Upgaming Becomes the General Sponsor of The Chess Variants Clash of Georgia 2026
We are pleased to announce that Upgaming, an international technology company, has become the General Sponsor of The Chess Variants Clash of Georgia 2026.
Upgaming has been operating in the global market for more than 10 years, creating innovative digital products and services. The company’s support is an important contribution to the development of historical and alternative chess variants in Georgia.
Shogi is a variant of chess and has a history of around 1,000 years in Japan. The creation of its modern rules is attributed to Emperor Go-Nara in the 16th century.
The game gained popularity during the Edo period (1603–1868). During this period, there was even an official position related to shogi.
The game reflects the military and strategic aspects of medieval Japanese culture.
Shogi pieces are flat, pentagonal tiles with kanji characters on them. Kanji are Chinese characters used in the Japanese writing system, which gives the game an additional cultural and linguistic dimension.
These inscriptions are stylized characters representing different ranks and roles in a feudal army, which connects shogi even more closely with Japan’s historical context.
Shogi is not simply a game; it also reflects Japanese philosophy. Concepts such as sente (initiative) and gote ( response) express the balance between timely action, taking the initiative, and making careful decisions.
The tradition of learning shogi is often based on the master–student model. Experienced players pass on their knowledge and strategy to the next generation, helping to preserve the traditions of the game.
At the end of a game, players usually review each other’s possibilities and mistakes. This is part of shogi culture and gives players an opportunity to share knowledge.
Janggi
Janggi, or Korean chess, is a traditional Korean strategy board game. It is not known exactly when the modern form of Janggi was established, but Korean sources mention it as early as the beginning of the 17th century. The rules of the game from that period were largely close to the rules of modern Janggi.
The name “Janggi” itself consists of two parts: “jang” — general, and “gi” — game. Accordingly, Janggi can be understood as “the game of generals.”
Janggi is not merely about moving pieces. It is a game of controlling space, defending the palace, choosing the right moment to attack, and restricting the opponent’s general. In Janggi, not only direct attack but also positional pressure is highly important.
The board includes a special 3×3 area called the “palace”, where the general and guards are placed. These pieces cannot leave the palace. This makes the idea of the palace especially interesting: the general is the central piece of the game, but it is confined to a limited space. This creates strategic tension: on the one hand, the general is protected; on the other hand, its range of movement is restricted. Many tactical motifs arise precisely around this limited space.
Xiangqi
Xiangqi is one of the best-known representatives of the great historical family of chess games and has been an important part of Chinese intellectual culture for centuries.
There are different views on the origins of Xiangqi, but the modern form of the game had already taken shape in medieval China. The name “Xiangqi” is often translated as “elephant game” .
Xiangqi pieces differ significantly from the pieces of classical chess. They are flat round discs, with the names of the pieces written on them in Chinese characters. Traditionally, the game is played between the red and black armies.
A particularly important symbol is the “river” in the middle of the board, which divides the two sides. On traditional boards, it is connected with the historical idea of the “Chu River” and the “Han Border” — an allusion to an ancient Chinese historical conflict. The Xiangqi board also has a 3×3 “palace”, where the general and his advisors are placed.
Xiangqi is a tactical battlefield. The cannon, the open board, the palace, the river, and the "flying general" rule create a fast, dynamic, and sharply tactical game.
Table Etiquette & Practical Playing Rules
CVCG 2026
1. Before the game
· Players must arrive at the board on time. If a player is not present at the scheduled start of the game, their clock will be started. A player who arrives after all of their allocated time has expired loses the game. If the starting player is not determined by the tournament pairing table, the player who is present at the board shall be considered the starting player.
· If, during a game, it is found that the initial position of the pieces was incorrect, the game is cancelled and a new game is played.
· In the case of Shogi: in Furigoma will be used to decide who plays as sente. The higher-ranked player, or if both players have the same rank the more senior player, tosses five pawns. If most counted pawns land unpromoted side up, the player who tossed the pawns plays as sente. If most counted pawns land promoted side up, the opponent plays as sente.
· In the case of Xiangqi, Makruk and Georgian Chess: In the first round, the starting side is determined by drawing lots. One player hides one soldier of each side in their hands, and the opponent chooses one hand. The selected piece determines the player’s side. In the following rounds, the players’ sides are determined according to the tournament pairing table, based on the principle of alternating sides..
· In the case of Janggi: In the first round, the starting side is determined by drawing lots. One player hides one soldier of each side in their hands, and the opponent chooses one hand. The selected piece determines the player’s side. After that, Han places the pieces first, followed by Cho. When the setup is complete, Cho makes the first move. In the following rounds, the players’ sides are determined according to the tournament pairing table, based on the principle of alternating sides.
2. Making a move
· Each move must be made with one hand only.
· The same hand must be used to press the clock.
· Once a piece has been placed on the board and released, the move is final. The player may not move it to another square or change the promotion decision.
3. Using the clock
· After making a move, the player must press the clock without delay.
· The time between making the move and pressing the clock is part of that player’s own time.
· Players must handle the clock properly. It is not allowed to hit the clock forcefully, keep a finger on the button, or hover over the clock.
· A player may stop both clocks only to call the arbiter.
4. Captured pieces
· Captured pieces must always be visible to both players (the case of Shogi).
· They should be placed neatly on the komadai, with the unpromoted side facing up (the case of Shogi).
· When capturing a piece, the player should first remove the opponent’s piece, place it in hand, and then move the capturing piece to the square.
5. Adjusting pieces
· A player may adjust pieces on the board if this does not disturb the opponent.
· If a player accidentally displaces one or more pieces, the player must restore the correct position on their own time. If needed, the clocks may be stopped and the arbiter may be called.
6. Illegal moves
· If a player notices an illegal move, the player should point it out to the opponent and, if necessary, stop the clocks and call the arbiter.
· A claim about an illegal move should normally be made before the player makes a reply move.
· Spectators and players from other games must not point out illegal moves or interfere with the game.
7. Help, notes and analysis
· During the game, players must not use notes, books, websites, apps, engines, advice, or any other source of information.
· Players must not analyse the ongoing game on another board.
· Analysis of ongoing games is not allowed in the playing area.
· After a game is finished, players may quietly review the game together, as long as this does not disturb other games.
8. Mobile phones and electronic devices
· Players and spectators should switch off the sound of mobile phones and other electronic devices.
· Electronic notation devices are allowed only for recording moves. They must not be used for analysis, engines, communication, notes, websites, or any outside help. If the opponent has concerns, the arbiter may check the device to confirm that it is being used only for notation.
9. Behaviour at the board
· Players must not distract or annoy the opponent in any way.
· Players should keep the playing area quiet and respectful.
· Players who have finished their games become spectators for the other games and must not comment on them.
10. Calling the arbiter
· The arbiter should be called when there is a dispute, an illegal move claim, a clock problem, displaced pieces, or any other irregularity.
· The arbiter’s decision is binding.
· If a situation is not clearly covered by the rules, the arbiter will decide based on fairness, logic and the spirit of the rules.
11. End of the game
· A game may end by checkmate, resignation, time loss, repetition according to the rules, declaration under the applicable rules, or another decision confirmed by the arbiter.
· Players may not simply agree to a draw unless the draw conditions under the rules are met.
· After the game, both players must complete the result slip, check that the result is correct, and sign it. The winning player is responsible for submitting the signed result slip to the arbiter.
12. Penalties
· Failure to follow these rules may result in a penalty imposed by the arbiter.
· Depending on the nature and seriousness of the violation, the arbiter may apply one or more of the following penalties:
- a warning;
- extra time added to the opponent’s clock;
- reduction of the offending player’s remaining time;
- loss of the game;
- expulsion from the event.
· An illegal move may result in the loss of the game if the opponent makes a valid claim under the rules.
· The arbiter will decide the appropriate penalty based on the rules, fairness, logic and the circumstances of the case.