Kokose Shogi: Rules and How to Play
Kokose shogi: 2 players, about 20 minutes. Once per game, declare kokose before moving: make your move, then pick their next legal move. Free in your browser, no sign-up.
Objective
Kokose shogi is a shogi variant where, once a game, you may choose your opponent's move; the first to checkmate the enemy king wins. It is not the variant where every turn is three moves (“kokose shogi” played as me–you–me each time).
Setup
- Use a 9×9 shogi board and the usual 40 pieces, set up as in shogi.
- Both players start with one kokose. Black and White swap for the next game (you can turn that off).
How to play
- Take turns, one move each, as in shogi.
- Declare kokose at the start of your turn: after your own move, you choose and play your opponent's next move. Then it is your turn again.
- Choose from your opponent's legal moves. You may choose a move that lets you capture their rook or bishop next. You cannot move their king to a square where it could be captured next.
- Until you move, you can cancel the declaration. If your own move ends the game, the kokose is not used up.
- Piece moves, promotion, drops, two pawns on a file, pawn-drop mate and dead pieces follow shogi.
Winning and scoring
- Checkmate the enemy king.
- A player left with no legal move loses.
- The same position four times is a draw by repetition (replay). Repeated checks lose for the checking side.
Defaults on this site
| Item | Default on this site |
|---|---|
| Players | 2 players (set automatically by the party size) |
| Turn time limit | None by default (the host can set 30 or 60 seconds) |
| If someone drops mid-game | Reopening on the same device returns you to your seat. If you do not return, the CPU plays in your place. |
| Draws | In ranked play, a draw counts as halfway between a win and a loss for your rating. |
| Source of the rules | Based on the standard reference rules |
Rules supervised by Qdan, Inc. (based on the standard reference rules)
House rules
Defaults follow the standard reference rules. The party can change these.
| Name | Description | Default | Changeable |
|---|---|---|---|
| Kokose finishKokose finishOnce per game, declare kokose before moving, make your own move, then choose their next move (including one that lets you capture their rook or bishop). With this setting on, you may only use it when, after the move you pick, you can mate in one, so kokose becomes a finishing blow. With it off you may use it at any time, which makes timing it part of the game. | Kokose may only be used when, after the move you pick for them, you can mate in one. | Off | Yes |
| Show legal squares | Mark the squares a selected piece can reach. | On | Yes |
| Swap who starts | Swap who plays Black after each game. | On | Yes |
| Move limit | Draw the game once this many moves have been played. For tables that want to cut a long game short. | None | Yes |
Terms
- Kokose
- A shogi word for a move so convenient it looks as if you asked for it. Here it means choosing your opponent's next move.
- Kokose finish
- A rule where kokose may only be used when you can mate in one after the move you pick.
- Checkmate
- A check that cannot be answered. It is how you win.
FAQ
How many times can I use kokose?
Once each per game.
Is this the variant where every turn is three moves?
No. This game is ordinary shogi plus one extra power: once per game you choose your opponent’s next move. There is no me–you–me three-move turn every time.
When can I use it?
Declare it at the start of your turn; after your own move you choose theirs. You cannot use it in the middle of their turn.
Can I make them play an illegal move?
No. You choose from their legal moves. You cannot move their king to a square where it could be captured next.
What is kokose finish?
A rule found in the books where kokose may only be used when you can mate in one after the move you pick. It is an option in the settings.
Play now with these rules
Last updated 2026-09-25 · Run by Qdan, Inc.