Bro thinks Warui Shogi is a popular variant💀
Warui-shogi | Introduction of Strategies

Bro thinks Warui Shogi is a popular variant💀
So whether or not a post can be made on a variant is determined by popularity? That implies that variants have an inherent value 🙂

Bro thinks Warui Shogi is a popular variant💀
So whether or not a post can be made on a variant is determined by popularity? That implies that variants have an inherent value 🙂
Oh okay, talking about less popular variants is not bad

Bro thinks Warui Shogi is a popular variant💀
So whether or not a post can be made on a variant is determined by popularity? That implies that variants have an inherent value 🙂
Oh okay, talking about less popular variants is not bad
Yeah, did you think it was *Rolls Eyes*

Bro thinks Warui Shogi is a popular variant💀
So whether or not a post can be made on a variant is determined by popularity? That implies that variants have an inherent value 🙂
Oh okay, talking about less popular variants is not bad
Yeah, did you think it was *Rolls Eyes*
No

I wonder what makes shogi so difficult to implement.
The piece-dropping should be functionally similar to bughouse (with a few added restrictions). Custom board size and pieces are obviously not an issue either. Perhaps promotion is the problem? Optional promotion should not be too hard to handle as you can simply make the original piece a possible promotion, so maybe the issue is the actual conditions for when you are allowed to promote.

Yeah looking at the custom variations you can make in the editor everyone has access to, I'm amazed any variant of shogi, even warui, is possible. Some things like new custom pieces or a 9x9 board could be implemented relatively easily by someone at chess.com though.
The real issue is probably going to be dealing with multiple promotion groups, the fact that promotions are optional, un-promoting captured pieces and extra rules regarding dropping pieces compared to crazyhouse. Presumably no one at the company thinks it's worth the effort.
*Feel free to spot the mistakes (if this forum has any)
Warui-shogi, like chess, can be divided into the opening, middle game and endgame, each requiring a different strategy. The opening consists of arranging one's defenses and positioning for attack, the middle game consists of attempting to break through the opposing defenses while maintaining one's own, and the endgame starts when one side's defenses have been compromised.
1. Tactics
Many basic tactics of Warui-shogi are similar to those of chess tactics, involving forks, pins, removing the defender and other techniques, all of which are considered very strong when used effectively.
However, other tactics, particularly ones involving dropped pieces, have no parallel in western chess.
List of commonly used tactics:
— Fork: a move that uses one piece to attack two or more of the opponent's pieces simultaneously, with the aim to achieve material advantage, since the opponent can counter only one of the threats.
— Pin: occurs when a defending piece that is attacked by a ranging piece cannot move without exposing a more valuable piece behind it.
— Skewer: occurs when a defending piece that is attacked by a ranging piece is compelled to move, exposing a less valuable piece behind it.
— Piece sacrifice: can be very useful in checkmating situations in order to force the king of one's opponent into mateable position.
[Insert picture here]
Pic 4: An example of Piece sacrifice
— Striking soldier: dropping a soldier directly in front of an opponent's piece immediately attacking it.
— Dangling soldier: a soldier that is dropped in a position in which it can promote (to a mann) in the player's next move.
— Nifu: dropping a soldier in a file that already has your own soldier(s).
2. Relative values
Warui-shogi pieces may be considered to have different valuations in which some pieces are generally more valuable than others – all other things being equal. (Cf. piece value in western chess.)
There are three main valuation groups:
— The king which has an absolute value since the game is lost if mated
— The three majors (most mobile): chariot, bishop, mann
— The three minors: soldier, dabbaba, ferz
The three majors and the three minors can be further grouped in the following valuation hierarchy:
chariot > (bishop, mann) > (dabbaba, ferz) > soldier
Warui-shogi pieces' can also be formalized with specific numerical values. This is particularly common in the explicit formalizations found in its community.
The numerical pieces' values:
3. Castle
In Warui-shogi, defensive fortifications protecting the king are known as castles. There are many types of castles and variations which can be used, but it is essential to understand which ones are useful in the current situation and how to compensate for its weak points. Three simplest castles are listed below.
3.1. Dabbaba-Ferz castle
Dabbaba-Ferz castle is one of the simplest castle. It can easily be achieved by ranging the Chariot to the center or the left side, moving the king to the Chariot's initial position then move the Ferz to the King's left side (or moving the Ferz first then move the King).
Because of the gameplay, Dabbaba-Ferz castle has some weaknesses on the front and on the side. One of its variants (the King is on the square below the Chariot's initial position) secured the frontier weaknesses, with some conditions only.
3.2. Dabbaba-Chariot castle
Dabbaba-Chariot castle is mostly the same as Dabbaba-Ferz castle, where the Chariot is placed next to the King and the Ferz doesn't move.
Because of the placements of the Rook, Dabbaba-Chariot castle has some weaknesses on the front and on the side.
3.3. Static Chariot castle
Static Chariot castle is one of the simplest castle for Static Chariot players. It can be achieved by moving the Ferz to the Chariot's left-side, and then moving the King behind the Chariot.
Because of the Ferz and King placement, Static Chariot castle has some weaknesses on the front and on the side.
4. Introduction of theories
4.1. Opening theories
This is when you start and form your pieces for attack and defense. The aim of this phase is to position your pieces for better attack and stronger defense. You will also choose which opening strategy you will be using.
Openings can be classified as Static Chariot openings, where the offense is supported by the chariot in its original position, and Ranging Chariot openings, where the chariot moves to the center or left of the board to support an attack there.
Guideline for the opening:
— Put the king in safety (Castle the king)
— Develop the pieces and set up the attack (Creating frontline)
— Defend your space behind the frontline
— Do NOT fall into enemy's tricks / traps
4.2. Middlegame theories
This phase is when you initiate your attack moves and exchange pieces, hopefully to your advantage. You will try to converge the attack to where your opponent's King is. You judge the situation with the position of your pieces and also with the value of pieces you have on the board and on hand.
Guildline for the middlegame:
— Take the initiative and gain tempo
— Converge the attack to where your opponent's King is
— Use tactics to get material / positional advantage
— Go for attack, if you see one and you're confident
— Do NOT blunder
4.3. Endgame theories
The collapse of one side's defense marks the beginning of the endgame. Once a player has broken through the enemy lines, the opponent's king can be easily trapped by its own pieces.
In the endgame, it comes down to a race over who can checkmate the opponent first. The value of pieces at hand is not as important. By counting the number of moves until checkmate (assuming the opponent doesn't get to move) for both Black and White, this will help to influence decisions on whether to attack or defend. A simple mistake can change the flow of the game drastically. Among this, there are many other delicate factors to look out for within the endgame, including sacrificial attacks and traps.
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