Learning shogi means encountering a world of specialized vocabulary — Japanese terms, strategic concepts, and technical names for positions and patterns. This glossary collects the 60 most important shogi terms you will encounter as a beginner and explains each one in clear, practical English.
Bookmark this page and refer to it whenever you encounter an unfamiliar term in a guide, video, or game commentary.
A – B
Aigake (相掛かり)
A category of opening where one player uses Static Rook and the other uses Ranging Rook. These matchups are the natural setting for Mino Castle and Left Mino strategies.
Anaguma (穴熊)
Literally “bear in a hole.” The strongest defensive castle in shogi, where the King retreats to the far corner surrounded by multiple layers of gold and silver generals. Extremely difficult to break but slow to build.
Atama-kin (頭金)
Literally “head gold.” A checkmate pattern where a Gold General is placed directly above the opponent’s King. One of the most common and important checkmate patterns in shogi.
C – D
Castle (囲い / Kakoi)
A defensive formation of pieces surrounding the King to protect it from attack. Unlike chess (which has the castling rule), shogi players must manually build their castle over several turns.
Check (王手 / Ōte)
A move that directly attacks the opponent’s King. When a player is in check, they must resolve it immediately by moving the King, capturing the attacking piece, or blocking the attack.
Checkmate (詰み / Tsumi)
A position where the King is in check and has no legal move to escape. The game ends immediately when checkmate is delivered.
Dragon Horse (竜馬 / Ryūma)
A promoted Bishop. Combines the Bishop’s diagonal movement with the ability to move one square horizontally or vertically. One of the two most powerful pieces in shogi.
Dragon King (竜王 / Ryūō)
A promoted Rook. Combines the Rook’s horizontal/vertical movement with the ability to move one square diagonally. The single most powerful piece in shogi.
E – F
Endgame (終盤 / Shūban)
The final phase of a shogi game, typically when the Kings are under direct threat. Endgame skill — particularly Tsume Shogi ability — is crucial for converting winning positions into actual wins.
Furibisha (振り飛車)
Ranging Rook. An opening strategy where the Rook is moved away from its starting file to a new position before attacking. See also: Ibisha.
Fourth File Rook (四間飛車 / Shiken-bisha)
The most popular Ranging Rook opening. The Rook moves to the 4th file to create a balanced, effective attacking position that pairs naturally with the Mino Castle.
G – H
Gin (銀 / Silver General)
One of the eight piece types in shogi. Moves one square in five directions (forward and all diagonals). Valuable for both attack and defense in the opening and middlegame.
Gote (後手)
The second player — the player who makes the second move of the game. Gote sets up their pieces at the top of the board and moves after Sente.
Gyoku (玉)
The King piece used by the second player (Gote). Functionally identical to the Ōshō (王) used by Sente. Both are Kings — the different characters are a traditional distinction.
Hand Pieces (持ち駒 / Mochi-goma)
Pieces in a player’s piece reserve — captured from the opponent and available to drop back onto the board on any turn. Also called “pieces in hand.”
Hasami (挟み)
A tactical pattern where a piece is sandwiched between two attacking pieces, making it difficult or impossible to escape capture.
Hisha (飛車 / Rook)
The Rook. Moves any number of squares horizontally or vertically. One of the two strongest pieces in the game (together with the Bishop). Promotes to Dragon King.
I – K
Ibisha (居飛車)
Static Rook. An opening strategy where the Rook remains on or near its original file throughout the opening phase. Pairs naturally with the Yagura or Left Mino castle.
Kakugyō (角行 / Bishop)
The Bishop. Moves any number of squares diagonally. The second most powerful piece in shogi (after the Rook). Promotes to Dragon Horse.
Kakoi (囲い)
See Castle.
Keima (桂馬 / Knight)
The Knight. Uniquely jumps exactly two squares forward and one square to either side (like chess, but only forward). Cannot move backward. Promotes to Gold General movement.
Kifu (棋譜)
A game record. Shogi games are recorded in a notation system that documents every move, allowing games to be replayed and studied. Reading and writing kifu is an important skill for serious study.
Kin (金 / Gold General)
The Gold General. Moves one square in any direction except diagonally backward. One of the most important pieces for both attack and defense. Cannot promote.
Kyōsha (香車 / Lance)
The Lance. Moves any number of squares forward — but only forward. Powerful on open files but limited by its inability to move in any other direction. Promotes to Gold General movement.
M – N
Mate (詰み)
See Checkmate.
Middlegame (中盤 / Chūban)
The phase of the game after the opening setup, where major attacking and defensive operations occur. Castle-building typically concludes in the opening/early middlegame, and attack begins in the middlegame.
Mino Castle (美濃囲い)
The most popular defensive castle for Ranging Rook players. Built in approximately 5 moves, it positions the King in the corner with gold and silver protection. Strong against horizontal attacks.
Mochioma (持ち駒)
See Hand Pieces.
N – O
Naka-zumai (中住まい)
Central House. A flexible setup where the King stays near the center of the board rather than committing to a specific castle formation. Used to preserve strategic options.
Nyugyoku (入玉)
A special end-game condition where both Kings advance deep into the opponent’s territory. Resolved by a point-counting system rather than normal checkmate.
O – P
Opening (序盤 / Jōban)
The early phase of a shogi game where players set up their castles and develop their pieces. The choice of opening (Static Rook vs. Ranging Rook) shapes the entire game.
Ōshō (王将)
The King piece used by the first player (Sente). Functionally identical to the Gyoku used by Gote.
Ōte (王手)
See Check.
P – R
Piece Reserve
See Hand Pieces.
Promotion (成り / Nari)
The transformation of an eligible piece into its stronger promoted form when it moves into, within, or out of the opponent’s three back rows. Almost always beneficial — promoted pieces are stronger than their base forms.
Promotion Zone (成り駒エリア)
The opponent’s three back rows (rows 1–3 for Sente). Any eligible piece moving into, within, or out of this zone may be promoted.
R – S
Ranging Rook
See Furibisha.
Resign (負けました / Makemashita)
To concede defeat. In shogi, it is standard and honorable to resign when a position is clearly lost rather than playing to actual checkmate. The word “makemashita” (“I have lost”) is the traditional declaration.
Sente (先手)
The first player — the player who makes the first move of the game. Sente sets up their pieces at the bottom of the board.
Sennichite (千日手)
Repetition draw. If the same board position occurs four times with the same player to move, the game is a draw by repetition. The game is typically replayed from the start.
Shūban (終盤)
See Endgame.
Silver Crown (銀冠 / Gin-kanmuri)
An advanced upgrade of the Mino Castle. The most powerful formation in the Mino family, providing excellent protection from both horizontal and vertical attacks.
Static Rook
See Ibisha.
T
Tesuji (手筋)
A skilled move or tactical pattern. A tesuji is a move that seems non-obvious but achieves a specific goal particularly efficiently. Learning common tesuji patterns is an important part of shogi improvement.
Tokin (と金)
A promoted Pawn. Moves like a Gold General — dramatically more powerful than a base Pawn. Because Pawns are numerous, the threat of a Tokin near the opponent’s King is one of the most common and powerful attacking resources in shogi.
Tsume Shogi (詰将棋)
Shogi checkmate puzzles. A training format where you must find a forced checkmate sequence from a given position. Every move in the solution must give check. Essential practice for developing tactical vision and endgame skill.
U – Y
Ugoki (動き)
Movement. Refers to how a piece moves on the board.
Yagura Castle (矢倉囲い)
The traditional castle for Static Rook players. One of the strongest all-around castles in shogi, but slow to build and requiring careful piece coordination.
Zukai (図解)
Diagram. Shogi positions and puzzles are often presented as board diagrams (zukai) with pieces in their positions.
Summary
This glossary covers the most important terminology for shogi beginners. As you read guides, watch game commentary, and study positions, you will encounter these terms repeatedly. Each time you do, your understanding deepens.
- Shogi Pieces Guide — learn every piece in detail
- Complete Shogi Rules — all the rules explained
- Opening Strategy — Static Rook vs. Ranging Rook explained
- Tsume Shogi Guide — start practicing checkmates
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