GUFUUSHOGI Smaller than the world's smallest one! SUOMEKSI
Release 2.0 /is coming soon.... 15.11.2001 / by Georg Dunkel
gufuu2.jpg (39254 bytes)
Piece set: " Illusion of ice" by G.D.

OLD Release: 1.1 /updated 29.11.2000 / by Georg Dunkel
Gufuu = Hurricane

 

Introduction:

Gufuu is shogi variant, which is played on a board 2 by 3, i.e. only 6 squares and four pieces. In this variant is diverged so far from original shogi, that maybe it's wrong to use the name affix shogi but on the other hand, this new game is generated with strong influence of different shogi variants; The moves of pieces can find in old big variants, drop move from original shogi, diminished board from minishogi, from nanashogi a new way to think value and promote of pieces, and now, the new elements in Gufuushogi is to rotate pieces like whirlwind in four wind directions, and even more dramatic, some pieces are shared. The idea of shared pieces I have got from my friend Michael Sandeman, who is excellent shogiplayer from Kanazawa.

All elements are named by wind theme. GUFUU means Hurricane, ARASHI piece means the storm, and KAZE means breath of wind.

 

Description of the rules:

The idea of the game is the same as in chess of shogi: to capture opponent's King.


The Board:

The board has only six squares two columns and tree rows.
In authentic games it's possible to manage the board as well with two rows and tree columns, but in virtual games it's recommended to use just one basic mode with same koordinations 1a, 1b, 1c, 2a, 2b, 2c.

2 1  
00.gif (844 bytes) 00.gif (844 bytes) a
00.gif (844 bytes) 00.gif (844 bytes) b
00.gif (844 bytes) 00.gif (844 bytes) c

The Pieces:

In Gufuushogi there is only four pieces; Black's King (K), White's King (K), one shared Arashi (S)=Storm and one shared Kaze (W)=Wind.


King (K) =Oushou:

33.gif (844 bytes) 33.gif (844 bytes) 33.gif (844 bytes)
33.gif (844 bytes) bkn.gif (97 bytes) 33.gif (844 bytes)
33.gif (844 bytes) 33.gif (844 bytes) 33.gif (844 bytes)

King moves one step to all directions as in chess and shogi.


Kaze (W)=Breath of Wind:

00.gif (844 bytes) 33.gif (844 bytes) 00.gif (844 bytes)
00.gif (844 bytes) wn.gif (1006 bytes) 00.gif (844 bytes)
33.gif (844 bytes) 00.gif (844 bytes) 33.gif (844 bytes)

Piece moves one step forward, or one step backwards diagonally to left or right.


Arashi (S)=storm:

33.gif (844 bytes) 33.gif (844 bytes) 33.gif (844 bytes)
33.gif (844 bytes) sn.gif (1001 bytes) 33.gif (844 bytes)
00.gif (844 bytes) 00.gif (844 bytes) 00.gif (844 bytes)

Piece moves one step left or right, forward ahead or forward diagonally to left or right.


Four modes to do the move:

During the game pieces can be on the board or they can also stay near the board and then in shogi we use theme "piece is in hand". After opening moves players may then choose at their turn either to move a piece on the board or to drop a piece.

1. Dropping: A piece in hand can be dropped to the board to any free square. When drop the piece there is four directions choose to set the piece on the square, North(N), East(E), South(S) and West(W).

2. Ordinary move: After the move to empty square, the face of piece has to rotate 90 degrees to clockwise.

3. Capture move: After the capture, the face of piece has to rotate 90 degrees to clockwise.

4. Rotation only: The piece can be rotated in current without moving other square. The face of piece has to rotate 90 degrees to clockwise.


Special characteristic of King moves:

Coming from the small board Kings are allowed to stay side by side. The only limitation is that Kings can't be next to each other face-to-face position.

samples: allowed positions ...and illegal face-to-face positions
bks.gif (100 bytes)  
  wkn.gif (112 bytes)
bkn.gif (97 bytes)
wkn.gif (112 bytes)
bks.gif (100 bytes)
wkn.gif (112 bytes)
wke.gif (118 bytes) bks.gif (100 bytes)
 
wke.gif (118 bytes) bkw.gif (117 bytes)

Rules for dropping:

As in original shogi, the captured piece transfers to the Hand and it can be returned later back to the board. Player can select to do his move on the board or to return piece from hand to any empty square on the board . The last one is called Dropping.
When drop the piece player will choose the direction of the piece; North, East, South or West (N,E,S,W).

Note:
It's illegal to check by dropping a piece.


Kaze (W) and Arashi (S) are shared pieces!

When it's Black's turn the Kaze and Arashi are Black's pieces, and when move will change to White, the same pieces are White's pieces.
Same rule relates also to pieces in hand.

Because Arashi and Kaze are shared pieces, they can also captured each others regardless of own or opponents pieces. Also King is allowred to capture "own" Arashi or Kaze if they don't check.

Only when Kaze or Arashi are checking, they get fixed owner and then the King is not allowed to capture the checking piece. Still the other shared piece can capture the checking piece.


Checking:

Necessity for check is a little bit different compared original shogi or chess: It's not enough if piece reach to threaten opponent's King, besides that the checking piece has to have contact to own King.

Next sample wills clarity the item:

wkw.gif (118 bytes) se.gif (1002 bytes)
we.gif (988 bytes) 00.gif (844 bytes)
00.gif (844 bytes) bkn.gif (97 bytes)

If in this position Black will just rotate Arashi in square 1a, so...

wkw.gif (118 bytes) ss.gif (995 bytes)
we.gif (988 bytes) 00.gif (844 bytes)
00.gif (844 bytes) bkn.gif (97 bytes)

...it's not check. Although Black's Arashi reaches to threaten White's King, Arashi hasn't contact to Black's own King.

....but if Black's King will stay in square 1b, so .......

wkw.gif (118 bytes) bss.gif (944 bytes)
we.gif (988 bytes) bkn.gif (97 bytes)
00.gif (844 bytes) 00.gif (844 bytes)

....the Arashi would check and same time checkmate, because White's King can't escape to 2b by capturing Kaze, because 2b is also checking square, and either White's Kaze can't capture the Arashi, because Kaze's direction is wrong.

Other sample:

wkw.gif (118 bytes) 00.gif (844 bytes)
we.gif (988 bytes) 00.gif (844 bytes)
sn.gif (1001 bytes) bkn.gif (97 bytes)

In this position Black has possibility to check:
....the Kaze moves to square 1b:

wkw.gif (118 bytes) 00.gif (844 bytes)
00.gif (844 bytes) bws.gif (948 bytes)
sn.gif (1001 bytes) bkn.gif (97 bytes)

...now Black's Kaze reaches to threaten White's King in square 2a and it has also contact to own King in 1c.
Now White can't capture the checking Kaze with his King, because Kaze is checking piece. But White has still tree possibilities: escape to 1a, or capture the Kaze with Arashi, or move White's King to square 2b! ....

00.gif (844 bytes) 00.gif (844 bytes)
wkn.gif (112 bytes) ws.gif (1008 bytes)
wsn.gif (943 bytes) bkn.gif (97 bytes)

...now White has cleared Kaze's check, and the same time White's King got contact with shared Arashi and now White made checkmate!

Checking piece makes necessary contacts with Kings regardless directions of pieces.

Note:
In case check, it's illegal to move the checking piece or capture it with King to fight the checking. (Checking piece is still allowed to capture with other shared piece, if it's free).


The start moves:

On start position the board is empty.
Black has in hand his King and Kaze, and White player has in hand white King and Arashi.

2 1  
00.gif (844 bytes) 00.gif (844 bytes) a
00.gif (844 bytes) 00.gif (844 bytes) b
00.gif (844 bytes) 00.gif (844 bytes) c
wkn.gif (112 bytes) wsn.gif (943 bytes)
bkn.gif (97 bytes) bwn.gif (946 bytes)

In the first session all four pieces will drop to the board.

-The first move is Black's King dropping.
-Then White drops his King.
-Next move is Black's Kaze dropping,
-and lastly White drops his Arashi.

Note, that also during start droppings players can choose the directions of pieces.

After these start moves the game will continue as rules are descripted above.


Directions and notations:

In order to make notation of games, the directions of pieces, notation of moves and koordinates of board have to  bind up to next practice:

N=north
2 1
W=west 00.gif (844 bytes) 00.gif (844 bytes) a E=east
00.gif (844 bytes) 00.gif (844 bytes) b
00.gif (844 bytes) 00.gif (844 bytes) c

S=south

Dropping: (*)
Moving: (-)
Capturing: (x)
Rotating only: (:)
Checking: (+)
Koordinates: first column, then row.
Directions: (>)

samples:

King dropping to lowest left square: K*2c>W
Arashi moves to top right square: S-1a
Kaze captures in middle left and checking: Wx2c+
King just rotates to west side: K:>W

...to notate the directions is necessary only when dropping, but it's good practice for all moves.


One sample of beginners game:

The start position:

2 1  
00.gif (844 bytes) 00.gif (844 bytes) a
00.gif (844 bytes) 00.gif (844 bytes) b
00.gif (844 bytes) 00.gif (844 bytes) c
wkn.gif (112 bytes) wsn.gif (943 bytes)
bkn.gif (97 bytes) bwn.gif (946 bytes)

1. K*1c>N

2 1  
00.gif (844 bytes) 00.gif (844 bytes) a
00.gif (844 bytes) 00.gif (844 bytes) b
00.gif (844 bytes) bkn.gif (97 bytes) c
wkn.gif (112 bytes) wsn.gif (943 bytes)
bwn.gif (946 bytes)

Black starts the game and drops his King like common direction.

2. K*2c>S

2 1  
00.gif (844 bytes) 00.gif (844 bytes) a
00.gif (844 bytes) 00.gif (844 bytes) b
wks.gif (117 bytes) bkn.gif (97 bytes) c
wsn.gif (943 bytes)
bwn.gif (946 bytes)

White's King is dropping daring way side by side. The direction seams to be steady, because there have to do many moves until King can have face-to-face contacts

3. W*1b>S

2 1  
00.gif (844 bytes) 00.gif (844 bytes) a
00.gif (844 bytes) ws.gif (1008 bytes) b
wks.gif (117 bytes) bkn.gif (97 bytes) c
wsn.gif (943 bytes)

The Kaze is usually weak piece and it's difficult to manage effective, but still it has own sense for game.

4. S*2b>W

2 1  
00.gif (844 bytes) 00.gif (844 bytes) a
sw.gif (995 bytes) ws.gif (1008 bytes) b
wks.gif (117 bytes) bkn.gif (97 bytes) c

Now all four pieces are dropped on the board and now we have opening position for this game.
Maybe White's idea was to put Black close situation, but in fact, the position is as closed also for White, because Arashi and Kaze are shared!

5. Kx2b>E

2 1  
00.gif (844 bytes) 00.gif (844 bytes) a
bke.gif (116 bytes) ws.gif (1008 bytes) b
wks.gif (117 bytes) 00.gif (844 bytes) c
sw.gif (995 bytes)

Now the battle will start in this generated situation.

6. W-2a>W

2 1  
ww.gif (984 bytes) 00.gif (844 bytes) a
bke.gif (116 bytes) 00.gif (844 bytes) b
wks.gif (117 bytes) 00.gif (844 bytes) c
sw.gif (995 bytes)

White ties to active the Kaze.

7. S*1a>E

2 1  
ww.gif (984 bytes) se.gif (1002 bytes) a
bke.gif (116 bytes) 00.gif (844 bytes) b
wks.gif (117 bytes) 00.gif (844 bytes) c

Black returned the Arasi back to board.

8. K:>W

2 1  
ww.gif (984 bytes) se.gif (1002 bytes) a
bke.gif (116 bytes) 00.gif (844 bytes) b
wkw.gif (118 bytes) 00.gif (844 bytes) c

White didn't found any active move and rotates his King as for move.

9. W-1b>N

2 1  
00.gif (844 bytes) se.gif (1002 bytes) a
bke.gif (116 bytes) wn.gif (1006 bytes) b
wkw.gif (118 bytes) 00.gif (844 bytes) c

Black moves the Kaze and adds more power to it for next moves...

10. W:>E

2 1  
00.gif (844 bytes) se.gif (1002 bytes) a
bke.gif (116 bytes) we.gif (988 bytes) b
wkw.gif (118 bytes) 00.gif (844 bytes) c

White realized the active of Kaze and rotated it. Maybe White though to use Kaze's contact squares 2a and 2c, but....

11. K-2a>S+

2 1  
bks.gif (100 bytes) se.gif (1002 bytes) a
00.gif (844 bytes) bwe.gif (932 bytes) b
wkw.gif (118 bytes) 00.gif (844 bytes) c

Back puts to use the same idea and checks!

12. K-1c>N

2 1  
bks.gif (100 bytes) se.gif (1002 bytes) a
00.gif (844 bytes) we.gif (988 bytes) b
00.gif (844 bytes) wkn.gif (112 bytes) c

White can not to escape to 2b, (face-to-face rule). In worry White's King escape to 1c and avoids Black's checking, but White didn't see that...

13. W:>S+

2 1  
bks.gif (100 bytes) se.gif (1002 bytes) a
00.gif (844 bytes) bss.gif (944 bytes) b
00.gif (844 bytes) wkn.gif (112 bytes) c

...that now Black can check again with Kaze!...

14. Sx1b

2 1  
bks.gif (100 bytes) 00.gif (844 bytes) a
00.gif (844 bytes) ss.gif (995 bytes) b
00.gif (844 bytes) wkn.gif (112 bytes) c
ws.gif (1008 bytes)

...that now Bla

15. K-2b X

2 1  
00.gif (844 bytes) 00.gif (844 bytes) a
bkw.gif (117 bytes) bss.gif (944 bytes) b
00.gif (844 bytes) wkn.gif (112 bytes) c
ws.gif (1008 bytes)

...and checkmate. Here Black had two possibilities to mate:
by rotates the Arashi (S:ZW X),
or as notated: King moves to 2b and Arashi becomes checking piece. Checkmate.

This sample was really poor, but I hope that it advised even small part character of this mystic game.
I hope that this web page awaked readers interest to test playing Gufuushogi.


I'm waiting with pleasure Questions, Comments and friends to play:

Warm wishes, Georg Dunkel