Taikyoku shōgi (Japanese: 大局将棋, lit. "ultimate shogi") is the largest known variant of shogi (Japanesechess). The game was created around the mid-16th century (presumably by priests) and is based on earlier large board shogi games. Before the rediscovery of taikyoku shogi in 1997, tai shogi was believed to be the largest physically playable chess variant ever. It has not been shown that taikyoku shogi was ever widely played. There are only two sets of restored taikyoku shogi pieces and one of them is held at Osaka University of Commerce.[1] One game may be played over several long sessions and require each player to make over a thousand moves.
Because the game was found only recently after centuries of obscurity, it is difficult to say exactly what all the rules were. Several documents describing the game have been found; however, there are differences between them. It is not too clear how accurate the rules given by modern sources for the game are, because many of the pieces appear in other shogi variants with a consistent move there, but are given different moves in taikyoku shogi. The board, and likewise the pieces, were made much smaller than usual for the other variants, making archeological finds difficult to decipher. Research into this game continues.
Taikyoku shogi is very different from other large-board shogi variants: tenjiku shogi, dai dai shogi, maka dai dai shogi, and tai shogi. The most notable differences lie with the piece movements and their promotions.
The objective of the game is to capture the opponent's king(s) and prince(s). When the last of these is captured, the game ends. There are no rules for check or checkmate; however, in practice a player resigns when checkmated. Unlike standard shogi, pieces may not be dropped back into play after being captured.
Two players, Black and White (or 先手 sente and 後手 gote), play on a board ruled into a grid of 36 ranks (rows) by 36 files (columns) with a total of 1,296 squares. The squares are differentiated by marking or color.
Each player has a set of 402 wedge-shaped pieces of 207[Note 1] types. The players must remember 253 sets of moves. The pieces are of slightly different sizes with the larger pieces near the king and becoming progressively smaller for pieces further from the king, regardless of power. In general, the stronger pieces are nearer to the king.
Several of the English names were chosen to correspond to rough equivalents in Western chess, rather than as translations of the Japanese names.
Each piece has its name in the form of two or three kanji written on its face. On the reverse side of some pieces are two or three other characters, often in a different color (commonly red instead of black); this reverse side is used to indicate that the piece has been promoted during play. The pieces of the two sides do not differ in color, but instead each piece is shaped like a wedge, and faces forward, toward the opposing side. This shows who controls the piece during play.
Listed below are the pieces of the game and, if they promote, which pieces they promote to. Promotions prefaced with a star are not also represented as their own pieces, existing only as promotions.
Below is a diagram showing the setup of one player's pieces. The way one player sees their own pieces is the same way the opposing player will see their pieces.
Board layout
D
GB
D
D
GB
D
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
LC
MK
VM
OX
LB
VP
VH
BN
DH
DK
SE
HF
EL
SP
VL
TG
SC
LD
DG
SC
TG
VL
SP
EL
HF
SE
DK
DH
BN
VH
VP
LB
OX
VM
MK
RC
CH
SL
VR
WN
RE
M
SD
HS
GN
OS
EA
BS
SG
LP
T
BE
I
GM
GE
I
BE
T
LP
SG
BS
EA
OS
GN
HS
SD
M
RE
WN
VR
SL
CH
EC
BL
EB
HO
OW
CM
CS
SW
BM
BT
OC
SF
BB
OR
SQ
SN
RD
LI
FE
RD
SN
SQ
OR
BB
SF
OC
BT
BM
SW
CS
CM
OW
HO
EB
VI
EC
TC
VW
SX
DO
FH
VB
AB
EW
LH
CK
OM
CC
WS
ES
VS
NT
TF
RM
MT
TF
NT
VS
SU
NB
CC
OM
CK
LH
EW
AB
VB
FH
DO
SX
VW
TC
WC
WH
HD
SM
PR
WB
FL
EG
FD
PS
FY
ST
BI
WG
F
KR
CA
GT
LL
HM
PH
F
WG
BI
ST
FY
PS
FD
EG
FL
WB
PR
SM
HD
WH
WC
CI
CE
B
R
WF
FC
MF
VT
SO
LS
CL
CR
RH
HE
VO
GD
GO
DV
DS
GO
GD
VO
HE
RH
CR
CL
LS
SO
VT
MF
FC
WF
R
B
CE
CI
SV
VE
N
PI
CG
PG
H
O
CN
SA
SR
GL
LN
CT
GS
VD
WL
GG
VG
WL
VD
GS
CT
LN
GL
SR
SA
CN
O
H
PG
CG
PI
N
VE
SV
GC
SI
RN
RW
BG
RO
LT
LE
BO
WD
FP
RB
OK
PC
WA
FI
C
KM
PM
C
FI
WA
PC
OK
RB
FP
WD
BO
RI
TT
RO
BG
RW
RN
SI
GC
RV
WE
TD
FS
CO
RA
FO
MS
RP
RU
SS
GR
RT
BA
BD
WR
S
NK
DE
S
GU
YA
BA
RT
GR
SS
RU
RP
MS
FO
RA
CO
FS
TD
FG
RV
L
TS
RR
W
DM
ML
LO
BC
HR
FR
ED
CD
FT
Q
RS
LG
G
K
CP
G
RG
RS
Q
FT
WO
ED
FR
HR
BC
LO
MR
DM
W
RR
WT
L
Legend
AB – Angry boar
B – Bishop
BA – Running Bear
BB – Blind Bear
BC – Beast Cadet
BD – Buddhist Devil
BE – Bear Soldier
BG – Bishop General
BI – Blind Dog
BL – Blue Dragon
BM – Blind Monkey
BN – Burning Soldier
BO – Beast Officer
BS – Boar Soldier
BT – Blind Tiger
C – Copper General
CA – Capricorn
CC – Chinese Cock
CD – Ceramic Dove
CE – Cloud Eagle
CG – Chicken General
CH – Chariot Soldier
CI – Stone Chariot
CK – Flying Cock
CL – Cloud Dragon
CM – Climbing Monkey
CN – Center Standard
CO – Captive Officer
CP – Prince
CR – Copper Chariot
CS – Cat Sword
CT – Captive Cadet
D – Dog
DE – Drunken Elephant
DG – Roaring Dog
DH – Dragon Horse
DK – Dragon King
DO – Donkey
DM – Fire Demon
DS – Dark Spirit
DV – Deva
EA – Earth General
EB – Enchanted Badger
EC – Earth Chariot
ED – Earth Dragon
EG – Fierce Eagle
EL – Soaring Eagle
ES – Eastern Barbarian
EW – Evil Wolf
F – Fire General
FC – Flying Cat
FD – Flying Dragon
FE – Free Eagle
FG – Fragrant Elephant
FH – Flying Horse
FI – Fire Dragon
FL – Ferocious Leopard
FO – Forest Demon
FP – Free Pup
FR – Free Demon
FS – Flying Swallow
FT – Free Dream-Eater
FY – Flying Goose
G – Gold General
GB – Go Between
GC – Gold Chariot
GD – Great Dragon
GE – Great Standard
GG – Great General
GL – Golden Deer
GM – Great Master
GN – Wood General
GO – Golden Bird
GR – Great Dove
GS – Great Stag
GT – Great Turtle
GU – Guardian of the Gods
H – Horse General
HD – Howling Dog
HE – Ram's-Head Soldier
HF – Horned Falcon
HM – Hook-Mover
HO – Horseman
HR – Running Horse
HS – Horse Soldier
I – Iron General
K – King
KM – Kirin-Master
KR – Kirin
L – Lance
LB – Longbow Soldier
LC – Left Chariot
LD – Lion Dog
LE – Left Dragon
LG – Left General
LH – Liberated Horse
LI – Lion Hawk
LL – Little Turtle
LN – Lion
LO – Long-Nosed Goblin
LP – Leopard Soldier
LS – Little Standard
LT – Left Tiger
M – Mountain General
MF – Mountain Falcon
MK – Side Monkey
ML – Left Mountain Eagle
MR – Right Mountain Eagle
MS – Mountain Stag
MT – Center Master
N – Knight
NB – Northern Barbarian
NK – Neighboring King
NT – Violent wolf
O – Ox General
OC – Oxcart
OK – Old Kite
OM – Old Monkey
OR – Old Rat
OS – Ox Soldier
OW – Swooping Owl
OX – Flying Ox
P – Pawn
PC – Peacock
PG – Pup General
PH – Phoenix
PI – Pig General
PM – Phoenix-Master
PR – Prancing Stag
PS – Poisonous Snake
Q – Queen
R – Rook
RA – Rain Dragon
RB – Rushing Bird
RC – Right Chariot
RD – Reclining Dragon
RE – River General
RG – Right General
RH – Running Chariot
RI – Right Dragon
RM – Roc-Master
RN – Running Stag
RO – Rook General
RP – Running Pup
RR – Running Rabbit
RS – Rear Standard
RT – Running Tiger
RU – Running Serpent
RV – Reverse Chariot
RW – Running Wolf
S – Silver General
SA – Side Boar
SC – Crossbow Soldier
SD – Front Standard
SE – Sword Soldier
SF – Side-Flyer
SG – Stone General
SI – Side Dragon
SL – Side Soldier
SM – Side Mover
SN – Coiled Serpent
SO – Soldier
SP – Spear Soldier
SQ – Square-Mover
SR – Silver Rabbit
SS – Side Serpent
ST – Strutting Crow
SU – Southern Barbarian
SV – Silver Chariot
SW – Swallow's Wings
SX – Side Ox
T – Tile General
TC – Tile Chariot
TD – Turtle Dove
TF – Treacherous Fox
TG – Savage Tiger
TS – Turtle-snake
TT – Right Tiger
VB – Violent Bear
VD – Violent Dragon
VE – Vertical Bear
VG – Vice General
VH – Vertical Horse
VI – Vermillion Sparrow
VL – Vertical Leopard
VM – Vertical Mover
VO – Violent Ox
VP – Vertical Pup
VR – Vertical Soldier
VS – Violent Stag
VT – Vertical Tiger
VW – Vertical Wolf
W – Whale
WA – Water Dragon
WB – Water Buffalo
WC – Wood Chariot
WD – Wind Dragon
WE – White Elephant
WF – Side Wolf
WG – Water General
WH – White Horse
WL – Woodland Demon
WN – Wind General
WO – Wooden Dove
WR – Wrestler
WS – Western Barbarian
WT – White Tiger
YA – Yaksha
The Howling Dog pieces (HD) are placed on the left and right depending on their promotions; the Howling dog that promotes to a Left Dog on the left, and the Howling Dog that promotes to a Right Dog on the right.
The queen could also be abbreviated FK (for free king) and the kirin as Ky (for kylin).
The players alternate making a move, with Black moving first. (The traditional terms 'black' and 'white' are used to differentiate the sides during discussion of the game, but are no longer literally descriptive.) A move consists of moving a single piece on the board and potentially promoting that piece or displacing (capturing) an opposing piece.
Most pieces in the game move in a unique manner. An opposing piece is captured by displacement: That is, if a piece moves to a square occupied by an opposing piece, the opposing piece is displaced and removed from the board. A piece cannot move to a square occupied by a friendly piece (meaning another piece controlled by the moving player).
Each piece on the game moves in a characteristic pattern. Pieces move either orthogonally (that is, forward, backward, left, or right, in the direction of one of the arms of a plus sign, +), or diagonally (in the direction of one of the arms of a multiplication sign, ×). The lion, lion hawk and knight are exceptions at the beginning of the game, in that they do not move, or are not required to move, in a straight line. (The Buddhist spirit, teaching king, heavenly horse and furious fiend are similar, but they only appear as pieces promote.)
Many pieces are capable of several kinds of movement, with the type of movement most often depending on the direction in which they move. The movement categories are:
Some pieces move only one square at a time. (If a friendly piece occupies an adjacent square, the moving piece may not move in that direction; if an opposing piece is there, it may be displaced and captured.)
The step movers are the prince, generals (except: bishop, rook, pig, vice, great and wood), wolves, earth dragon, running horse, running rabbit, turtle snake, turtle dove, flying swallow, rain dragon, mountain stag, running pup, running serpent, side serpent, yaksha, Buddhist devil, violent stag, drunken elephant, neighboring king, chariots (except: reverse, running and copper), right tiger, left tiger, wind dragon, free pup, rushing bird, old kite, bears (except running), side boar, cloud eagle, flying cat, little standard, cloud dragon, soldiers (except soldier and chariot), violent ox, dark spirit, deva, howling dog, side mover, prancing stag, ferocious leopard, fierce eagle, poisonous snake, flying goose, strutting crow, blind dog, Chinese cock, phoenix, kirin, side ox, angry boar, liberated horse, flying cock, monkeys, barbarians, vermillion sparrow, swooping owl, old rat, cat sword, swallow's wings, blind tiger, side flyer, coiled serpent, reclining dragon, go between, dog, vertical mover, vertical pup, vertical horse, dragon horse, dragon king and pawn.
Some pieces can move along a limited number (2 to 7) of free (empty) squares along a straight line in certain directions. Other than the limited distance, they move like ranging pieces (see below).
The limited ranging pieces are the king, standards, free dream-eater, wooden dove, dragons (except: rain, side, wind, cloud, flying and reclining), demons, beast cadet, mountain eagle, white tiger, ceramic dove, turtle dove, captive officer, mountain stag, side serpent, great dove, running tiger, running bear, yaksha, Buddhist devil, guardian of the Gods, wrestler, gold chariot, running stag, beast officer, free pup, rushing bird, old kite, peacock, phoenix master, kirin master, silver chariot, vertical bear, pig general, chicken general, horse general, ox general, silver rabbit, golden deer, captive cadet, great stag, stone chariot, cloud eagle, mountain falcon, vertical tiger, copper chariot, golden bird, prancing stag, water buffalo, fierce eagle, water general, mountain general, fire general, turtles, vertical wolf, donkey, enchanted badger, flying horse, angry boar, violent bear, liberated horse, barbarians, center master, roc master, horseman, soldiers (except: rook, ram's-head, spear and sword), wing general, wind general, wood general, great master and roaring dog.
Several pieces can jump, that is, they can pass over any intervening piece, whether friend or foe, with no effect on either.
The jumping pieces are the wooden dove, running horse, mountain eagle, phoenix master, kirin master, knight, lion, great stag, vice general, flying cat, mountain falcon, golden bird, flying dragon, phoenix, kirin, turtles, treacherous fox, center master, roc master, free eagle, lion hawk, great master, horned falcon, soaring eagle, roaring dog and lion dog.
Many pieces can move any number of empty squares along a straight line, limited only by the edge of the board. If an opposing piece intervenes, it may be captured by moving to that square and removing it from the board. A ranging piece must stop where it captures, and cannot bypass a piece that is in its way. If a friendly piece intervenes, the moving piece is limited to a distance that stops short of the intervening piece; if the friendly piece is adjacent, it cannot move in that direction at all.
The ranging pieces are the standards, queen, free dream-eater, wooden dove, dragons (except: violent, flying and reclining), demons, running horse, mountain eagle, whale, running rabbit, tigers (except blind), turtle snake, ceramic dove, lance, oxcart, chariots, flying swallow, running pup, running serpent, great dove, running bear, running stag, running wolf, free pup, phoenix master, kirin master, vertical bear, side boar, silver rabbit, golden deer, great stag, cloud eagle, bishop, rook, side wolf, mountain falcon, soldiers (except: sword, burning and crossbow), violent ox, golden bird, white horse, howling dog, side mover, water buffalo, turtles, vertical wolf, side ox, liberated horse, treacherous fox, roc master, vermillion sparrow, horseman, swallow's wings, side flyer, great master, side monkey, vertical mover, flying ox, vertical pup, vertical horse, dragon horse, dragon king, horned falcon, soaring eagle, roaring dog and lion dog.
The hook-mover, long-nosed goblin, capricorn, and peacock can move any number of squares along a straight line, as a normal ranging piece, but may also abruptly change tack left or right by 90° at any one place along the route, and then continue as a ranging piece. Turning a corner like this is optional.
The range covered by a hook move is the equivalent of two moves by a rook, or two moves by a bishop, depending on the piece. However, a hook move is functionally a single move: The piece cannot capture twice in one move, nor may it capture and then move on. It must stop before an intervening piece (unless it first changes direction to avoid it), and must stop when it captures, just like any other ranging piece. It can only change direction once per move.
The lion and lion hawk may take multiple (2) steps in a single turn. These do not have to be in a line, so these pieces can potentially reach every square within two or three steps of the starting square, not just squares along one of the diagonals or orthogonals. Such moves are also useful to get around obstructions. An area mover must stop where it captures.
The golden bird and several promoted pieces have the option of jumping a limited number of squares, and then continuing on in the same direction as a ranging piece.
The ancient dragon may jump over any number of pieces, friend or foe, along a straight line, but only when making a capture. Otherwise it moves as a ranging piece.
The great general, vice general, rook general, bishop general, violent dragon and flying crocodile may jump over any number of pieces, friend or foe, along a diagonal or orthogonal. They capture all pieces they jump.
However, they may only jump pieces of lower rank, whether friend or foe. The relevant ranking is:
King, prince
Great general
Vice general
Rook general, bishop general, violent dragon, flying crocodile
Step: The drunken elephant, neighboring king and rushing boar can move one square in any direction, orthogonal or diagonal, except orthogonally backward.
Notation: fsK
They have the same range of movement but promote differently (see above).
Limited range: The violent bear can move one or two squares diagonally forward.
Step: It can move one square orthogonally sideways.
Step: One version of the game has the violent bear moving one square orthogonally forward; another version has it moving one square diagonally backward.
Ranging: The rook, soldier, running chariot, square-mover and gliding swallow can move any number of free squares in a straight line in the four orthogonal directions.
They have the same range of motion but promote differently (see above).
Notation: R
│
│
─
─
☖
─
─
│
│
Free serpent (奔蛇), coiled dragon (蟠龍) and whale (鯨鯢)
Range: The free serpent, the coiled dragon and the whale can move any number of free squares in a straight line orthogonally forward, backward, or diagonally backward.
Ranging: The flying ox, the free bear, the free leopard and the great whale can move any number of free squares in a straight line in the four diagonal directions.
Ranging: It can move any number of free squares in a straight line orthogonally forward or backward.
Ranging: The treacherous fox can move any number of free squares in a straight line orthogonally forward or backward, or in the four diagonal directions.
Jump: One version of the game allows it to jump to the second or third square in those directions then move, another does not.
Notation: BvR. In the version that allows the jumping to the second or third squares and continuing, the notation can be represented as BAGvRvDvH(mAmG-B)(mvDmvH-B)
Range: The free dragon and free tiger can move any number of free squares in a straight line in any direction, orthogonal or diagonal, except orthogonally forward.
Ranging: The queen, the free stag and the strong eagle can move any number of free squares in a straight line in any direction, orthogonal or diagonal.
Step: The vermillion sparrow can move one square in the four orthogonal directions, or diagonally forward to the right or diagonally backward to the left.
Ranging: It can move any number of free squares in a straight line diagonally forward to the left or diagonally backward to the right.
Limited range: The center standard and front standard can move one to three squares in the four diagonal directions.
Ranging: They can move any number of free squares in a straight line in the four orthogonal directions.
They have the same range of movement but promote differently (see above). Uniquely, when a center standard promotes to a front standard, it gains no new abilities.
Jump: A knight jumps at an angle intermediate between orthogonal and diagonal, amounting to one square forward plus one square diagonally forward, in a single motion. That is, it has a choice of two forward destinations.
The knight ignores intervening pieces on the way to its destination, though its destination square must of course be either empty, or occupied by an opponent's piece (in which case the opponent's piece is captured), just as with any other moving piece.
Limited range: The left mountain eagle can move one or two squares diagonally backward to the right.
Jump: It can jump to the second square along either left diagonal.
Ranging: It can move any number of free squares in a straight line diagonally left, diagonally forward to the right, or in the four orthogonal directions.
Limited range: The right mountain eagle can move one or two squares diagonally backward to the left.
Jump: It can jump to the second square along either right diagonal.
Ranging: It can move any number of free squares in a straight line diagonally right, diagonally forward to the left, or in the four orthogonal directions.
Jump: The heavenly horse jumps at an angle intermediate between orthogonal and diagonal, amounting to one square forward plus one square diagonally forward, in a single motion; or one square backward plus one square diagonally backward, in a single motion.
It ignores intervening pieces while jumping to its destination, though its destination square must of course be either empty, or occupied by an opponent's piece (in which case the opponent's piece is captured), just as with any other moving piece.
Range: It can move any number of free squares in a straight line orthogonally forward.
Limited range: The wooden dove can move one or two squares in the four orthogonal directions.
Ranging: It can move any number of free squares in a straight line in the four diagonal directions, but has the option of jumping in these directions instead of ranging.
Jump plus limited range: It can jump to the third square in the four diagonal directions, and then (optionally) move one or two squares in the same direction.
Limited range: The center master can move one to three squares orthogonally sideways or diagonally backward.
Jump: It can jump to the second square and then (optionally) move any number of free squares in a straight line orthogonally forward or backward, or diagonally forward.
Jump/ranging: The free eagle can jump to the second or third square, and then (optionally) move any number of free squares in a straight line in the four orthogonal directions or diagonally backward.
Jump/ranging: It can jump to the second to fourth square, and then (optionally) move any number of free squares in a straight line diagonally forward.
It need not jump before moving or move after jumping.
Jump and range: The teaching king can jump up to three pieces along a straight line in any diagonal or orthogonal direction, and then optionally continue any number of free squares in that direction.
Limited range: The great elephant can move one to three squares diagonally forward.
Jump and range: It can jump up to three pieces in a straight line diagonally backward or in one of the four orthogonal directions, and then optionally continue any number of free squares in that direction.
Range capture: The rook general can fly over any number of squares along a straight line in any orthogonal direction, so long as they don't contain a royal (king or prince) or another range capturing piece. All pieces it flies over are removed from the game.
Range capture: The bishop general can fly over any number of squares along a straight line in any diagonal direction, so long as they don't contain a royal (king or prince) or another range capturing piece. All pieces it flies over are removed from the game.
Range capture: The great general can fly over any number of squares along a straight line in any direction, orthogonally or diagonally, as long as they don't contain a royal (king or prince) or another great general. All pieces it flies over are removed from the game.
Limited range: The violent dragon can move one or two squares in the four orthogonal directions.
Range capture: It can fly over any number of pieces along one of the four diagonal directions, as long as they don't include a royal (king or prince) or another range-jumping piece. All pieces it flies over are removed from the game.
Limited range: The flying crocodile can move one or two squares diagonally backward.
Limited range: It can move one to three squares diagonally forward.
Range capture: It can jump any number of pieces in one of the four orthogonal directions, as long as these do not include a royal (king or prince) or another range-capturing piece. Any piece it jumps over is removed from the board.
Jump: The vice general can jump to the second square in the four orthogonal directions. This is a standard jump.
Range capture: It can fly over any number of squares along one of the four diagonal directions, as long as they don't contain a royal (king or prince), great general, or another vice general. All pieces it flies over are removed from the game.
Hook move: The hook-mover can move any number of free squares in a straight line in the four orthogonal directions, then (optionally) turn 90° and move any number of free squares in a perpendicular direction.
Hook move: The long-nosed goblin can move any number of free squares in a straight line in the four diagonal directions, then (optionally) turn 90° and move any number of free squares in a perpendicular direction.
Notation: B(B-sB)
Unlike in other shogi variants, in taikyoku the tengu cannot move orthogonally, and therefore can only reach half of the squares on the board. This is the move of the capricorn, and may be an error.
Hook move: The capricorn can move any number of free squares in a straight line in the four diagonal directions, then (optionally) turn 90° and move any number of free squares in a perpendicular direction.
Notation: B(B-sB). If the capricorn can also move one square orthogonally, the notation can be represented as WB(B-sB)
The description of the Tengu implies the capricorn also can move one square orthogonally. If it isn't the case, it can only reach half of the squares on the board.
Hook move: The peacock can move any number of free squares in a straight line along one of the two forward diagonals, then (optionally) turn 90° and move any number of free squares in a straight line in a perpendicular diagonal direction.
Limited range: It can move one or two squares in one of the two rearward diagonals.
Area move/double capture: The lion can step one square in any direction up to twice in a turn. It can change directions after its first step, and is not restricted to following one of the eight orthogonal or diagonal directions. That is, it can also step to one of the in-between squares that a knight jumps to in Western chess.
Unlike the hook-movers, it can continue after a capture on the first step, potentially capturing two pieces on each turn.
By moving back to its starting square, it can effectively capture a piece on an adjacent square without moving. This is called 居喰い igui "stationary feeding".
A similar move without capturing leaves the board unchanged, which is a way to pass a turn.
Jump: The lion can jump anywhere within two squares. This is equivalent to jumping in any of the eight diagonal or orthogonal directions, or making any of the jumps of a knight in Western chess.
Notation: KDAN(cK-bK)
Note: The restrictions when capturing a lion in chu shogi do not apply in taikyoku shogi.
Area move/double capture or jump: The furious fiend can move as a lion; or
Limited range: It can move three squares in any direction, orthogonal or diagonal. (A normal move: it can only capture once and cannot jump when doing this.)