Please report any bugs or errors to Adam DeWitt






Check out Atomic Chess, our featured variant for November, 2024.

A Game Courier Preset for Chu Seireigi

a L A C S G E K G S C A L
b N T U X O U T N
c Y W R Q I B D Y
d P P P P P P P P P P P P
e
f
g
h
i p p p p p p p p p p p p
j y d b i q r w y
k n t u o x u t n
l l a c s g k e g s c a l
12 11 10 9 8 7 6 5 4 3 2 1

Chu Seireigi

Rules enforced. Legal moves displayed.

Welcome to Game Courier, where you can play Chu Seireigi and many other Chess variants through online correspondence.


Rules of Chu Seireigi

Except where contradicted below, all rules are the same as in standard Shogi.

Pieces

Piece Promoted Piece

King (k/K)
The King moves one square in any direction, but not into check. The object is to checkmate the King. The King does not promote.

Queen (q/Q)
The Queen moves any number of squares in any direction, orthogonal or diagonal. It may not leap over pieces. The Queen does not promote.

Lion (i/I)
The Lion moves any number of squares diagonally or jumps anywhere within a distance of exactly two squares. The Lion does not promote.

Rook (r/R)
The Rook moves any number of squares horizontally or vertically. It may not leap over pieces. When entering, exiting, or moving within the promotion zone, it may promote to a Dragon King.
Dragon King (+r/+R)
The Dragon King moves as the Rook or one square diagonally. A captured Dragon King demotes into a Rook.

Bishop (b/B)
The Bishop moves any number of squares diagonally. It may not leap over pieces. When entering, exiting, or moving within the promotion zone, it may promote to a Dragon Horse.
Dragon Horse (+b/+B)
The Dragon Horse moves as the Bishop or one square orthogonally. A captured Dragon Horse demotes into a Bishop.

Phoenix (x/X)
The Phoenix moves one square orthogonally, or jumps two squares in a straight line along any diagonal direction. When entering, exiting, or moving within the promotion zone, it may promote to a Rook.
Rook (+x/+X)
The Rook moves any number of squares horizontally or vertically. When captured, it demotes to a Phoenix.

Kirin (o/O)
The Kirin moves one square diagonally, or jumps two squares in a straight line along any orthogonal direction. When entering, exiting, or moving within the promotion zone, it may promote to a Bishop.
Bishop (+o/+O)
The Bishop moves any number of squares diagonally. When captured, it demotes to a Kirin.

Great Elephant (e/E)
The Great Elephant moves any number of squares diagonally forward. It may not leap over pieces. In addition, it can move one square diagonally backward, sideways, or directly forward.
Teaching King (+e/+E)
The Teaching King moves any number of squares vertically or diagonally forward. In addition, it can move one square sideways or diagonally backward.

Running Wolf (w/W)
The Running Wolf moves any number of squares directly forward or backward. It may not leap over pieces. In addition, it can move one square sideways or diagonally forward. When entering, exiting, or moving within the promotion zone, it may promote to a Free Boar.
Free Boar (+w/+W)
The Free Boar moves any number of squares diagonally or sideways. When captured, it demotes to a Running Wolf.

Great Leopard (d/D)
The Great Leopard moves any number of squares directly sideways. It may not leap over pieces. In addition, it can move one square directly backward, or diagonally forward. When it enters, exits, or moves within the promotion zone, it may promote to a Flying Ox.
Flying Ox (+d/+D)
The Flying Ox moves any number of squares diagonally or vertically. When captured, it demotes to a Great Leopard.

Strong Bear (u/U)
The Strong Bear moves one square diagonally, sideways, or forward. When it enters, exits, or moves within the promotion zone, it may promote to a Whale.
Whale (+u/+U)
The Whale jumps to either square it could reach by moving two squares left or right, followed by one square backward. In addition, it can move any number of squares diagonally forward or directly backward, or move one square in diagonally backward or directly forward. When captured, it demotes to a Strong Bear.

Gold General (g/G)
The Gold General moves one square in any forward or orthogonal direction. When it enters, exits, or moves within the promotion zone, it may promote to a Great Elephant.
Great Elephant (+g/+G)
The Great Elephant moves any number of squares diagonally forward. It may not leap over pieces. In addition, it can move one square diagonally backward, sideways, or directly forward. When captured, it demotes back to a Gold General.

Silver General (s/S)
The Silver General moves one square in any forward or diagonal direction. When it enters, exits, or moves within the promotion zone, it may promote to a Running Wolf.
Running Wolf (+s/+S)
The Running Wolf moves any number of squares directly forward or backward. It may not leap over pieces. In addition, it can move one square sideways or diagonally forward. When captured, it demotes to a Silver General.

Copper General (c/C)
The Copper General moves one square in any forward or vertical direction. When it enters, exits, or moves within the promotion zone, it may promote to a Great Leopard.
Great Leopard (+c/+C)
The Great Leopard moves any number of squares directly sideways. It may not leap over pieces. In addition, it can move one square directly backward, or diagonally forward. When captured, it demotes to a Copper General.

Flying Swallow (y/Y)
The Flying Swallow jumps two squares in a straight line in any forward direction. When it enters the promotion zone, it may promote to a Golden Bird. When it reaches either of the last two ranks, it must promote.
Golden Bird (+y/+Y)
The Golden Bird jumps to the second square in any sideways or backward direction, or to any of the four squares it could reach by moving two squares forward, followed by one more square left or right, or two squares left or right, followed by one square forward. In addition, it may move one square in any vertical or forward direction. When captured, it demotes to a Flying Swallow.

Knight (n/N)
The Knight jumps to either of the two squares it could reach by moving two squares forward, followed by one more square left or right. When it enters the promotion zone, it may promote to a Heavenly Horse. When it reaches either of the last two ranks, it must promote.
Heavenly Horse (+n/+N)
The Heavenly Horse jumps to the second square in any forward direction, or to either of the two squares it could reach by moving two squares backward, followed by one more square left or right. In addition, it may move one square in any diagonal or forward direction. When captured, it demotes to a Knight.

Running Rabbit (t/T)
The Running Rabbit moves any number of squares diagonally or directly forward. It may not leap over pieces. When it moves into or within the promotion zone, it may promote to a Prancing Stag. When it reaches the last rank, it must promote.
Prancing Stag (+t/+T)
The Prancing Stag moves any number of squares sideways or diagonally forward, or moves one square vertically. When captured, it demotes to a Running Rabbit.

Ram's-Head Soldier (a/A)
The Ram's-Head Soldier moves any number of squares diagonally forward. It may not leap over pieces. When it moves into or within the promotion zone, it may promote to a Treacherous Fox. When it reaches the last rank, it must promote.
Treacherous Fox (+a/+A)
The Treacherous Fox moves any number of squares vertically. In addition, it may move one square horizontally or jump to any square it could reach by moving two squares vertically, followed by one square horizontally. When captured, it demotes to a Ram's-Head Soldier.

Lance (l/L)
The Lance moves any number of squares vertically forward. It may not leap over pieces. When it moves into or within the promotion zone, it may promote to a Free Tiger. When it reaches the last rank, it must promote.
Free Tiger (+l/+L)
The Free Tiger moves any number of squares horizontally. In addition, it may move one square vertically or jump to any square it could reach by moving two squares horizontally, followed by one square vertically. When captured, it demotes to a Lance.

Pawn (p/P)
The Pawn moves one square vertically forward. When it moves into or within the promotion zone, it may promote to a Tokin. When it reaches the last rank, it must promote.
Tokin (+p/+P)
The Tokin moves one square in any forward or orthogonal direction. It may not move diagonally backwards. When captured, it demotes to a Pawn.

Board Style

The board may be either a traditional uncheckered Shogi board, or a checkered board with a dark square at each player's left-hand corner.

Promotion Zone

The promotion zone is the farthest four ranks of the board.

Promotion and Drop Restrictions

These rules are the same as in standard Shogi. However, the ones that do not specifically apply to Pawns apply to a different set of pieces, specifically to the Pawn, Lance, Ram's-Head Soldier, and Running Rabbit on the last rank, and to the Knight and Flying Swallow on the last two ranks.

Impasse

This rule is the same as in standard Shogi, except that the minimum number of points needed to not lose is 58. Each Lion, Queen, Rook, Bishop, Phoenix, or Kirin, promoted or not, scores 5 points for the owning player, and all other pieces except Kings score 1 point each.

How to Move Pieces

Full Algebraic Notation

Algebraic notation identifies each space by a coordinate that begins with its file label and ends with its rank label. On the Chess board, files go up and down from one player to the other, and ranks go from left to right. In most games, files are represented by letters, and ranks are represented by numbers, but there is no fixed rule requiring this for all games, and some games, such as Shogi, reverse this convention. If you look at the diagram, you will usually see the file labels going from left to right and the file labels going up and down. And if you hover your mouse over a space, you will normally see the name of the coordinate appear in a tooltip.

It is not uncommon to see algebraic notation being used for Chess, but it is often in an abbreviated format that requires you to know both the rules of the game and the current position to know exactly which piece moves where. For example, the notation "Ne6" indicates that a Knight is moving to e6, but it doesn't indicate which Knight, and it doesn't specify where the Knight is coming from. To figure this out, you need to know how a Knight moves and which Knight on the board can make a legal move to e6.

Although rules may be programmed for individual games, Game Courier itself does not know the rules of any game, and it is unable to parse abbreviated algebraic notation. Therefore, it relies on full algebraic notation, which completely specifies the move without requiring any knowledge of the game's rules or the current position. The most usual type of full algebraic notation indicates the piece that is moving by its label, the space it is moving from, and the space it moving to. In Chess, a typical first move might be written as "P e2-e4". When you hover your mouse over a piece, you will normally see the piece label followed by the coordinate for the space, and when you hover it over an empty space, you will normally see the coordinate label. Including the piece label in your notation allows Game Courier to check that the piece you're moving is the right one, and it makes game notation easier to follow, but it is not mandatory.

You may promote a piece by including a promotion move after your regular move. A promotion move has a piece go directly to a coordinate. Here is an example: "p e7-e8; q-e8".

You may remove a piece from a space by adding an @ to the space or by omitting the destination coordinate. For example, both "@-e4" and "e4-" would remove the piece on "e4". This is useful for en passant when you are playing a game that does not handle this automatically. For example, "P d5-e6; e5-" removes the Pawn on e5 after a Pawn moves from d5 to e6.

You will not need to remove spaces for most games, but if you should need to, you can do this by omitting the first coordinate in a move. For example, "-e4" would remove e4 from the board. To add or return a space to the board, you may add an @ or any other piece to it.

Available Pieces

Pieces are represented by labels, usually using uppercase letters for White and lowercase letter for Black. When you enter a move or specify the starting position for a game, you should remember that piece labels are case-sensitive. Many piece sets are available for use with Game Courier, and this table shows you which pieces belong to the piece set you are currently using.

The inclusion of a piece does not indicate that it is used in the game you are playing. But if your game uses pieces not included here, you should choose a different piece set.

Mnemonic Seireigi Pieces

wa2.png
+A
wb2.png
+B
wbg2.png
+BG
wc2.png
+C
wce2.png
+CE
wd2.png
+D
we2.png
+E
wf2.png
+F
wg2.png
+G
wh2.png
+H
wj2.png
+J
wl2.png
+L
wm2.png
+M
wn2.png
+N
wo2.png
+O
wp2.png
+P
wr2.png
+R
wrg2.png
+RG
ws2.png
+S
wt2.png
+T
wu2.png
+U
wv2.png
+V
ww2.png
+W
wx2.png
+X
wy2.png
+Y
wz2.png
+Z
ba2.png
+a
bb2.png
+b
bbg2.png
+bg
bc2.png
+c
bce2.png
+ce
bd2.png
+d
be2.png
+e
bf2.png
+f
bg2.png
+g
bh2.png
+h
bj2.png
+j
bl2.png
+l
bm2.png
+m
bn2.png
+n
bo2.png
+o
bp2.png
+p
br2.png
+r
brg2.png
+rg
bs2.png
+s
bt2.png
+t
bu2.png
+u
bv2.png
+v
bw2.png
+w
bx2.png
+x
by2.png
+y
bz2.png
+z
wa.png
A
wb.png
B
wbg.png
BG
wc.png
C
wca.png
CA
wce.png
CE
wd.png
D
we.png
E
wf.png
F
wg.png
G
wh.png
H
whm.png
HM
wi.png
I
wj.png
J
wk.png
K
wl.png
L
wm.png
M
wn.png
N
wo.png
O
wp.png
P
wq.png
Q
wr.png
R
wrg.png
RG
ws.png
S
wt.png
T
wu.png
U
wv.png
V
ww.png
W
wx.png
X
wy.png
Y
wz.png
Z
ba.png
a
bb.png
b
bbg.png
bg
bc.png
c
bca.png
ca
bce.png
ce
bd.png
d
be.png
e
bf.png
f
bg.png
g
bh.png
h
bhm.png
hm
bi.png
i
bj.png
j
bk.png
k
bl.png
l
bm.png
m
bn.png
n
bo.png
o
bp.png
p
bq.png
q
br.png
r
brg.png
rg
bs.png
s
bt.png
t
bu.png
u
bv.png
v
bw.png
w
bx.png
x
by.png
y
bz.png
z

Credits

This preset uses the stingmovetest settings file for Chu Seireigi, which was made by A. M. DeWitt.

Game Courier was created, programmed and written by Fergus Duniho.

Game Courier, Copyright © Fergus Duniho, 2001-2017


WWW Page Created: 15 August 2001