Community variant
Warui-shogi
Play this modern twist on shogi and advance calculated attacks.
[Chess.com Variants]
This is a user-catalogued casual variant. Technical details such as board size, FEN, pieces, and hand rules are defined in the Fairy-Stockfish variants.ini block below.
Generated rule overview
This variant is defined directly from a Fairy-Stockfish rule block. The text below is generated from the available configuration and may omit details that are only implicit in piece movement notation.
Board and setup
Pieces and movement
- The piece set used on the board is: King (k), Chariot (r), Bishop (b), Soldier (p), Ferz (f), Dabbaba (l) and Mann (g).
- Dabbaba (l) is a custom piece with Betza movement `D`.
- Soldier (p) is a custom piece with Betza movement `fW`.
Move rules
- A piece may not move to a square where it would have no legal future movement.
Drops and hands
- Pieces in hand can be dropped back onto the board. Droppable pieces are: Chariot (r), Bishop (b), Soldier (p), Ferz (f), Dabbaba (l) and Mann (g).
- Captured pieces go to the capturer's hand.
Promotion
- Promotions are available in the configured promotion zones. The the promotion region for White is all squares on rank 8 and the promotion region for Black is all squares on rank 1.
- The pieces that can promote are: Soldier (p).
- Fixed promotion mappings: p promotes to g.
Winning and losing
- Stalemate is scored as a loss for the side to move.
Piece movement
These diagrams show custom pieces and known Fairy-Stockfish built-in fairy pieces from White's perspective on a compact preview board. Some special moves, especially hoppers and game-state-dependent moves, can still depend on blockers or game state.
D
fW
move
capture
move or capture
initial only
hopper target
Fairy-Stockfish rules
[waruishogi2]
maxFile = 8
maxRank = 8
king = k
fers = f
customPiece1 = l:D
commoner = g
rook = r
bishop = b
customPiece2 = p:fW
promotedPieceType = p:g
promotionRegionWhite = *8
promotionRegionBlack = *1
immobilityIllegal = true
stalemateValue = loss
capturesToHand = true
pieceDrops = true
startFen = lf1kg1fl/1r4b1/pppppppp/8/8/PPPPPPPP/1B4R1/LF1GK1FL[] b - - 0 1