Shogi in the context of "Chess variant"

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⭐ Core Definition: Shogi

Shogi (将棋, shōgi; English: /ˈʃɡi/, Japanese: [ɕoːɡi]), also known as Japanese chess, is a strategy 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 Western chess, chaturanga, xiangqi, Indian chess, Makruk, and janggi. Shōgi means general's (shō ) board game (gi ).

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.

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👉 Shogi in the context of Chess variant

A chess variant is any board game related to, derived from, or inspired by orthodox chess. Chess variants can differ from standard chess in many different ways, including variant board sizes, non-standard fairy pieces, alternative starting positions, and additional rules. There are thousands of known chess variants (see list of chess variants). The Classified Encyclopedia of Chess Variants catalogues around two thousand, with the preface noting that—since creating a chess variant is relatively easy—many were considered insufficiently notable for inclusion. While most chess variants are not widely played, some have reached modest levels of popularity, with the most successful being Chess960. Several well known modern chess masters like Capablanca, Fischer, and Yasser Seirewan developed their own chess variants.

"Classical", "orthodox" or "Western" chess itself is one of a family of games which have related origins and could be considered part of the same board game family. Modern chess itself developed from the Indian chaturanga via the Middle-eastern shatranj. During the Middle Ages, there were numerous popular chess variants, like Great chess and Courier chess. Modern chess variants are mostly all variations on standard Western chess. Though not technically variants of modern chess, there are also many regional games which are part of the same family, such as shogi (Japan), sittuyin (Burma), makruk (Thailand), hiashatar (Mongolia), and xiangqi (China). These games have their own history of variants (see shogi variants and xianqi variants).

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Shogi in the context of Chess

Chess is a board game for two players. It is an abstract strategy game that involves no hidden information and no elements of chance. It is played on a square board consisting of 64 squares arranged in an 8×8 grid. The players, referred to as "White" and "Black", each control sixteen pieces: one king, one queen, two rooks, two bishops, two knights, and eight pawns, with each type of piece having a different pattern of movement. An enemy piece may be captured (removed from the board) by moving one's own piece onto the square it occupies. The object of the game is to "checkmate" (threaten with inescapable capture) the enemy king. There are also several ways a game can end in a draw.

The recorded history of chess dates back to the emergence of chaturanga in 7th century India. Chaturanga is also thought to be an ancestor of similar games like Janggi, xiangqi and shogi. After its introduction to Persia, it spread to the Arab world and then to Europe. The modern rules of chess emerged in Europe at the end of the 15th century, becoming standardized and gaining universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, with millions of players worldwide.

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Shogi in the context of Chaturanga

Chaturanga (Sanskrit: चतुरङ्ग, IAST: caturaṅga, pronounced [tɕɐtuˈɾɐŋɡɐ]) is an ancient Indian strategy board game. It is first known from India around the seventh century AD.

While there is some uncertainty, the prevailing view among chess historians is that chaturanga is the common ancestor of the board games chess, xiangqi (Chinese), janggi (Korean), shogi (Japanese), sittuyin (Burmese), makruk (Thai), ouk chatrang (Cambodian) and modern Indian chess. It was adopted as chatrang (shatranj) in Sassanid Persia, which in turn was the form of chess brought to late-medieval Europe.

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Shogi in the context of Japanese popular culture

Japanese popular culture includes Japanese cinema, cuisine, television programs, anime, manga, video games, music, and doujinshi, all of which retain older artistic and literary traditions; many of their themes and styles of presentation can be traced to traditional art forms. Contemporary forms of popular culture, much like the traditional forms, are not only forms of entertainment but also factors that distinguish contemporary Japan from the rest of the modern world. There is a large industry of music, films, and the products of a huge comic book industry, among other forms of entertainment. Game centers, bowling alleys, and karaoke parlors are well-known hangout places for teens while older people may play shogi or go in specialized parlors. After the Meiji Restoration, Japan adopted European and American culture. Today, Japanese popular culture plays a major role in the country's soft power,tourism, and economy, standing as one of the most widespread and famous popular cultures around the world.

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Shogi in the context of Xiangqi

Xiangqi (/ˈʃɑːŋi/; Chinese: 象棋; pinyin: xiàngqí), commonly known as Chinese chess or elephant chess, is a strategy board game for two players. It is the most popular board game in China. Xiangqi is in the same family of games as shogi, janggi, Western chess, chaturanga, and Indian chess. Besides China and areas with significant ethnic Chinese communities, this game is also a popular pastime in Vietnam, where it is known as cờ tướng, literally 'General's chess', in contrast with Western chess or cờ vua, literally 'King's chess'.

The game represents a battle between two armies, with the primary object being to checkmate the enemy's general (king). Distinctive features of xiangqi include the cannon (pao), which must jump to capture; a rule prohibiting the generals from facing each other directly; areas on the board called the river and palace, which restrict the movement of some pieces but enhance that of others; and the placement of the pieces on the intersections of the board lines, rather than within the squares.

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Shogi in the context of Iemoto

Iemoto (家元, lit.'family foundation') is a Japanese term used to refer to the founder or current Grand Master of a certain school of traditional Japanese art. It is used synonymously with the term sōke (宗家) when it refers to the family or house that the iemoto is head of and represents.

The word iemoto is also used to describe a system of familial generations in traditional Japanese arts such as tea ceremony (including sencha), ikebana, Noh, calligraphy, traditional Japanese dance, traditional Japanese music, the Japanese art of incense appreciation (kōdō), and Japanese martial arts. Shogi and Go once used the iemoto system as well. The iemoto system is characterized by a hierarchical structure and the supreme authority of the iemoto, who has inherited the secret traditions of the school from the previous iemoto.

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Shogi in the context of Sittuyin

Sittuyin (Burmese: စစ်တုရင်), also known as Burmese chess, is a strategy board game created in Myanmar. It is a direct offspring of the Indian game of chaturanga, which arrived in Myanmar in the 8th century thus it is part of the same family of games such as chess and shogi. Sit is the modern Burmese word for "army" or "war"; the word sittuyin can be translated as "representation of the four characteristics of army"—chariot, elephant, cavalry and infantry.

In its native land, the game has been largely overshadowed by Western (international) chess, although it remains popular in the northwest regions.

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Shogi in the context of Handicapping

Handicapping, in sport and games, is the practice of assigning advantage through scoring compensation or other advantage given to different contestants to equalize the chances of winning. The word also applies to the various methods by which the advantage is calculated. In principle, a more experienced participant is disadvantaged, or a less experienced or capable participant is advantaged, in order to make it possible for the less experienced participant to win whilst maintaining fairness. Handicapping is used in scoring many games and competitive sports, including go, shogi, chess, croquet, golf, bowling, polo, basketball, and track and field events. Handicap races are common in clubs which encourage all levels of participants, such as swimming or in cycling clubs and sailing clubs, or which allow participants with a variety of standards of equipment. Often races, contests or tournaments where this practice is competitively employed are known as Handicaps.

Handicapping also refers to the various methods by which spectators can predict and quantify the results of a sporting match. The term is applied to the practice of predicting the result of a competition, such as for purposes of betting against the point spread. A favored team that wins by less than the point spread still wins the game, but bets on that team loss.

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