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Board Game · Chess Variant

Play Shogi Online — Japanese Chess, Free

Nine by nine squares, and the rule that makes Shogi unlike any other chess variant: a captured piece never leaves the game. It joins your hand, and on a later turn it comes back onto the board as your own.

Nine by nine squares, the same seven piece types as any chess variant — and one rule that makes Shogi unlike all the others. A piece you capture never leaves the game. It joins your hand, and it comes back.

How to play Shogi

How each piece moves

  • King — one step in any direction.
  • Gold general — one step orthogonally, plus one step diagonally forward: six directions, never the two backward diagonals.
  • Silver general — one step in any of the four diagonal directions, plus one step straight forward. Never sideways, never straight back.
  • Knight — two rows forward and one column over, forward only. Not the eight-direction knight of Western chess.
  • Lance — any distance straight forward, blocked by the first piece in its way.
  • Bishop and Rook move exactly as they do in Western chess.
  • Pawn — one step straight forward. It also captures that way — there is no diagonal pawn capture here.

Every piece but the king and gold general can promote, and every one of them promotes to move exactly like a gold once it does.

The drop — Shogi's signature rule

A white pawn piece, captured, redrawn upside down and relabelled as belonging to black, with an arrow showing it changing sides
A captured piece is never gone. It joins your hand the moment you take it, and you can drop it back onto the board as your own on some later turn.

A captured piece is never removed from the game. It goes into the capturing player's hand — always reverting to its unpromoted form, even if it was promoted when taken — and on any later turn, instead of moving a piece already on the board, that player may drop it onto any empty square as a move in its own right.

Three restrictions keep drops from breaking the game. A piece can never drop somewhere it could never move from again — a pawn or lance on the last rank, a knight on the last two. A pawn can never drop onto a file that already holds one of your own unpromoted pawns (nifu). And a pawn can never drop to deliver an immediate checkmate (uchifuzume) — though dropping one to give check that falls short of mate is completely legal.

How do you win at Shogi?

Checkmate the enemy king. Because captured material keeps coming back into play rather than draining away, Shogi games essentially never stall out — professional Shogi draws happen in under 1% of games, against roughly half of grandmaster chess games ending drawn.

What this page simplifies, and why

Two real tournament rules, both genuinely intricate, get a simpler stand-in here. Sennichite — fourfold repetition — properly treats a repeat caused by perpetual check as an outright loss for the checking side; this page scores all fourfold repetition as a plain draw instead. And when both kings fight their way into the far side of the board, real tournament rules settle it with a detailed points count that this page does not implement at all. Both are disclosed simplifications, made because the full rules carry edge cases that even human arbiters argue over — not oversights.

Playing Shogi against the computer

How do the three computer levels differ?

In how many candidate moves get a second look at the reply and how often a merely good move gets played instead of insisting on the exact best one — the same design as the Xiangqi and Reversi opponents on this site. The evaluation counts material both on the board and sitting in hand, using the point values most Shogi engines converge on: pawn 1, lance 3, knight 4, silver 5, gold 6, bishop 8, rook 10, and roughly double for a promoted minor piece.

Where Shogi comes from

Japan, by way of a much older shared ancestor. Chess-like games arrived from China and Korea sometime between the 10th and 12th centuries, descended ultimately from chaturanga in 6th-century India — the same root Xiangqi and Western chess both trace back to. A direct ancestor of Shogi without the drop rule is recorded from 1210; the game in close to its modern form, drop rule included, is attested by the 16th century.

Where the drop rule itself came from is genuinely unsettled. A popular explanation ties it to samurai armies absorbing captured soldiers rather than executing them — an appealing story, but a story more than a confirmed history.

If you like this one

  • Xiangqi — the sibling from the Chinese branch of the same family, no drops, a river and a palace instead
  • Chess — the Western branch: castling and promotion, but nothing ever comes back once it's captured
  • Checkers — forced diagonal captures, no relation beyond both being played on a checked board
  • Reversi — the computer opponent here shares its candidate-scoring approach

Frequently asked questions

+ How do you play Shogi?

Nine by nine squares. Each side has a king, a rook, a bishop, two golds, two silvers, two knights, two lances and nine pawns. Pieces are not chess-style black-and-white; ownership is shown by which way a piece faces. Checkmate the enemy king to win.

+ What is the drop rule?

The rule that makes Shogi genuinely different from every other chess variant on this site. A captured piece is never removed from the game — it joins the capturing player's hand, always reverting to its unpromoted form, and on any later turn that player may drop it onto an empty square as a move in its own right, instead of moving a piece already on the board. Nothing like it exists in Western chess or Xiangqi, where a captured piece is simply gone.

+ Are there limits on where a piece can be dropped?

Three. Never onto a square a piece could never move from again — a pawn or lance on the last rank, a knight on the last two. Never a pawn onto a file that already holds one of your own unpromoted pawns (nifu). And never a pawn dropped to deliver an immediate checkmate (uchifuzume) — dropping a pawn to give check that falls short of mate is completely legal, only the mating drop itself is forbidden.

+ How does each piece move in Shogi?

King: one step any direction. Gold general: one step orthogonally plus one step diagonally forward — six directions, never the two backward diagonals. Silver general: one step diagonally in any of the four directions plus one step straight forward — never sideways. Knight: two rows forward and one column over, forward only, unlike the eight-direction knight of Western chess. Lance: any distance straight forward. Rook and bishop move as in Western chess. Every piece but the king and gold can promote, and every one of them promotes to move exactly like a gold.

+ When can a piece promote, and when must it?

Any piece that moves into, out of, or entirely within the far three ranks may promote, as the player's choice — except when staying unpromoted would strand the piece somewhere it could never move from again, in which case promotion is forced. A pawn or lance reaching the last rank, or a knight reaching either of the last two, always promotes.

+ Why do the pieces face different directions?

Because real Shogi sets use one wood colour for both sides — the wedge-shaped pieces simply point at the opponent, and that alone says who owns them. This page adds colour too, since a flat screen doesn't give the same sense of a physical piece's shape, but it keeps the rotation as well: your opponent's pieces are drawn upside down, exactly as they'd sit on a real board across from you.

+ What does this page simplify?

Two real tournament rules, both genuinely intricate. Sennichite — fourfold repetition — properly treats a repeat caused by perpetual check as a loss for the checking side; this page treats all repetition as a plain draw instead. And two kings that both reach the far side of the board trigger a detailed points-based impasse rule in tournament play, which this page does not implement at all. Both are real simplifications, not oversights, made because the full rules have edge cases even human arbiters argue about.

+ How do the three computer levels differ?

In how many candidate moves get a second look at the reply and how often a merely good move gets played instead of insisting on the exact best one — the same approach as the other computer opponents on this site. The evaluation counts material both on the board and sitting in hand, at the point values most Shogi engines use: pawn 1, lance 3, knight 4, silver 5, gold 6, bishop 8, rook 10, with promoted pieces worth more.

+ Can I play Shogi with a friend online?

Yes. Choose 'With a friend online' below the board and press Open a table. You get a four-character code; send it to your friend, they type it in and press Join. There is a chat window built in, and neither of you needs an account or a download.

+ Where does Shogi come from?

Japan, by way of a much older shared ancestor. Chess-like games reached Japan from China and Korea sometime between the 10th and 12th centuries, descended ultimately from chaturanga in 6th-century India, the same root Xiangqi and Western chess both share. A direct ancestor of Shogi without the drop rule is recorded from 1210; the game in close to its present form, drop rule included, is attested by the 16th century. Where the drop rule itself came from is genuinely debated — a popular explanation ties it to samurai armies absorbing captured soldiers rather than executing them, but that is an appealing story more than a confirmed one.

+ Is it free?

Yes, and there is no sign-up, for the online tables either. Nothing about a solo or hotseat game is saved anywhere; close the tab and start fresh next time.

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