Quick answer: This glossary gives one consistent English meaning and romanized form for the terms learners meet in rules, openings, tactics, and endgames.
Best for: International learners reading English lessons, videos, books, game records, and Japanese-derived terminology.
In This Lesson
- Find a term quickly.
- Separate related concepts.
- Follow each term into a practical lesson.
- Use consistent spelling across your notes.
Learning shogi means encountering a world of specialized vocabulary — Japanese terms, strategic concepts, and technical names for positions and patterns. This glossary collects 60 useful shogi terms you will encounter as a beginner and explains each one in clear, practical English.
Bookmark this page and refer to it whenever you encounter an unfamiliar term in a guide, video, or game commentary.
A – B
Taikōkei
A game between Static Rook and Ranging Rook. These matchups commonly feature Mino Castle, Left Mino, and plans built around the rook-style contrast.
Anaguma
Literally “bear in a hole.” A deeply fortified castle in shogi, where the King retreats to the far corner surrounded by multiple layers of gold and silver generals. Extremely difficult to break but slow to build.
Atama-kin
Literally “head gold.” A checkmate pattern where a Gold General is placed directly above the opponent’s King. One of the most common and important checkmate patterns in shogi.
C – D
Castle (Kakoi)
A defensive formation of pieces surrounding the King to protect it from attack. Unlike chess (which has the castling rule), shogi players must manually build their castle over several turns.
Check (ōte)
A move that directly attacks the opponent’s King. When a player is in check, they must resolve it immediately by moving the King, capturing the attacking piece, or blocking the attack.
Checkmate (Tsumi)
A position where the King is in check and has no legal move to escape. The game ends immediately when checkmate is delivered.
Dragon Horse (ryuma)
A promoted Bishop. Combines the Bishop’s diagonal movement with the ability to move one square horizontally or vertically. A highly mobile promoted major piece.
Dragon King (Ryūō)
A promoted Rook. Combines the Rook’s horizontal/vertical movement with the ability to move one square diagonally. A highly mobile promoted major piece.
E – F
Endgame (shuban)
The final phase of a shogi game, typically when the Kings are under direct threat. Endgame skill — particularly Tsume Shogi ability — is crucial for converting winning positions into actual wins.
Furibisha
Ranging Rook. An opening strategy where the Rook is moved away from its starting file to a new position before attacking. Contrast with: Ibisha (Static Rook).
Fourth File Rook (Shiken-bisha)
A common Ranging-Rook opening. For Sente, the Rook moves from 2h to 6h; the traditional name counts the fourth file from the right edge of Sente’s camp rather than naming file 4.
G – H
Gin (Silver General)
One of the eight piece types in shogi. Moves one square in five directions (forward and all diagonals). Valuable for both attack and defense in the opening and middlegame.
Gote
The second player — the player who makes the second move of the game. Gote sets up their pieces at the top of the board and moves after Sente.
Gyoku
The King piece traditionally called gyokusho. It moves exactly like osho. Traditionally, the lower-ranked player uses gyokusho and the higher-ranked player uses osho; the distinction is not determined simply by moving first or second.
Hand Pieces (Mochi-goma)
Pieces in a player’s piece reserve — captured from the opponent and available to drop back onto the board on any turn. Also called “pieces in hand.”
Hasami
A tactical pattern where a piece is sandwiched between two attacking pieces, making it difficult or impossible to escape capture.
Hisha (Rook)
The Rook. Moves any number of squares horizontally or vertically. One of shogi’s two major long-range pieces, together with the Bishop. Promotes to Dragon King.
I – K
Ibisha
Static Rook. An opening strategy where the Rook remains on or near its original file throughout the opening phase. Pairs naturally with the Yagura or Left Mino castle.
Kakugyō (Bishop)
The Bishop. Moves any number of squares diagonally. One of shogi’s two major long-range pieces, together with the Rook. Promotes to Dragon Horse.
Kakoi
See Castle.
Keima (Knight)
The Knight. Uniquely jumps exactly two squares forward and one square to either side (like chess, but only forward). Cannot move backward. Promotes to Gold General movement.
Kifu
A game record. Shogi games are recorded in a notation system that documents every move, allowing games to be replayed and studied. Reading and writing kifu is an important skill for serious study.
Kin (Gold General)
The Gold General. Moves one square in any direction except diagonally backward. One of the most important pieces for both attack and defense. Cannot promote.
Kyōsha (Lance)
The Lance. Moves any number of squares forward — but only forward. Powerful on open files but limited by its inability to move in any other direction. Promotes to Gold General movement.
M – N
Mate
See Checkmate.
Middlegame (Chūban)
The phase of the game after the opening setup, where major attacking and defensive operations occur. Castle-building typically concludes in the opening/early middlegame, and attack begins in the middlegame.
Mino Castle
The most popular defensive castle for Ranging Rook players. An efficient Ranging-Rook castle with the King on 2h in a common Sente reference. It is often resilient against side attacks but has identifiable edge and upper-side weaknesses.
Mochigoma
See Hand Pieces.
N – O
Naka-zumai
Central House. A flexible setup where the King stays near the center of the board rather than committing to a specific castle formation. Used to preserve strategic options.
Nyugyoku
An entering-king situation where a king reaches the opposing camp and can become difficult to mate. Impasse procedures may use material points, with details depending on the ruleset.
O – P
Opening (Jōban)
The early phase of a shogi game where players set up their castles and develop their pieces. The choice of opening (Static Rook vs. Ranging Rook) shapes the entire game.
ōshō
The King piece marked. It moves exactly like Gyoku and is traditionally used by the higher-ranked player.
ōte
See Check.
P – R
Piece Reserve
See Hand Pieces.
Promotion (Nari)
The transformation of an eligible piece into its stronger promoted form when it moves into, within, or out of the opponent’s three back rows. Often beneficial, but Silver, Knight, and Lance promotion changes the movement pattern, so the position can justify waiting.
Promotion Zone
The opponent’s farthest three ranks: a-c for Sente and g-i for Gote. An eligible piece moving into, within, or out of this zone may promote.
R – S
Ranging Rook
See Furibisha.
Resign (Makemashita)
To concede defeat. In shogi, it is standard and honorable to resign when a position is clearly lost rather than playing to actual checkmate. The word “makemashita” (“I have lost”) is the traditional declaration.
Sente
The first player — the player who makes the first move of the game. Sente sets up their pieces at the bottom of the board.
Sennichite
Repetition draw. Fourfold repetition is generally a draw under standard rules. Continuous checking repetition is treated differently and can result in a loss for the checking side, so the exact sequence matters.
Shuban
See Endgame.
Silver Crown (Gin-kanmuri)
A Mino-family development with the Silver commonly raised to 3g for Sente. It improves some upper coverage but costs time and creates different targets.
Static Rook
See Ibisha.
T
Tesuji
A skilled move or tactical pattern. A tesuji is a move that seems non-obvious but achieves a specific goal particularly efficiently. Learning common tesuji patterns is an important part of shogi improvement.
Tokin
A promoted Pawn. Moves like a Gold General. Compared with an unpromoted Pawn, it gains sideways and backward movement; its value still depends on its square, support, and the opponent’s counterplay.
Tsume Shogi
Shogi checkmate puzzles. A training format where you must find a forced checkmate sequence from a given position. Every move in the solution must give check. A useful format for practicing forcing-move calculation and endgame verification.
U – Y
Ugoki
Movement. Refers to how a piece moves on the board.
Yagura Castle
The traditional castle for Static Rook players. A well-studied all-around castle for Static Rook, but slow to build and requiring careful piece coordination.
Zukai
Diagram. Shogi positions and puzzles are often presented as board diagrams (zukai) with pieces in their positions.
Summary
This glossary covers the most important terminology for shogi beginners. As you read guides, watch game commentary, and study positions, you will encounter these terms repeatedly. Each time you do, your understanding deepens.
- Shogi Pieces Guide — learn every piece in detail
- Complete Shogi Rules — all the rules explained
- Opening Strategy — Static Rook vs. Ranging Rook explained
- Tsume Shogi Guide — start practicing checkmates
Quick Check
Which term describes a piece held after capture and available to drop?
Mochigoma means a piece in hand. It may be dropped on a later turn subject to the drop restrictions.
Use the Terms in Practice
Apply the terminology in the notation guide, the drop-rules lesson, and the interactive practice board. Rule definitions are checked against the current Japan Shogi Association playing rules. Content reviewed August 2, 2026.

