The king can move one square in any direction; the kinsho has the same moves except to the diagonals behind; and the ginsho moves one square forward and diagonally in the four directions; and the keima and the kyosha have, one the forward moves only of the knight and the other the forward move only of the rook. The hisha and the kakko have the same moves as the rook and the bishop respectively. The pawns move one square forward and take the hostile pieces in front and not diagonally. When the pieces enter the enemy’s territory, that is, within the furthest three rows, they are not queened as there are no queens in shōgi, they acquire the moves of kinsho. In that case they forfeit their own moves, with the exception of the hisha and kakko, which retain them. When the pieces are thus changed in character, they are turned the reverse side up.
The capture of the men and checking of the king are the same as in European chess; but stalemate is unknown, for the reason that we can make use of any pieces of our adversary that we may have taken, and if our king is in danger, we can readily defend him by putting in the field some of our prisoners. This causes no inconvenience as there is no distinction of colour between the hostile pieces; their side is shown by the direction of the pointed ends of the pieces. The enemy’s pieces may be brought into requisition in his own territory; but they must move at least one square forward before they can be converted into kinsho.
JAPANESE CHESS.
Shōgi is universally played; but it is more especially the favourite game of the lower classes Among the better classes, go is in greater vogue; it is much affected by retired old gentlemen, officials, school-teachers, and others of the professions. It is certainly more difficult and probably more scientific than the other.
Go is played on a thick square board with heavy legs. The surface is marked with nineteen parallel lines crossed by as many similar lines, making the total number of points of intersection three hundred and sixty-one. The game is played on these points, and not in the squares formed by the parallel lines; and like shōgi, two persons take part in it. Either side has a box of round, flatfish pebbles small enough to be placed without overlapping on consecutive points. They are distinguished by colour; and the black is always given to the poorer player who opens the game, while the other takes the white.
THE GAME OF GO.
The object of the game is to take as many as possible of the enemy’s stones by surrounding them with one’s own. A stone once put on a point is immovable unless it is surrounded and taken off the board; it cannot move from one point to another. This siege of the enemy’s stone lies in cutting it off along the lines passing through the point it occupies. The siege is successful in its simplest form when a single stone is surrounded on the four adjacent points on the two lines intersecting at its point. There is no way of breaking the square formed by these four stones, for the only way in which relief can be brought to a threatened stone is to make it a part of a chain which cannot be completely surrounded by the enemy. When a stone is thus surrounded on all sides, it becomes a prisoner and is taken off the board. A stone at a corner of the board is imprisoned by two stones as there are no other adjacent points, and one on the edge by three stones. In a word, a stone cannot act diagonally, but must always work along a line. In practice, of course, it is usually a group of stones, rather than single stones, that find themselves prisoners, as the siege operations are more difficult to detect when carried out on a large scale.
If it was only to surround the enemy and capture his stones, the game would be comparatively simple. It is complicated by the formation of vacant enclosures, within which if the enemy ventures, he must infallibly be captured. The object is to make these enclosures as large as possible, and since such camps, as they are called, would narrow the enemy’s field of operations, he does his best to break the cordon by intruding a chain of stones before it is completed. Hence, there are four operations going on at the same time: we must break up the enemy’s attempted cordon and surround his stones, and prevent his surrounding our stones and form our own cordons. This formation of camps, though really nothing more than a defensive measure, is in fact more important and difficult than the capture of the enemy’s stones; and the issue of the game depends generally more upon the size of these cordons than upon the number of prisoners actually taken.