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- " INTRODUCTION
- ==============
-
- Tenjiku Shogi (Exotic Shogi) is believed to have been invented in the
- sixteenth century by Buddhist monks, and certainly lives up to its name.
-
- While based on Chu Shogi (Middle Shogi), Tenjiku boasts a menagarie of
- wonderfully powerful pieces which make it a far more dynamic and fast-
- paced game than the other large variants. The exotic pieces include
- range jumpers which can jump over any number of pieces in order make a
- capture, and the 'Fire Demon' which can 'burn' all enemy pieces on the
- squares adjacent to where it lands!
-
- Unlike in most other Shogi variants, tactics in Tenjiku are critical right
- from the first move of the game. Despite the large board, the power of
- the pieces can mean that careless play is rewarded with a lost game in only
- a few moves.
-
- THE GAME
- =========
-
- Tenjiku Shogi is played on a board of 16 x 16 squares and each player has
- 78 pieces (including 16 pawns).
-
- As in all Shogi games, the pieces are flat and wedge-shaped and are not
- distinguished by colour. Although the pieces are of uniform colour the
- first player is still conventionally referred to as 'Black' and the
- second player as 'White'. Ownership of the pieces is indicated by the
- direction in which they face, with a player's pieces always pointing
- towards the opponent.
-
- The players make alternate moves, with the object being to capture the
- opposing 'King'. If the opposing player has obtained a 'Crown Prince'
- by promotion, that piece must also be captured in order to win the game.
-
- On each turn a player can move one piece according to its power of
- movement to a vacant square on the board, or to a square occupied by an
- enemy piece (in which case the enemy piece is captured and removed from
- the game). In addition the 'Fire Demon' can also capture any enemy
- pieces adjacent to the destination square.
-
- In the case of the 'Lion' and pieces with 'Lion' power a second move can
- sometimes be made in the same turn.
-
-
- THE PIECES
- ===========
-
- The Piece Help screen provides the names, notation symbols, promotion
- details, and powers of movement for all of the pieces in the game.
-
- [The Piece Help screen can be reached by clicking on the 'Pieces' button]
-
-
- 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 on the Piece Help screens
- (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 Help screen), 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). This move can be made by double-
- clicking the left mouse button on the Lion.
-
- In Tenjiku Shogi there are no restrictions on the capture of Lions (as
- there are in Chu Shogi).
-
- One of the two versions of the 'Lion Hawk' included in this program also
- has the powers of the 'Lion' combined with those of the Bishop (for details
- see 'The Lion Hawk').
-
- The 'Horned Falcon' and 'Soaring Eagle' also have 'Lion' power, but only
- in the directions indicated by Blue Circles on the Piece Help screen.
-
-
- 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 on the Piece Help screens, 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 or capture lower
- ranked pieces. Note that the 'Bishop General' and 'Rook General' are
- considered to be of equal rank and neither may therefore jump the other,
- or capture the other by jumping.
-
- The range jumping pieces only have the power to jump other pieces on a
- move in which they are making a capture.
-
- 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.
-
- The first version of the 'Lion Hawk' included in the program may make the
- equivalent of two 'King-type' moves, if used as an 'area mover', and
- therefore if unobstructed can reach any square in an area within two
- squares of its initial position (for further details see 'The Lion Hawk').
-
- 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 diagrams. The two square
- move of the 'Lion Hawk' (Version 1) is represented by a red square around
- the piece.
-
- THE LION HAWK
- ================
-
- Two interpretations of the 'Lion Hawk' have been included in this program.
-
- The first has the move attributed to it in the 'Shogi Association' rules
- leaflet. In this form the piece moves either as a two square 'area mover'
- or as a 'Bishop'. This is the default setting, and it should be stressed
- that this is regarded by George Hodges as THE historically accurate move
- for this piece).
-
- Colin Adams, in his internet book on Tenjuki Shogi has advocated an
- alternative move for the 'Lion Hawk'. In this second form it may move as
- either the 'Lion' or the 'Bishop'. This version can be selected from the
- 'Set-up' menu, and has been included for those who may wish to try Colin's
- suggested alternative.
-
-
- 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' it is the moving piece that is 'burnt'.
-
-
- 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 screen.
-
- 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 unpromoted piece (ie: 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.
-
-
- HANDICAP PLAY
- ===============
-
- Handicaps are often given when players of unequal strength play Shogi in
- Japan. The reason that handicap play is common is that the handicap system
- in Shogi works far better than that used in Western Chess.
-
- In a handicap game a player offers a handicap of one or more pieces to an
- opponent of less strength. While Tenjiku does not lend itself to handicaps
- as well as Shogi (as there are no 'drops' in Tenjiku), provision for
- handicap play has nevertheless been included in this program.
-
- The same rules for handicaps as in Shogi have been adopted. Under these
- rules, the player offering the handicap plays 'White'and his opponent (as
- 'Black') removes the handicap pieces as the first move of the game. In
- handicap play 'White' therefore makes the first move on the board.
-
-
-
- NOTATION
- ==========
-
- The following notation system is used for recording Tenjiku Shogi games in
- this program.
-
- The files are designated by numbers (1 to 16), and the ranks by letters
- (a to p). The files are numbered from right to left (in the Japanese
- fashion), and the ranks from top to bottom (from Black's point of view).
- The top right square is therefore 1a.
-
- A move is described by giving:
-
- a) the designation of the piece (eg: Ln for Lion); this designation is
- preceded by a '+' if it is at its promoted rank,
-
- b) followed by the method of moving;
-
- '-' for a simple move on the board,
- 'x' for a capture,
-
- c) then the destination square is recorded,
-
- d) finally if the piece promoted on that turn, this is recorded by
- adding '+' after the move, or if promotion was possible but was
- refused, the symbol '=' is added.
-
- If more than one piece of the same type can reach the destination square
- then the starting square is also given after the piece designation to
- avoid confusion.
-
- When a 'Lion', 'Lion Hawk' (Version 2),'Horned Falcon', 'Soaring Eagle' or
- 'Heavenly Tetrarchs' captures by 'igui' (ie: without moving) the square of
- the piece being captured is used instead of the destination square, and
- this is preceded by the symbol '!'(eg: a Lion on 8c capturing a piece on
- 9d would be shown as Lnx!9d).
-
- The same notation is used for pieces 'burnt' on the move of a 'Fire Demon'.
- Where several pieces are 'burnt' they are separated by commas (eg: a 'Fire
- Demon' on 1k moving to 15k, capturing a piece on 15k and 'burning' pieces
- on 14j,15j and 16k, would be represented as FiDx15kx!14j,15j,16k).
-
- A 'suicide' move resulting from moving next to a 'Fire Demon' is shown by
- adding '*' after the move (eg: Ln-6g*, indicates that a Lion moved to 6g
- and was automatically burnt by an adjacent 'Fire Demon').
-
- When a piece makes a double capture with 'Lion' powers both captures are
- shown in the order that they were made. (eg: a Lion on 3g capturing a
- piece on 3h and then capturing another on 2i, would be represented by
- Lnx3hx2i).
-
- NOTE: This system is the official notation system of 'The Shogi
- Association'.
-
-
-
- DISPLAYING LEGAL MOVES
- =========================
-
- If the 'Show Move' option is selected from the Moves Menu, clicking the left
- mouse button on a piece during play will show all the legal moves of that
- piece:
-
- - Legal moves to vacant squares are represented as White Circles,
-
- - Legal captures are shown as Red Circles.
-
- - Legal moves by a piece with 'Lion' powers to an 'A' square (including
- captures) are shown as a Dark Blue Circle.
-
- - Legal moves by a piece with 'Lion' powers to a 'B' square (including
- captures) are indicated by a Light Blue Circle.
-
- - Pieces that may be 'burnt' after a legal move by a 'Fire Demon' are
- represented by Yellow Circles.
-
- - A move that will result in the moving piece being 'burnt' by a 'Fire
- Demon' is shown by a Black Circle.
-
- - A legal 'igui' capture by a Heavenly Tetrarchs is indicated by a Green
- Circle."
-