CHESMAYNE
Chinese Chess - Xiangqi
Print 9 x 10 board Print chess set
5 Foot
Soldiers - FS |
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2 Rooks - RO |
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2 Knights -
KN |
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2 Ministers
- MR |
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2 Cannons -
CN |
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2 Advisers -
AD |
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1 General -
GE |
above:
Chinese chess - Chesmayne style/format
below: Chinese chess - pieces numbered
R02 |
KN2 |
MR2 |
AD2 |
GE |
AD1 |
MR1 |
KN1 |
R01 |
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CN2 |
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CN1 |
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FS5 |
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FS4 |
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FS3 |
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FS2 |
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FS1 |
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FS1 |
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FS2 |
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FS3 |
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FS4 |
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FS5 |
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CN1 |
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CN2 |
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R01 |
KN1 |
MR1 |
AD1 |
GE |
AD2 |
MR2 |
KN2 |
R02 |
below: Korean ‘initial starting position’ - ISP -
same 9 x 10 board
KZ2 |
KH2 |
KP2 |
KA2 |
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KA1 |
KP1 |
KH1 |
KZ1 |
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GE |
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KX2 |
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KX1 |
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KS5 |
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KS4 |
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KS3 |
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KS2 |
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KS1 |
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KS1 |
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KS2 |
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KS3 |
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KS4 |
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KS5 |
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KX1 |
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KX2 |
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GE |
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KZ1 |
KH1 |
KP1 |
KA1 |
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KA2 |
KP2 |
KH2 |
KZ2 |
GE General, KS Soldier, KZ Rook, KH Horse, KP
Elephant, KA Adviser, KX Cannon.
Shanghai hand decorated chess set. During
the 18th and 19th centuries, countless chess sets were
produced in and around the
1 The Chinese board and MPs/mps
China has its own form of chess, Chinese chess,
which is slightly different to western chess. On a ‘traditional Chinese chess board’ the MPs/mps are placed on the
intersections of the ‘lines’
instead of in the squares/cells.
The board in the Chesmayne
format is one of 9 x 10 cells. There are
90 cells in total upon which the MPs/mps can be placed. Each side has nine cells, which are known as
the Fortress or Palace,
upon which the General (GE) and two Advisers (ADs) are inserted. It is sometimes called ‘Ladies Chess’ due to
its lightness and brilliancy. It is estimated that 400+ million people play
Chinese chess and makes it the world’s most popular board game! Recently an archaeological dig in
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I |
Siang K’i: Chinese Chess
Siang K’i adds a number of interesting features to the game, including
fortresses, a moat, and cannons. As usual, a legendary antiquity is claimed for
the game; however, its earliest mention is found in the Book of Marvels, attributed to Nui Seng-ju, who died in AD 847.
The game is popular in
The game board is split into two
territories, each measuring 5 by 9 grid lines, separated by a ‘moat’. The pieces are not played within the squares,
but at the intersections of the grid lines. Each player has a ‘fortress’
composed of 4 squares marked with diagonal slashes at each end of the
board. The playing pieces are discs with
their ranks written on their upper faces in ideograms. One side is marked in
red, the other in green or black. Some
of the characters for pieces having the same powers differ from one side to the
other. The moves of the pieces are…
Symbol |
Name |
# of Pieces |
Move |
G |
General |
1 |
one point/cell orthagonally; may not leave the fortress |
M |
Mandarin |
2 |
one point/cell diagonally; may not leave the fortress |
E |
Elephant |
2 |
two points/cells diagonally; may not leap intervening
pieces; may not cross the moat |
H |
Horsemen |
2 |
one point/cell orthagonally followed by one point/cell
diagonally; may not leap intervening pieces |
Ch |
Chariot |
2 |
rook's move in modern chess |
C |
Cannon |
2 |
like the Chariot, but only captures if it jumps an
intervening piece (called the ‘screen’) from either side; may only jump a
piece when making a capture, and may not jump more than one piece in a turn. |
P |
Pawn |
5 |
one point/cell forward on its own side of the board; in
enemy territory it may move sideways and forward; there is no promotion - a
pawn on the last rank may only move sideways |
The object is to checkmate the general, and all of the usual rules of
western chess apply. There are some
variations worth mentioning regarding checks. When generals face each other
along an unobstructed file, one of the generals is in check. Since a general
may not move into check, this only occurs when the two generals are on the same
file, and a player moves the sole intervening piece. The player moving the
piece that exposes the generals on the file gives the check. As the horseman cannot jump an intervening
piece, a check given by the horseman can be blocked by interposing a piece on
the angle of the horseman’s move.
Finally, a cannon attacks the general in the same way as it attacks any
other piece - by ‘shooting’ over a ‘screen’. If the screen is removed, or if
another piece is interposed, the check is relieved. If the check cannot be
relieved, the general is lost and the game is over.
China
Information on
China: Zoom
School
Use a pictorial interface to get
information on China, including maps, flags, printouts, and a quiz.
Do
you need a program to play Chinese
chess
with your computer? Try the following java Chinese chess game:
‘Coffee Chinese Chess’. ‘Coffee Chinese Chess’ is a Java applet - written in the Java
programming language - a real game program for playing [you can play against a
computer or human] or practice opening books and endgames. It also includes a game viewer for studying/reviewing any
previous games and a board picture viewer of Chinese Chess. It also provides
many functions as a normal program. Additionally, you could customize its appearances and abilities into a
totally new one for your home pages.
Download the program at: http://www.geocities.com/SiliconValley/Grid/6544/cccintro.htm
The modern game evolved during the 12th
century. In
above: close-up, Chinese Coins and Chinese flag
07 5 Foot
Soldiers FS |
16 MPs/mps per player
in Chinese chess.
Print
9 x 10 board Print
chess set
Note: there are
‘seven’ types of MP/mp used in Chinese chess.
Above: girl in Han Dynasty costume at a
2 The Chinese
chess board
There are a total of 90 squares/points/cells on
a Chinese chessboard. The files
are numbered 1 to 10 in the diagram below.
The ranks are
lettered A to J. The letter ‘I’ is not
used in the notation so
as not to confuse it with the number ‘1’.
The MPs/mps are triangular
shaped. Large triangles are used for
the MPs and small
triangles are used for the mps. Each triangle has the monogram of the MP/mp
printed on it ie, Print 9 x 10 board Print chess set
FS1 FS2 FS3 FS4 and FS5 for the mps
RO1 RO2
CN1 CN2
MR1 MR2
KN1 KN2
AD1 AD2 and
GE for the MPs on a Chinese chessboard
Chinese Bills On Map Of
How to place the MPs/mps on the Chinese board. Initial Starting Positions (ISP).
The XY notation is shown in the
diagram below (algebraic).
Girl in Han
Dynasty costume at a
Centric (Centered Notation) 9 x 10
board. Cell A01 is at the center of
this notation.
F28 |
F27 |
F26 |
F25 |
F24 |
F23 |
F22 |
F21 |
F20 |
10 |
E25 |
E24 |
E23 |
E22 |
E21 |
E20 |
E19 |
E18 |
E17 |
09 |
E26 |
D19 |
D18 |
D17 |
D16 |
D15 |
D14 |
D13 |
E16 |
08 |
E27 |
D20 |
C13 |
C12 |
C11 |
C10 |
C09 |
D12 |
E15 |
07 |
E28 |
D21 |
C14 |
B07 |
B06 |
B05 |
C08 |
D11 |
E14 |
06 |
E29 |
D22 |
C15 |
B08 |
A01 |
B04 |
C07 |
D10 |
E13 |
05 |
E30 |
D23 |
C16 |
B01 |
B02 |
B03 |
C06 |
D09 |
E12 |
04 |
E31 |
D24 |
C01 |
C02 |
C03 |
C04 |
C05 |
D08 |
E11 |
03 |
E32 |
D01 |
D02 |
D03 |
D04 |
D05 |
D06 |
D07 |
E10 |
02 |
E01 |
E02 |
E03 |
E04 |
E05 |
E06 |
E07 |
E08 |
E09 |
01 |
A |
B |
C |
D |
E |
F |
G |
H |
J |
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Print 9 x 10 board Print chess set
Chinese Bill On Map
4 Blocks of cells used
on the Chinese chessboard
01 B$A A01 to A04 - middle of the board
02 B$B B01 to B12
03 B$C C01 to C20
04 B$D D01 to D28
05 B$E E01 to E36 Bordure
(10 x 10) edge of the board
Chinese
coins and bills
5 Chesmayne notation for the Chinese
chess board
The Chinese chessboard is based
on part of the 10 x 10 board (being 9 x 10 cells in size). In the diagram below rank-1 to rank-10 and
F$A to F$J are used. F$K is indicated by
:XR [red cells] in the printed version of the Chinese chess board. :XR = Red cells (fully blocked). Please see
diagram below. The XY notation is shown on the outer edge of this diagram (rank-1
to 10 and file-A to J). The Acentric notation is also shown in the diagram below. Notice that board is composed of five blocks (Block-A, B, C, D and E). Block-A ie, A01, A02, A03 and A04 is located
at the middle or center of the board).
The ‘River’ has been omitted to make it
easier for western players to play the game. Print
9 x 10 board Print
chess set Please go to the ‘Forum’ to print chess set &
board?
10 |
E28 |
E27 |
E26 |
E25 |
E24 |
E23 |
E22 |
E21 |
E20 |
E19 |
09 |
E29 |
D22 |
D21 |
D20 |
D19 |
D18 |
D17 |
D16 |
D15 |
E18 |
08 |
E30 |
D23 |
C16 |
C15 |
C14 |
C13 |
C12 |
C11 |
D14 |
E17 |
07 |
E31 |
D24 |
C17 |
B10 |
B09 |
B08 |
B07 |
C10 |
D13 |
E16 |
06 |
E32 |
D25 |
C18 |
B11 |
A04 |
A03 |
B06 |
C09 |
D12 |
E15 |
05 |
E33 |
D26 |
C19 |
B12 |
A01 |
A02 |
B05 |
C08 |
D11 |
E14 |
04 |
E34 |
D27 |
C20 |
B01 |
B02 |
B03 |
B04 |
C07 |
D10 |
E13 |
03 |
E35 |
D28 |
C01 |
C02 |
C03 |
C04 |
C05 |
C06 |
D09 |
E12 |
02 |
E36 |
D01 |
D02 |
D03 |
D04 |
D05 |
D06 |
D07 |
D08 |
E11 |
01 |
E01 |
E02 |
E03 |
E04 |
E05 |
E06 |
E07 |
E08 |
E09 |
E10 |
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A |
B |
C |
D |
E |
F |
G |
H |
J |
K |
--------A---B---C---D---E---F---G---H---J-----K--
R$10 | E28 E27 E26 E25 E24 E23 E22 E21 E20 | E19 |
R$09 | E29 D22 D21 D20 D19 D18
D17 D16 D15
| E18 |
R$08 | E30 D23
C16 C15 C14 C13 C12 C11 D14 | E17
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R$07 | E31 D24 C17 B10 B09 B08 B07
C10 D13
| E16 |
R$06 | E32
D25 C18
B11 A04
A03 B06
C09 D12
| E15 | river
R$05 | E33 D26
C19 B12
A01 A02 B05
C08 D11
| E14 |
R$04 | E34 D27
C20 B01
B02 B03 B04 C07
D10 | E13
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R$03 | E35 D28 C01 C02 C03 C04 C05 C06 D09
| E12 |
R$02 | E36 D01 D02 D03 D04 D05
D06 D07 D08 | E11
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R$01 | E01 E02 E03 E04 E05 E06 E07 E08 E09 | E10 |
--------A---B---C---D---E---F---G---H---J-----K--
Chinese
Bills
6 Chinese chess
The two Ministers are prohibited
from crossing the ‘river’ in the middle of the board. They are therefore confined to their own
half of this particular board. The GE and ADs must remain within the 9
cells of the Palace. All the other MPs/mps may move anywhere on
this board. The game of Chinese chess
is also known as ‘Elephant Chess’ in
Ceiling Detail,
7 Chinese chess MPs/mps - circular
disks
Traditional Chinese MPs/mps are circular discs with their
rank written on the upper face, in red for one side and in green for the
other. The CN (Cannon) is a unique MP found
in Chinese chess. They move on the ranks and files just like the RO, but when capturing, must jump over
some other MP/mp on the way to the square/cell being attacked. The intervening MP/mp is known as a ‘screen’
(:sc) and can belong to :A or :B. The basic underlying principles of Chinese
chess are similar to western chess. Its distinctive feature is that it is an
extremely open game, because the Foot-Soldiers are
separated from each other in the Initial
Starting Position (ISP). This set-up allows immediate and rapid
advance of the FSs down the board, in the most dramatic fashion. Western opening play is avoided as the
game immediately goes straight into the middle game. Print 9 x 10 board Print chess set
Left:
Right:
Detail Of Altar,
The traditional set of
Chinese MPs/mps are round discs like draughts onto which are
painted or embossed the symbol
of the MP/mp designated. Each player
makes one move at a time and
the red side (:A) usually
has the first play. The touch rule of
western chess is a standard law of the game.
+CH has also to be
verbally announced. ++CM occurs when the
opposing GE cannot escape
+CH, but stalemate can
also occur. The FS is valued at 1 point
but when crossing the river is valued at 2 points. The MR (Minister) and the AD (Adviser) are worth 2 points
each. The KN (Chinese knight) is
valued at 4 points and the CN (Cannon)
has a value of 4.5 points. The ROs (Rooks) are the highest valued
MPs being worth 9 points each. These values are approximate as is
the case in occidental
chess. Heuristic principles are
also employed in Chinese chess for guiding you to victory in your campaigns. QU1 is not available in
traditional Chinese Chess - although this piece could be used by the Chesmayne player if
required!
Left: Paper Dragon For Dragon Dance. Right: Joss Sticks And Flame
8 The Chinese Chess board (Oriental
view)
A Chinese chessboard has 9 vertical files and 10 horizontal ranks. The two outer vertical lines run unbroken
from top to bottom of the board in the oriental view. In the middle of the
board there is a ‘river’ separating the ‘
Left: Stickers For Chinese New Year Greetings.
Right: Paper Mache Fish For
Dragon Dance, Chinese New Year
9 How to move the Chinese chess
MPs/mps
The style of movement of the MPs/mps is somewhat different to western
chess.
01 The GE (General) is only
allowed to move and must remain within the palace or Fortress and may move only
one cell at a time. The opposing GEs
cannot be placed on the same vertical file without an intervening
MP/mp being placed between them. Print 9 x 10 board Print chess set
02 The RO (Rook) has the same
type of move as in occidental chess.
03 The CN (Cannon) moves in the exact
same manner as the RO but can only capture an opposing MP/mp if
there is a MP/mp between this MP and the MP/mp to be captured which the CN
jumps over. See ‘VC’ (jumping BS).
04 The KN (Chinese knight)
is the same as the occidental counterpart (moving in a 2 x 1 fashion) but ‘can
be blocked’ from moving by other MPs/mps.
05 The AD (Adviser) moves along the diagonal lines.
06 The MR (Minister) can also be
blocked from moving.
Great Wall, Pa-ta-ling Area,
07 The FS (Foot-Soldier) is only
allowed to move one square/cell at a time.
Before crossing the river they are only allowed to move
‘vertically’. After crossing the river
the FS is allowed to move ‘horizontal or vertical’ one cell/square at a time.
The Chinese FS (Foot-Soldier) is not allowed to move diagonally or retreat. On
reaching the top rank
(rank-10) the FS is allowed to move horizontally one cell at each move. The FS is not promotable on reaching the
top rank.
Chinese
Opera
10 :&O - Opening moves
Opening strategies (:&Os) which are called ‘Lead Moves’ are similar to traditional western
chess and fall into various categories.
The middle game is
reached when each contestant has made about 10 moves and at this stage the sacrifice and
counter-sacrifice come into their own. The endgame is also similar to
occidental chess. Print 9 x 10 board Print chess set
11 The Chinese chess board (Chesmayne
view)
The Chinese chessboard is composed of 9 x 10
cells. The bottom half of the board is referred to as the ‘Southern Territory’
and the top half as the ‘
12 The Chinese chess MPs/mps
Each side has a total of 16 MPs/mps making a total of 32 pieces in the
Chinese set. These are……. Print chess set
1 General GE
Invaluable (equivalent to the KI)
2 Advisers AD
Worth 2 points AD1 and AD2
2 Ministers MR
Worth 2 points MR1 and MR2
2 Knights KN
Worth 4 points KN1 and KN2
2 Rooks RO Worth 9 points
RO1 and RO2
2 Cannons CN
Worth 4.5 points CN1 and CN2
5 Foot Soldiers FS
Worth 1 or 2 points FS1, FS2, FS3, FS4 and FS5
For exchanges these values are given as…….
GE = Not valued
RO = 12
CN = 6
KN = 5
MR = 3
AD = 2
FS = 1 (2+ on the other side of river)
Please refer to the diagrams above to see the
initial set-up (ISP) of the
chess MPs/mps on the Chinese board. It
will be noticed that there are no long range diagonal moving MPs (BSs, QU) in Chinese chess (although
in Chesmayne they may be used quite easily if you decide to do so).
13 The General (GE)
The GE is equivalent to the
western occidental KI. If the GE is checkmated the game is lost. When the GE is attacked you must move him out
of the line of fire at the next move, or place a MP/mp to block the
attacker. The GE must remain inside his
palace and is allowed to move horizontal or vertical one cell at a time but not
diagonally. He can therefore move to
nine different cells on the board (within his Palace). If an opponent’s MP/mp is placed in a cell to
which the GE can move, then he can capture the offending
combatant. His move is described as
‘orthogonal’. Because the GEs are restricted to the ‘center three files’ of the
board the focus of attacks and control of the central file (file-5) becomes
all-important during the game. In the middle of his 9 cell/square Palace he can
move to 4 cells. Print chess set
There is an unusual rule respecting the GEs: the
two GEs cannot be placed on the same vertical file of cells without another
MP/mp being placed between them. The GE
weakens his own power by using MPs/mps for his protection. In the latter stages
of a game when the other MPs/mps have been traded off the GE plays a
decisive role in setting up a winning
strategy.
14 The Rook (RO1 and RO2)
The RO moves in the same manner as
his western occidental counterpart. They
may travel horizontal or vertical, but not diagonally, to any cell on the board
and may cross the river as long as there is no other MP/mp in the way. They are able to capture any MP/mp of the
adversary in their path. At the start of
a contest the ROs have a point value of no less than a CN (Cannon) and a KN (Knight) combined
(8.5 points) and this decreases only slightly during the middle part of the
game. In the endgame a RO cannot
normally penetrate your opponent’s defenses unaided. With the aid of other MPs/mps the power of
the RO can be multiplied ie, a RO cannot destroy a defense set up by two ADs (Adviser’s) and two MRs (Minister’s). However,
a KN and CN together (without the aid of a RO) can win in such a scenario. Print chess set
15 The Cannon (CN1 and CN2)
The CN is similar to the RO but
has a unique method of capture. A CN moves in exactly the same fashion as the
traditional western RO - vertical or horizontal and may cross the river. The CN may capture an opponent’s MP/mp ‘only’
if there is another MP/mp belonging to either player between this MP and the
MP/mp to be captured. To put it another
way: the CN jumps over one MP/mp to capture an opposing MP/mp in the manner of
a cannon-ball being fired. If you do not
intend to capture an opposing MP/mp, you cannot make this jumping move with a
CN. The CN can destroy a defense from a
distance. It is not a good policy to
exchange a CN for a KN in the opening
or middle part of the
game. They are less useful than a KN in
the endgame. Due to fewer MPs/mps being on the board in
the latter part of the game the CNs capturing power is diminished, whereas the
KN will have less chance of being blocked.
There is no strict rule as to whether a CN or KN is more valuable - it
usually depends on the actual position at hand.
The CN can +CH in
the same fashion by which it captures!
In the opening CN1 and CN2 find it quite easy to find suitable targets
in the opposing camp. Print chess set
16 The Knight (KN1 and KN2)
The Knight (KN) of Chinese chess
moves in a 2 x 1 or 1 x 2 manner. Note
that the letters KN are used to distinguish this MP from the monogram that is used for
the occidental knight (KT). The KN may cross the river in the middle of
the board. However, the KNs can be
blocked in their movement. The KN can be
totally blocked if there are MPs/mps surrounding its position. At the beginning of a contest the KNs are
used for protecting the FSs
and during the middle game are useful in spearheading the attack. A KN moves
one cell orthogonally (which must be unoccupied), then one cell diagonally in
the same direction. In the opening the
KNs are restricted in their movements. The KNs are often attacked by CNs but
the players rarely exchange
these MPs. In the endgame the KNs have more freedom and
the CNs few targets to attack.
17 The Adviser (AD1 and AD2)
The ADs move and must remain
within the Palace. They move one cell at a time diagonally. The two ADs are
placed left and right of the GE at the start of the game (ISP). Therefore, the ADs may move to five
different cells within the Palace. The
sole function of the ADs is to protect the GE and losing an AD can put your GE
in danger. They act as the GEs inner
protective layer. Losing one AD makes
the GE vulnerable to attack by RO1 and RO2.
The ADs and MRs are used as defensive MPs and together can only command
a total of 45 cells on one side of the board.
Print chess set
18 The Minister (MR1 and MR2)
The MR is not allowed to cross
the river [or line] in the middle of the board.
The two MRs (MR1 and MR2) are placed left and right of the ADs at the
start of a contest (ISP) and
must move two cells diagonally when required to do so. They move two
cells/squares diagonally in any direction (forward or back) but, only if the
intervening cell is vacant (unoccupied).
MR1 and MR2 can defend each other.
They are restricted to moving to seven cells in actual play! If there is a MP/mp one diagonal cell from
the Minister, the MR is not allowed to move beyond this MP/mp. They act as the
GEs outer protective layer. Losing one of your MRs makes the GE vulnerable to
attack by a CN. Print chess set
19 The Foot-Soldier FS1, FS2, FS3,
FS4, FS5
01 The FS moves one
cell/square at a time vertically (before crossing the river) and is not allowed
to move horizontally.
02 On reaching the far side of
the river they may move one cell/square vertically or horizontally.
03 They are not permitted to
move diagonally or retreat.
04 On reaching rank-10 the FS is only allowed to
move one cell/square horizontal left or right.
05 The FS is not promotable and may capture
any MP/mp of your adversary occupying the cell/square to which they may move.
06 At the start of a contest the
FSs are used to block the enemy from advancing and have various functions
according to their cellular position on the board.
07 These mps (FSs) are not
connected in the ISP. Due to this fact
the files become quite
important during the game.
08 The FSs are not considered important until they
cross into the opponents half of the board.
On crossing the river the FSs power is multiplied. FS1 and FS2 inch their way towards the
center of the board after crossing the river.
The central FSs (FS3 and FS4) are used as ‘screens’ by CN1 and CN2 and
are considered more valuable than those on the wings (FS1 and FS5). They are worth 1 point before crossing the
river and 2+ points after crossing the river in the middle of the board. Print 9 x 10 board Print chess set
How to move the Foot Soldier
01 Before crossing the River:
one cell vertically forward.
02 After crossing the River- one cell vertical or
horizontal.
03 The FS is not
promotable.
04 On reaching the top rank
(rank-10) a FS can only move horizontally one cell at a time.
FS3 is an important defender of the central
area. FS2 and FS4 help to obstruct
attacks. Attacks from the left and
right side of the board are blocked by FS1 and FS5. The FSs are used by the CNs to exert pressure
on your opponent’s side of the board.
During the endgame phase one extra FS can lead to a win. The cell position of a FS in the endgame (if
the FS has gone beyond a certain rank or behind the GEs position), often
determines the result of a contest. On
the other hand a FS advancing too far, too early can diminish your chances of
gaining a win.
20 Rules of Chinese chess
01 Each player makes one move at
a time.
02 Each move should be made
within a specified time.
03 If you touch a MP/mp -
you must move the piece.
04 If you put your opponent’s GE
in +CH (if the opponent’s
GE can be captured on the next move) he must be moved. You should call +
05 If your opponent cannot move
the General out of +CH and cannot block the +CH with another MP/mp, you win the
game (++CM).
06 If a player cannot make a
legal move with any remaining MP/mp, the player is stalemated. In Chinese chess, a ++ST is considered a loss and not a draw ending as in traditional western
chess.
07 When neither GE can be ++CM
the game is considered draw.
08 The opening and the remainder
of a game is dominated by the ROs, CNs and KNs.
RO1 and RO2 are the strongest MPs.
KT1, KT2 and CN1, CN2 are considered of equal strength.
09 Before going on the attack
you should complete the development
of your MPs/mps.
21 Opening moves
The opening
you select will influence the middle
game and endgame. Below
are given a selection of opening scenarios that you may play - try these for
yourself? Note that these openings can
be started on the left or right side of the board. The canonical names of some of these openings
are…….
Chinese
Chess :&Os
:&O-1 Central CN
:&O-2 River Guarding RO
:&O-3 River Guarding CN
:&O-4 File-C FS Advance
:&O-5 Three Step Tiger
:&O-6 Predicting Prophet
:&O-7 Cross Palace CN
:&O-8 Central Double CN
An opening is just a predetermined set of moves
that have been found to work well in actual play. It is advised to set-up the Chinese chess
board and play through the moves given in the examples listed below. In this way you will obtain a better
understanding of how the MPs/mps move on the board. The shortest game of Xiangqu is achieved in
three moves…….
01A
CN2-H03/G03 ..FS2 [FS2 is attacked]
01B
AD2-D10/E09
02A CN2-G03*G07-FS2
[FS2 is captured]
02B
CN1-H08/G08 ..FS4 [FS4 is attacked]
03A
CN2-G07*G10-MR1++CM ..RO1 [++CM,
MR1 captured, RO1 attacked]
03B ++LS [:B loses this game]
It’s as simple as
that! Print 9 x 10 board Print chess set
22 Middle game play (:MG)
The middle game commences
when about a dozen moves have been made by each player. There is no formula for playing the middle
game. Some of the general principles are
given below. Middle game strategies fall into two
types - sacrifice and
counter-sacrifice.
01 Try to build up a solid defense before attacking or
capturing your opponent’s MPs/mps.
02 Do not be hasty in capturing
‘dead men’ (a MP/mp which can not be defended easily and that can be captured in the next few
plays).
03 Make sure you have
reinforcement when attacking your opponent.
04 To capture an opposing MR or
AD will undermine your opponent’s defense.
05 Use RO1 and RO2 to block your
opponent’s KNs from crossing the river.
Capture KNs with the aid of KNs and CNs.
Restrict the movement of RO1 and RO2 by blocking them with a protected
CN or KN. If your adversary’s CN is
protecting other MPs/mps, then try to capture the CN in an exchange or force the CN to
move to a different cell/square on the board.
Use two of your MPs/mps to attack the central file, left or right,
whichever file is the weakest. Attack weakly protected MPs/mps and exchange
the significant MPs/mps. If your opponent
has concentrated MPs/mps on one side of the board, then place your MPs/mps for
protection on that side of the board.
If you find that you are under attack, then it will be to your advantage
to attack a MP/mp of your opponent rather than to try to run or protect your
own MP/mp.
06 Be watchful for any
opportunity that will lead to overall control of the board (having the advantage). MPs ‘Chained together’ means that two MPs are
only one move away from each other’s capturing position (protected). Print 9 x 10 board Print chess set
23 End game play, :EG
Is that part of the game in which the players
have only a few MPs/mps remaining on the board. In the game of traditional chess
a PA is usually promoted at the end of a game
and the player who does so goes on to win the game. In Xiangqu the mps are not promotable,
therefore, the MPs/mps on the board are slowly wittled away. The weaker side can win in Chinese chess due
to three reasons…….
The GE and ADs are restricted
to the 9 cells of the Palace.
The opposing GE is used to
block two of the three files (Palace files).
Stalemate is considered a win for the player bringing it about.
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Remark:
Five Ram Cup is played in December or January of the next year.
1)
Zhao Guangfang |
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I.
What is Coffee Chinese Chess
1.
No installation, ready to run anywhere and any computer.
2.
Now, you can play Chinese chess on the WWW.
3.
Very small, but full features.
Coffee Chinese
Chess is totally free. Only modification on distribution to others is
prohibited.
15/9/2000
Release the first version - 0.1 (alpha).
11/03/2001
Version 0.2 (alpha):
Supposedly
this variant is popular in Hong Kong’s Victoria Park.
The
game is very similar to Banchi, which can be played online:
Red: General
e2; Rooks a1, i1; Pawns a4, c4, e4, g4, i4.
Blue: General
e9; Rooks a10, i10; Pawns a7, c7, e7, g7, i7.
There
are two ways to win: checkmate or stalemate the opponents King.
You
can play Proto-Xiang-Qi if you own Z-o-G.
Download this zip-file:
WWW
page by Jean-Louis CAZAUX.