Minjiku Shogi
Minjiku Shogi is a variant in the spirit of the historic Japanese game Tenjiku Shogi, but on a much smaller board (10x10 instead of 16x16). In still qualifies as a large variant: each player starts with 32 pieces of 17 different types, many of which can promote, sometimes to pieces of type nor originally present.
The iconic pieces in Tenjiku Shogi, which give that variant its unique flavor, and dominate the opening play, are the Fire Demons and the jumping generals. The Fire Demons capture ('burn') every enemy piece in the 3x3 area surrounding their location, even passively during the opponent's turn. The jumping generals can hop over arbitrary many pieces for capturing or checking, which make smothered checkmates a major opening theme, as the King starts so deeply buried in its own camp that it takes a long time to provide any 'breathing space' for it.
The Tenjiku pieces were perceived as too powerful for a mere 10x10 board, however. So Minjiku Shogi is designed with original pieces, which can be viewed as 'caricatures' of their original Tenjiku-Shogi counterparts: they still have the capabilities that are characteristic for these originals, but often in a more modest amount. E.g. where some of the pieces in Tenjiku Shogi can make 'area moves' consisting of three independent King steps, this is reduced to two steps in Minjiku Shogi. And where the Tenjiku Fire Demon burns its eight neigbors, the Minjiku Fire Dragon only burns the four diagonally adjacent ones.
Setup
Pieces
Pieces can always capture as they move, but some pieces have additional 'capture-only' moves:
Fire Dragons capture all diagonally adjacent enemies as an automatic side effect of their move. This happens in addition to any ordinary capture they might make with that move.
The jumpers can capture behind obstacles in their path. They are not always able to hop over each other, though. There is a ranking for them (which also includes the King), and they cannot hop over pieces of equal or higher rank. The ranking is King > Jumping General > Area Jumper > Orthogonal Jumper = Diagonal Jumper > any other piece.
Several pieces can capture adjacent enemies without moving. This does take a turn, and the adjacent enemy is simply removed from the board.
Some pieces can make an 'area move' consisting of up to two King steps. The directions of these steps can be chosen independently. The second step is only allowed if the first went to an empty square, so it is not possible to capture two pieces in one move by this.
pawn | steps one square straight ahead | promotes to gold | ||
silver | steps one square, or straight ahead | promotes to bishop | ||
gold | steps one square orthogonally, or diagonally forward | promotes to rook | ||
minister | steps one square in all 8 directions | promotes to orthogonal jumper | ||
kirin | steps one square diagonally, or jumps to the 2nd square orthogonally | promotes to samurai | ||
phoenix | steps one square orthogonally, or jumps to the 2nd square diagonally | promotes to queen | ||
lateral mover | slides sideways, or steps one square forward or backward | promotes to ninja | ||
bishop | slides diagonally | promotes to viper | ||
rook | slides orthogonally | promotes to cobra | ||
diagonal jumper | slides diagonally, and can jump over arbitrary many pieces on the diagonal for capturing | promotes to lion | ||
viper | slides diagonally, or captures an orthogonally adjacent enemy without moving | promotes to area jumper | ||
cobra | slides orthogonally, or captures an diagonally adjacent enemy without moving | promotes to jumping general | ||
queen | slides in all 8 directions | promotes to fire dragon | ||
orthogonal jumper | slides orthogonally, and can jump over arbitrary many pieces on the file or rank for capturing | Only available as a promoted minister. Cannot promote itself | ||
samurai | makes a knight's jump, or captures an adjacent piece without moving | Only available as a promoted kirin. Cannot promote itself | ||
ninja | steps one square diagonally, or leaps to the second square sideways, from where it can go on sliding outward. In addition it can capture an orthogonally adjacent enemy without moving. | Only available as a promoted lateral mover. Cannot promote itself | ||
lion | steps one square or jumps to the second square in any of the 8 directions, or jumps like a knight | Only available as a promoted diagonal jumper. Cannot promote itself | ||
area jumper | slides diagonally, and can jump over arbitrary many pieces on the diagonal for capturing. In addition it can make up to two king steps with independently chosen direction. The second such step can only be made if the first was not a capture. | The area jumper cannot promote | ||
jumping general | slides in all 8 directions, and can jump over arbitrary many pieces on the diagonal for capturing. | The jumping general cannot promote | ||
fire dragon | slides in all 8 directions. In addition it can make up to two king steps with independently chosen direction. The second such step can only be made if the first was not a capture. Burns all enemies diagonally adjacent to its destination if it doesn't get burned itself | The fire dragon cannot promote | ||
king | steps one square in all 8 directions | The king cannot promote |
Rules
Fire Dragons also burn passively: pieces arriving on a square diagonally adjacent to an enemy Dragon during their own move disappear. This is automatic, and and doesn't count as a move of the player who's Dragon does the burning. It even applies to a moving Fire Dragon itself, and in this case the moving Dragon will not burn any of its own neighbors when it gets burned.
The squares on which the King and Minister start are so-called 'brouhaha squares': they disappear as soon as they are evacuated. It is possible to capture a piece that stands on such a square, though, which implies a King can be in check there.
Most pieces in the initial array can promote, and optionally do so when entering the enemy camp (the furthest three ranks, not counting the brouhaha squares), or when making a capture starting in that camp. When they choose to promote, they will keep the new move for the rest of the game; they can never revert to their original move, and they can never promote a second time, even when pieces with the same move that were originally present are promotable.
The goal is to checkmate the enemy King.
Three-fold repetition is a draw.
After 50 moves without capture or promotion the game ends in a draw. (Note that Pawn moves, or moves of other promotable pieces, do not reset the counter.)
Notes
After 1.g4 black immediately faces a mate threat (2. Jj6#), which can only be defended against therough 1... Yi7. (After 1... j7 we get 2. Axj7 Yi7 3. Aj6 Yxj6 4. Jxj6#.)
The Chu-Shogi Lion was considered too strong a piece for this variant, and its absense eliminated all 'hit-and-run captures' from it. The 'capturing without moving' (a.k.a. rifle capture or igui) was retained, though. In Tenjiku Shogi this capture mode occurred in the Horned Falcon, Soaring Eagle, Lion, Lion Hawk, Free Eagle and the promotion piece Heavenly Tetrarch. Minjiku Shogi kept in in the array pieces Viper and Cobra, which can be considered caricatures of the Free Eagle and Lion Hawk, repectively. (As they also are sliders.) The Samuray can be considered a caricature of the Lion. (Hence the Kirin promotes to it.)
The Ninja plays the role of Tenjiku's Heavenly Tetrarch: it has a ski-slide in combination with rifle capture on the adjacent square.
The Orthogonal Jumper is identical to Tenjiku's Rook General (the names of these jumping generals were altered to get more convenient one-letter IDs for the pieces). It was not included in the initial array because it doesn't play such an important role even in Tenjiku Shogi: in the symmetric setup they face each other, and usually get traded at the first opportunity, to prevent one player can do something useful with it. And of course some pieces have to be eliminated when there is room for only 22 non-pawns, instead of 60. It did make a convenient promotion piece for the Minister, though. (Which is stronger than Gold, so that it would be illogical for it to have a promotion to something weaker than Rook, if we wanted to retain the usual G->R promotion, which was why I discarded the Lateral Mover as the promotion piece.)
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By H. G. Muller.
Last revised by H. G. Muller.
Web page created: 2023-02-08. Web page last updated: 2024-09-18