45-minute lessons for thinking, patience and respect
Designed for elementary learners (about ages 7–12). Teach the movement system as one whole, keep the guide visible, and use an open-book game to practise planning, observation, respectful turn-taking and learning from mistakes.
Scissors, glue stick; optional laminate; baggie per pair
If possible, set up one board per pair before class so playing time stays protected
Kings & Golds: front only. Promoting pieces: unpromoted front + promoted back. The Lance back is 杏(成香の略). 40 pieces per set.
Kanji in an English class
Students do not need to read Japanese. Use English names (King, Gold, Rook…). Treat kanji as the piece’s picture — same idea as recognizing a chess silhouette. Optional extension: match English name ↔ kanji as a memory game.
Say: “This shape is the Gold. We call it Gold.”
Learning outcomes
These are classroom opportunities, not guaranteed developmental results.
Plan and explain
Pause before moving, compare choices and explain a reason.
Notice consequences
Track threats, patterns and what changes after a move.
Respond to setbacks
Review a lost piece or failed plan and try a new approach.
Practise respect
Take turns, greet an opponent and handle wins and losses with care.
Choose a plan
Lesson A · First class (45 min)
Focus: goal of the game · all eight piece types · capture · drop · essential promotion · first open-book game. Students may use the move guide throughout.
Learning objectives
By the end, students can:
State the goal: checkmate the King
Find the legal movement pattern for all eight piece types using the guide
Explain capture and the drop rule in their own words
Set up and begin a game with all 40 pieces
0–5
Hook
Introduce shogi (one line: “like chess with a drop rule”). Same goal: trap the King. Show the printed board (9×9, star points). Post 3 goals on the board.
5–15
All eight moves — one system
Compare three groups on the whole-army overview: one-step pieces (King, Gold, Silver, Pawn), sliders (Lance, Bishop, Rook), and the jumping Knight. Tips face the opponent; the guide stays open.
15–20
Capture + hand
Capture by landing on an enemy piece. Turn it to face you and place it in your hand.
20–25
DROP + promotion preview
Instead of moving, drop a hand piece on an empty square. Show the last-three-ranks promotion zone and flip one Pawn to Tokin; save the full limits for Lesson B.
25–29
Setup check
Use the setup diagram or a prepared board. Students point to one-step pieces, sliders, and the Knight before the first move.
29–42
First open-book game
Play with all 40 pieces. Pause, check the guide, correct a move, and continue. Finishing the game is not required; beginning real play is the goal.
42–45
Exit ticket A
1) Goal of the game? 2) Which piece jumps? 3) What can you do with a captured piece? Take-home: continue the game or try Lishogi vs computer with the guide open.
Lesson B · Follow-up (45 min)
Focus: movement recap · promotion patterns · illegal-drop essentials · one mate-in-1 · a second game. Assumes students have already begun a full-board game.
Learning objectives
Recall the three movement groups and check any forgotten move efficiently
Explain promotion in the last three ranks; King & Gold never promote
Recognise nifu, dead drops, and the pawn-drop mate restriction
Solve or discuss at least one mate-in-1 idea
Play a second full-board game with faster guide checks
0–5
Recap
Goal + drop rule in student words. Point to the one-step group, sliders, and the Knight.
5–12
Promotion patterns
Rook → Dragon; Bishop → Horse; Silver, Knight, Lance, and Pawn → Gold moves. Captured pieces return to hand unpromoted.
12–20
Three drop limits
Introduce nifu, no dead drops, and uchifu-zume as solutions to situations students may have met in their first game.
20–28
Mate in 1
Project one puzzle; vote A/B/C. Emphasize: every escape square + “can the King capture safely?”
28–42
Second game
Resume or restart the full-board game. Encourage students to consult the guide quickly, then keep the game moving.
42–45
Exit ticket B
1) Name the three movement groups. 2) What happens to a promoted piece when captured? 3) Name one drop limit.
Quick formative rubric
Skill
Got it
Almost
Not yet
States the goal (checkmate King)
Clear, own words
Needs prompt
Unclear / confuses with capture only
Uses all eight piece types
Plays or checks the guide efficiently
Needs a prompt to find the diagram
Stops playing when unsure
Explains drop rule
“Captured piece joins my hand / comes back”
Partial
Thinks pieces leave forever (chess default)
Sportsmanship
Turn-taking, calm reset
Occasional rush
Needs adult support
Use as a clipboard glance during pair practice — not a formal grade unless you want one.
Differentiation
Players who know chess: Use the comparison page; they can teach a peer the drop rule.
Beginners: Keep the full set and place the move guide between both players. Allow take-backs.
Advanced: Explain a move to a partner, then try a second mate-in-1 or important rule.
Management tips
Assign Sente (Black, first) / Gote (White) seats before pieces.
Chime for “hands off — demo.”
Baggie per pair for cut pieces.
Pre-cut one demo set overnight if possible.
Protect at least 13 minutes for a real first game; the guide may stay open.
Paper first; online play can follow with the school safety notes.