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Shogi. Missing description (9x9, Cells: 81) (Recognized!)[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Feb 5, 2006 03:05 PM UTC:Excellent ★★★★★
Shogi, is of course, an excellent game. But here is what is interesting: In
relation to another CV comment, seemingly unrelated (i.e., Fergus's
comment to research a certain player to see he (Fergus) had no
double-identity).. Well, I did research that player and found out he was
in Tokyo and had a Shogi link which was quite interesting.  He also
mentioned a site where you could play Shogi in real-time.  So, I went to
http://www.kurnik.org and in minutes won my first 10 minute on-line speed
Shogi game... quite fun.  I was then crushing my opponent in a second game
when a most terrible thing happened.  I went to move the Rook, but then
realized I could drop a pawn instead and win a Lance for the pawn.  When I
clicked to drop the pawn, my Rook moved to that square instead... so,
instead of winning a Lance, I lost a Rook... oh what sorrow due to a
mechanical issue.  Anyway, it is fun to play real-time Shogi... and thanks
to the rating system double-idntity issue, a real-time Shogi site was
found.

Christine Bagley-Jones wrote on Sun, Jun 18, 2006 06:01 AM UTC:Excellent ★★★★★
ahhhh shogi, love the drops

Rich Hutnik wrote on Wed, Sep 10, 2008 11:14 PM UTC:Good ★★★★
Shogi is on the XBox 360!

I just saw this on XBox Live Arcade. Shotest Shogi has been released for the XBox 360, and able to be obtained through XBox Live. It contains both traditional and symbolic notation.

You can learn more on it here:
http://www.xbox.com/en-US/games/s/shotestshogixboxlivearcade/
http://previews.teamxbox.com/xbox-360/1917/Shotest-Shogi/p1/

I rate it good, because finally a console gets Shogi.

Vitya Makov wrote on Wed, Jan 13, 2010 09:50 PM UTC:Excellent ★★★★★
My favourite shogi piece is Lance.

🕸📝Fergus Duniho wrote on Fri, Jul 22, 2016 05:27 PM UTC:Excellent ★★★★★

Shogi is an excellent game. Like Chinese Chess and western Chess, it probably evolved from the Indian Chaturanga. Despite being very different from Chinese Chess and from western Chess, it has too many similarities to them to be coincidence. The main evidence for the direction of evolution is that (1) it is a huge improvement over Chaturanga, and (2) its main differences from Chaturanga are not seen in other regional Chess variants. One of its main differences from other regional variants is its drop rule, which allows players to drop captured pieces back on the board as their own. Despite still having some slow-moving pieces like Chaturanga has, this rule greatly speeds up the game. because a captured piece can (with some restrictions) be placed on any empty space on the board. It also makes the game more dynamic. Instead the game being decided by a single-Pawn difference early in the game, there is a greater chance of material shifting between players, and the outcome depends more on the quality of play throughout the game. Shogi remains superior to Chess variants, such as Chessgi or Crazyhouse, that have added a similar drop rule to Chess. The reason for this is that its piece set is better-designed to work with the drop rule. In general, the drop rule works better with weaker pieces than are found in Chess. For example, the Chess Knight can be a formidable piece to drop, possibly forking several pieces, but the Shogi Knight can move in only two directions. Although it does include one Rook in the game, it has replaced the two corner Rooks with Lances, which move forward only. Also, unlike Chessgi and Crazyhouse, the Rook is the most powerful piece that may be dropped. In those games, you can drop a captured Queen. Shogi is also superior to Shatranji, my own attempt to apply the drop rule to the weaker piece set found in Shatranj. Besides the regular Chess Knight, Shatranji has a Ferz and some Elephants, which are both short-range diagonal moving pieces, instead of the Gold and Silver Generals. The two Generals, while being weaker than the King, both have the ability to change color. Also, like the Lance and Shogi Knight, they are more powerful going forward than backward. Having greater power for forward movement improves the offensive ability of pieces while weakening their defensive capabilities. Giving greater power to several pieces that reach the back three ranks also favors offense over defense. This favoring of offense over defense helps make Shogi more decisive and less drawish. Overall, Shogi is a fun, dynamic, and decisive game that can hold interest throughout the game, it is a huge improvement over Chaturanga, and among regional variants, it is my favorite.


Kevin Pacey wrote on Mon, Sep 19, 2016 01:59 AM UTC:Excellent ★★★★★

Once each side has a little development completed, Shogi games are action-packed as a rule.

A simplified valuation scheme, as given by Grimbergen (see Shogi wiki entry) is: P=1; L&N=3; S&G=5; B=8; R=9; PB=12; PR=13.


Evert Jan Karman wrote on Sat, May 6, 2017 11:21 AM UTC:Good ★★★★

I'm facing a problem: I want to open a game in which it is my move. Immediately I get an error saying I can't drop a pawn on a file where I already have a pawn.

Yes, I do already know that I can't drop a pawn on a file where I already have a pawn. Especially when I haven't even made any move.


A. M. DeWitt wrote on Sat, Sep 23, 2023 02:54 PM UTC:Excellent ★★★★★

Shogi is perhaps one of the greatest games ever invented by humans. It's drop rule lets players come back much more easily, while the forward bias negates the advantage to defense such a rule would normall imbue. However, it is not without it's problems. The biggest one is easily the fact that the vast of the pieces promote to a Gold equivalent. Although this is a very rare situation, when a lot of Gold/Gold equivalents appear on thee board, it can easily turn Shogi into a very drawish Checkers game, and if an impasse occurs, this amplifies the problem even more.

Seireigi fixes the aforementioned problem to an extent by making all promotions unique. This also helps mitigate impasse situations, as more pieces are capable of stopping a King from reaching the opponent's camp. However, this comes at the cost of having more moves to remember (14 in total).

 


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