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Taikyoku Shogi. Taikyoku Shogi. Extremely large shogi variant. (36x36, Cells: 1296) [All Comments] [Add Comment or Rating]
John Lawson wrote on Mon, Jun 16, 2003 12:57 AM UTC:
Has anyone actually attempted to play this?

Mark Thompson wrote on Mon, Jun 16, 2003 01:31 AM UTC:
This game is played not by individuals, but by two competing monasteries,
deep in the Pazomian hills, where monks devote their lives to the study 
of Shogi and its variants. The first (and so far, the only) game was
started over 600 years ago, and each monastery has been making two moves a
year (with interruptions for crises such as famines and wars); one delivers
its moves on the equinoxes, the other, on the solstices. Books have been
written analyzing the status of the game; novices study the thinking of 
the players who have gone before them for years before their opinions are
sought for current moves. Most experts feel that they are nearly finished
with the opening now.

Anyway, it's a nice legend, I think. Course, I did make it up myself.

Tony Quintanilla wrote on Tue, Jun 17, 2003 05:21 PM UTC:
The 'legend' is very creative indeed. Maybe its 'true'. It harkens to the appeal of games in the first place, as models of reality which can serve at many levels, simple enjoyment, mechanics, history, philosophy.... It reminds me of Hesse's 'Magister Ludi'.

Roberto Lavieri wrote on Sun, Jun 22, 2003 04:00 AM UTC:
This is a message to everybody: Please, don´t try a computer implementation of this game. I don´t think the Monks in Pazomian hills are interested on. Neither I am. How many moves are needed for finish a game?. I have not an stimation of the media number, but, gross thinking, it would be more than 20.000 moves, perhaps much more.

RJ wrote on Thu, Jul 10, 2003 04:56 AM UTC:Excellent ★★★★★
Here goes my ranting: I wish I has a way to 'see' the way the pieces move. I could write up the zillons file, but where would i get the graphics for the pieces? I would like to know if this is at all playable! Or is it going to take a week to finish a resonably thought out game? I didn't think tenjiku would be, but I was proved wrong. There's a lot of pieces to sift though here. Are there any pieces that direct the game? (like the lion in chu?)Is George H. planning on selling sets now that there are rules? My carpet needs to be replaced. :)

Anonymous wrote on Sun, Aug 10, 2003 12:51 PM UTC:
I somewhat doubt that George H. will sell sets for this one, since the
rules presented here contradict the rules he published for Tenjiku Shogi
at a couple of points.  First, under Hodges' rules, the ranging pieces
could not capture or leap over pieces higher in the heirarchy, while as
presented here the ranging pieces may not leap over higher pieces, but may
capture them.

Second, this document sort of re-ignites the Lion Hawk controversy. 
George Hodges' rules let the Lion Hawk leap to any square within two
spaces, but when Colin Adams published his book on the Tenjiku Shogi
opening, he noted that it made more sense if the Lion Hawk (a promoted
Lion), had full the full doublemoving Lion power.  This translation says

'The Lion Hawk, as in Tenjiku Shogi, may move like the Lion or leap to
any square which would be attacked by the Lion.'

'move like the Lion' is Colin Adams' interpretation, while 'leap to
any square which would be attacked by the Lion' is George Hodges...

Ben Good wrote on Wed, May 5, 2004 12:18 AM UTC:
i don't know that this game necessarily ignites any controversy for
previous games.  there are a lot of pieces in this that are different from
the pieces of the same name in other shogi variants, so nothing in this
game helps prove anything one way or another. <P>

i began making a set a couple years ago but i lost interest because of
uncertainties in the rules and because it seems to be mostly a collection
of pieces from other variants thrown together with little new.  <P>

Jeff Rients wrote on Wed, May 5, 2004 04:39 PM UTC:
I see no reason to consider this chess variant intimidating to play when considered alongside modern board wargames, some of which have maps using maybe ten thousand hexagonal cells, involve the deployment of literally hundreds of pieces, and require hundreds of hours to play. I believe a veteran wargamer (or 'grognard') would quickly devise a good abstract system to aid in identification of the abilites of each piece and play 'Ultimate' Shogi with no difficulties.

📝Larry Smith wrote on Mon, May 31, 2004 10:40 PM UTC:
A small omission in the description of the Running Horse, it should read:

'Running Horse		steps 1 backward orthogonal, leaps to the second backward
diagonal, slides forward orthogonal or forward diagonal'

My apologies but with a document of this size there are bound to be a few
errata.  Hopefully, they are few.

Chris Witham wrote on Fri, Jun 4, 2004 09:14 PM UTC:
I have not read all of the pieces, and don't claim the ability to remember them, but I believe there is another way to play the game. Adrian king created a visual representation of the moves of a variety of pieces, it should be possible for someone to do the same thing here. <p>I’m not sure if anyone has that much free time and patience, but the possibility does exist. The promoted picture would be on the other side and you would flip when promoting.

📝Larry Smith wrote on Wed, Jun 9, 2004 12:56 PM UTC:
Some sources note that the ranging move in Taikyoku can involve the capture
of each and every piece, both friend and foe, which the ranging piece
leaps.

And believe it or not, there are a few individuals in Japan actually
attempting to play this game.

Tim Stiles wrote on Wed, Sep 15, 2004 06:57 AM UTC:
How come two pieces seem to have the exact same move?

Long-Nosed Goblin   diagonal hook-move
Capricorn   diagonal hook-move

Or are there lots of duplicates and I just haven't noticed since they're
hidden among the masses of different pieces?

Heh, I'd like to see a zillions implementation of this.

📝Larry Smith wrote on Wed, Sep 15, 2004 11:43 AM UTC:
The basic difference between the Capricorn and the Long-Nosed Goblin is the
potential promotion.

The Capricorn promotes to the Hook Mover, an orthogonal hook-move piece
and more powerful piece as it is no longer bound to a diagonal pattern.

The Long-Nosed Goblin does not promote.

The promotion potential is what often differentiates pieces of similar
initial types of moves.  This allows for particular tactics during play,
obviously making the promote-able piece more desired than the
non-promote-able.

And this applies to pieces with similar initial moves which promote to
different potential promotions.

Jason wrote on Tue, Sep 21, 2004 05:04 PM UTC:
There is a flash version of Taikyoku out there... Anyone interested in the link or do you all already have it? Kind of a late comer...

Jared McComb wrote on Tue, Sep 21, 2004 09:42 PM UTC:
No, we don't have it. Please post it!

Jason wrote on Wed, Sep 22, 2004 05:33 PM UTC:
Here we go... This is the link to the 'big' version... Click on
Taikyoku.swf beneath the board to play on a smaller version if you need
to... Clicking (i think it's right click) on a piece will show you the
move set in the upper right of the board area... etc.. ENJOY!

http://taikyokushogi.hp.infoseek.co.jp/taikyoku.html

That's the bigger board.... AFAIK there's no AI though.... Or none that
I could find.... 

http://taikyokushogi.hp.infoseek.co.jp/taikyoku.swf

this is the smaller version...

ENJOY I SAY!

Anonymous wrote on Thu, Sep 30, 2004 02:19 PM UTC:Poor ★
there are too many pieces.

Warheart wrote on Tue, Dec 28, 2004 01:01 PM UTC:Excellent ★★★★★
Damn great!!! Can just anyone tell me where to get real stones and a board? I really need one!!! If you have information for me please e-mail to [email protected]! Well, otherwise I guess I have to make my own stones, huh, that'll be a bunch of work to do. Anyway, ... great!!!

big ole bob wrote on Fri, Jan 6, 2006 04:45 PM UTC:
Does anyone have a proper explanation for the 3 dashed lines? some of the implementation of illustrations are confuseing. Does anyone have a better illustration system? Most of the moves are self explanatory but a few are confuseing to me.

You see I intend to create a graphical set for the pieces. That way you could print out the pieces and mount them on cardboard or foamcore. Each piece would have its name at the bottom edge. a diagram in the middle. rank at the top and a small row beneath it for starting positions.

Tai Shogi is the original intended game but this seems so much more massive and amazing. Right now for ease of computer creation I've taken the images. Listed their english names beside them, starting locations and I'm trying to decode some of the strange diagrams.

I have a few questions.

the X by itself means its jumps directly to that position?

an x with an arrow. does that mean slide (or jump to space #)or slideing with jumps permitted?

the arrow with 3 lines through it?

treacherous Fox has arrows going through single step circles..??

if anybody can help this would make things easier.

big ole bob


David Paulowich wrote on Fri, Jan 6, 2006 07:27 PM UTC:
'3. The Moves of the Pieces.' and '4. The remaining rules:' give all the information we have. Roger Hare's Dai Shogi page (external link) seems to use similar diagrams - it might clarify some points for you.

Big Ole Bob wrote on Mon, Jan 16, 2006 11:50 AM UTC:
A printer tested Piece design has been created.
With each piece being a maximum of 1 inch by 1 inch on playing squares of
1.5 x 1.5 that would make the playing field about 4.5 feet across even.
For such a small scale the pieces look verry similar to the diagrams seen
on this page. The exception is that they are situationed in the middle of
a shogi shaped piece which lists, rank (row), starting columns, american
translated name, an indicator for 'promoted' or not. and a quick to
identify indicator for 'king & crown princes' which included pieces
promoted to 'crown prince'. Basicly a 'capture me to win the game'
indicator thats easy to see on such a large board with so many pieces.

wikipedia has an arcticle on the same game at
http://en.wikipedia.org/wiki/Taikyoku_shogi

This has been helpfull in verifying many of the confuseing moves.

only one confuseing question.
For range captureing pieces such as king & crown prince etc. Which
capture
all pieces they jump over both yours and opponents.

It is said they can only capture those of a lower ?rank?.
Rank is a term often used for a horizontal'row'.
is the row a piece placed on also its starting 'RANK'? in reguards to
this range captureing process?
There would be no need for this range captureing process to be notated in
a forward motion if it only reffers to range captureing in a backward
motion. 
(to a lower rank, provided that row 1 closest to player is rank 1)
I'm going to make a stab at this strange question.

the row or rank a piece starts on is its 'RANK' in reguards to range
captureing. this 'RANK' does not change once it moves forward or into
differnt positions on the board.

I know there is a ranking amoung range captureing piece to preserve an
order. But what about in reguards to other pieces? non range captureing
pieces. Also it hanst been quite defined. is 1 the highest rank (row), or
the lowest? Im confuzled.

bob

Sean Humby wrote on Tue, Apr 4, 2006 09:01 PM UTC:Excellent ★★★★★
Hey, Bob!!!

can you provide a link for your printer tested pieces???? that'd make my
day!

I'd just like to say... I cant wait to play this game once it's more
canonized! Anyone who doesn't like large board shogi variants is afraid
of commitment! ;)

Big Ole Bob wrote on Tue, Sep 26, 2006 01:48 AM UTC:Good ★★★★

Here is my print-able 'westernized' version of the Taikyoku Shogi Set.

The movement patterns are based off of the descriptions I found here and from wikipedia. Some pieces I know are somewhat oddly described or given a differnt movement type via combineing the move 'this way OR this way' together so those overlapping 'directions' are combined. The entire set is available for download at the following location. All images are to scale for print out based on an 8.5 x 11 sheet of paper with 1/2 side margins and 1 inch top & bottom margins. The pages have 'corner dots' which prevent 'streach/resize' programs from adjusting the final image's size after cropping off what it percieves as 'blank' space. This keeps all pages the exact same size each time it's printed. The only exception is the 'title, icon legend, and editors notes' pages which are all in an image format.

http://www.angelfire.com/alt2/robertkalin/tos.html

Please give me some feedback and tell me what you think. Feel free to distribute the set online. All that I request is that it is left unaltered and kept together in the same compressed 'zip' file complete with all pages including the title, icon legend, and editors notes pages.

Big-Ole-Bob


Jeremy Good wrote on Tue, Sep 26, 2006 02:05 AM UTC:Excellent ★★★★★
Oh, boy, you are going to make a lot of people happy with this. Thanks so much for sharing. Just what I've been looking for! Awesome!

Andy wrote on Tue, Sep 26, 2006 02:13 AM UTC:
Looks like great resource for shogi variant fans. But was unable to download. Message of 'requested site is unavailable or cannot be found.'

Gary Gifford wrote on Tue, Sep 26, 2006 02:53 AM UTC:Excellent ★★★★★
Thanks for the link and excellent design work, which allows us westerners to more easily grasp the Taikyoku Shogi pieces and their wide variety of movement.

Sam Trenholme wrote on Tue, Sep 26, 2006 07:09 PM UTC:
Now, I wonder who is going to make a game courier preset and play this game? I figure that a game will take long enough that one's kids will end up finishing the game. :)


Big_Ole_Bob wrote on Wed, Sep 27, 2006 03:40 AM UTC:

In quick estimation.

Provideing that movement could be easily acomplished without problems due to locations and types of movments.

Provideing that it takes 1/2 a min to move each piece.

That would be roughly 3Hours and 15Min to move each of the 400 pieces.

The other player would also have to be taken into consideration.

That means for either side to move all their pieces once it would take a total of 6Hours and 30Min total.

And that wouldnt be a complete game.


Christine Bagley-Jones wrote on Wed, Sep 27, 2006 05:04 AM UTC:
well then, if you like big war games, it sounds great

Big_Ole_Bob wrote on Wed, Sep 27, 2006 05:43 AM UTC:

I made a mistake by accidentally omitting the 'Gold General' as a playing piece. I finally went over the last checklist tonight only to discover that this piece was missing. I fixed the 'mistake' on page 7 and integrated the previously missing 'Gold General' onto that page. I've verified the position of each piece and filled out a 'placement chart' to make sure I wasn't accidentally setting up the game with one piece overlapping another.

I found a local Dollar store selling 'flat' (ie pro style but really cheap quality) poker chips at 60 pieces per dollar in 3 stacks of 20 with a differnt color per stack. I'll post some images when I have the set made. The colors will be arbitrary to the game though. The real trick to this method is to find a glue that sticks to plastic and paper.

Big_Ole_Bob


📝Larry Smith wrote on Thu, Sep 28, 2006 12:54 AM UTC:
Try sealing the paper images in adhesive tape. Then bond them to the plastic chip.

Joe Joyce wrote on Thu, Sep 28, 2006 02:36 AM UTC:
You could try printing on label paper. I've had good success with that method. You can print on large [8.5' x 11'] label sheets. Print a narrow circle just less than the size of the chip around each piece as a cutting guide. Cut the label sheet with the backing still on, then peel each piece and stick it on the chip. Keep the label on the top of the chip, don't let it wrap over the side as this allows it to peel off rather easily with use. Scotch makes a packaging tape that's 2' wide, very thin and clear, and comes in a very good dispenser with a 'brake' so you can get the correct length easily and reduce wastage. This can be put on the label before cutting to seal and make your pieces water resistant; very good if you used water-soluble printer ink. This is a reasonably cheap way to make fairly decent pieces.

Andy Maxson wrote on Tue, Feb 27, 2007 04:48 PM UTC:Good ★★★★
there is a flash version of this game for all of you who would like to
play
http://taikyokushogi.hp.infoseek.co.jp/taikyoku.html
the site is in japanes and doesn't recognize check maybe you could add it
on as a link

Larry Wheeler wrote on Tue, Feb 27, 2007 08:15 PM UTC:
That was mentioned farther down in the comments, on 2004-9-22, I think.

Donna Porter wrote on Sat, Mar 24, 2007 02:59 PM UTC:
Hello,

My question really does not have to do with your website (I apologize for this). 

What I am hoping you can assist me with is Mr. Patrick Davin's current email address: I am looking for the 'other' side of my family (my mother is Japanese, she married an American after WWII), and in searching the internet, the only reference I came upon for a possible connection is that Patrick referenced Mr. Noboru Otomo 9-dan, who I believe may be my uncle.

Do you know of anyone who might have Patrick's current email address? This may help me in trying to find my family. Thank you for possibly helping me out.
Sincerely,
Donna Porter
Huntsville AL U.S.A.
email:  [email protected]

SHOGI MAN wrote on Sun, Apr 13, 2008 04:04 AM UTC:Poor ★
There are a few characters that is displayed as boxes in my browser.

Brian Guo wrote on Sun, Apr 20, 2008 07:51 PM UTC:
I know a website which you can play free:


http://taikyokushogi.hp.infoseek.co.jp/taikyoku.html
(hope you can read japanese because its all japanese and i can't)

George Duke wrote on Wed, May 21, 2008 07:12 PM UTC:Good ★★★★
Here are over 250 piece-types within one game for your new combinations. Taikyoku Shogi has more pieces than Mujotai Shogi. Are any of them worth a second look? [Follow-up below brackets] Treasure Turtle (233 last) is (D+W+F) in Western terms.

George Duke wrote on Tue, May 27, 2008 09:49 PM UTC:Excellent ★★★★★
The promotees here, numbering over 100, are particularly under-utilized elsewhere. CV Prolificists wanting to enlarge portfolios, we may not have stressed enough that here are over 250 piece-types, ready-made and well-defined, many never before used in other than large and very large Shogis, as Taikyoku Shogi. Why not incorporate these within 8x8, 8x10, 10x10 pairwise taking mixes of specific quartets, quintets, to balance the sides, both across and along, of starting arrays symmetrically. Many tens of thousands of new games would easily become available. Like Frank Truelove's piece list of several thousand pieces, those defined in Prichard's 'ECV' 1994 and Dickens' 'Guide to Fairy Chess' 1967, this article too by Umebayashi and Smith should become standard fare for your building blocks -- way beyond the Betza atoms five.

Rich Hutnik wrote on Wed, May 28, 2008 06:16 PM UTC:
George, I would like to comment on what you said.  I personally don't believe the issue is quantity, per-se, it is just that there isn't a systematized way to organized the quantity in a meaningful way.  If such a system existed, then you could generate a large number of pieces, and they fit into the large chess variant world.  

I will say, without organization, there is likely far too much content being generated, that isn't going to get used at all.  The lack of a systematized approach, does lead for cases of the Eurasian pawn I entered recently, because it didn't seem to fit anywhere.

playshogi wrote on Sat, Jun 14, 2008 08:49 PM UTC:
How come two groups of pieces have the same promotion? Capricorn/Poisonous snake - Hook Mover Peacock/Old Kite - Long-Nosed Goblin

playshogi wrote on Sat, Jan 31, 2009 04:00 AM UTC:
Where can you buy the book 'sekai no shogi'?

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