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Tenjiku
Shogi is played on a board of 16 x 16 squares and each player
has 78 pieces (including 16 pawns).
THE PIECES
JUMPING PIECES
There are a number of pieces in Tenjiku
Shogi that have the power to jump over occupied squares.
The 'Kylin', 'Phoenix' and 'Free Eagle' may
all jump to the second square in the directions indicated by red
circles (ie: the 'Kylin' and 'Free Eagle' can jump to the second
square in any orthogonal direction, and the 'Phoenix' may jump
to the second square when moving diagonally). The 'Free Eagle'
may also move any number of unobstructed squares in any
orthogonal or diagonal direction.
The 'Knight' has the same move as its
Western Chess counterpart (1 square ahead, followed by 1 square
diagonally ahead) but is limited to making this move in the
forwards direction (toward the opponent).
The 'Lion' and the 'Horned Falcon' and
'Soaring Eagle' may use their 'Lion' powers to jump over
adjacent pieces.
The 'Heavenly Tetrarchs' is another piece
that may jump occupied squares. The peculiar move of this piece
is described separately.
In addition, Tenjiku has several 'Range
Jumping' pieces that may jump over multiple squares when making
a capture.
THE LION
The 'Lion' is one of the unusual pieces in
Tenjiku Shogi, having a move which is unlike any piece in
Western Chess.
If the 8 squares immediately adjacent to
the 'Lion' are called the 'A' squares (shown as Dark Blue
Circles on the Piece Movement Diagrams), and the 16 squares two
away from the piece are called the 'B' squares (represented as
Light Blue Circles), then the 'Lion' may do any one 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).
In Tenjiku Shogi there are no restrictions
on the capture of Lions (as there are in Chu Shogi).
The 'Horned Falcon' and 'Soaring Eagle'
also have 'Lion' power, but only in the directions indicated by
Blue Circles on the Piece Movement Diagram.
THE LION HAWK
The 'Lion Hawk'
may move as either the 'Lion' or the 'Bishop'.
RANGE JUMPING PIECES
The 'Bishop General', 'Rook General', 'Vice
General' and 'Great General' are special pieces with a very
powerful and penetrating move. In addition to moving any number
of unoccupied squares in the directions indicated by red arrows,
these pieces may also jump over any number of pieces (of either
side) in those directions to effect a capture. This 'range
jumping' power is, however, subject to certain restrictions.
The range jumping pieces (together with
the 'King') are ranked in the following order of precedence:
1. 'King' 2. 'Great General' 3. 'Vice General' 4. 'Rook General' & 'Bishop
General' 5. All other pieces.
When capturing by jumping, a piece may only
jump over lower ranked pieces.
The range jumping pieces only have the
power to jump other pieces on a move in which they are making a
capture.
Where a jump is legal a ranging general can
capture any piece, even a higher ranking general or king.
Note that
the 'Bishop General' and 'Rook General' are considered to be of
equal rank and neither may therefore jump the other.
AREA MOVE PIECES
The 'Fire Demon' and 'Vice General' can in
one turn reach any square that could be reached by the
equivalent of three consecutive single step 'King-type' moves.
This means that when using their 'area move' power on an
otherwise empty board these pieces can reach any square in an
area within three squares of the starting point.
A piece moving as an 'area mover' can not
continue its move after making a capture.
The three square moves of the 'Fire Demon'
and 'Vice General' are shown as a blue square around the piece
in the Piece Help diagram. The Vice General cannot jump when
making an area move.
THE FIRE DEMON
The 'Fire Demon' dominates the other
fabulous beasts in Tenjiku Shogi in much the same way as the
'Lion' reigns supreme in Chu Shogi. The 'Fire Demon' has a
powerful move as either an area mover or ranging piece, but its
devastating feature is the power to 'burn' any adjacent enemy
pieces.
After the 'Fire Demon' completes its move,
All enemy pieces unfortunate enough to be on one of the eight
adjacent squares are captured and removed from play. This power
is retained even during the opponents turn, in that a piece that
ends its move next to an enemy 'Fire Demon' is still 'burnt' and
removed from the game. Such a capture does not constitute a move
for the 'Fire Demon'.
If a 'Fire Demon' lands next to an opposing
'Fire Demon' then the surrounding enemy pieces are
not 'burnt' and
only the moving 'Fire
Demon' (and any piece on the destination square) is removed from
play.
The ‘Water Buffalo’ promotes to a ’Fire
Demon’ but does not burn surrounding pieces on it’s promotion
move (nor when moving away from that square). When moving away
from the promotion square (and on all subsequent moves) it moves
and burns pieces exactly as a ’Fire Demon’.
THE HEAVENLY TETRARCHS
The 'Heavenly Tetrarchs' is the promoted
form of the 'Chariot Soldier', and has a move unlike any other
piece in the game.
The Tetrarchs can not move to any of the
eight adjacent squares, but can capture a piece on one of those
squares without moving (ie: capture by igui). This move is shown
as a green circle on the Piece Help diagram.
In addition, the Tetrarchs can jump over an
adjacent square (even if occupied) to move from the second
square onwards on the diagonals as a ranging piece, or to move
to the second or third squares in a sideways direction.
THE CROWN PRINCE
The 'Drunk Elephant' is potentially a very
important piece, as it promotes to a 'Crown Prince'.
A player who gains a 'Crown Prince'
effectively acquires a second 'King' as the 'Crown Prince' must
also be captured before the opponent can win the game.
PROMOTION
Each player has a Promotion Zone consisting
of the five ranks (rows of squares) furthest away from him. Most
of the pieces in Tenjiku Shogi have a promoted rank and can
promote on entering, moving within, or leaving the Promotion
Zone.
Promotion is not compulsory, but a piece
must promote if it would be unable to make another legal move as
an un-promoted piece (i.e.: the 'Pawn', 'Lance' and 'Iron
General' must promote on reaching the last rank; the 'Knight'
must promote on reaching the second-last rank).
As in all the games in the Shogi family, in
Tenjiku 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
As in all the larger Shogi variants,
captured pieces in Tenjiku can not be 'dropped' back into play.
A captured piece is removed from play and takes no further part
in the game.
OTHER RULES
Repetition of a "move sequence" for a
third time is forbidden.
Perpetual check is forbidden, the checking player must change
the move before repeating the moves for a third time.
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