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& board?
Chinese Chess - Xiangqi
Print 9 x 10 board Print chess set
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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
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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
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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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01 |
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A |
B |
C |
D |
E |
F |
G |
H |
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…
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Symbol |
Name |
# of Pieces |
Move |
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G |
General |
1 |
one point/cell orthagonally;
may not leave the fortress |
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M |
Mandarin |
2 |
one point/cell diagonally; may not leave the fortress |
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E |
Elephant |
2 |
two points/cells diagonally; may not leap intervening
pieces; may not cross the moat |
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H |
Horsemen |
2 |
one point/cell orthagonally
followed by one point/cell diagonally; may not leap intervening pieces |
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Ch |
Chariot |
2 |
rook's move in modern chess |
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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. |
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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
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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.
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F28 |
F27 |
F26 |
F25 |
F24 |
F23 |
F22 |
F21 |
F20 |
10 |
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E25 |
E24 |
E23 |
E22 |
E21 |
E20 |
E19 |
E18 |
E17 |
09 |
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E26 |
D19 |
D18 |
D17 |
D16 |
D15 |
D14 |
D13 |
E16 |
08 |
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E27 |
D20 |
C13 |
C12 |
C11 |
C10 |
C09 |
D12 |
E15 |
07 |
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E28 |
D21 |
C14 |
B07 |
B06 |
B05 |
C08 |
D11 |
E14 |
06 |
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E29 |
D22 |
C15 |
B08 |
A01 |
B04 |
C07 |
D10 |
E13 |
05 |
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E30 |
D23 |
C16 |
B01 |
B02 |
B03 |
C06 |
D09 |
E12 |
04 |
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E31 |
D24 |
C01 |
C02 |
C03 |
C04 |
C05 |
D08 |
E11 |
03 |
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E32 |
D01 |
D02 |
D03 |
D04 |
D05 |
D06 |
D07 |
E10 |
02 |
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E01 |
E02 |
E03 |
E04 |
E05 |
E06 |
E07 |
E08 |
E09 |
01 |
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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?
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10 |
E28 |
E27 |
E26 |
E25 |
E24 |
E23 |
E22 |
E21 |
E20 |
E19 |
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09 |
E29 |
D22 |
D21 |
D20 |
D19 |
D18 |
D17 |
D16 |
D15 |
E18 |
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E30 |
D23 |
C16 |
C15 |
C14 |
C13 |
C12 |
C11 |
D14 |
E17 |
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E31 |
D24 |
C17 |
B10 |
B09 |
B08 |
B07 |
C10 |
D13 |
E16 |
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06 |
E32 |
D25 |
C18 |
B11 |
A04 |
A03 |
B06 |
C09 |
D12 |
E15 |
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05 |
E33 |
D26 |
C19 |
B12 |
A01 |
A02 |
B05 |
C08 |
D11 |
E14 |
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04 |
E34 |
D27 |
C20 |
B01 |
B02 |
B03 |
B04 |
C07 |
D10 |
E13 |
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03 |
E35 |
D28 |
C01 |
C02 |
C03 |
C04 |
C05 |
C06 |
D09 |
E12 |
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02 |
E36 |
D01 |
D02 |
D03 |
D04 |
D05 |
D06 |
D07 |
D08 |
E11 |
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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 |
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 |
R$03 | E35
D28 C01 C02 C03 C04 C05 C06 D09 | E12 |
R$02 | E36
D01 D02
D03 D04 D05 D06 D07 D08
| E11 |
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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the links below?
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