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"                                                     INTRODUCTION
                                                     ==============

  It is believed that Maka-Dai-Dai Shogi (Ultra Great Great Shogi) was
  invented by Buddhist monks as an alternative game for play on the 19x19
  square 'Go' board, and some of the pieces are named after Buddhist deities
  and demons. The oldest surviving record of the moves of the pieces is in 
  Nishizawa Teijin's SHO SHOGI ZUSHIKI, published in 1694.  
 
  While Maka-Dai-Dai Shogi is played on a larger board than Dai-Dai Shogi it
  has the same number of pieces per side and has only 50 different types of 
  piece (as against 64 types in the 17x17 game).  

  In Maka-Dai-Dai Shogi pieces attain their promoted rank by capture, as is
  the case in Dai-Dai and Tai Shogi. The fabulous 'hook moving' pieces of
  Dai-Dai Shogi are also present in Maka-Dai-Dai, but together with many of
  the other powerful pieces, they start directly behind the 'Pawns' making 
  for a more dynamic opening game.

  Most of the pieces in Maka-Dai-Dai Shogi have promoted forms, even the
  'King' which promotes to the almost omnipotent 'Emperor'!

  As with the other larger variants, there is no provision for returning
  captured pieces into play in Maka-Dai-Dai Shogi.  
 

                                                         THE GAME
                                                         =========

  Maka-Dai-Dai Shogi is played on a board of 19 x 19 squares and each player
  has 96 pieces (including 19 pawns).

  As in all Shogi games, the pieces are flat and wedge-shaped and are not
  distinguished by colour. Although the pieces are of uniform colour the
  first player is still conventionally referred to as 'Black' and the second
  player as 'White'. Ownership of the pieces is indicated by the direction
  in which they face, with a player's pieces always pointing towards the
  opponent.     
  
  The players make alternate moves, with the object being to capture the
  opposing 'King' (or 'Emperor' if the 'King' has been promoted). If a
  player has acquired a 'Prince' (by promoting the 'Drunk Elephant') that
  piece must also be captured before the game can be won.  
 
  On each turn a player can move one piece according to its power of 
  movement to a vacant square on the board, or to a square occupied by an
  enemy piece (in which case the enemy piece is captured and removed from
  the game).

  In the case of the 'Lion' and pieces with 'Lion' power a second move can 
  sometimes be made in the same turn. 
	

                                                            THE PIECES
                                                            ===========

  The Piece Help screen provides the names, notation symbols, promotion
  details, and powers of movement for all of the pieces in the game.

  [The Piece Help screen can be reached by clicking on the 'Pieces' button]


                                                          JUMPING PIECES
                                                          ===============

  The 'Kylin','Phoenix', 'Donkey','Free Bear' and 'Knight' (and the 'Emperor'
  and those pieces with 'Lion' powers) have the power to jump over occupied 
  squares. As indicated by red circles on the Piece Help screens, the 'Kylin'
  can jump to the second square in any orthogonal direction, the 'Phoenix'
  may jump to the 2nd square when moving diagonally, the 'Donkey' can jump
  to the 2nd square directly forwards, and the 'Free Bear' can jump in the
  forward diagonal directions.  The 'Knight' has the same move as the Knight
  in Western Chess, but only in the forwards direction.
  
  The pieces shown on the 'Piece Help Screen' as having moves of 2, 3 or 5
  squares can only move more than one square in the directions indicated if
  the intervening squares are unoccupied (ie: they can not jump).  


                                                            THE LION
                                                            =========

  The 'Lion' has an unusual and powerful move.

  If the 8 squares immediately adjacent to the 'Lion' are called the 'A'
  squares (shown as Dark Blue Circles on the Piece Help screen), and the 16
  squares two away from the piece are called the 'B' squares (represented as
  Light Blue Circles), then the 'Lion' may do anyone of the following things
  in a single turn:

    -  Move directly to any 'A' or 'B' square, jumping an intervening square
       if necessary;

    -  Capture a piece on an 'A' square and continue moving one more square
       in any direction from the point of capture, making another capture if 
       the 2nd square is also occupied by an enemy piece.

    -  Capture a piece on any 'A' square without moving (this is known as
       'igui' and counts as a turn).

    -  Move to an adjacent square and return to the starting square
       (effectively passing the turn). This move can be made by double-
       clicking the left mouse button on the Lion. 

  In Maka-Dai-Dai Shogi there are no restrictions on the capture of Lions (as 
  there are in Chu Shogi).
   
  On promoting to 'Furious Fiend' the 'Lion' gains the power of the 'Lion
  Dog' (ie: it can move up to 3 squares in any orthogonal or diagonal
  direction). The 'Furious Fiend' can move as either a 'Lion' or 'Lion
  Dog' on any one turn (it can not combine the two powers in the same move).

  The 'Buddhist Spirit' (promoted 'Dark Spirit') has the combined powers of
  the 'Lion' and 'Free King', and can move as either (but not both) on any 
  one turn. The 'Buddhist Spirit' is therefore a very mobile and dangerous
  piece. 
 
                                                         TEACHING KING
                                                         ===============

  In Nishizawa Teijin's SHO SHOGI ZUSHIKI, the 'Teaching King' (promoted 
  'Deva') is described as having the combined moves of the 'Lion Dog' (up to
  3 squares in any orthogonal or diagonal direction) and the 'Free King'. 
  The moves of the 'Lion Dog' are completely subsumed by the powers of the
  'Free King' anyway, so this piece only has one way of moving (ie: as a
  'Free King').

  Another interpretation of the powers of the 'Teaching King' (mentioned, but
  not advocated in the Shogi Association rules leaflet) gives it the combined
  move of the 'Free King' or a 3 square move with full 'Lion' powers. This
  immensely powerful interpretation is not now considered to be the move
  intended in SHO SHOGI ZUSHIKI, but has nevertheless been included as an
  alternative for those who may wish to try it. This 2nd version can be
  selected from the 'Set-up' menu. 
    
    
                                                         HOOK MOVERS
                                                         ==============

  The pieces with 'hook moving' capabilities are very powerful pieces.  

  The 'Hook Mover' itself has a Double Rook move, being able to move any
  number of squares in any orthogonal direction, immediately followed by a
  further move at right angles to the first. The two legs of the 'Hook Mover'
  move do not have to be of the same length, and it is not compulsory that
  it make the 2nd Rook move. To give some idea of the power of this move it
  is worth noting that the 'Hook Mover' on an empty board would be able to
  reach any square in one turn! The 'Hook Mover' is not a jumping piece,
  and must end its move on making a capture.

  The 'Capricorn' has hook moving powers in the diagonal directions (ie: it
  is effectively a Double Bishop). 
 

                                                          THE PRINCE
                                                          ============

  The 'Drunk Elephant' is potentially a very important piece, as it promotes
  to a 'Prince'.  

  A player who gains a 'Prince' effectively acquires a second 'King' as the
  'Prince' must also be captured before the opponent can win the game.
            


                                                          THE EMPEROR
                                                          =============

  The 'King' on making a capture promotes to an 'Emperor'.  The 'Emperor' has
  the greatest power of any piece in any of the Shogi variants as it may move
  in one turn to almost any square on the board, jumping over any number of
  pieces of either side in the process.  

  The only restriction on the movement of the 'Emperor' is that it may not 
  capture an enemy piece that is protected by another piece.  It is this rule
  which prevents the 'Emperor' from simply capturing the opposing 'King' on 
  its first move.      
                                 

                                                            PROMOTION
                                                            ==========

  The promotion rules in Maka-Dai-Dai Shogi (and its other large cousins) are
  very different from those in the smaller variants. In Maka-Dai-Dai there
  are no Promotion Zones. A piece is promoted when it captures an enemy
  piece. If a piece has a promoted rank and makes a capture, promotion is 
  compulsory.

  A piece that reaches the last rank of the board and does not have the power
  to retreat is left in play on the last rank until captured.
    
  As in all the games in the Shogi family, in Maka-Dai-Dai Shogi sets the
  promoted rank is shown on the reverse side of the piece, and the piece is
  turned over on promotion to reveal the new rank.  

  
                                                           CAPTURES
                                                           =========

  Unlike in Shogi, captured pieces in Maka-Dai-Dai can not be 'dropped' back
  into play. A captured piece is removed from play and takes no further part
  in the game.  

 
                                                        HANDICAP PLAY
                                                        ===============

  Handicaps are often given when players of unequal strength play Shogi in
  Japan. The reason that handicap play is common is that the handicap system
  in Shogi works far better than that used in Western Chess.

  In a handicap game a player offers a handicap of one or more pieces to an
  opponent of less strength. While Maka-Dai-Dai does not lend itself to
  handicaps as well as Shogi (as there are no 'drops' in Maka-Dai-Dai), 
  provision for handicap play has nevertheless been included in this program.

  The same rules for handicaps as in Shogi have been adopted. Under these
  rules, the player offering the handicap plays 'White'and his opponent (as
  'Black') removes the handicap pieces as the first move of the game. In
  handicap play 'White' therefore makes the first move on the board.


                                                         NOTATION
                                                         ==========

  The following notation system is used for recording Maka-Dai-Dai Shogi 
  games in this program.

  The files are designated by numbers (1 to 19), and the ranks by letters
  (a to s). The files are numbered from right to left (in the Japanese
  fashion), and the ranks from top to bottom (from Black's point of view).
  The top right square is therefore 1a.

   A move is described by giving:

     a) the designation of the piece (eg: Ln for Lion); this designation is
        preceded by a '+' if it is at its promoted rank,

     b) followed by the method of moving; 
	
          '-' for a simple move on the board,
          'x' for a capture,
          
     c) then the destination square is recorded,

     d) finally if the piece promoted on that turn, this is recorded by
        adding '+' after the move, or if promotion was possible but was
        refused, the symbol '=' is added. 

  If more than one piece of the same type can reach the destination square
  then the starting square is also given after the piece designation to 
  avoid confusion.  

  When a 'Lion','Furious Fiend' or 'Buddhist Spirit' captures by 'igui'
  (ie: without moving) the square of the piece being captured is used
  instead of the destination square, and this is preceded by the symbol '!'
  (eg: a Lion on 8c capturing a piece on 9d would be shown as Lnx!9d).

  When a piece makes a double capture with 'Lion' powers both captures are
  shown in the order that they were made. (eg: a Lion on 3g capturing a 
  piece on 3h and then capturing another on 2i, would be represented by
  Lnx3hx2i).        
  
  NOTE:   This system is the official notation system of 'The Shogi
          Association'. 


    

                                                  DISPLAYING LEGAL MOVES
                                                  =========================

  If the 'Show Move' option is selected from the Moves Menu, clicking the left
  mouse button on a piece during play will show all the legal moves of that
  piece:

   -  Legal moves to vacant squares are represented as White Circles.

   -  Legal captures are shown as Red Circles.

   -  Legal moves by a piece with 'Lion' powers to an 'A' square, are shown
      as a Dark Blue Circle.

   -  Legal moves by a piece with 'Lion' powers to a 'B' square, are indicated
      by a Light Blue Circle.

   -  The move of the 'Teaching King' (Version 2) to an adjacent square is
      shown as a Purple Circle, with a move to the 2nd square represented by
      a Dark Blue Circle, and the 3rd as a Light Blue Circle.  

   -  The 'Emperor's' influence is shown in Blue, with any possible captures
      identified in Red."