any orthogonal. Otherwise it ranges without jumping. (mRcppR, ignoring restrictions on what it can jump)
It cannot jump a king, crown prince, or another range-jumping general.
Horned falcon 角鷹 kakuō Soaring eagle 飛鷲 hijū
!
  • Range: The horned falcon can move any number of free squares along any directio except directly forwards.
  • Lion move: It can step twice, or jump two squares, directly forward, capturing up to two pieces. This power includes igui and skipping a turn (see "Lion"). (BrlbRdhfW)
! !
  • Range: The soaring eagle can move any number of free squares in any direction except diagonally forward.
  • Lion move: It can step twice, or jump two squares, diagonally forward, capturing up to two pieces. This power includes igui and skipping a turn (see "Lion"). (RbBdhfF)
Dragon horse 龍馬 ryūme Dragon king 龍王 ryūō
The dragon horse moves as either a bishop or a king.
  • Range: It can move any number of free squares along any of the four diagonal directions.
  • Step: It can move one square in any orthogonal direction. (WB)
The dragon king moves as either a rook or a king.
  • Range: It can move any number of free squares along any of the four orthogonal directions.
  • Step: It can move one square in any diagonal direction. (FR)
Bishop 角行 kakugyō Rook 飛車 hisha
  • Range: The bishop can move any number of free squares along any of the four diagonal directions. (B)

Because it cannot move orthogonally, an unpromoted bishop can only reach half the squares on the board.

  • Range: The rook can move any number of free squares along any of the four orthogonal directions. (R)
Ferocious leopard 猛豹 mōhyō Gold general 金将 kinshō
  • Step: The leopard can step one square in the four diagonal directions, or directly forward or backward, giving it six directions of movement. (FfbW)
That is, it can move to any of the six adjacent squares ahead or behind it.
  • Step: The gold general can step one square in the four orthogonal directions, or diagonally forward, giving it six directions of movement. (WfF)
It cannot move diagonally backward.
Pawn 歩兵 fuhyō
  • Step: A pawn can step one square directly forward. (fW)

Since a pawn cannot move backward or to the sides, it must promote when it reaches the far rank. However, in practice, pawns are promoted whenever possible.

Fire demon 火鬼 kaki Heavenly tetrarch 四天王shitennō
The fire demon may either make a range move or an area move on any one turn. In addition, it has the power to "burn".
  • Range: It can move any number of free squares in the four diagonal directions, or directly forward or backward.
Note: The Shōgi Zushiki and Sho Shōgi Zushiki state that it moves like the water buffalo; that is, diagonally and to the sides.
  • Area move: It can step in any direction up to three times per turn. It can change direction after its first or second step, and it need not take all three steps. However, unlike the lion, it must stop when it captures.
It can return to the square it started from, allowing the player to "skip" a turn, but does not have the lion power of igui.
  • Burn: Wherever the fire demon stops, all adjacent opposing pieces except fire demons are removed from the board, in addition to any piece on the square it lands on. That is, a fire demon can capture up to eight pieces per turn (one it displaces, and seven it burns on adjacent squares).
  • Passive burn: Any piece stopping next to an opposing fire demon is removed from the board (after making its capture, if any). Such suicide moves do not count as a turn for the stationary player: The fire demon passively burns opposing pieces that land on adjacent squares without using up a turn. (BfbRKddKdd3K + burns)

Conflict between fire demons: When one fire demon lands next to another, it is the only the moving piece that is immolated. The stationary fire demon survives, as do all other adjacent pieces. (These are the TSA rules. In Colin Adams' book, the stationary fire demon survives the suicide move, but all other adjacent enemy pieces are immolated.)

The tetrarch cannot move to any adjacent square, and is not blocked from moving by pieces on those squares, but it can capture such pieces without moving.
! ! !
! !
! ! !
  • Igui: It can capture a piece on any adjacent square without moving. (See "Lion" above.)
  • Range: It can move any number of free squares along any one of the four diagonals or along the orthogonal file, skipping any intervening piece on the adjacent square. (It is not a range jumper and cannot jump any other piece.)
  • Limited range: It can move two or three squares orthogonally sideways. Although it skips any intervening piece on the first square, it cannot jump a piece on the second square. If it captures on the second square, it must stop there. (ttfbttrlttshK)

Note: Western sources do not have the orthogonal range move. (ttfbttshK)

In English this piece is usually pluralized as 'Heavenly Tetrarchs', though this could refer to all four tetrarchs (the Four Heavenly Kings).

Water buffalo 水牛 suigyū Chariot soldier 車兵 shahei
  • Range: The water buffalo can move any number of free squares in the four diagonal directions, or orthogonally sideways.
  • Limited range: It can move one or two squares directly forward or backward. (BrlRfbR2)

Note: Since a piece promotes when its move is finished, the water buffalo does not burn surrounding pieces upon promotion to fire demon.

  • Range: The chariot soldier can move any number of free squares in the four diagonal directions, or directly forward or backward.
  • Limited range: It can move one or two squares sideways. (BfbRrlR2)
Side soldier 横兵 ōhei Vertical soldier 竪兵 shuhei
  • Range: The side soldier can move any number of free squares orthogonally sideways.
  • Limited range: It can move one or two squares directly forward.
  • Step: It can move one square directly backward. (rlRfR2bW)
  • Range: The vertical soldier can move any number of free squares orthogonally forward.
  • Limited range: It can move one or two squares orthogonally sideways.
  • Step: It can move one square directly backward. (fRrlR2bW)
Knight 桂馬 keima Iron general 鉄将 tesshō
  • Jump: The knight jumps at an angle intermediate between orthogonal and diagonal, amounting to one square forward plus one square diagonally forward, in a single motion. That is, it has a choice of two forward destinations. It ignores any intervening piece on the way to its destination. (ffN)

Since a knight cannot move backward or to the sides, it must promote when it reaches the penultimate rank.

  • Step: The iron general can move one square forward, either orthogonally or diagonally, giving it three directions of movement. (fK)

Since an iron general cannot move backward or to the sides, it must promote when it reaches the far rank.

Free eagle 奔鷲 honjū Lion hawk 獅鷹 shiō
Move according to Edo-era sources:
! !
! !
  • Range: The free eagle can move any number of free squares in any direction.
  • Double move: It can move twice as a cat-sword (one square in any diagonal direction). (QdFDA)

Based on descriptions of the lion having a triple king move, it is thought that the double cat-sword move includes jumping a piece.

The lion hawk can either move as a bishop, or "like" a lion. There is disagreement as to how like a lion it was intended to be.

According to Japanese Wikipedia, and "Modern" Western move:

! ! !
! !
! ! !
  • Range: The lion hawk can move any number of free squares in the four diagonal directions. (BKNADdK)
  • Lion move: It can move as a lion, with the jump, igui, and multiple-capture abilities. (See below for details.)
Move in English-language sources
  • Range: The free eagle can move any number of free squares in any of the eight directions, orthogonal or diagonal.
  • Jump: It can jump to the second square in any orthogonal direction. (QD)

Note: If the two cat-sword moves are required to be in different directions, as one of the Edo sources appears to state, and are interpreted as a jump to the second square rather than two actual steps, this is the result.

Move according to TSA rules:
  • Range: The lion hawk can move any number of free squares in the four diagonal directions.
  • Area move: It can step in any direction up to twice per turn. That is, it can change directions after its first step, and it need not take both steps. This allows it to "skip" a turn. However, it must stop when it captures, and cannot take a second piece, nor may it jump. (BKddK)
Free king 奔王 honnō Lion 獅子 shishi
The free king moves like a queen in chess.
  • Range: The free king can move any number of free squares in any of the eight directions, orthogonal or diagonal. (Q)
The lion has a special movement ability commonly called a 'lion move' or 'lion power'. It is shown here in two diagrams for clarity.
! ! !
! !
! ! !
  • Double move: The lion can step in any direction, and capture, up to twice in a turn. This move is equivalent to two turns for a king.
    • Unlike area movers, the lion can continue after a capture on the first step, capturing up to two pieces on each turn.
    • By moving back to its starting square, it can effectively capture a piece on an adjacent square without moving. This is called 居喰い igui "stationary feeding".
    • It can also do the same to an empty square, without capturing anything. This is traditionally indicated by tapping the lion and leaving it in place.
    • A lion next to the promotion zone can make a similar move into and out of the zone, promoting without appearing to move.
  • Jump: A lion can jump anywhere within a distance of two squares: That is, anywhere it could reach in two step moves on an empty board, though of course it cannot land on a square occupied by a friendly piece. This is equivalent to jumping in any of the eight diagonal or orthogonal directions, or making any of the jumps of a knight in Western chess. (KNADdK)

Note: The restrictions when capturing a lion in chu shogi do not apply in tenjiku shogi.

Phoenix 鳳凰 hōō Kirin 麒麟 kirin
  • Step: The phoenix can move one square in one of the four orthogonal directions.
  • Jump: It can jump to the second square in one of the four diagonal directions. (WA)
  • Step: The kirin can move one square in one of the four diagonal directions.
  • Jump: It can jump to the second square in one of the four orthogonal directions. (FD)

Note: Because of its unusual movement, an unpromoted kirin can only reach half the squares on the board.

Free boar 奔猪 honcho Flying ox 飛牛 higyū
  • Range: The free boar can range any number of free squares along any one of the four diagonal directions, or directly to either side, giving it six directions of movement. (BrlR)
  • Range: The flying ox can move any number of free squares along any one of the four diagonal directions, or directly forward or backward, giving it six directions of movement. (BfbR)
Side mover 横行 ōgyō Vertical mover 竪行 shugyō
  • Range: The side mover can move any number of free squares orthogonally sideways.
  • Step: It can move one square directly forward or backward. (rlRW)
  • Range: The vertical mover can move any number of free squares orthogonally forward or backward.
  • Step: It can move one square orthogonally sideways. (fbRW)
Copper general 銅将 dōshō Silver general 銀将 ginshō
  • Step: The copper general can move one square directly forward or backward, or one square diagonally forward, giving it four directions of movement. (fFfbW)
  • Step: The silver general can move one square in the four diagonal directions, or directly forward, giving it five directions of movement. (FfW)
Multi general 雜将 suishō Flying stag 飛鹿 hiroku
  • Range: The multi general can move any number of free squares directly forward or diagonally backward, giving it three directions of movement. (fRbB)
鹿
  • Range: The flying stag can move any number of free squares directly forward or backward.
  • Step: It can move one square in any direction. (fbRK)
Doginu Blind tiger 盲虎 mōko
  • Step: The dog can move one square directly forward, or diagonally backward, giving it three directions of movement. (fWbF)
  • Step: The blind tiger can move one square in any direction except directly forward, giving it seven directions of movement. (FrlbW)
White horse 白駒 hokku Whale 鯨鯢 keigei
  • Range: The white horse can move any number of free squares orthogonally forward or backward, or diagonally forward, giving it four directions of movement. (fbRfB)
  • Range: The whale can move any number of free squares orthogonally forward or backward, or diagonally backward, giving it four directions of movement. (fbRbB)
Lance 香車 kyōsha Reverse chariot 反車 hensha
  • Range: The lance can move any number of free squares directly forward, giving it only one direction of movement. (fR)

Since a lance cannot move backward or to the sides, it must promote when it reaches the far rank.

  • Range: The reverse chariot can move any number of free squares orthogonally forward or backward, giving it two directions of movement. (fbR)

Read more about this topic:  Tenjiku Shogi, Rules of The Game, Movement Diagrams

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