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- " INTRODUCTION
- ==============
-
- Yari Shogi was invented by the noted chess variant and games inventor
- Christiaan Freeling in 1981.
-
- In Shogi most of the pieces in their unpromoted form are very weak in
- defense (ie: they have very limited powers of movement in the reverse
- direction). In Yari Shogi this trait has been extended to its logical
- conclusion in that none of pieces in the initial array other than the
- 'King' can move backwards at all.
-
- THE GAME
- =========
-
- Yari Shogi is played on a board of 7 x 9 squares and each player has 14
- pieces (including 7 pawns).
-
- 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'.
-
- As in Western Chess, when a 'King' is about to be captured next move and
- no legal move can be made to prevent the capture, the piece is said to be
- 'Checkmated'.
-
- On each turn a player can either:
-
- a) 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);
-
- or,
-
- b) 'Drop' (re-enter) a previously captured piece on almost any vacant
- square.
-
-
- 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
- ===============
-
- The 'Yari Knight' is the only piece in Yari Shogi that has the power to jump
- over occupied squares. The 'Yari Knight' has the same move as the
- equivalent piece in the Western game (ie: it is a jumping piece that may move
- one square orthogonally then one square diagonally), except that its move is
- limited to the forward direction only. Unlike the Shogi 'Knight', the Yari
- piece can also move directly forwards any number of unobstructed squares
- (effectively combining the moves of the 'Knight' and 'Lance' in Shogi).
-
-
- PROMOTION
- ==========
-
- Each player has a Promotion Zone consisting of the three ranks (rows of
- squares) furthest away from him. All pieces except the 'King' have a
- promoted rank and can promote on entering, moving within, or leaving the
- Promotion Zone.
-
- On promotion:
-
- - The 'Yari Rook' gains the power to move any number of unobstructed
- squares orthogonally backwards. The promoted 'Yari Rook' is therefore
- identical to the 'Rook' in Shogi or Western Chess.
-
- - The 'Yari Bishop' and 'Yari Knight' promote to 'Yari Gold'. The 'Yari Gold'
- has the same powers of movement as the 'Gold' in Shogi, but can also move
- any number of unobstructed squares orthogonally backwards.
-
- - The 'Pawn' promotes to 'Yari Silver'. The 'Yari Silver' can move to any
- of the adjacent 3 squares on the row in front of it, and can also move
- any number of unobstructed squares orthogonally backwards.
-
-
- Promotion is not compulsory unless the piece would be unable to make a
- further legal move in its unpromoted state. This means that all pieces
- except the 'Yari Rook' must promote on reaching the last rank (that
- furthest from the player)
-
- As in all the games in the Shogi family, in Yari 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
- =========
-
- A captured piece is removed from the board and is held by the capturing
- player. The held piece (which is said to be 'in hand') may subsequently be
- 'dropped' back into play on the side of the player who made the capture.
-
- All promoted pieces revert to their unpromoted ranks when captured.
-
-
- DROPS
- ======
-
- In place of a move a player may elect to 'drop' a piece held in hand back
- into play. In general, a piece held in hand may be re-entered on any vacant
- square, subject to the following restrictions:
-
- a) A piece may not be dropped on a square from which it has no further
- legal move. (ie: only the 'Yari Rook' can be dropped on the last rank).
-
- b) A 'Pawn' can not be dropped in any file (column of squares) already
- containing an unpromoted 'Pawn' of the same side.
-
-
- NOTE: Unlike in many other variants, in Yari Shogi it IS legal for a 'Pawn'
- to be dropped in front of the opposing 'King' to give 'Checkmate'.
-
- A piece dropped inside the player's Promotion Zone is not promoted until
- after it has made a further move on the board.
-
-
- REPETITION OF MOVES
- =======================
-
- It is not legal to move so as to repeat a board position for the third
- time.
-
-
- STALEMATE
- =========
-
- While it is a very rare occurence, 'stalemate' is possible in Yari Shogi.
- When it occurs the game is drawn.
-
-
- 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. In Japan, there is a comprehensive system of
- determining the appropriate handicap according to the respective rankings
- of the players.
-
- 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.
-
- Pieces removed as a handicap are totally removed from play and are not
- held in-hand by 'Black'.
-
- Handicaps are also offered in this program as an option for Yari Shogi.
-
-
- NOTATION
- ==========
-
- The following notation system is used for recording Yari Shogi games in
- this program.
-
- The files are designated by numbers (1 to 7), and the ranks by letters
- (a to i). 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: P for Pawn); 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,
- '*' for a drop,
-
- 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.
-
- A 'Yari Knight' moving from 5d to 5c (which was occupied by an enemy piece)
- and promoting is therefore recorded as YNx5c+.
-
- NOTE: This system is the official notation system of 'The Shogi
- Association' for Shogi variants.
-
-
- DISPLAYING LEGAL MOVES
- =========================
-
- If the 'Show Move' option is selected from the Moves Menu, clicking the left
- mouse button on a piece on the board or 'in hand' during play will show all
- the legal moves of that piece:
-
- - All legal moves (including 'drops') to vacant squares are represented
- as White Circles,
-
- - Legal captures are shown as Red Circles. "
-