GNU Shogi manual - Handicaps

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### Handicaps

Unlike international chess, shogi has a well-established handicap system which is used when players of different strengths play against each other. Handicaps range from small to huge, which makes it possible for weak players to play against even very strong players and have an even chance of winning.

Shogi players are ranked as follows: the weakest rank is around 15 "kyu", which represents a beginner. 14 kyu is higher than 15 kyu, 13 kyu is higher still, and so on until you get to 1 kyu. The next highest rank is 1 "dan", followed by 2 dan, 3 dan and so forth. The highest amateur rank is 6 dan; professionals go up to 9 dan. However, professional ranks are not the same as amateur ranks; a professional 1 dan is much stronger than an amateur 1 dan. This system is similar to that used by go players (and also other Japanese sports such as karate).

A handicap consists of the stronger player playing White and removing one or more pieces from his side of the board at the start of the game. These pieces are permanently removed from play; they are not in hand.

The following is a list of the accepted handicaps, from weakest to strongest. The degree of the handicap, represented by the position in the list, represents the difference in rank between the two players for which the handicap is appropriate. These rules are taken from the books "Shogi for Beginners" by John Fairbairn and "The Art of Shogi" by Tony Hoskings (see section References and links) and, I believe, represent current Japanese practice.

1. The stronger player removes his left lance (on 1a).
2. The players play a two-game match; in the first game the stronger player removes his left lance (on 1a), while in the second game he removes his bishop.
3. The stronger player removes his bishop.
4. The stronger player removes his rook.
5. The stronger player removes his rook and left lance.
6. The players play a two-game match; in the first game the stronger player removes his rook and left lance (on 1a), while in the second game he removes his rook and bishop.
7. The stronger player removes his rook and bishop. This is usually called a "two-piece" handicap.
8. The stronger player removes his rook, bishop, and both lances. This is called a "four-piece" handicap.
9. The stronger player removes his rook, bishop, both lances, and both knights. This is called a "six-piece" handicap.
10. The stronger player removes his rook, bishop, both lances, both knights, and both silvers. This is called an "eight-piece" handicap.

Another advantage of playing handicap games is that the handicaps alter the optimal strategy for both players. For instance, handicaps all have their own opening lines which may bear little or no resemblance to those used in non-handicap shogi. This means that when learning handicap shogi, you are essentially learning completely new games which use the same equipment!

The reader may wonder how on earth a player giving an eight-piece handicap, say, could possibly hope to win. Don't forget, though, that in shogi the opponent's pieces can be captured and then become part of one's own army. Thus, if the opponent plays badly enough, the number of pieces will soon even out.

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