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- " INTRODUCTION
- ==============
-
- Tai Shogi (Grand Shogi) with its 25x25 square board and 354 pieces is
- thought to be the largest chess game in the world. (While there is a
- suggestion that there was once a form of Shogi called 'Tai-Kyoku' played
- on a board of 36x36 squares, no rules have ever been found.) Tai Shogi is
- a gargantuan of a game both in terms of strategy and playing time. A
- serious game of Tai will require several long sessions to complete and may
- need over 1000 moves per player. The game is simply too big to be played
- strategically, and therefore the game typically proceeds as a series of
- local skirmishes as both players try to develop their pieces and improve
- their position.
-
- The exact date Tai Shogi was invented is not known. The oldest surviving
- record of the moves of the pieces is in Nishizawa Teijin's SHO SHOGI
- ZUSHIKI, published in 1694.
-
- While most of the 101 different pieces in Tai Shogi are also found in other
- variants, one unique feature of Tai is the presence right from the
- beginning of the game of the all powerful 'Emperors'.
-
-
- THE GAME
- =========
-
- Tai Shogi is played on a board of 25 x 25 squares and each player has
- 177 pieces (including 25 pawns)!
-
- As in all Shogi games, the pieces are flat and wedge-shaped and are not
- distinguished by colour. Although the pieces are of uniform colour the
- first player is still conventionally referred to as 'Black' and the second
- player as 'White'. Ownership of the pieces is indicated by the direction
- in which they face, with a player's pieces always pointing towards the
- opponent.
-
- The players make alternate moves, with the object being to capture the
- opposing 'Emperor' AND the 'Crown Prince'. If a player has acquired a 2nd
- 'Crown Prince' (by promoting the 'Drunk Elephant') that piece must also be
- captured before the game can be won.
-
- On each turn a player can move one piece according to its power of
- movement to a vacant square on the board, or to a square occupied by an
- enemy piece (in which case the enemy piece is captured and removed from
- the game).
-
- In the case of the 'Lion' and pieces with 'Lion' power a second move can
- sometimes be made in the same turn.
-
-
- THE PIECES
- ===========
-
- The Piece Help screen provides the names, notation symbols, promotion
- details, and powers of movement for all of the pieces in the game.
-
- [The Piece Help screen can be reached by clicking on the 'Pieces' button]
-
-
- JUMPING PIECES
- ===============
-
- The 'Kylin','Phoenix', 'Donkey', 'Poisonous Snake' and 'Knight' (and the
- 'Emperor' and those pieces with 'Lion' powers) have the power to jump over
- occupied squares. As indicated by red circles on the Piece Help screens,
- the 'Kylin' can jump to the second square in any orthogonal direction, the
- 'Phoenix' may jump to the 2nd square when moving diagonally, the 'Donkey'
- can jump to the 2nd square directly forwards or backwards, and the
- 'Poisonous Snake' can jump either forwards or to the backward diagonals.
-
- The pieces shown on the 'Piece Help Screen' as having moves of 2, 3 or 5
- squares can only move more than one square in the directions indicated if
- the intervening squares are unoccupied (ie: they can not jump).
-
-
- THE LION
- =========
-
- The 'Lion' has an unusual and powerful move.
-
- If the 8 squares immediately adjacent to the 'Lion' are called the 'A'
- squares (shown as Dark Blue Circles on the Piece Help screen), and the 16
- squares two away from the piece are called the 'B' squares (represented as
- Light Blue Circles), then the 'Lion' may do anyone of the following things
- in a single turn:
-
- - Move directly to any 'A' or 'B' square, jumping an intervening square
- if necessary;
-
- - Capture a piece on an 'A' square and continue moving one more square
- in any direction from the point of capture, making another capture if
- the 2nd square is also occupied by an enemy piece.
-
- - Capture a piece on any 'A' square without moving (this is known as
- 'igui' and counts as a turn).
-
- - Move to an adjacent square and return to the starting square
- (effectively passing the turn). This move can be made by double-
- clicking the left mouse button on the Lion.
-
- In Tai Shogi there are no restrictions on the capture of Lions (as there
- are in Chu Shogi).
-
- On promoting to 'Furious Fiend' the 'Lion' gains the power of the 'Lion
- Dog' (ie: it can move up to 3 squares in any orthogonal or diagonal
- direction). The 'Furious Fiend' can move as either a 'Lion' or 'Lion
- Dog' on any one turn (it can not combine the two powers in the same move).
-
- The 'Buddhist Spirit' (promoted 'Dark Spirit') has the combined powers of
- the 'Lion' and 'Free King', and can move as either (but not both) on any
- one turn. The 'Buddhist Spirit' is therefore a very mobile and dangerous
- piece.
-
- TEACHING KING
- ===============
-
- In Nishizawa Teijin's SHO SHOGI ZUSHIKI, the 'Teaching King' (promoted
- 'Deva') is described as having the combined moves of the 'Lion Dog' (up to
- 3 squares in any orthogonal or diagonal direction) and the 'Free King'.
- The moves of the 'Lion Dog' are completely subsumed by the powers of the
- 'Free King' anyway, so this piece only has one way of moving (ie: as a
- 'Free King').
-
- Another interpretation of the powers of the 'Teaching King' (mentioned, but
- not advocated in the Shogi Association rules leaflet on 'Maka-Dai-Dai Shogi)
- gives it the combined move of the 'Free King' or a 3 square move with full
- 'Lion' powers. This immensely powerful interpretation is not now considered
- to be the move intended in SHO SHOGI ZUSHIKI, but has nevertheless been
- included as an alternative for those who may wish to try it.
- This 2nd version can be selected from the 'Set-up' menu.
-
-
- HOOK MOVERS
- ============
-
- The pieces with 'hook moving' capabilities are very powerful pieces.
-
- The 'Hook Mover' itself has a Double Rook move, being able to move any
- number of squares in any orthogonal direction, immediately followed by a
- further move at right angles to the first. The two legs of the 'Hook Mover'
- move do not have to be of the same length, and it is not compulsory that
- it make the 2nd Rook move. To give some idea of the power of this move it
- is worth noting that the 'Hook Mover' on an empty board would be able to
- reach any square in one turn! The 'Hook Mover' is not a jumping piece,
- and must end its move on making a capture.
-
- The 'Capricorn' has hook moving powers in the diagonal directions (ie: it
- is effectively a Double Bishop). The 'Long-Nosed Goblin' can either 'hook
- move' in the diagonal directions or move one square orthogonally. The
- other hook mover in Tai Shogi is the 'Peacock' which is a 'hook mover' in
- the forward diagonal directions only, and can move one or two squares
- along the backward diagonals.
-
-
- THE CROWN PRINCE
- ==================
-
- In Tai Shogi there is a 'Crown Prince' in the game at the start of play and
- this piece must be captured (along with the 'Emperor') before the game is
- won.
-
- In addition, the 'Drunk Elephant' can also be promoted to a second 'Crown
- Prince'. If this occurs both 'Crown Princes' (and 'Emperor') must be
- taken before the game is ended.
-
-
-
- THE EMPEROR
- =============
-
- A unique feature of Tai Shogi is the presence right from the start of the
- game of the all powerful 'Emperors'. The 'Emperor' has the greatest power
- of any piece in any of the Shogi variants as it may move in one turn to
- almost any square on the board, jumping over any number of pieces of either
- side in the process.
-
- The only restriction on the movement of the 'Emperor' is that it may not
- capture an enemy piece that is protected by another piece. It is this rule
- which prevents the 'Emperor' from simply capturing the opposing 'Emperor'
- (or 'Crown Prince') on its first move.
-
- While you might think that the power of the 'Emperors' would have a great
- impact on the course of the game, their powers tend to offset each other.
- It should be noted that any otherwise unprotected piece is always protected
- by its own 'Emperor'.
-
-
-
- PROMOTION
- ==========
-
- The promotion rules in Tai Shogi (and its other large cousins) are very
- different from those in the smaller variants. In Tai there are no
- Promotion Zones. A piece is promoted when it captures an enemy piece. If
- a piece has a promoted rank and makes a capture, promotion is compulsory.
-
- A piece that reaches the last rank of the board and does not have the power
- to retreat is left in play on the last rank until captured.
-
- As in all the games in the Shogi family, in Tai Shogi sets the promoted
- rank is shown on the reverse side of the piece, and the piece is turned
- over on promotion to reveal the new rank.
-
-
- CAPTURES
- =========
-
- Unlike in Shogi, captured pieces in Tai can not be 'dropped' back into
- play. A captured piece is removed from play and takes no further part
- in the game.
-
-
- HANDICAP PLAY
- ===============
-
- Handicaps are often given when players of unequal strength play Shogi in
- Japan. The reason that handicap play is common is that the handicap system
- in Shogi works far better than that used in Western Chess.
-
- In a handicap game a player offers a handicap of one or more pieces to an
- opponent of less strength. While Tai does not lend itself to handicaps as
- well as Shogi (as there are no 'drops' in Tai), provision for handicap play
- has nevertheless been included in this program.
-
- The same rules for handicaps as in Shogi have been adopted. Under these
- rules, the player offering the handicap plays 'White'and his opponent (as
- 'Black') removes the handicap pieces as the first move of the game. In
- handicap play 'White' therefore makes the first move on the board.
-
-
- NOTATION
- ==========
-
- The following notation system is used for recording Tai Shogi games in this
- program.
-
- The files are designated by numbers (1 to 25), and the ranks by letters
- (a to y). The files are numbered from right to left (in the Japanese
- fashion), and the ranks from top to bottom (from Black's point of view).
- The top right square is therefore 1a.
-
- A move is described by giving:
-
- a) the designation of the piece (eg: Ln for Lion); this designation is
- preceded by a '+' if it is at its promoted rank,
-
- b) followed by the method of moving;
-
- '-' for a simple move on the board,
- 'x' for a capture,
-
- c) then the destination square is recorded,
-
- d) finally if the piece promoted on that turn, this is recorded by
- adding '+' after the move, or if promotion was possible but was
- refused, the symbol '=' is added.
-
- If more than one piece of the same type can reach the destination square
- then the starting square is also given after the piece designation to
- avoid confusion.
-
- When a 'Lion','Furious Fiend' or 'Buddhist Spirit' captures by 'igui'
- (ie: without moving) the square of the piece being captured is used
- instead of the destination square, and this is preceded by the symbol '!'
- (eg: a Lion on 8c capturing a piece on 9d would be shown as Lnx!9d).
-
- When a piece makes a double capture with 'Lion' powers both captures are
- shown in the order that they were made. (eg: a Lion on 3g capturing a
- piece on 3h and then capturing another on 2i, would be represented by
- Lnx3hx2i).
-
- NOTE: This system is the official notation system of 'The Shogi
- Association'.
-
-
-
- DISPLAYING LEGAL MOVES
- =========================
-
- If the 'Show Move' option is selected from the Moves Menu, clicking the left
- mouse button on a piece during play will show all the legal moves of that
- piece:
-
- - Legal moves to vacant squares are represented as White Circles.
-
- - Legal captures are shown as Red Circles.
-
- - Legal moves by a piece with 'Lion' powers to an 'A' square, are shown
- as a Dark Blue Circle.
-
- - Legal moves by a piece with 'Lion' powers to a 'B' square are indicated
- by a Light Blue Circle.
-
- - The move of the 'Teaching King' (Version 2) to an adjacent square is
- shown as a Purple Circle, with a move to the 2nd square represented by
- a Dark Blue Circle, and the 3rd as a Light Blue Circle.
-
- - The 'Emperor's' influence is shown in Blue, with any possible captures
- identified in Red."
-