Learn shogi

Read straight down and you will take the shortest route to actually playing. Every diagram is drawn from the first player's side, at the bottom.

1. How the pieces move

The dots are where the piece may go. Two things trip everyone up at the start: how gold and silver differ, and that the knight is the only piece that jumps.

Pawn (歩) — one square forward
Lance (香) — forward, any distance
Knight (桂) — jumps over whatever is between
Silver (銀) — three forward, two back diagonally
Gold (金) — cannot go back diagonally
Bishop (角) — runs on diagonals
Rook (飛) — runs on ranks and files
King (玉) — one square, any direction

When they promote, pawn, lance, knight and silver all move exactly like a gold — there is no new pattern to learn. A bishop becomes a horse (diagonals plus one square in any direction) and a rook a dragon (ranks and files plus one square diagonally).

2. What the pieces are worth

This is the ground every exchange is judged on. Taking the pawn as 1:

Pawn1Lance4Knight5
Silver7Gold8Bishop10
Rook12Tokin≈8King

In shogi you play the pieces you capture. So losing a piece is the same as handing one over, and every exchange counts twice. Handing over gold and silver in particular is how endgames are lost.

A promoted pawn (tokin) moves as a gold but reverts to a pawn when taken, so it is worth more than a gold in practice — "a tokin is a gold, and stronger than one".

3. What to do in the opening

  1. Build a castle. The king starts bare. Bring three of your gold and silver generals round it before you fight
  2. Open a line for the rook. Your main attacker needs somewhere to work
  3. Keep king and rook apart. If your attacker and your defence share a corner, one attack embarrasses both

4. Castles

Learn Mino first. It is quick to build, strong against attacks from the side, and it is what almost every ranging-rook opening uses.

Mino — learn this one first
Yagura — strong against attacks from above
Boat — the starting point against a ranging rook
Anaguma — the hardest shell, but slow to build

The diagrams show the finished shape, not the order the moves are played in. That order depends on the opening.

5. Your first opening

Bo-gin, the climbing silver, is the one to start with. You march the silver straight up to break through in front of the rook. It has exactly one idea, so when it works you know why, and when it fails you know why too.

Climbing silver — push the pawn to 2e, then bring the silver to 2f

If you would rather sit and wait, play the fourth-file rook: swing the rook across to the fourth file, build Mino, and let your opponent come to you. There is very little to memorise.

6. Tesuji — moves worth knowing by shape

These are attacks you recognise rather than calculate. Once seen, they are seen forever.

The forking silver

Drop a silver between two golds and one of them is yours.

Silver dropped on 5b, attacking both golds

The dangling pawn

Drop a pawn one square short of the enemy camp and promote it next move. It looks slow, and it is the most effective attack there is in an endgame — a tokin costs you nothing, because it comes back as a pawn.

Pawn to 4d, promoting on 4c next

The pawn beneath the gold

A pawn dropped directly under a gold props it up: the rook can hammer at the gold and nothing gives. "A pawn under a gold is harder than rock."

The pawn on 2i holds the gold on 2h

7. Finishing the game

The endgame is a race. If you can mate one move sooner than your opponent, being a rook down does not matter. Start with the basic mate: a gold on the head of the king.

Gold on the head, held up by the silver on 2c

The king has only 2a and 2b, and the gold covers both. It cannot take the gold either, because the silver on 2c is defending it. Close the escape squares first, then put a gold on its head — that is the shape almost every mate reduces to.

Tsumero
A threat to mate next move. Keep making them and your opponent never gets to attack
Hisshi
A threat to mate that cannot be met at all. The game is effectively over
Give nothing away
Especially gold and silver. Hand a gold to a king you are mating and it will be used to defend

8. Proverbs

  • A game without pawns in hand is a game already lost
  • Running the king early is worth eight moves
  • A knight jumped too far is a pawn's dinner
  • With three knights in hand, everything is mate
  • Attack with rook, bishop, silver and knight; defend with three generals
  • Play where your opponent wants to play
  • Never let your king and rook sit together

The fastest way to improve is to stop after chapters 1 and 4 — how the pieces move, and one castle — and start playing. Come back to the rest when you stop understanding why you lost.