extra=, , also known as Japanese chess, is a Strategy game board game for two players. It is one of the most popular board games in Japan and is in the same family of games as chess, chaturanga, xiangqi, Indian chess, and janggi. Shōgi means general's ( shō 将) board game ( gi 棋).
Shogi was the earliest historical chess-related game to allow captured pieces to be returned to the board by the capturing player. This drop rule is speculated to have been invented in the 15th century and possibly connected to the practice of 15th-century mercenaries switching loyalties when captured instead of being killed.
The earliest predecessor of the game, chaturanga, originated in India in the 6th century, and the game was likely transmitted to Japan via China or Korea sometime after the Nara period."Shogi". Encyclopædia Britannica. 2002. Shogi in its present form was played as early as the 16th century, while a direct ancestor without the drop rule was recorded from 1210 in a historical document , which is an edited copy of Shōchūreki and Kaichūreki from the late Heian period (c. 1120).
Each player has a set of 20 flat wedge-shaped pentagonal pieces of slightly different sizes. Except for the kings, opposing pieces are undifferentiated by marking or color. Pieces face forward by having the pointed side of each piece oriented toward the opponent's side – this shows who controls the piece during play. The pieces from largest (most important) to smallest (least important) are:
Several of these names were chosen to correspond to their rough equivalents in international chess, and not as literal translations of the Japanese names.
Each piece has its name written on its surface in the form of two kanji (Chinese characters used as or as to record texts in Old Japanese), usually in black ink. On the reverse side of each piece, other than the king and gold general, are one or two other characters, in amateur sets often in a different color (usually red); this side is turned face up during play to indicate that the piece has been promoted.
In some cases, the backsides of the King pieces (the narrow side which faces back toward the player during normal play) will display kanji containing additional information about the piece manufacturers.
Following is a table of the pieces with their Japanese representations and English equivalents. The abbreviations are used for game notation and often when referring to the pieces in speech in Japanese.
K |
K |
R |
FR |
B |
WB |
WfF |
FfW |
WfF |
ffN |
WfF |
fR |
WfF |
fW |
WfF |
English speakers sometimes refer to promoted bishops as horses and promoted rooks as dragons, after their Japanese names, and generally use the Japanese term tokin for promoted pawns. Silver generals and gold generals are commonly referred to simply as silvers and golds, respectively.
The characters inscribed on the reverse sides of the pieces to indicate promotion may be in red ink, and are usually cursive. The characters on the backs of the pieces that promote to gold generals are cursive variants of 金 'gold', becoming more cursive (more abbreviated) as the value of the original piece decreases. These cursive forms have these equivalents in print: 全 for promoted silver, 今 for promoted knight, 仝 for promoted lance, and 个 for promoted pawn (tokin). Another typographic convention has abbreviated versions of the original values, with a reduced number of strokes: 圭 for a promoted knight (桂), 杏 for a promoted lance (香), and the 全 as above for a promoted silver, but と (a hiragana symbol for the syllable "to") for tokin.
The suggestion that the Japanese characters have deterred Western players from learning shogi has led to "Western world" or "international" pieces which use iconic symbols instead of characters. Most players soon learn to recognize the characters, however, partially because the traditional pieces are already iconic by size, with more powerful pieces being larger. As a result, Westernized pieces have never become popular. Bilingual pieces with both Japanese characters and English captions have been developed as have pieces with animal cartoons.
L |
香 |
A furigoma 振り駒 'piece toss' is used to decide who moves first. One of the players tosses five pawns. If the number of tokins (promoted pawns, と) facing up is higher than unpromoted pawns (歩), then the player who tossed the pawns plays gote 後手 'white' (that is, getting the second move).
After the piece toss furigoma, the game proceeds. If multiple games are played, then players alternate turns for who goes first in subsequent games. (The terms "Black" and "White" are used to differentiate sides although there is no difference in the color of the pieces.) For each turn, a player may either move a piece that is currently on the board (and potentially promote it, capture an opposing piece, or both) or else drop a piece that has been previously captured onto a square of the board. These options are explained below.
The lance, bishop, and rook are ranging pieces: They can move any number of squares along a straight line limited only by intervening pieces and the edge of the board. If an opposing piece intervenes, it may be captured by removing it from the board and replacing it with the moving piece. If a friendly piece intervenes, the moving piece must stop short of that square; if the friendly piece is adjacent, the moving piece may not move in that direction at all.
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○ | ○ | ○ | ||
○ | 玉 | ○ | ||
○ | ○ | ○ | ||
│ | ||||
│ | ||||
─ | ─ | 飛 | ─ | ─ |
╱ |
╲ |
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Notation | |
Steps to an adjacent square | |
Jumps to a non-adjacent square, bypassing any intervening piece | |
Ranges along a straight line, crossing any number of empty squares | |
─ | |
╲ | |
╱ |
A king (玉/王) moves one square in any direction, Orthogonality or diagonal.
A rook (飛) moves any number of squares in an orthogonal direction.
A bishop (角) moves any number of squares in a diagonal direction. Because they cannot move orthogonally, the players' unpromoted bishops can reach only half the squares of the board, unless one is captured and then dropped.
A gold general (金) moves one square orthogonally, or one square diagonally forward, giving it six possible destinations. It cannot move diagonally backwards.
A silver general (銀) moves one square diagonally, or one square straight forward, giving it five possible destinations. Because an unpromoted silver can retreat more easily than a promoted one, it is common to leave a silver unpromoted at the far side of the board. (See Promotion).
A knight (桂) jumps at an angle intermediate to orthogonal and diagonal, amounting to one square straight forward plus one square diagonally forward, in a single move. Thus the knight has two possible forward destinations. Unlike international chess knights, shogi knights cannot move to the sides or in a backwards direction. The knight is the only piece that ignores intervening pieces on the way to its destination. It is not blocked from moving if the square in front of it is occupied, but neither can it capture a piece on that square. It is often useful to leave a knight unpromoted at the far side of the board. A knight must promote, however, if it reaches either of the two furthest ranks. (See Promotion.)
A lance (香) moves just like the rook except it cannot move backwards or to the sides. It is often useful to leave a lance unpromoted at the far side of the board. A lance must promote, however, if it reaches the furthest rank. (See Promotion.)
A pawn (歩) moves one square straight forward. It cannot retreat. Unlike international chess pawns, shogi pawns capture the same way as they move. A pawn must promote if it arrives at the furthest rank. (See Promotion.) In practice, however, a pawn is usually promoted whenever possible. There are two restrictions on where a pawn may be dropped. (See Drops.)
All pieces but the knight move either horizontally, vertically, or diagonally. These directions cannot be combined in a single move; one direction must be chosen.
Every piece blocks the movement of all other non-jumping pieces through the square it occupies.
If a piece occupies a legal destination for an opposing piece, it may be captured by removing it from the board and replacing it with the opposing piece. The capturing piece may not continue beyond that square on that turn. Shogi pieces capture the same as they move.
Normally, when moving a piece, a player snaps it to the board with the ends of the fingers of the same hand. This makes a sudden sound effect, bringing the piece to the attention of the opponent. This is also true for capturing and dropping pieces. On a traditional shogi-ban, the pitch of the snap is deeper, delivering a subtler effect.
Promoting a piece is usually not compulsory; however, if a pawn or lance is moved to the furthest rank, or a knight is moved to either of the two furthest ranks, that piece must promote (otherwise, it would have no legal move on subsequent turns). A silver general is never required to promote, and it is often advantageous to keep a silver general unpromoted (it is easier, for example, to extract an unpromoted silver from behind enemy lines: a promoted silver, with only one line of retreat, can be easily blocked.) Rooks, bishops and pawns are almost always promoted, as these pieces do not lose any of their powers upon promotion.
Promoting a piece changes the way it moves. The various pieces promote as follows:
When captured, a piece loses its promoted status. Otherwise promotion is permanent.
A promoted rook (literally dragon king (ryūō); shortended forms: ryū and ryū) moves as a rook and as a king. It is commonly referred to as dragon.
─ |
A promoted bishop (literally dragon horse (ryūma); shortened form uma) moves as a bishop and as a king. It is commonly referred to as horse.
╱ |
╲ |
A promoted silver (成銀 narigin; alternate forms: 全, cursive 金), a promoted knight (成桂 narikei; alternate forms: 圭, 今, cursive 金), a promoted lance (成香 narikyō; alternate forms: 杏, 仝, cursive 金) and a promoted pawn (と金 tokin; alternate forms: と, 个) all move the same way as a gold general. The promoted pawn is often called by its Japanese name tokin, even by non-Japanese players.
A drop cannot capture a piece, nor does dropping within the promotion zone result in immediate promotion. Capture and/or promotion may occur normally, however, on subsequent moves of the piece.
Restrictions. There are three restrictions on dropping pieces; the last two of these apply only to pawns.
A corollary of the second restriction is that a player with an unpromoted pawn on every file is unable to drop a pawn anywhere. For this reason, it is common to sacrifice a pawn in order to gain flexibility for drops.
Captured pieces are typically kept on a wooden stand (駒台 komadai) which is traditionally placed so that its bottom-left corner aligns with the bottom-right corner of the board from the perspective of each player. It is not permissible to hide pieces from full view.
It is common for players to swap bishops, which oppose each other across the board, early in the game. This leaves each player with a bishop in hand to be dropped later. The ability for drops in shogi gives the game tactical richness and complexity. The fact that no piece ever goes entirely out of play accounts for the rarity of draws.
To announce check in Japanese, one can say ōte (王手), however, this is an influence of international chess and is not required, even as a courtesy. It may be common to announce ōte in beginner matches or for local rules to dictate that you have to announce it. Announcing a check vocally is unheard of in competitive tournaments.
Unlike western chess, there is no tradition of offering a mutual draw by agreement.
Loss |
Loss |
Loss |
Draw |
Draw (usually) |
Loss |
In traditional tournament play, a formal resignation is required – that is, a checkmate is not a sufficient condition for winning.Hosking (1997: 17) The resignation is indicated by bowing and/or saying 'I lost' (負けました makemashita) and/or placing the right hand over the piece stands. Placing the hand over the piece stand is a vestige of an older practice of gently dropping one's pieces in hand over the board in order to indicate resignation. In western practice, a handshake may be used.
Illegal moves include:
In friendly amateur games, this rule is sometimes relaxed, and the player may be able to take back the illegal move and replay a new legal move.Fairbairn (1986) pp 135–136
In particular, the Two Pawn violation is the most common illegal move played by professional players. The Two Pawn violation played by Takahiro Toyokawa (against Kōsuke Tamura) in the 2004 NHK Cup is infamous since it was broadcast on television. On the 109th move, Toyokawa (playing as Black) dropped a pawn to the 29 square while he already had a pawn in play on the board on the 23 square and, thus, lost the game.As shown on the 2005 NHK television special 大逆転将棋.
In professional shogi, a repetition draw outcome is not a final result as draws essentially do not count. Each game can only end in either a win or loss. In the case of a repetition draw, professional shogi players will have to immediately play a subsequent game (or as many games as necessary) with sides reversed in order to obtain a true win outcome. (That is, the player who was White becomes Black, and vice versa.) Also, depending on the tournament, professional players play the subsequent game in the remainder of the allowed game time.
Thus, aiming for a repetition draw may be a possible professional strategy for the White player in order to play the second replay game as Black, which has a slight statistical advantage and/or greater initiative. For instance, Bishop Exchange Fourth File Rook is a passive strategy for White with the goal of a repetition draw (as it requires two tempo losses – swinging the rook and trading the bishops) while it is a very aggressive strategy if played by Black.
Repetition draws are rare in professional shogi occurring in about 1–2% of games and even rarer in amateur games. In professional shogi, repetition draws usually occur in the opening as certain positions are reached that are theoretically disadvantaged for both sides (reciprocal zugzwang). In amateur shogi, repetition draws tend to occur in the middle or endgame as a result of player errors.
However, in amateur shogi, there are different practices most of which force a win resolution to the Impasse in order to avoid a draw result.
The first draw by Impasse occurred in 1731 in a bishop handicap game between the seventh Lifetime Meijin, , and his brother, Sōkei Ōhashi.
In the adjacent diagram example, although White's king is in a strong Bear-in-the-hole castle, Black's king has entered White's territory making it very difficult to mate. Therefore, this position favors Black.滝瀬, 竜司 Takise, and 田中, 哲朗 Tanaka,. 2012. 入玉指向の将棋プログラムの作成 Development. Information Processing Society of Japan, 53 (11), 2544–2551.
An example of Entering King occurred in the fourth game of the 60th Ōi title match between Masayuki Toyoshima and Kazuki Kimura held on August 2021, 2019. After being unsuccessful in attacking Kimura and also in defending his own king within his camp, Toyoshima (playing as White) moved his king away from Kimura's attacking pieces by fleeing up the second file, ultimately entering his king into Kimura's camp by move 150. Although Toyoshima had achieved Entering King, he still had only 23 pointsone point shy of the required 24 points for an Impasse drawwhile Kimura (Black) had 31 points. Toyoshima then spent the next 134 moves trying to bring his point total, which fluctuated between 17 and 23, up to the necessary 24. By the 231st move, the game had reached a Double Entering Kings state, and by move 285 Kimura had successfully kept Toyoshima's point total at bay. Here, Toyoshima with 20 points (and Kimura at 34 points) resigned. 2019/08/20 09:00 to 2019/08/21 21:12 Incidentally, this game broke the record of longest game in a title match.
Another resolution is the 27-Point (27点法) rule used for some amateur tournaments. One version of this is simply the player who has 27 or more points is the winner of the Impasse. Another version is a 27-Point Declaration rule. For instance, the Declaration rule on the online shogi site, 81Dojo, is that the player who wants to declare an Impasse win must (i) declare an intention to win via Impasse, (ii) have the king in the enemy camp (the promotion zone for that player), (iii) 10 other pieces must be in the promotion zone, (iv) not be in check, (v) have time remaining, and (vi) must have 28 points if Black or 27 points if White. If all of these conditions are met, then the Impasse declarer will win the game regardless of whether the opponent objects.
Yet another resolution to Impasse is the so-called Try Rule (トライルール torairūru). In this case, after both kings have entered their corresponding promotion zones, then the player who first moves the king to the opponent's king's start square (51 for Black, 59 for White) first will be the winner.近代将棋 magazine Nov 1983将棋世界 magazine Aug 1996 As an example, the popular 将棋ウォーズ (Shogi Wars) app by HEROZ Inc. used the Try Rule up until 2014. (Now the app uses a variant of the 27-Point Declaration Rule – although it differs from the variant used on the 81Dojo site.) The idea of the "Try Rule" was taken from
"How to play Shogi(将棋) -Lesson#16- Impasse" (at about 6.00 time marker)
The 1982 Meijin title match between Makoto Nakahara and Hifumi Katoh was unusual in this regard with an impasse draw in the first (Double Fortress) game on April 13–14 (only the fifth draw in the then 40-year history of the tournament). This game (with Katoh as Black) lasted for 223 moves with 114 minutes spent pondering a single move. One of the reasons for the length of this game was that White (Nakahara) was very close to falling below the minimum of 24 points required for a draw. Thus, the end of the endgame was strategically about trying to keep White's points above the 24-point threshold.Fairbairn (1986: 158–161) In this match, sennichite occurred in the sixth and eighth games. Thus, this best-of-seven match lasted eight games and took over three months to finish; Black did not lose a single game and the eventual victor was Katoh at 4–3.
Professional players operate with their own scale, from 6 kyū to 3 dan for pro-aspiring players and professional 4 dan to 9 dan for formal professional players. Amateur and professional ranks are offset (with amateur 4 dan being equivalent to professional 6 kyū).
The imbalance created by this method of handicapping is not as strong as it is in western chess because material advantage is not as powerful in shogi.
In western piece movement notation, the format is the piece initial followed by the type of movement and finally the file and rank where the piece moved to. The piece initials are K (King), R (Rook), B (Bishop), G (Gold), S (Silver), N (Knight), L (Lance), and P (Pawn). Simple movement is indicated with -, captures with x, and piece drops with *. The files are indicated with numerals 1–9. The older Hodges standard used letters a–i for ranks, and the newer Hosking standard also uses numerals 1–9 for the ranks. Thus, Rx24 indicates 'rook captures on 24'. Promoted pieces are notated with + prefixed to the piece initial (e.g. +Rx24). Piece promotion is also indicated with + (e.g. S-21+) while unpromotion is indicated with = (e.g. S-21=). Piece ambiguity is resolved by notating which square a piece is moving from (e.g. N65-53+ means 'knight from 65 moves to 53 and promotes,' which distinguishes it from N45-53+).
The Japanese notation system uses Japanese characters for pieces and promotion indication and uses Japanese numerals instead of letters for ranks. Movement type aside from drops is not indicated, and the conventions for resolving ambiguity are quite different from the western system. As examples, the western Rx24 would be 2四飛 in Japanese notation, +Rx24 would be 2四龍, S-21+ would be 2一銀成, S-21= would be 2一銀不成, and N65-53+ would be 5三桂左成 showing that the leftmost knight jumped (implicitly from the 65 square), which distinguishes it from 5三桂右成 in which the rightmost knight jumped.
Although not strictly part of the notational calculus for games, game results are indicated in Japanese newspapers, websites, etc. with wins indicated by a white circle and losses indicated by a black circle.
Like chess, however, the game can be divided into the opening, middle game and endgame, each requiring a different strategy. The shogi opening consists of arranging one's defenses usually in a castle and positioning for attack; the mid game consists of attempting to break through the opposing defenses while maintaining one's own; and the endgame starts when one side's defenses have been compromised.
In the adjacent diagram, Black has chosen a Ranging Rook position (specifically Fourth File Rook) where the rook has been moved leftward away from its starting position. Additionally, Black is using a Silver Crown castle, which is a type of fortification structure constructed with one silver and two gold pieces and the king moved inside of the fortification – the silver crown name comes from the silver being positioned directly above the king's head on the 27 square as if it were a crown. In the diagram, White has chosen a Static Rook position, in which the rook remains on its starting square. This Static Rook position is specifically a type of Counter-Ranging Rook position known as Bear-in-the-hole Static Rook that uses a Bear-in-the-hole castle. The Bear-in-the-hole fortification has the king moved all the way into very edge corner of the board on the 11 square as if it were a badger in a hole with a silver moved to the 22 square in order to close up the hole and additional reinforcing golds on 31 and 32 squares. This board position required 33 moves (or 12 move pairs as counted in western chess) to construct.
Shogi piece sets may contain two types of king pieces, 王 (king) and 玉 (jewel). In this case, the higher classed player, in either social or genuine shogi player rank, may take the king piece. For example, in titleholder system games, the current titleholder takes the king piece as the higher.
The higher-ranked (or older) player also sits facing the door of the room and is the person who takes the pieces out of the piece box.
Shogi does not have a touch-move rule as in western chess tournament play or chu shogi. However, in professional games, a piece is considered to be moved when the piece has been let go of. In both amateur and professional play, any piece may be touched in order to adjust its centralization within its square (to look tidy).
Taking back moves (待った matta) in professional games is prohibited. However, in friendly amateur games in Japan, it is often permitted.
Professional players are required to follow several ritualistic etiquette prescriptions such as kneeling exactly 15 centimeters from the shogi board, sitting in the formal seiza position, etc.Fairbairn (1986: 143)
+ Ōhashi order |
20 歩 |
9 香 |
+ Itō order |
16 歩 |
18 香 |
Traditionally, the order of placing the pieces on the board is determined. There are two commonly used orders, the Ōhashi order 大橋流 and the Itō order 伊藤流. Placement sets pieces with multiples (generals, knights, lances) from left to right in all cases, and follows the order:
It is not clear when chess was brought to Japan. The earliest generally accepted mention of shogi is 新猿楽記 (1058–1064) by Fujiwara Akihira. The oldest archaeological evidence is a group of 16 shogi pieces excavated from the grounds of Kōfuku-ji in Nara Prefecture. As it was physically associated with a wooden tablet written on in the sixth year of Tengi (1058), the pieces are thought to date from that period. These simple pieces were cut from a writing plaque in the same five-sided shape as modern pieces, with the names of the pieces written on them.
The dictionary of common folk culture, 二中歴 (c. 1210–1221), a collection based on the two works 掌中歴 and 懐中歴, describes two forms of shogi, large (dai) shogi and small (shō) shogi. These are now called Heian shogi (or Heian small shogi) and Heian dai shogi. Heian small shogi is the version on which modern shogi is based, but the Nichūreki states that one wins if one's opponent is reduced to a single king, indicating that drops had not yet been introduced. According to Yasuji Shimizu, chief researcher at the Archaeological Institute of Kashihara, Nara Prefecture, the names of the Heian shogi pieces keep those of chaturanga (general, elephant, horse, chariot and soldier), and add to them five treasures of Buddhism (jade, gold, silver, cassia bark, and incense).
Around the 13th century the game of dai shogi developed, created by increasing the number of pieces in Heian shogi, as was sho shogi, which added the rook, bishop, and drunken elephant from dai shogi to Heian shogi. The drunken elephant steps one square in any direction except directly backward, and promotes to the prince, which acts as a second king and must also be captured along with the original king for the other player to win. Around the 15th century, the rules of dai shogi were simplified, creating the game of chu shogi. Chu shogi, like its parent dai shogi, contains many distinct pieces, such as the queen (identical with Western chess) and the lion (which moves like a king, but twice per turn, potentially being able to capture twice, among other idiosyncrasies). The popularity of dai shogi soon waned in favour of chu shogi, until it stopped being played commonly. Chu shogi rivalled sho shogi in popularity until the introduction of drops in the latter, upon which standard shogi became ascendant, although chu shogi was still commonly played until about World War II, especially in Kyoto.
It is thought that the rules of standard shogi were fixed in the 16th century, when the drunken elephant was removed from the set of pieces present in sho shogi. There is no clear record of when drops were introduced, however.
In the Edo period, shogi variants were greatly expanded: tenjiku shogi, dai dai shogi, maka dai dai shogi, tai shogi, and taikyoku shogi were all invented. It is thought that these were played to only a very limited extent, however. Both standard shogi and Go were promoted by the Tokugawa shogunate. In 1612, the shogunate passed a law giving endowments to top shogi players (名人). During the reign of the eighth shōgun, Tokugawa Yoshimune, castle shogi tournaments were held once a year on the 17th day of Kannazuki, corresponding to November 17, which is Shogi Day on the modern calendar.
The title of meijin became hereditary in the Ōhashi and Itō families until the fall of the shogunate, when it came to be passed by recommendation. Today the title is used for the winner of the Meijin-sen competition, the first modern title match. From around 1899, began to publish records of shogi matches, and high-ranking players formed alliances with the aim of having their games published. In 1909, the 将棋同盟社 was formed, and in 1924, the 東京将棋連盟 was formed. This was an early incarnation of the modern nihon shōgi renmei, or JSA, and 1924 is considered by the JSA to be the date it was founded.
In 1935, meijin Kinjirō Sekine stepped down, and the rank of meijin came to be awarded to the winner of a meijin-sen. 木村義雄 became the first Meijin under this system in 1937. This was the start of the (see titleholder system). After the war other tournaments were promoted to title matches, culminating with the ryūō-sen in 1988 for the modern line-up of seven. About 200 professional shogi players compete. Each year, the title holder defends the title against a challenger chosen from knockout or round matches.
After the Second World War, SCAP (occupational government mainly led by US) tried to eliminate all "feudal" factors from Japanese society and shogi was included in the possible list of items to be banned along with Bushido (philosophy of samurai) and other things. SCAP's reason for banning shogi was that the game uniquely utilized captured pieces. SCAP insisted that this could lead to the idea of prisoner abuse. Kozo Masuda, then one of the top professional shogi players, when summoned to the SCAP headquarters for an investigation, criticized such understanding of shogi, instead insisting that chess that potentially contained the idea of prisoner abuse, because opposing pieces are removed permanently, while shogi gives prisoners the chance to get back into the game. Masuda also argued that chess contradicts the ideal of gender equality in western society because the king shields himself behind the queen and runs away. Masuda's arguments are said to have eventually led to the exemption of shogi from the list of items to be banned.
The JSA recognizes two categories of shogi professionals: kishi, and joryūkishi. Sometimes kishi are addressed as 正棋士, a term from Go used to distinguish kishi from other classes of players. JSA professional ranks and female professional ranks are not equivalent and each has their own promotion criteria and ranking system. In 2006, the JSA officially granted women "professional status". This is not equivalent, however, to the more traditional way of "gaining professional status", i.e., being promoted from the 奨励会: leagues of strong amateur players aspiring to become a professional. Rather, it is a separate system especially designed for female professionals. Qualified amateurs, regardless of gender, may apply for the "Shoreikai System" and all those who successfully "graduate" are granted kishi status; however, no woman has yet to accomplish this feat (the highest women have reached is "Shoreikai 3 dan league" by Kana Satomi and Tomoka Nishiyama), so kishi is de facto only used to refer to male shogi professionals.
The JSA is the only body which can organize tournaments for professionals, e.g., the eight major tournaments in the titleholder system and other professional tournaments. In 1996, Yoshiharu Habu became the only kishi to hold seven major titles at the same time. For female professionals, both the JSA and LPSA organize tournaments, either jointly or separately. Tournaments for amateurs may be organized by the JSA and LPSA as well as local clubs, newspapers, private corporations, educational institutions or municipal governments for cities or prefectures under the guidance of the JSA or LPSA.
Since the 1990s, shogi has grown in popularity outside Japan, particularly in the People's Republic of China, and especially in Shanghai. The January 2006 edition of 近代将棋 stated that there were 120,000 shogi players in Shanghai. The spread of the game to countries where Chinese characters are not in common use, however, has been slower.
, there were over 1,200 active players in Europe.
The JSA prohibits its professionals from playing computers in public without prior permission, with the reason of promoting shogi and monetizing the computer–human events.
On October 12, 2010, after some 35 years of development, a computer finally beat a professional player, when the top ranked female champion Ichiyo Shimizu was beaten by the Akara2010 system in a game lasting just over 6 hours.
On July 24, 2011, computer shogi programs Bonanza and Akara crushed the amateur team of Kosaku and Shinoda in two games. The allotted time for the amateurs was one hour and then three minutes per move. The allotted time for the computer was 25 minutes and then 10 seconds per move.
On April 20, 2013, GPS Shogi defeated 8-dan professional shogi player Hiroyuki Miura in a 102-move game which lasted over 8 hours.
On December 13, 2015, the highest rated player on Shogi Club 24 was computer program Ponanza, rated 3455.
On April 10, 2016, Ponanza defeated Takayuki Yamasaki, 8-dan in 85 moves. Takayuki used 7 hours 9 minutes.
In October 2017, DeepMind claimed that its program AlphaZero, after a full nine hours of training, defeated Elmo in a 100-game match, winning 90, losing 8, and drawing two.
From a computational complexity point of view, generalized shogi is EXPTIME-complete.
Clubhouse Games: 51 Worldwide Classics was released internationally by Nintendo in 2020 for the Nintendo Switch console, offering both Shogi and mini Shogi variants using either traditional or bilingual pieces.
The backwards uma (shogi horse symbol) is often featured on merchandise (such as on large decorative shogi piece sculptures, keychains, and other keepsakes) available for sale in Tendō. It also serves as a symbol of good luck. (Cf. Rabbit's foot.) There are multiple theories on its origin. One is that uma (うま ) spelled in the Japanese syllabary backwards is まう mau (舞う), which means (to) dance and dancing horses are a good luck omen.Fairbairn, John. 1982. esorH drawkcaB ehT. Shogi, 37, p. 18.
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