Dai Dai Shogi
 
 

Dai Dai Shogi can be dated to 1443 and may be a hundred years older.

3 methods of early deployment in the centre with the bear, the tigers and the irons.



Because the two sides have different properties and develop differently,
deciding what to do on either side must be based on merit, not on a whim.

Great Great Shogi
Sample opening (game unfinished).
B: Dave W: Greg

1.P-10k P-9g 2.P-10j ST10e-9f
3.ST-10k P-10g 4.FL-10l P-11g
5.P-9k P-7g 6.P-8k FL-7f
7.P-7k FL-11f 8.Ln-13o Ln-5c
9.Ln-11m Ln-7e 10.P-9j Ln-8g
11.Ln-9k P-5g 12.P-8j P-9h
13.P-13k I-11e 14.P-14k P-15g
15.P-15k VO-15f 16.P-16k P-11h
17.SM-16l 
(Diagram)
 

Here's a possible opening idea
Covering the 8th rank with the Blue Dragon:
P-16k  SM-16l  P-15k  BD-13j
This may allow easier development without the worry of the enemy lion. Although the lion is unlikely to do any major damage in the opening, the capture of a single pawn gives it a decent promotion.

Play on the right side. (Just my opinion)
Protect the Hook Mover, it is the strongest attacking and mating piece and should not be exchanged unless absolutely necessary. Lines should be opened on the right side, the Hook Mover is most dangerous when out in the open.

The promoting pieces (ensure they are defending something):
The Poisonous Snake (+ to HM) is easy for the enemy to avoid as it can only cover the even numbered ranks. With it's powerful promotion it is best suited to protecting the Hook Mover.

The Eastern Barbarian (+ to Ln) is easy to control and worth bringing forward to protect lesser pieces early in the game.
The Southern Barbarian (+ to WE) with its blind spots is less easy to manoeuvre and is best to advance slow and defend locally.
The Enchanted Badger (+ to D) has properties somewhere between the EB and the SB and should be used accordingly as the overall plan dictates.
The Flying Horse (+ to FK) is worth bringing forward, well protected, with a view to promotion.
The Rushing Bird (+ to FDe) has no great urgency to promote and with open lines can support attacks from within its own camp.
The Lion Dog (+ to GE) has a useful but not major increase in movement value when promoted, so can be played as a normal piece.
The Kylin (+ to GD), the Flying Dragon (+ to DH) and the Blind Monkey (+ to MW) are all awkward movers with good promotion values. Move them if they're in the way or they have a useful task. Keep them defending many pieces.

Other pieces
Wood General, no retreat, little use, a piece gladly exchanged or sacrificed.
Evil Wolf, no retreat but far more useful, advance to support or exchange.
Angry Boar, a nuisance piece that seems to get in the way at first. Don't advance it too far, may find a spot attached to the VO, mutually defending.
Violent Ox, this is faster than the Boar and can be advanced to attack.
Right Chariot, use the one diagonal to change to desired file for supporting or near heading an attack.
White Elephant, this needs to advance behind the minor pieces as far as possible. It can then take advantage of its long retreat diagonals.
White Tiger, probably best in or close to its own camp, supporting attacks on the left forward diagonal or on its file. By ranging up and down its file it can quickly change diagonals.
 

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