Ōgi
Rule System for Ōgi (王棋) built on the Game Protocol.
Ōgi is a two-player abstract strategy game derived from shōgi, played on an 8×8 board with directional pieces, captures kept in hand, and drops. It also adopts castling — kingside and queenside — exactly as in the Chess specification.
1. Board
8×8 grid encoded in CELL.
Valid coordinates: a1–h8
FEEN serialization: rank 8 → rank 1, file a → file h, / between ranks.
2. Style
| Style | SIN | Side |
|---|---|---|
Japanese |
J |
first (Sente 先手) |
Japanese |
j |
second (Gote 後手) |
3. Pieces
All pieces encoded in EPIN. Both sides use the same character for a given piece (shōgi convention — armies are told apart by orientation); the abbreviations are Sashité’s.
| EPIN | Name | Character | State / notes |
|---|---|---|---|
K^ |
King | 王 / 玉 | Royal piece, not in check |
-K^ |
King | Currently in check (transient) | |
I |
Princess | 姫 | Bishop + Knight compound; no promoted form |
+R |
Rook | 飛 | Castling immediately performable |
-R |
Rook | Castling right retained but temporarily blocked | |
R |
Rook | No castling rights (moved, or dropped from hand) | |
B |
Bishop | 角 | |
N |
Knight | 騎 | |
+F |
Fu | 歩 | On its starting rank, eligible for the double step |
-F |
Fu | Reserved in the vocabulary; never set in Ōgi — Fu capture straight forward, so en passant cannot arise | |
F |
Fu | Has moved or was dropped; no double step | |
T |
Tokin | と | Promoted Fu — Gold-General movement. A dedicated letter, not a +F prefix, to avoid ambiguity with double-step eligibility |
Gote uses the same tokens in lowercase.
Jeweled King: in Ōgi vs Ōgi, the 玉 glyph is rendered for the lower-rated
player (Sente if ratings tie). Purely cosmetic display metadata — both Kings
share the token K^ and the canonical position is unaffected.
Capture mutation — two rules, in order:
- Demotion: a captured Tokin demotes to a Fu (
t→f). - Side flip: the case flips unconditionally — the piece adopts the
capturing player’s camp (
f→F,r→R).
Both change the piece’s identity, so the PMN of the capturing move carries the
captured piece as it enters the hand (/F, /R — §6).
Hand canonicalization: a piece in hand never carries a +/- marker
(+f → f, -r → r before the flip). This is a recomposition of the
position, not a mutation of the capture, and is never a reason for a PMN
suffix by itself.
Every captured piece therefore sits in the capturer’s own camp, unpromoted, and is droppable in principle. There is no way to hold a Tokin in hand.
4. Initial Position
Encoded in FEEN:
-rnbik^bn-r/+f+f+f+f+f+f+f+f/8/8/8/8/+F+F+F+F+F+F+F+F/-RNBIK^BN-R / J/j
Rooks on the a/h files, Knights b/g, Bishops c/f, the Princess on d, the King
on e, Fu across rank 2 — the same file layout for both armies. Every Fu
starts +F (double-step eligible); both Rooks start -R (castling right
retained, temporarily blocked by the occupied home rank).
5. Movements
All pseudo-legal moves encoded in GGN. Patterns shown are representative.
5.1 King
One square in any of the 8 directions. Cannot promote. When the King moves,
every Rook that could castle with it (+R/-R) becomes R. See §5.8 for
castling.
5.2 Princess
{
"J:I": {
"d4": {
"g7": [
{ "must": { "e5": "empty", "f6": "empty", "g7": "empty" } },
{ "must": { "e5": "empty", "f6": "empty", "g7": "enemy" } }
],
"e6": [{ "must": { "e6": "empty" } }, { "must": { "e6": "enemy" } }],
"c6": [{ "must": { "c6": "empty" } }, { "must": { "c6": "enemy" } }]
}
}
}
Bishop + Knight compound: slides any number of squares diagonally (blockable), and jumps in all 8 L-shape directions (over anything). No orthogonal slide — that is the Rook’s domain. No promoted form.
5.3 Rook
Any number of squares orthogonally. Path must be clear. No promoted form.
Participates in castling; state mutation on move: +R/-R → R.
5.4 Bishop
Any number of squares diagonally. Path must be clear. No promoted form.
5.5 Knight
L-shape, all 8 directions, jumps — the Western chess Knight, not the forward-only shōgi knight. No promoted form.
5.6 Fu
{
"J:+F": {
"e2": {
"e3": [{ "must": { "e3": "empty" } }, { "must": { "e3": "enemy" } }],
"e4": [{ "must": { "e3": "empty", "e4": "empty" } }]
}
},
"J:F": {
"e3": {
"e4": [{ "must": { "e4": "empty" } }, { "must": { "e4": "enemy" } }]
}
}
}
Moves and captures one square straight forward — there is no diagonal
capture. The double step (two squares forward, both empty, never a
capture) requires the +F token: stripped on the Fu’s first move, never
regained — a captured-then-dropped Fu does not recover it.
5.7 Tokin
One square orthogonally (all 4) or diagonally forward (2) — the shōgi Gold-General pattern, 6 destinations. Cannot promote further.
5.8 Castling
Identical mechanics to Chess §5.7: King two squares toward
a +R Rook (e1~g1 / e1~c1 for Sente, mirrored on rank 8 for Gote), Rook
lands on the crossed square, conditions 1–6 as in FIDE. A castling is a
move, not a drop. Drops interact only through the conditions: an opponent
may drop a piece between King and Rook (blocking the path) or one that
attacks a transit square — the Rook shows -R until the condition clears.
5.9 Drops
Instead of moving, a player may drop a piece from hand onto an empty square.
The unified drop rule: a piece is droppable iff its EPIN side (case) matches the dropping player’s side. With the capture-time side flip, every piece in hand qualifies in principle.
Fu restrictions — a Fu drop is illegal when:
- Last rank — the Fu would sit where it has no legal move (rank 8 for Sente, rank 1 for Gote).
- Nifu (二歩) — the dropping player already has an unpromoted Fu on that file (a Tokin does not count).
- Uchifuzume (打ち歩詰め) — the drop would deliver checkmate (check by Fu drop is allowed; only mate is forbidden).
Drop mechanics: a drop never captures, never promotes, and never confers
state — a dropped Fu is plain F (no double step), a dropped Rook is plain
R (a drop never creates a castling right, even onto a home-rank
corner). No other piece is constrained by the no-future-move rule on an 8×8
board.
6. Special Move Notation
Encoded in PMN.
| Move | PMN | Description |
|---|---|---|
| Kingside castling (Sente) | e1~g1 |
King e1→g1, Rook h1→f1 |
| Queenside castling (Sente) | e1~c1 |
King e1→c1, Rook a1→d1 |
| Kingside castling (Gote) | e8~g8 |
King e8→g8, Rook h8→f8 |
| Queenside castling (Gote) | e8~c8 |
King e8→c8, Rook a8→d8 |
| Promotion | e7-e8=T |
Fu e7→e8, promotes to Tokin (automatic — sole form) |
| Drop | F*e4 |
Fu from hand placed on e4 (*e4 when the piece is implied by context) |
| Capture | d4+e5/R |
Rook captures a Gote rook, which enters Sente’s hand as R (side flip, §3) |
| Capture of a Tokin | d4+e5/F |
The captured Tokin demotes and flips: it enters the hand as a Fu |
PMN writes the tokens as they stand at the moment of the move; the transient
+/- markers are recomposed afterwards and never appear in a move. The /
suffix carries the captured piece as it enters the hand (§3); Ōgi’s side
flip means every capture of an Ōgi piece carries one.
7. Termination
Status values from CGSN with game-specific interpretation. A game has exactly one of three results — 1–0, ½–½, or 0–1; there are no partial results.
7.1 Decisive
| CGSN Status | Result |
|---|---|
checkmate |
The player to move is in check with no legal escape — they lose |
resignation |
Resigning player loses |
7.2 Draw
| CGSN Status | Condition |
|---|---|
nomove |
The player to move has no pseudo-legal move or drop at all — the pseudo-legal set (GGN) is empty. Tested before checkmate and stalemate, and takes precedence even if the King is in check (CGSN §9.1) |
stalemate |
No legal move or drop available, not in check. A deliberate departure from shōgi (where no-move loses), aligned on FIDE |
insufficient |
Never triggers in pure Ōgi — captures never remove material from play (board + hands hold 2 Kings and 30 pieces, invariantly), so no materially dead configuration is reachable and the engine performs no detection |
repetition |
The same canonical position occurs a third time (see §8.4). Follows FIDE, not shōgi’s fourfold sennichite; perpetual check remains a defender’s draw |
movelimit |
50 full moves by each player with no capture and no unpromoted Fu move. A drop — even a Fu drop — is not a move and does not reset the counter |
agreement |
Mutual agreement |
Illegal moves are not a termination cause: a rejected move is simply refused — the player keeps the turn. Time controls are out of scope of this rule system.
8. Constraints
8.1 Check constraint
A move or drop is illegal if it leaves the active player’s King in check. A
King in check carries the transient -K^ marker.
8.2 Castling constraints
As in Chess: illegal if the King is in check, passes through, or lands on an
attacked square. +R/-R encode executability; only an original Rook on
its original corner ever castles — never a dropped one.
8.3 Promotion
Mandatory and automatic when a Fu ends a move on the last rank: it
becomes a Tokin (T), the sole promoted form — no prompt, no choice. No
other piece promotes; drops never promote.
8.4 Position identity (threefold repetition)
Two positions are the same iff their canonical FEEN strings are equal:
same squares and piece state (+F, T, +R/-R, -K^ included), same
hand contents for each player, same player to move.
8.5 Uchifuzume look-ahead
The one drop restriction needing look-ahead: simulate the candidate Fu drop, then test whether the opponent has any legal reply; if none and their King is in check, the drop is illegal. Nifu and last-rank are local board checks.
9. Reference
10. License
Open Web Foundation Agreement 1.0 (OWFa 1.0) — OWFa 1.0
