Shogi glossary

Shogi terms A–Z

79 words you will meet in shogi books, videos and games — from the pieces to castles, tactics and endgame ideas — each explained in plain English with its Japanese name.

Shogi players use many Japanese words even in English: tokin, nifu, tsume, sente. Each entry has a short definition, how the idea is used in real games, and a board diagram or a position to try where it helps.

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Quick definitions

King
The piece you must protect; it moves one square in any direction. Losing it loses the game.
Rook
Moves any distance forward, backward or sideways.
Bishop
Moves any distance diagonally.
Gold general
Moves one square forward, diagonally forward, sideways or straight back. Never promotes.
Silver general
Moves one square forward or diagonally in any direction.
Knight
Jumps two squares forward and one to the side; the only piece that jumps.
Lance
Moves any distance straight forward.
Pawn
Moves and captures one square straight forward.
Dragon
A promoted rook: moves like a rook plus one square diagonally.
Horse
A promoted bishop: moves like a bishop plus one square straight.
Tokin
A promoted pawn; moves like a gold but returns to the opponent as a mere pawn.
Promoted silver
A promoted silver; moves like a gold.
Promoted knight
A promoted knight; moves like a gold.
Promoted lance
A promoted lance; moves like a gold.
Promotion zone
The three ranks farthest from you, where pieces may promote.
Promote
To turn a piece over when it enters, moves within, or leaves the promotion zone.
Decline promotion
Choosing to keep a piece unpromoted when promotion is allowed.
Drop
Placing a piece from your hand onto an empty square as your move.
Pieces in hand
Captured pieces you hold and may drop later.
Capture
Moving onto an enemy piece's square; the piece goes to your hand.
Check
A move that attacks the enemy king.
Checkmate
The king is in check and has no legal answer; the game ends.
Two pawns (nifu)
Illegal: two of your unpromoted pawns on the same file.
Pawn-drop mate
Illegal: dropping a pawn to give immediate checkmate.
Piece with no moves
A pawn or lance on the last rank or a knight on the last two ranks; such placements are illegal.
Repetition draw (sennichite)
The same position four times is a draw, unless one side checked every move; that side loses.
Entering king (nyugyoku)
A king that has reached the enemy camp; games can then be decided by counting points.
Black (sente)
The player who moves first.
White (gote)
The player who moves second.
Resign
To concede the game; the usual way games end.
Fork
One move that attacks two pieces at once.
Skewer
Attacking a piece so that when it moves, the piece behind it on the same line is captured.
Pin
A piece that cannot move because it would expose the king or a bigger piece behind it.
Check and rook fork
A fork that gives check and attacks the rook at the same time.
Exchange (trade)
Capturing and being recaptured, swapping pieces.
Material advantage
Having gained more piece value than the opponent.
Sacrifice
Giving up a piece on purpose to gain something bigger.
Piece value
A rough score for each piece used to judge trades.
Pawn exchange
Trading pawns on a file to open it for the rook and gain a pawn in hand.
Dangling pawn (tarefu)
A pawn dropped one square short of its target, ready to advance or promote next move.
Joining pawn (tsugifu)
Dropping pawns again and again in front of the enemy pawn to pull it forward.
Tapping pawn (tataki)
A pawn dropped right in front of an enemy piece to force it to capture or move.
Split silver (wariuchi)
A silver dropped between two enemy pieces, attacking both with its backward diagonals.
Knight fork (fundoshi no kei)
A knight attacking two pieces at once, one on each side of the square two ahead of it.
Attack by numbers
Bringing more attackers to a square than the opponent has defenders.
Castle
A formation of golds and silvers protecting the king.
Mino castle
Ranging Rook castle: king 2h, silver 3h, golds 4i and 5h.
High Mino
A Mino with the gold raised to 4g after pushing the 4th-file pawn.
Yagura castle
Static Rook castle: king 8h, golds 7h and 6g, silver 7g.
Anaguma (bear-in-the-hole)
A castle with the king in the corner behind the lance, surrounded by golds and silvers.
Boat castle (funagakoi)
A quick Static Rook castle against Ranging Rook: king 7h, golds 6i and 5h.
Static Rook (ibisha)
Keeping the rook on its starting file and attacking there.
Ranging Rook (furibisha)
Moving the rook to the other side of the board early in the game.
Fourth-file Rook
Ranging Rook with the rook on 6h (4th file counted from the left).
Third-file Rook
Ranging Rook with the rook on 7h.
Central Rook
Ranging Rook with the rook on the 5th file.
Gokigen Central Rook
A Central Rook for White that keeps the bishop line open.
Opposing Rook
Ranging Rook with the rook on 8h, facing the opponent's rook.
Climbing Silver (bogin)
An attack sending the silver straight up the rook's file.
Right Fourth-file Rook
Static Rook attack with the rook moved to the 4th file on the right (4h).
Bishop Exchange
An opening where both bishops are traded early.
Double Wing Attack
Both players push their rook pawns and trade them early.
Side Pawn Capture
An opening where Black's rook captures the pawn on 3d.
Rapid attack (kyusen)
Attacking before the castles are finished.
Slow game (jikyusen)
A game where both sides build strong castles before fighting.
Mate threat (tsumero)
A move threatening checkmate next turn.
Brinkmate (hisshi)
A mate threat that cannot be stopped by any defense.
Mate problem (tsume shogi)
A puzzle where every attacking move is check until mate; moves of both sides are counted.
Edge attack
Attacking on the 1st or 9th file, often against a castle's corner.
Attack on the king's head
Attacking the square directly in front of the king, usually with pawns.
Gold on the head
The basic mate: a protected gold dropped right in front of the king.
Interpose (aigoma)
Blocking a long-range check by placing or dropping a piece in between.
Early escape (hayanige)
Moving the king to safety before the attack arrives.
Closing in (yose)
The endgame phase of attacking the enemy king toward mate.
Defense (uke)
Moves that stop the opponent's attack.
Opening line (joseki)
An established sequence of opening moves.
Tempo
A move's worth of time; gaining a tempo means you are one move ahead.
Bishop's diagonal
The diagonal the bishop controls; opened or closed by the 7th-file pawn (3rd for White).
King in the center
A king left on its starting square; dangerous once fighting starts.

I don't do defense. Hope you brought a castle!

Words are easier on a board

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