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Board games

Shogi

Protect your king, promote your pieces and bring captured pieces back into the fight.

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Protect your king, promote your pieces and bring captured pieces back into the fight.

Craft a Shogi Board and fit it into a Small Game Table. Place matching Game Chairs facing the table, then take a seat.

Materials
  • 1 ×Gold nugget
  • 7 ×Any planks
  • 1 ×Yellow wool

Open the fitted board to make your moves. How to play in the side tray gives you the same lessons with illustrations inside the game.

Your army: Pieces point toward your opponent. Take turns moving one piece.
Your army

Pieces point toward your opponent. Take turns moving one piece.

Checkmate: Win by attacking the king so it has no safe reply.
Checkmate

Win by attacking the king so it has no safe reply.

Pawn: Move one square forward. Pawns capture forward too.
Pawn

Move one square forward. Pawns capture forward too.

Lance: Slide forward any distance. Stop before your own piece; capture the first enemy.
Lance

Slide forward any distance. Stop before your own piece; capture the first enemy.

Knight: Jump two squares forward and one sideways. Only knights jump over pieces.
Knight

Jump two squares forward and one sideways. Only knights jump over pieces.

Silver: Step forward or diagonally. It cannot step sideways or straight back.
Silver

Step forward or diagonally. It cannot step sideways or straight back.

Gold: Step to a neighbour, except the two backward diagonals.
Gold

Step to a neighbour, except the two backward diagonals.

King: Step to any neighbour, but never into an enemy attack.
King

Step to any neighbour, but never into an enemy attack.

Bishop: Slide diagonally any distance. Other pieces block the path.
Bishop

Slide diagonally any distance. Other pieces block the path.

Rook: Slide across or down any distance. Other pieces block the path.
Rook

Slide across or down any distance. Other pieces block the path.

Horse: A promoted bishop keeps its diagonals and gains one-step straight moves.
Horse

A promoted bishop keeps its diagonals and gains one-step straight moves.

Dragon: A promoted rook keeps its straight moves and gains one-step diagonals.
Dragon

A promoted rook keeps its straight moves and gains one-step diagonals.

Capture: Land on an enemy piece to capture it. Its promotion is removed.
Capture

Land on an enemy piece to capture it. Its promotion is removed.

Keep it: The captured pawn becomes yours and waits beside the board.
Keep it

The captured pawn becomes yours and waits beside the board.

From reserve: Spend your turn placing a captured piece on an empty square, unpromoted.
From reserve

Spend your turn placing a captured piece on an empty square, unpromoted.

Pawn limit: You cannot drop a pawn in a column already holding your unpromoted pawn.
Pawn limit

You cannot drop a pawn in a column already holding your unpromoted pawn.

Three far rows: You may promote when a move starts or ends in the opponent's three back rows.
Three far rows

You may promote when a move starts or ends in the opponent's three back rows.

New movement: Pawn, lance, knight and silver promote to gold moves. Kings and golds never promote.
New movement

Pawn, lance, knight and silver promote to gold moves. Kings and golds never promote.

Escape the threat: Move your king, capture the attacker or block its path. The game only offers safe moves.
Escape the threat

Move your king, capture the attacker or block its path. The game only offers safe moves.

Forced promotion: Promote if a pawn or lance reaches the last row, or a knight reaches the last two.
Forced promotion

Promote if a pawn or lance reaches the last row, or a knight reaches the last two.

No dead end: No pawn or lance on the last row; no knight on either of the last two rows.
No dead end

No pawn or lance on the last row; no knight on either of the last two rows.

No pawn-drop mate: A pawn drop may check, but may not give immediate checkmate. Other drops may mate.
No pawn-drop mate

A pawn drop may check, but may not give immediate checkmate. Other drops may mate.

Four repeats: Four identical positions draw, unless one player keeps checking: that player loses.
Four repeats

Four identical positions draw, unless one player keeps checking: that player loses.

Long games: At 500 moves, draw once neither king is in check. A checking sequence postpones it.
Long games

At 500 moves, draw once neither king is in check. A checking sequence postpones it.

Get safely inside: Your king must be in the far camp, not checked, with at least ten other friendly pieces there.
Get safely inside

Your king must be in the far camp, not checked, with at least ten other friendly pieces there.

Count your strength: Count camp pieces and reserves: rook/bishop 5, others 1, king 0. 24-30 draws; 31+ wins.
Count your strength

Count camp pieces and reserves: rook/bishop 5, others 1, king 0. 24-30 draws; 31+ wins.

You cannot drop an unpromoted pawn on a file where you already have one, and pawn-drop mate is forbidden. A pawn or lance must promote on the last rank; a knight must promote on either of the last two ranks. Captured promoted pieces return to your hand unpromoted. Four occurrences of the same position normally give a draw, but a side responsible for perpetual check loses instead. Entering-king declaration has its own eligibility and point requirements.

Use Rematch after the result to play again. To pause an unfinished match, the table owner can remove and keep its board.

See seats and solo play for multiplayer and Play alone, or item stakes if you want to agree on a pot.