Sannin shogi


Sannin shōgi, or in full kokusai sannin shōgi, is a three-person shogi variant invented circa 1930 by Tanigasaki Jisuke and recently revived. It is played on a hexagonal grid of border length 7 with 127 cells. Standard shogi pieces may be used, and the rules for capture, promotion, drops, etc. are mostly similar to standard shogi. While piece movement differs somewhat from standard shogi, especially in the case of the powerful promoted king, the main difference in play is due to the rules for voluntary and mandatory alliance between two of the three players.

Board and setup

The board is thought to have originally been in the shape of an equilateral triangle bordered by three rectangles which contained the players' home territories and promotion zones. However, in terms of movement this was equivalent to a hexagon, and the modern form of sannin shogi is played on a hexagonal board, rather like the central portion of a Chinese checkers board. The three players occupy non-adjacent sides of the board; the three ranks nearest to them are their territories and their opponents' promotion zones. The 'international' arena inside the three territories remains triangular.
The board is presented here with substitutions by standard shogi pieces; for the names actually used, see below.
The central cell is called the Pleasure Garden and is an additional promotion zone, except for the king. It is drawn with a heavy or double border or otherwise made visually distinct.
In the modern game, standard shogi pieces are used. Each player wields 18 pieces, the standard shogi set of 20 less one knight and one pawn. The pieces face away from the players: That is, they point toward the gap between the opposing players' territories.
The three players represent three countries, and are called First, Middle, and Last. If two players start the game as allies, the remaining player is automatically First. Otherwise any random method may be used to determine the order of play. Play then precedes clockwise from First to Middle to Last.

Board notation

Standard shogi notation is used, with allowance made for the shape of the board. Numbering the ranks poses no problem: They are the rows that are horizontal from the viewpoint of Middle, and are given the letters a through m from top to bottom, with g being the central and widest rank. That is, the territories of First and Last span ranks a through i, and that of Middle occupies the three ranks k, l, m.
The numbered "columns" are the rows that run from top left to bottom right from the viewpoint of Middle. They are given the numbers 1 to 13 from right to left, with 7 being the central and longest column. That is, First occupies columns 1 to 3, while the territories of Middle and Last span columns 5 through 13.
The Pleasure Garden is thus cell 7g; the corners are at 1a, 1g, 7a, 7m, 13g, 13m; and at setup the three kings occupy 1d, 10m, and 10d; and the three knights 3e, 9k, and 9e.

Movement on a hexagonal board

Because each cell of a sannin shogi board is a hexagon rather than a rectangle as in other shogi variants, the pieces will necessarily move differently. Instead of four faces with adjacent squares and four corners, for eight directions total, there are six each for a total of twelve. However, except for castling and the promoted king, which is reminiscent of the queen of Western chess, the pieces are fair analogues of their standard-shōgi counterparts.
Except when castling, all pieces move in straight lines. These may be step moves, where a piece moves to the nearest cell in a particular direction, or ranging moves, where a piece may continue in a particular direction as long as it does not pass through an occupied cell.
There are two kinds of paths along which pieces move:
These twelve directions correspond to the twelve hours on a clock: The orthogonals correspond to the odd hours, and the diagonals correspond to the even hours. Only the promoted king has the power to move in all twelve.

The pieces and their moves

Tanigasaki named the pieces after elements he considered basic to international affairs. However, they parallel the pieces of standard shogi, which are substituted for them in modern play; since the reader is likely familiar with these already, this article will use the piece names from standard shogi.

The king

The king may step to any adjacent cell. A king may also castle on its first move, subject to certain restrictions.
A promoted king may range along any of the twelve orthogonals or diagonals.
A promoted king also gains the power to "kill by illumination": It may capture, without moving, any pieces that it could capture if it were to move. That is, it may capture more than one piece, but only one piece in any direction and only if they are unprotected by either opposing player. It cannot combine this power with a physical move.
A king automatically promotes if the other two players enter into an alliance. A non-allied king that reaches the central cell of the board wins the game.

The rook

The rook may range along one of the forward or side orthogonals, or along the diagonal directly backwards.
A promoted rook has a more powerful retreat: It may range along any one of the six orthogonals.

The bishop

The bishop may range along any one of the six diagonals, and can reach only one-third of the board.
A promoted bishop gains the power to step to any adjacent cell. That is, it may move as a bishop or as a king, and can therefore reach every cell on the board.

The gold general and the knight

The gold general, or simply 'gold' may step to one of the orthogonal forward or side cells, or to the diagonal cell directly forward or backward.
The knight may step to any side cell, orthogonal or diagonal.
Neither has the ability to promote.

The silver general

The silver general, or simply 'silver' may step to one of the orthogonal forward or rear cells, or to one of the forward side diagonal cells.
A promoted silver gains the power to range along the forward and rear diagonals.

The lance

The lance may range along either of the two forward orthogonals. As a consequence, it may run out of room to move, and will thus be required to promote so that it can move further, although it is always advantageous to promote a lance.
As a lance can get stuck between the two promotion zones, it is unclear whether it's forced to promote, or simply stuck there until captured, since the former is true in shogi, and the latter is true in some of its variants.
A promoted lance gains the power to range along the rear orthogonals as well.

The pawn

The pawn may step to either of the two forward orthogonal cells. As a consequence, it may run out of room to move, and will thus be required to promote so that it can move further, although it is always advantageous to promote a pawn.
As a pawn can get stuck between the two promotion zones, it is unclear whether it's forced to promote, or simply stuck there until captured, since the former is true in shogi, and the latter is true in some of its variants.
A promoted pawn moves like a gold general.

Capture

Capturing is done by displacement as in standard shogi. The one exception is the power of "illumination" of the promoted king.
A piece may be captured regardless of any alliance the mover may have with its owner. A castling king may capture as any other moving piece does.

Drops

Captured pieces are truly captured in sannin shogi. They are retained "in hand", and can be brought back into play under the capturing player's control. On any turn, instead of moving a piece across the board, a player can take a piece he has previously captured and place it on any empty cell, facing away from himself. The piece is now part of the forces controlled by that player. This is termed dropping the piece, or just a drop.
However, unlike in standard shogi, there being no proper files on a hexagonal board, there is no limit on the number of pawns per file. The restriction against dropping on the far rank applies only to pawns and lances, as all other pieces can move from that position.

Castling

On its first move only, a king may jump to any vacant or enemy-occupied cell within its territory. There are two limitations to castling:
Promotion rules are similar to standard shogi, except for the larger number of promotion zones and the restriction against allied players promoting.
There are three promotion zones: Both of the opposing player's territories, plus the Pleasure Garden. In the case of the latter, only moves into or out of the Pleasure Garden are promotable moves: Passing through the cell does not count.
Unlike standard shogi, the sannin shogi king can promote; indeed, when an alliance is formed, the non-allied king is automatically promoted. When using standard game pieces, promotion entails turning the king blank side up.

Checkmate and winning the game

A player may not move into check or remain in check, even check by an ally. Likewise, a player may not check or checkmate an ally, and each player regardless of alliance must defend against check or threat of checkmate on the next move.
A player loses the game upon checkmate, and is not given the opportunity to resign on his next turn. When mated, all the player's pieces are removed from the board and from the game. They are not captured by the mating player. Play then shifts to the mating player, regardless of whose turn it would otherwise have been.
There are three ways to win sannin shogi:
Repetition of board positions is not allowed. Unlike standard shogi, it is the player who starts the repetitive sequence who must vary the move.
There are no rules for various rare eventualities in sannin shogi, such as draws or revealed checkmate between allies.

Alliances

Two players may team up against the third, forming an alliance. They may attack each other, but not place each other in check until the third player is defeated, at which point the alliance is annulled. They may not move each other's pieces.
Allies may attack each other to gain pieces-in-hand for drops, or to weaken each other in anticipation of the two-player end game. However, if either ally is checkmated by the third player, both lose, so these are dangerous tactics.

Forming an alliance

An alliance may be entered voluntarily before the start of the game. However, if two players gang up on the third at any time during the game, subject to the following definitions, an alliance is automatically formed. An alliance may not be broken except by defeat of the non-allied player.
There are two types of coordinated attack that force an alliance:
Material loss is defined as any exchange that materially benefits the attacking player. This includes check, threatened checkmate on the next move, threats against undefended pieces, and threats by less valuable pieces on defended but more valuable pieces.
Possible gain by the third player elsewhere is disregarded, even if this were to make up for the material loss caused by the coordinated attack. Likewise, the sequences of the moves are disregarded, even if they prove the loss of material is more apparent than real.
For the purposes of calculating threats of uneven exchange, promoted values are ignored; the ranging pieces rook and bishop are considered equivalent and more valuable than the step movers gold, silver, knight, and the lance, which are in turn considered equivalent and more valuable than a pawn. Finally, check can be considered the extreme case of uneven exchange, so the value scale is
Regardless of whether the situation is a discovered or a dual attack, it does not force an alliance if any attacking move is a direct defense against a threat of material loss, as defined above. That is, if First attacks Middle, and Middle defends by moving in such a way that First now checks Last, this does not force an alliance between First and Middle. Or, if Last attacks First, and First defends by checking Last, and then Middle threatens Last's rook, this does not force an alliance between First and Middle either.

Rules that change in an alliance

Several rules that change or come into force when an alliance is made have been mentioned above:
Here are the first six rounds of a game played at a meeting of the International Shogi Research Group on 28 May 1932. John Fairbairn describes some of the moves as "strange" considering the professional level of the players.
The players were,
The game began without an alliance.