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Xiangqi
Xiangqi
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Xiangqi
Xiangqi board and starting setup
Years activeSouthern Song dynasty to present
Genres
Players2
Setup time<1 minute
Playing time
  • Informal games: may vary from twenty minutes to several hours
  • Blitz games: up to 10 minutes
ChanceNone
SkillsStrategy, tactics
Synonyms
  • Chinese chess
  • Elephant chess
  • Elephant game
Xiangqi
Chinese name
Chinese象棋
Literal meaningElephant chess
Transcriptions
Standard Mandarin
Hanyu Pinyinxiàngqí
Bopomofoㄒㄧㄤˋ ㄑㄧˊ
Wade–Gileshsiang4-ch'i2
IPA[ɕjâŋ.tɕʰǐ]
Yue: Cantonese
Yale Romanizationjeuhng kéi
Jyutpingzoeng6 kei2
IPA[tsœŋ˨ kʰej˧˥]
Southern Min
Hokkien POJchhiūⁿ-kî
Eastern Min
Fuzhou BUCChiông-gì
Vietnamese name
Vietnamesecờ tướng
Hán-Nôm棋將
Literal meaningGeneral Chess
Korean name
Hangul샹치
Hanja象棋
Literal meaningElephant Chess
Transcriptions
Revised Romanizationsyangchi
Japanese name
Kanji象棋
Hiraganaしょうぎ
Katakanaシャンチー
Transcriptions
Revised Hepburn
  • shōgi
  • shanchī
Kunrei-shiki
  • syôgi
  • syantî

Xiangqi (/ˈʃɑːŋi/; Chinese: 象棋; pinyin: xiàngqí), commonly known as Chinese chess or elephant chess, is a strategy board game for two players. It is the most popular board game in China. Xiangqi is in the same family of games as shogi, janggi, Western chess, chaturanga, and Indian chess. Besides China and areas with significant ethnic Chinese communities, this game is also a popular pastime in Vietnam, where it is known as cờ tướng, literally 'General's chess', in contrast with Western chess or cờ vua, literally 'King's chess'.

The game represents a battle between two armies, with the primary object being to checkmate the enemy's general (king). Distinctive features of xiangqi include the cannon (pao), which must jump to capture; a rule prohibiting the generals from facing each other directly; areas on the board called the river and palace, which restrict the movement of some pieces but enhance that of others; and the placement of the pieces on the intersections of the board lines, rather than within the squares.

Board

[edit]
Xiangqi board

Xiangqi is played on a board nine lines wide and ten lines long. As in the game Go (围棋; or Wéi qí 圍棋), the pieces are placed on the intersections, which are known as points. The vertical lines are known as files (Chinese: ; pinyin: ; lit. 'road'), and the horizontal lines are known as ranks (Chinese: 線/綫; pinyin: xiàn; lit. 'line').

Centred at the first to third and eighth to tenth ranks of the board are two zones, each three points by three points, demarcated by two diagonal lines connecting opposite corners and intersecting at the centre point. Each of these areas is known as gōng, a palace.

Dividing the two opposing sides, between the fifth and sixth ranks, is , the "river". The river is usually marked with the phrases 楚河 chǔ hé, meaning "River of the Chu", and 漢界 hàn jiè, meaning "Border of the Han", a reference to the Chu–Han War. Although the river (or Hanchu boundary) provides a visual division between the two sides, only two pieces are affected by its presence: soldiers have an enhanced move after crossing the river, and elephants cannot cross it. The starting points of the soldiers and cannons are usually, but not always, marked with small crosses.

Rules

[edit]
Two men playing chess while on holiday
(Hanoi, August 2025)

The pieces start in the position shown in the diagram above. Which player moves first has varied throughout history and from one part of China to another. Different xiangqi books advise either that the black or red side moves first.[citation needed] Some books refer to the two sides as north and south; which direction corresponds to which colour also varies from source to source. Generally, Red moves first in most modern tournaments.[1]

Each player in turn moves one piece from the point it occupies, to another point. Pieces are generally not permitted to move through points occupied by other pieces, the exception being the cannon’s capturing move. A piece can be moved onto a point occupied by an enemy piece, in which case the enemy piece is captured and removed from the board. A player cannot capture one of their own pieces. Pieces are never promoted (converted into other pieces), although the soldier gains the ability to move sideways after it crosses the river. Almost all pieces capture using their normal moves, while the cannon has a special capture move described below.

An instance of checkmate that assumes the cannon is safe and Black cannot block the check. The horse is not needed for this checkmate.

The game ends when one player checkmates the other's general. When the general is in danger of being captured by the enemy player on their next move, the enemy player has "delivered a check" (照將/將軍, abbreviated as jiāng), and the general is "in check". A check should be announced. If the general's player can make no move to prevent the general's capture, the situation is called "checkmate" (將死). Unlike in chess, in which stalemate is a draw, in xiangqi, it is a loss for the stalemated player.

In xiangqi, a player—often with a material or positional disadvantage—may attempt to check or chase pieces in a way such that the moves fall in a cycle, preventing the opponent from winning. While this is accepted in Western chess, in xiangqi, the following special rules are used to make it harder to draw the game by endless checking or chasing, regardless of whether the positions of the pieces are repeated or not:

  • Perpetual checks with one piece or several pieces are not allowed; doing so results in a loss.
  • Perpetual chases of any one unprotected piece with one or more pieces, excluding generals and soldiers, are similarly prohibited.[2]
  • If one side perpetually checks and the other side perpetually chases, the checking side has to stop or be ruled to have lost.
  • When neither side violates the rules and both persist in not making an alternate move, the game can be ruled as a draw.
  • When both sides violate the same rule at the same time (unlike in western chess, a mutual perpetual check is possible) and both persist in not making an alternate move, the game can be ruled as a draw.
Mutual perpetual check
A mutual perpetual check occurs with (see #Notation below for notation) 1.Hd7+ Hf4+ 2.Ae2+ Hh3+ 3.Af3+ Hf4+ 4.Ae2+ etc.

Different sets of rules set different limits on what is considered perpetual. For example, club xiangqi rules allow a player to check or chase six consecutive times using one piece, twelve times using two pieces, and eighteen times using three pieces before considering the action perpetual.[2]

The above rules to prevent perpetual checking and chasing, while popular, are not the only ones; there are numerous end game situations.[3]

Pieces

[edit]

Each player controls an army of 16 pieces; the armies are usually coloured red and black.[4] Pieces are flat circular disks labelled or engraved with a Chinese character identifying the piece type, and in a colour indicating which player has ownership. The black pieces are marked with somewhat different characters from the corresponding red pieces.

Even in mainland China, most sets still use traditional Chinese characters (as opposed to simplified Chinese characters). Modern pieces are usually plastic, though some sets are wooden, and more expensive sets may use jade. In more ancient times, many sets were simple unpainted woodcarvings; thus, to distinguish between pieces of the two sides, most corresponding pieces used characters that were similar but varied slightly.[4] This practice may have originated in situations where there was only one material available to make the pieces from and no colouring material available to distinguish the opposing armies. The oldest xiangqi piece found to date is a (chariot) piece. It is kept in the Three Gorges Museum.[5][6]

General

[edit]
The generals
The generals
General and advisors

Generals (or kings) are labelled 將 (trad.) / 将 (simp.) jiàng ("general") on the black side and 帥 (trad.) / 帅 (simp.) shuài ("marshal") on the red side.

The general starts the game at the midpoint of the back edge, within the palace. The general may move and capture one point orthogonally and may not leave the palace, with the following exception.

If the two generals face each other along the same file with no intervening pieces, the 飛將 ("flying general") move may be executed, in which the general to move crosses the board to capture the enemy general. In practice, this rule means that creating this situation in the first place means moving into check, and is therefore not allowed.[7][8]

The Indian name king for this piece was changed to general because of Chinese naming taboos; China's rulers objected to their royal titles being given to game pieces.[9][dubiousdiscuss] Despite this, the general is sometimes called the "king" by English-speaking players, due to their similar functions as royal pieces.[10]

Advisor

[edit]
The advisors
The advisors

Advisors (also known as guards and less commonly as assistants, mandarins, ministers or warriors) are labelled 士 shì ("scholar", "gentleman", "officer", "guardian") for Black and 仕 shì ("scholar", "official", "guardian") for Red. Rarely, sets use the character 士 for both colours.

The advisors start on either side of the general. They move and capture one point diagonally and may not leave the palace, which confines them to five points on the board.[8] The advisor is probably derived from the mantri in chaturanga, like the queen in Western chess.

There is some controversy about whether "士" really is intended to mean "scholar", "gentleman" which would be "士人", or "guard", "guardian" which would be "衛士" (simplified Chinese: 卫士). One argument for the latter is that their functionality seems to be to guard/protect the general. The common Western translation "advisor" does not reflect this layer of meaning.

Elephant

[edit]
The elephants
The elephants

Elephants (or bishops) are labeled xiàng ("elephant") for Black and 相 xiàng ("minister") for Red. They are located next to the advisors. These pieces move and capture exactly two points diagonally and may not jump over intervening pieces; the move is described as being like the character 田 Tián ("field"), in reference to the board's squares.[8] Blocking an elephant with a diagonally adjacent piece is known as "blocking the elephant's eye" (塞象眼).[11]

Elephants may not cross the river to attack the enemy general, and serve as defensive pieces. Because an elephant's movement is restricted to just seven board positions, it can be easily trapped or threatened. The two elephants are often used to defend each other.

The Chinese characters for "minister" and "elephant" are homophones in Mandarin (Listen) and both have alternative meanings as "appearance" or "image". However, in English, both are referred to as elephants, and less commonly as "bishops", due to their similar movements.[10]

Horse

[edit]
The horses
The horses
The red horse may capture the black horse, but the black horse cannot capture the red horse because its movement is obstructed by another piece.
Green moves are legal; red ones are illegal because another piece is obstructing the movement of the horse.

Horses (or knights) are labelled 馬 for Black and 傌 for Red in sets marked with Traditional Chinese characters and 马 for both Black and Red in sets marked with Simplified Chinese characters. Some sets use 馬 for both colours. Horses begin the game next to the elephants, on their outside flanks. A horse moves and captures one point orthogonally and then one point diagonally away from its former position, a move which is traditionally described as being like the character 日 .[8] The horse does not jump as the knight does in Western chess, and can be blocked by a piece of either colour located one point horizontally or vertically adjacent to it. Blocking a horse is called "hobbling the horse's leg" (蹩馬腿). The diagram on the right illustrates the horse's movement.

Since horses can be blocked, and the path of a horse from one point to another is not the same as the reverse move, it is possible for one player's horse to have an asymmetric attack advantage if an opponent's horse is blocked, as seen in the diagram on the right.

The horse is sometimes called the "knight" by English-speaking players, due to their similar movements.[10]

Chariot

[edit]
The chariots
The chariots

Chariots (or rooks or cars) are labelled 車 for Black and 俥 for Red in sets marked with Traditional Chinese characters and 车 for both Black and Red in sets marked with Simplified Chinese characters. Some traditional sets use 車 for both colours. In the context of xiangqi, all of these characters are pronounced as (instead of the common pronunciation chē). The chariot moves and captures any distance orthogonally, but may not jump over intervening pieces. The chariots begin the game on the points at the corners of the board. The chariot is often considered to be the strongest piece in the game due to its freedom of movement and lack of restrictions.[8]

The chariot is sometimes called the "rook" by English-speaking players, since it moves identically to the rook in Western chess.[10] Chinese players (and others) often call this piece a car, since that is one modern meaning of the character 車.

Cannon

[edit]
The cannons
The cannons
The long-range threat of the cannon

Cannons are labelled 砲 pào ("catapult") for Black and pào ("cannon") for Red. The names are homophones, though sometimes 炮 is used for both Red and Black. The 石 shí radical of 砲 means "stone", and the 火 huǒ radical of 炮 means "fire". Both colours' pieces are normally referred to as cannons in English. The black piece is sometimes labelled bāo.

Each player has two cannons, which start on the row behind the soldiers, two points in front of the horses. Cannons move like chariots, any distance orthogonally without jumping, but can only capture by jumping a single piece of either colour along the path of attack. The piece over which the cannon jumps is called the 炮臺 (trad.) / 炮台 (simp.) pào tái ("cannon platform" or "screen"). Any number of unoccupied spaces, including none, may exist between the cannon, screen, and the piece to be captured. Cannons can be exchanged for horses immediately from their starting positions.[8]

Soldier

[edit]
The soldiers
The soldiers

Soldiers (or pawns) are labelled 卒 ("pawn" or "private") for Black and 兵 bīng ("soldier") for Red. Each side starts with five soldiers. Soldiers begin the game located on every other point one row back from the edge of the river. They move and capture by advancing one point. Once they have crossed the river, they may also move and capture one point horizontally. Soldiers cannot move backward, and therefore cannot retreat; after advancing to the last rank of the board, however, a soldier may still move sideways at the enemy's edge.[8] The soldier is sometimes called the "pawn" by English-speaking players, due to the pieces' similar movements.[10]

Approximate relative values of the pieces

[edit]
Xiangqi is a popular weekend activity in Beijing.
Piece Points
Soldier before crossing the river 1
Soldier after crossing the river 2
Advisor 2
Elephant 2
Horse 4
Cannon
Chariot 9

These approximate values[12] do not take into account the position of the piece in question (except the soldier in a general sense), the positions of other pieces on the board, or the number of pieces remaining. In what follows, "minor piece" will refer to horses and cannons, and "defensive piece", unless otherwise specified, will refer to the non-royal pieces that cannot cross the river, namely advisors and elephants.

Other common rules of assessment:

  • A horse plus a cannon is generally better than two horses or two cannons.
  • The chariot is not only the strongest piece, but it is also generally stronger than any combination of two minor pieces. When the relative values of both sides' pieces are approximately even, the side with more chariots generally has the advantage, especially when one side has a chariot and one side does not (Chinese: 有車壓無車). However, the chariot is not particularly strong in basic endgames: for example, chariot versus four defensive pieces is generally a draw, while if the offensive side instead has two horses or even three unadvanced soldiers it is a win.
  • In the earlier stages, the cannon is stronger than the horse, because platforms are plentiful and the horse is often blocked by the multitude of pieces on the board. In the endgame, the horse is stronger as an attacking piece, not needing any platforms, but the cannon generally has better defensive abilities.
  • The values of soldiers vary in different stages of the game. In the opening and the middlegame, the initiative and mobility of pieces often require sacrificing soldiers. In these stages, soldiers closer to the middle file are generally more valuable, since they can effectively join the offence. With few attacking pieces on the board, soldiers have more power and can cross the river more easily. In this stage, advanced soldiers are generally less powerful, since soldiers cannot move backward. In basic endgames, three soldiers starting on the seventh rank are approximately equal to a chariot: they can force a win against four defensive pieces or a horse/cannon plus two elephants, while instead a chariot cannot, and a chariot cannot force a win against three soldiers on the seventh rank when well-defended. At the other extreme, even five soldiers all on the tenth rank cannot on their own force checkmate or stalemate on a bare general due to insufficient material.

Notation

[edit]

There are several types of notation used to record xiangqi games. In each case the moves are numbered and written with the same general pattern.

  1. (first move) (first response)
  2. (second move) (second response)
  3. ...

It is clearer but not required to write each move pair on a separate line.

System 1

[edit]

The book The Chess of China describes a move notation method in which the ranks of the board are numbered 1 to 10 from closest to farthest away, followed by a digit 1 to 9 for files from right to left.[13] Both values are relative to the moving player. Moves are then indicated as follows:

[piece name] ([former rank][former file])-[new rank][new file]

Thus, the most common opening in the game would be written as:

  1. 炮 (32)–35   馬 (18)–37

System 2

[edit]

Romanised version

[edit]
Name Abbr. Pieces
Advisor A The advisors
Cannon C The cannons
Chariot R* The chariots
Elephant E The elephants
General G The generals
Horse H The horses
Soldier S The soldiers
* using C would conflict with the letter for Cannon

A notation system partially described in A Manual of Chinese Chess[14] and used by several computer software implementations describes moves in relative terms as follows:

[single-letter piece abbreviation][former file][operator indicating direction of movement][new file, or in the case of purely vertical movement, number of ranks traversed]

The file numbers are counted from each player's right to each player's left.

In case there are two identical pieces in one file, symbols + (front) and – (rear) are used instead of former file number. Direction of movement is indicated via an operator symbol. A plus sign is used to indicate forward movement. A minus sign is used to indicate backward movement. An equals sign or dot is used to indicate horizontal or lateral movement. For a piece that moves diagonally (such as the horse or elephant), the plus or minus sign is used rather than the period.

Thus, the most common opening in the game would be written as:

  1. C2=5 H8+7

According to World Xiangqi Federation (WXF), in the case of tripled, quadrupled, or quintupled soldiers (pawns), the S for soldier or P for pawn is omitted. Instead, the soldiers are numbered starting from the frontmost soldier, and this number replaces the usual piece abbreviation. The file number is given immediately after as usual.

Thus the notation to move the middle of a set of tripled soldiers on the 5th file to the 4th file would be:

  1. 25=4

Chinese (Original) version

[edit]

For this version the system is the same, except that: the notations of the pieces are written in Chinese as it is; the name for the cannon on both sides is 炮; the name for the horse on both sides is 馬; forward motion is indicated with 進 (jìn); backward motion is indicated with 退 (tuì); sideways motion is indicated with 平 (píng); and numbers are written in Chinese either for both players or for just Red.

Thus, the most common opening in the game is written as:

  1. 炮二平五 馬8進7

System 3

[edit]

This system is unofficial and principally used by Western players.[citation needed] It is similar to algebraic notation for Western chess. Letters are used for files and numbers for ranks. File "a" is on Red's left and rank "1" is nearest to Red. A point's designation does not depend on which player moves; for both sides "a1" is the lowest left point from Red's side.

[single-letter piece abbreviation][former position][capture indication][new position][check indication][analysis]

Pieces are abbreviated as in notation system 2, except that no letter is used for the soldier.

Former position is only indicated if necessary to distinguish between two identical pieces that could have made the move. If they share the same file, indicate which rank moves; if they share the same rank, indicate which file moves. If they share neither rank nor file, then the file is indicated.

Capture is indicated by "x". No symbol is used to indicate a non-capturing move.

Check is indicated by "+", double check by "++", triple check by "+++", and quadruple check by "++++". Checkmate is indicated by "#".

For analysis purposes, bad moves are indicated by "?" and good moves by "!". These can be combined if the analysis is uncertain ("!?" might be either but is probably good; "?!" is probably bad) or repeated for emphasis ("??" is a disaster).

Thus, the most common opening in the game would be written as:

  1. Che3 Hg8

Example

[edit]

For example, the following game is tied with several others as the shortest possible xiangqi game (analogously to Fool's Mate), written in each of the three notations:

Black is mated and therefore loses. Red's cannon cannot be captured, and the advisor on e9 blocks both Black's general from escaping there and the advisor on d10 from unbecoming a platform for the cannon.

Gameplay

[edit]

Because of the size of the board and the low number of long-range pieces, there is a tendency for the battle to focus on a particular area of the board.[clarification needed]

Tactics

[edit]

Xiangqi involves several tactics common to games in the chess family. Some common ones are briefly discussed here.

  • In a fork, one piece attacks two or more enemy pieces at once.
  • A piece is pinned when it cannot move without exposing a more important piece to capture. Every piece except soldiers and advisors can pin, but only chariot pins exactly resemble pins in western chess; pins by other pieces in xiangqi take on many unique forms: Cannons can pin two pieces at once on one file or rank, horses can pin because they can be blocked, and generals can pin because of the "flying general" move rule. In pins by horses and elephants, the pinning piece never attacks the pinned piece, while in a pin by a cannon, only one of the pieces is directly attacked by the cannon. A general can only pin pieces to the enemy general, and the pinning general can never capture the pinned piece, since that would place it in check from the enemy general.
  • A piece is skewered when it is attacked and, by moving, exposes a less important piece to be captured. In contrast to pins, only cannons and chariots can skewer.
Fork Pin Skewer
Red's horse (傌) at d5 forks black's soldier (卒) at c7 and cannon (砲) at e7.
Red's advisor (仕 ) and horse (傌) on d2 are both relatively pinned by Black's cannon (砲) at d4 to Red's chariot (俥) on d1. Black's horse (馬) on e9 is absolutely pinned by Red's horse at e8. It is illegal for the black horse to move, but it is safe from attack, while Black's cannon actively attacks the red horse and forces the red chariot to defend it.
Red's cannon (炮) at e1 is skewering black's general (將) at e8 and chariot (車) at e10. When the black soldier (卒) or general moves laterally to remove the check, the other will act as a platform for the red cannon to capture the black chariot.
  • A discovered check occurs when an attacking piece moves so that it unblocks a line for a chariot, cannon, and/or horse to check the enemy general.
  • A double check occurs when two pieces simultaneously threaten the enemy general. Unlike a Western chess double check, a double check in xiangqi may be blockable or, in one case, possibly met with a capture by a piece other than the general. The only blockable cases are either a chariot and cannon on the same file as the general, with the chariot acting as a screen for the cannon, two horses giving discovered check after another piece unblocks the attack from both, or a cannon using an enemy piece as a platform uncovered by a horse (see below). Double checks delivered by other means are not blockable. In one exceptional case, if a horse moves to give a double check by uncovering a cannon, and the cannon’s platform is an enemy chariot or defensive piece (advisor or elephant), the enemy chariot or defensive piece might be able to capture the horse, which removes the cannon’s platform at the same time. Otherwise, capturing either checking piece is insufficient to remove the threat, unless the general makes the capture.
Blockable double check Double check met by capture Double check that compels the general to move
Red's horse has moved to d7, creating a double check against Black's general, but Black can answer by moving the cannon to d8, blocking the horse and removing the cannon's platform
Red's horse has moved from e4 to d6, unveiling a double check with the cannon, but Black can reply by simply capturing the horse with the chariot.
Red's horse has moved from e6 to f8 and placed the black general in double check. Since, as in western chess, there are two independent lines of attack, Black cannot respond with any move other than moving the general to f10, whereupon Red wins Black's horse for free.
  • Unique to xiangqi is a triple check, which arises in four combinations. In the first case of a cannon, a chariot or soldier, and a horse, the horse moves to give check, uncovering a double check from the chariot and the cannon. In the second, rarer case of a chariot or soldier and two horses, the chariot moves to give check, uncovering a double check from the two horses. In the third case of two cannons and two horses, one cannon may uncover a double check from the horses and act as a screen for the other cannon. Finally, a chariot or soldier can move to give check, uncovering a check from a horse while acting as a platform for a cannon to give another check. Quadruple check is also possible, arising with two horses, a chariot, and a cannon. Triple and quadruple check cannot be blocked or met by captures (again, unless the general makes the capture).
Triple check Quadruple check Triple check, alternate position
Red's horse (傌) has moved from e5 to d7, giving check and exposing a double check from the chariot (俥) at e3 and the cannon (炮) at e2.
Red's chariot (俥) has moved from f9 to e9, giving check and exposing a triple check from the cannon (炮) at e7 and both horses (傌) at f8 and g9. Replacing the chariot with a cannon or removing a horse produces a triple check.
Red's chariot (俥) has moved from f9 to e9, discovering two checks from both horses (傌) at f8 and g9 and gives check itself.

In contrast to the ubiquity of pawn chains in western chess, soldiers typically do not support each other until the endgame, because unlike in western chess, all soldiers are isolated in the starting position, so it takes a minimum of five soldier moves to allow mutual protection between two of them, and they are often prone to capture by other pieces.

Soldiers, horses, cannons and chariots can form up formations that protect each other. However, lining up chariots must be done with caution, as this risks losing one chariot to an enemy's inferior piece. Horses that support each other are called Linked Horses (Chinese: 連環馬), which is a relatively safe formation of the horses, though it can still be threatened with a soldier, a chariot plus another minor piece, or a piece blocking one of the horses thus making the protection one-sided.

It is common to use cannons independently to control particular ranks and files. Using a cannon to control the middle file is often considered vital strategy, because it pins pieces such as the advisors and elephants to the general, which in turn restrict their general’s movement. The two files adjacent to the middle file are also considered important and horses and chariots can be used to push for checkmate there.

Since the general is usually safest in its original position before the endgame phase, attacking the general commonly involves forcing the general out of its original position with check or with threats. Thus, specific points and formations are very important in xiangqi.

For an attacking (Red) horse, the most fatal points are c9 and g9 (Chinese: 臥槽馬), especially since without proper defence a quick mate can follow with an extra chariot or cannon. Although the horse can be blocked, the fact that it moves diagonally during the second half of its movement and a general cannot move diagonally means that it can deliver a smothered mate, though in xiangqi, a cannon can also do so.

Liang vs. Zhao, 1982
Due to the pin of two pieces by the red cannon, Black's centroid horse has become a liability rather than an asset.

For a cannon, one of the most fatal formations is the exposed cannon (Chinese: 空心炮), where the cannon directly controls the middle file with no other pieces between the cannon and the general. This formation is particularly dangerous since the defensive side cannot move any piece in front of the cannon; while with an extra cannon joining the attack, mate can follow on the spot, and with an extra rook, the offensive side can mount a double check (with the rook in front of the cannon) followed by a windmill (as when the check is blocked, the rook moving laterally discovers a new check from the cannon), often winning at least a piece afterwards. If the defensive side cannot chase the cannon away or capture it, it must move the general forward to avoid these threats, leaving the general vulnerable to attacks.

Another fatal formation, called the "cannon-controlled centroid horse" (Chinese: 炮鎮窩心馬, diagram at right), also requires particularly bad coordination of the enemy pieces. In the diagram, Black's "centroid horse" occupies the centre of the palace, blocking Black's own general and advisors, and being pinned to the general by the red cannon, cannot move. Black's cannon at e8 is also pinned to its own general; it too is unable to move and restricts the movement of Black's two elephants, making them unable to protect each other. Such a formation in the middlegame often produces deadly threats of smothered mates, while in the endgame, as in the diagram, Red's cannon cannot be chased away, rendering Black's general, advisors, cannon on e8, and horse all permanently immobilized. Even though Black is up a minor piece, Red has a clear win: The game concluded 41.Hg7 (forking the elephant and pinned cannon and creating a mating threat) Eg10 42.Hh9 Ci9 43.Hf8+ Cf9 (if not for the other black cannon, it is instant mate) 44.Hxg6, and Black resigned: Black's only active piece (the cannon on f9) is absolutely helpless to stop Red's horse and soldiers, which will soon invade the palace.

A common defensive configuration is to leave the general at its starting position, deploy one advisor and one elephant on the two points directly in front of the general, and to leave the other advisor and elephant in their starting positions, to the side of the general. In this setup, the advisor and elephant pairs support each other, and the general is immune from attacks by cannons. Losing any defensive pieces makes the general vulnerable to cannon attack, and the setup may need to be abandoned. The defender may move defensive pieces away from the general, or even sacrifice them intentionally, to ward off attack by a cannon.

Red mates in 11

Solution: 1.Rh10++

  • 1. ...Eig10 gets mated faster: 2.Rgxg10+ Af10 (Exg10 3.Rxg10#) 3.Rxf10+ Ge9 4.Rh9#.
  • 1. ...Eeg10 gets mated immediately with 2.Rhxg10#

1. ...Af10

2.Rh9+ Afe9

3.Rg10++ Af10

4.Rg9+ Afe9

5.Rh10++

  • Again both 5. ...Eig10 and 5. ...Eeg10 lead to faster mates.

5. ...Af10 6.Re9+!!

  • A brilliant smothered-check inducing move. If 6. ...Gxe9 7. Rh9#

6. ...Adxe9

7.Rh9+ Eeg10

8.Rxe9+ (the chariot is untouchable with legal moves) Gd10

9.Re10+ Gd9

10.d8+ Gxd8

11.Rd10#

If Red plays 4.Re9+? instead, Red cannot force a mate: 4. ...Adxe9 5.Rg9+ Eig10 and Red cannot play Rxe9+ on the next move because the chariot is then not supported by the general, and black can simply play Gxe9. The purpose of using the g-chariot to give check is to place the h-chariot on the h9 point, blocking Black's Eig10.

Long sequences of checks leading to mate or gain of material are common both in chess compositions and in actual play. A skilled xiangqi player may need to calculate several steps, or even tens of steps ahead for a forced sequence. In the diagram on the right, Black has an immediate mating threat which cannot be parried, forcing Red to check Black on every move. Although it requires 11 moves to mate, its general idea is clear: Induce a smothered check by sacrificing a chariot at the centre of the palace (e9), then force Black to open the centre file, enabling the Red general to assist the attack, and finally mate by facing generals.

Openings

[edit]
The most common opening pair of moves

Since the left and right flanks of the starting setup are symmetrical, it is customary to make the first move on the right flank. Starting on the left flank is considered needlessly confusing.[citation needed]

The most common opening is to move the cannon to the central column, an opening known as 當頭炮 (trad.) / 当头炮 (simp.) dāng tóu pào or "Central Cannon". The most common reply is to advance the horse on the same flank. Together, this move-and-response is known by the rhyme 當頭炮,馬來跳 (trad.) / 当头炮,马来跳 (simp.) dāng tóu pào, mǎ lái tiào. The notation for this is "1. 炮 (32)–35, 馬 (18)–37", "1. C2.5 H8+7", or "1. Che3 Hg8" (diagram at right). After Black's 1. ...H8+7 (Hg8) response, the game can develop into a variety of openings, the most common being the 屏風馬 (trad.) / 屏风马 (simp.) or "Screen Horses (Defence)" in which Black develops the other horse to further protect their middle pawn (...H2+3 or ...Hc8) either immediately on their second move, or later when Black transposes the game into this opening.

Alternative common first moves by Black are developing either cannons (1. ...C8.5/1. ...Che8, or 1. ...C2.5/1. ...Cbe8); after either of these moves, taking the central soldier with the cannon (2. C5+4 or 2. Cxe7+) is a beginner's trap that impedes development and coordination of Red's pieces if Black plays correctly (for example, 1. Che3 Che8 2. Cxe7+?? Ade9 3. Hg3 Hg8 4. Ce5 Rh10 when Black develops the rook first, and the loss of Black's middle pawn actually enabled Black's horses to occupy the centre on the next moves).

Other common first moves by Red include moving an elephant to the central column (1. Ege3), advancing the soldier on the third or seventh file (1. c5), moving a horse forward (1. Hg3), and moving either cannon to the 4th or 6th (d- or f-) file (1. Chd3 or 1. Chf3). Compared to the Central Cannon openings, these openings are generally less restricted by theory.

General advice for the opening includes rapid development of at least one chariot and putting it on open files and ranks, as it is the most powerful piece with a long attack range. There is a saying that only a poor player does not move a chariot in the first three moves (Chinese: 三步不出車,必定要輸棋); however this is not to be taken literally, and is in fact often violated in modern Xiangqi games.[citation needed] Attacking and defending the centre, especially the central soldiers / central pawns, are common themes in the opening, hence the Central Cannon openings. Usually, at least one horse should be moved to the middle in order to defend the central soldier; however undefended central soldiers can also become "poisoned pawns" in the early moves, especially if the attacking side does not have an immediate follow-up to retain the pressure on the central file.

Middlegame strategy

[edit]

Xiangqi strategy shares common themes with chess, but has some differences:

  • Occupying the centre is relatively less important in xiangqi, but controlling and attacking the middle file is still one of the vital themes. Since the middle file is often well defended, players would then seek to mount an offense on either of the flanks on the enemy side, especially when the defense of one flank is neglected.
  • The significance of pawn formation in xiangqi and chess are different. In xiangqi, soldiers (pawns) are often pushed to avoid blocking their own horses, and it is uncommon for them to defend each other (in contrast with a Western chess pawn chain). Successfully getting a soldier to cross a river as an attacking force can often tilt the scales of the middlegame by a large margin.
  • In high-level play, the initiative is highly important, and a minor mistake can doom a game.
  • Sacrifices are common in xiangqi, however they are more often tactical rather than positional. Usually, at most a minor piece is sacrificed for positional advantages, or a semi-tactical attack.

Like in chess, xiangqi piece values depend highly on the position on the board. The following study from Volume 42 of the Elegant Pastime Manual, dating from the Ming Dynasty, illustrates this dramatically. It is Red to play and win.[15]

In this position, Red is up two soldiers and a cannon but Black threatens seemingly unstoppable mate with ...Rf1#, since 1.Ec5? Ad8! renews the mate threat. The red chariot is nearly useless, having only two legal moves, in stark contrast to the very active black chariot. However, Red averts the checkmate by sacrificing both the cannon and chariot: 1.Ca10+!! Hxa10 2.Ea3! Rxa1 (or the chariot is lost, since the general protects the elephant on e3, which in turn guards g1, and the red horse guards e2) 3.Eec1:

Despite the substantial sacrifice of material by Red, Black's chariot has now become useless as it is permanently immobilized by the red elephants and horse; the red general prevents the black soldier on g2 from moving laterally to free the chariot (for example 3...g1 4.Gf2). Black's horse similarly has no safe move due to the red soldier on c8, which also, along with the soldier on f9, prevents the black general from attacking the soldier on f9 from the behind. In addition, the black soldier on g6 is undefended and has no safe move, so Red can win it by pushing the soldier on c4 to c6 and moving it laterally to the g-file, after which the position is effectively an endgame of three soldiers against two advisers, an easy win for Red (see below) despite being down a chariot for three soldiers. Furthermore, after winning the black soldier on g6, Red can then move their soldier all the way left to the a-file to advance it and win the black horse, after which all four red soldiers can easily checkmate the enemy general.

Unlike the knight in chess, the xiangqi horse's vulnerability to getting blocked means that it can be rendered "bad" in a similar manner to a bad bishop. The next diagram shows a typical example, which is a directmate in 5 with Red to move.

Black not only has an overwhelming material advantage (being up a chariot, two soldiers, and two advisors), but also threatens a multitude of immediate mates (...dd2#, ...Rd2#, ...Rb1#, ...Cd4#), so every move Red makes must be check. However, the black horse on d9 is significantly limited by Black's advisors, which hobble its legs, and thus turns out to be worse than useless for defense. Red begins with the decoy sacrifice 1.f8++!. As it is double check, the black advisor on e9 cannot capture the soldier, so 1...Gxf8 is forced. After 2.Hg6+ Gf9 (2...Ge8 3.Re6#) 3.Cd8+, Black's horse is unable to block the discovered check from the chariot, forcing 3...Af8, whereupon Red finishes with 4.Hh8+ Ge9 5.Re6#, when the black horse is once again unable to block the chariot check due to having its leg hobbled by an advisor. In addition, the horse also blocks the general's ability to escape to d9.

Endgame

[edit]

Though xiangqi endgames require remarkable skill to be played well, there are a number of widely known book wins and book draws. Without a counterpart to pawn promotion, xiangqi endgames instead focus more directly on forcing checkmate or stalemate, and in this regard resemble pawnless chess endgames. Since stalemate is a loss for the stalemated player instead of a draw, most book draws in xiangqi are due to fortresses, with a few draws due to insufficient material. The concept of the opposition does not exist in xiangqi, as it is impossible for the generals to get close enough; instead, the flying general rule gains importance in the endgame, and fills the opposition's role as a mechanism for one general to restrict the other.

A general rule in xiangqi endgames for the advantageous side is that, when there's less material on the board, do not trade pieces easily, as with fewer attacking pieces on the board, defending is easier (in contrast to Western chess, where it is almost always advantageous to trade pieces when up on material). Hence, if a certain type of endgame can transpose, by trading pieces, into another type of endgame which is a book win, then this endgame itself is a book win.

Zugzwang in xiangqi endgames

[edit]

Red wins with either side to move.

Inducing zugzwang is a crucial theme in winning simple endgames, and almost exclusively in simple endgames. In the general + soldier vs general endgame shown on the right, Red's first main goal is to occupy the middle file. Red wins with 1. Gd1, a waiting move, and Black is in zugzwang. Black must proceed with 1. ...Ge8, as 1. ...Ge10 instantly loses after 2. f9#. After 1. ...Ge8 2. f9 Gf8 3. e9 Ge8 4. d9 Gf8 5. Ge1, Red's general successfully occupies the middle file. The game would conclude with 5. ...Gf9 6. e9+, and regardless of Black's reply, 7. Ge2# (stale)mates Black.

Unlike in western chess, only two pieces (the cannon and chariot) can lose a tempo via triangulation, because there is no initial two-step move option for the soldier and the remaining pieces' movements form bipartite graphs, like the knight's graph. More commonly, other pieces can perform waiting moves when their exact position does not matter, such as in the above example.

Reciprocal zugzwang: Whoever moves first loses.

Reciprocal zugzwang is possible, but very rare and usually seen in endgame compositions. In this endgame shown on the right, whoever moves loses, since when either of the two generals moves to an open d- or f- file, it threatens unstoppable mate, while the player to move only helps the enemy general occupy one of the files. For instance, Red can only move their two soldiers if he is to move. Moving the f-(or d-)soldier allows the enemy general to occupy the f-file(d-file). Even if 1. fe9+ Gf10 2. d10, when Red threatens mate in 1, Black still mates immediately with either 2. ...fe2# or 2. ...f1#.

Soldier (pawn) endgames

[edit]

Red to play wins; Black to play draws.

  • A soldier, as long as it does not reach the opposite rank, wins against a bare general easily. With any extra defensive piece on the defensive side, it is a draw; however, soldier vs advisor requires skill to play well. Any number of soldiers on the opposing back rank are also a draw due to insufficient material.
  • Two unadvanced (i.e., on the 6th or 7th ranks) soldiers win against the following combinations: Two advisors, two elephants, a bare horse/cannon. Generally a draw against one advisor plus one elephant, or a horse/cannon plus a defending piece.
  • Three unadvanced soldiers win against the following combinations: All 4 defensive pieces (2 advisors plus 2 elephants, Chinese: 士象全), a horse plus two advisors/two elephants, a cannon plus two elephants.

Horse endgames

[edit]
Red to play wins with 1. Hd7, preventing the elephant from getting to the opposite flank, and thus placing Black in zugzwang (1...Gd9 loses to the fork 2.Hb8+ while after 1...Ea8, 2.Hb8 puts Black in zugzwang again and the elephant is lost on the following move). Black to play draws with 1. ...Ee8.
  • A bare horse wins against a bare advisor, but not a bare elephant.
  • A horse plus an unadvanced soldier wins against both combinations of 3 defensive pieces, or any combination of a minor piece plus a defensive piece except horse + elephant. This combination draws against all 4 defensive pieces.
  • A horse plus an advanced soldier(on the 8th or 9th rank) draws against either combination of 3 defensive pieces, but defending requires precise positions.
  • A horse plus a soldier on the 10th rank wins against two advisors, or one advisor plus one elephant. This combination draws against 2 elephants.
  • A horse plus two soldiers can win against one minor piece + one advisor + two elephants. With an extra advisor on the defensive side, it is a book draw.
  • Two horses win against all 4 defensive pieces, or any combination of a minor piece plus 2 defensive pieces except cannon + 2 elephants.

Cannon endgames

[edit]
After 1. Ge3, Black must lose an advisor, since 1...Gd9 is met by 2.Ae2#. After 1. ...Ge10 2. Cxd8, taking the cannon with Axd8 is illegal as the advisor is pinned to its general (the generals may not face each other on the same file).
  • A bare cannon, or a cannon with elephants, cannot win against a bare general due to insufficient material. Cannons without other offensive pieces need defensive pieces to act as platforms, especially the advisor, since the advisor can act as a platform on any of the three central files, while an elephant can only act as a platform on the centermost file.
  • A cannon needs only one advisor to win against two advisors, or a single elephant. Meanwhile, even with all 4 defensive pieces, it is a book draw against two elephants, one advisor + one elephant, one soldier + one advisor, or any minor piece.
  • A cannon with all 4 defensive pieces needs at least an extra soldier to win against 4 defensive pieces. A bare cannon with a soldier on the 6th rank wins against any combination of 2 defensive pieces.
  • A cannon + 4 defensive pieces + 2 unadvanced soldiers generally draw against one minor piece + 4 defensive pieces. But if the defensive side lacks a single piece, it is a book win.

Horse+Cannon endgames

[edit]

This type of endgame is considered one of the more complex endgames. Commonly known book wins and book draws are:

  • Horse + Cannon + 4 defensive pieces vs a minor piece vs 4 defensive pieces: A win if the minor piece is a horse (the attacking side does not need all 4 defensive pieces to win), a draw if it is a cannon.
  • With the same combination of the two minor pieces and all 4 defensive pieces on both sides, one needs two extra soldiers for a book win.
  • If both sides have 2 minor pieces and 4 defensive pieces, and the advantegeous side only has one extra soldier, then regardless of the combination of the two minor pieces, it is a book draw.

Chariot endgames

[edit]
The drawing fortress for chariot vs horse + 2 elephants. Other defensive positions, aside from this position's symmetrical variation, generally lose: If, instead, the elephant on g6 had been on g10, then Red to play wins, starting with 1. Rb7.

Single chariot endgames:

  • A single chariot generally cannot win against 4 defensive pieces, but with 3 or fewer defensive pieces, it is a forced win.
  • Chariot vs one minor piece plus 2 defensive pieces: A win if the 2 defensive pieces are not the same, or if the combination is horse + two advisors. If the defensive side has horse + two elephants, a specific fortress is required to draw.
  • Chariot vs one minor piece plus 3 defensive pieces: A draw.
  • Chariot vs two minor pieces with no defensive pieces: A draw, but requires good defensive positions.

Chariot + soldiers (unadvanced):

  • Chariot + soldier, with sufficient defensive pieces on their own side, wins against a chariot plus an advisor, a chariot plus two elephants, or a chariot plus a soldier.
  • Chariot + soldier wins against any 2 minor pieces + 2 advisors. This combination also wins against horse + 4 defensive pieces, but not cannon + 4 defensive pieces.
  • Chariot + soldier vs 2 unadvanced soldiers + 4 defensive pieces: If the offensive side has no defensive piece, it is a draw since the 2 enemy soldiers can still be a formidable force. If the offensive side has one advisor, it is a win.
  • Chariot + 2 soldiers cannot force a win against chariot + 4 defensive pieces. In this endgame, both attacking and defending require great skill.

Chariot + horse:

  • A chariot plus a horse needs one advisor on their own side to win against a chariot plus two advisors.
  • Chariot + horse vs chariot + two elephants: With enough defensive pieces for the attacking side, it is generally a win if the move limit is not taken into consideration.

Chariot + cannon:

  • A chariot plus a cannon cannot win against a bare chariot, as long as the defending chariot occupies the middle file. However, with any extra defensive piece on the attacking side, it is a win.
  • Chariot + cannon + 2 advisors would win against chariot + two elephants.
  • Chariot + cannon + 4 defensive pieces vs chariot + 4 defensive pieces: Draw.

Two chariots:

  • Two chariots vs chariot + 4 defensive pieces: A draw with good defensive positions.
  • Two chariots vs chariot + minor piece + 2 defensive pieces: The only drawing combination is chariot + cannon + 2 advisors.
  • Two chariots vs 2 minor pieces + 4 defensive pieces: A win if the 2 minor pieces are 2 horses.

History

[edit]
A picture of xiangqi in the Southern Song dynasty

A game called xiangqi was mentioned as dating to the Warring States period; according to the first-century-BC text Shuo Yuan (說苑/说苑), it was one of Lord Mengchang of Qi's interests. However, the rules of that game are not described, and it was not necessarily related to the present-day game.[16] Emperor Wu of Northern Zhou wrote a book in AD 569 called Xiang Jing. It described the rules of an astronomically themed game called xiangxi (象戲). Ancient reports state that "the pieces ... were called after the sun, the moon, the planets and the star-houses", in contrast with modern xiangqi. In addition, there are mentions of shuffling of pieces, which does not occur in xiangqi either.[17] For these reasons, Murray argued that "in China [chess] took over the board and name of a game called 象棋 in the sense of 'Astronomical Game', which represented the apparent movements of naked-eye-visible astronomical objects in the night sky, and that the earliest Chinese references to 象棋 meant the Astronomical Game and not Chinese chess". Previous games called xiàngqí may have been based on the movements of sky objects. In contrast, present-day xiangqi developed from Indian chaturanga according to Murray;[18]: 119–120  this is also the predominant opinion among historians.[19][20]: 334 

Xiangqi game pieces dated to the Northern Song dynasty

Some Sinologists and Chinese historians prefer an alternative hypothesis, according to which xiangqi originated in China and then spread westwards, giving rise to Indian and Persian chess.[19][20]: 351–352  Specifically, it has been claimed that Xiangqi arose during the Warring States period and was patterned after the array of troops at the time. David H. Li, for example, argues that the game was developed by Han Xin in the winter of 204–203 BC to prepare for an upcoming battle.[21] His theories, however, have been questioned by other chess researchers.[22] The earliest description of the game's rules appears in the story "Cén Shùn" (岑順) in the collection Xuanguai lu (玄怪錄), written by Niu Sengru in the middle part of the Tang dynasty.

Xiangqi is the same as it is today from Southern Song dynasty.[clarification needed][citation needed]

Janggi of the Korean Peninsula originated from xiangqi.

With the popularization of xiangqi, many different schools of circles and players came into prominence, many books and manuals on the techniques of playing the game were also published, they played an important role in popularizing xiangqi and improving the techniques of play in modern times. With the economic and cultural development during the Qing dynasty, xiangqi entered a new stage. A Western-style Encyclopedia of Chinese Chess Openings was written in 2004.[23]

Modern play

[edit]
European xiangqi board
ABCDEFGHI
10
A10 black chariot
B10 black horse
C10 black elephant
D10 black advisor
E10 black general
F10 black advisor
G10 black elephant
H10 black horse
I10 black chariot
B8 black cannon
H8 black cannon
A7 black soldier
C7 black soldier
E7 black soldier
G7 black soldier
I7 black soldier
A4 white soldier
C4 white soldier
E4 white soldier
G4 white soldier
I4 white soldier
B3 white cannon
H3 white cannon
A1 white chariot
B1 white horse
C1 white elephant
D1 white advisor
E1 white general
F1 white advisor
G1 white elephant
H1 white horse
I1 white chariot
10
99
88
77
66
55
44
33
22
11
ABCDEFGHI
Initial arrangement of figures

Tournaments and leagues

[edit]

Although xiangqi has its origin in Asia, there are xiangqi leagues and clubs all over the world. Each European nation generally has its own governing league; for example, in Britain, xiangqi is regulated by the United Kingdom Chinese Chess Association. Asian countries also have nationwide leagues, such as the Malaysia Chinese Chess Association.[citation needed]

In addition, there are several international federations and tournaments. The Chinese Xiangqi Association hosts several tournaments every year, including the Yin Li and Ram Cup Tournaments.[24] Other organizations include the Asian Xiangqi Federation[25] and a World Xiangqi Federation,[26] which hosts tournaments and competitions bi-annually, with most limited to players from member nations.

There are Europeanized versions of boards (10 × 9) and figures of xiangqi.[27][28][29]

Rankings

[edit]

The Asian Xiangqi Federation (AXF) and its corresponding member associations rank players in a format similar to the Elo rating system of chess. According to the XiangQi DataBase, the top-ranking female and male players in China, as of June 2012, were Tang Dan and Jiang Chuan, with ratings of 2529 and 2667, respectively.[30][31] Other strong players include Zhao GuanFang (female), Xu Yinchuan (male), Lu Qin (male), and Wang LinNa (female).[citation needed]

The Asian Xiangqi Federation also bestows the title of grandmaster to select individuals around the world who have excelled at xiangqi or made special contributions to the game. There are no specific criteria for becoming a grandmaster and there are only approximately 100 grandmasters as of 2020.[32] The titles of grandmaster is bestowed by bodies such as the AXF and the Chinese Xiangqi Association (CXA).[33]

Computers

[edit]

The game-tree complexity of xiangqi is approximately 10150; in 2004 it was projected that a human top player would be defeated before 2010.[34] Xiangqi is one of the more popular computer-versus-computer competitions at the Computer Olympiads.[35]

Computer programs for playing xiangqi show the same development trend as has occurred for international chess: they are usually console applications (called engines) which communicate their moves in text form through some standard protocol. For displaying the board graphically, they then rely on a separate graphical user interface (GUI). Through such standardization, many different engines can be used through the same GUI, which can also be used for automated play of different engines against each other. Popular protocols are UCI (Universal Chess Interface), UCCI (Universal Chinese Chess Interface), Qianhong (QH) protocol, and WinBoard/XBoard (WB) protocol (the latter two named after the GUIs that implemented them). There now exist many dozens of xiangqi engines supporting one or more of these protocols, including some commercial engines.[citation needed]

Variations

[edit]

Blitz chess
Each player only has around 5–10 minutes each.

Manchu chess
Invented during the Manchu-led Qing dynasty. Red horses, cannons, and one of the chariots are absent, but the remaining chariot can be played as horses and cannons as well.

Supply chess
Similar to the Western chess variant Bughouse chess, this variant features the ability to re-deploy captured pieces, similar to a rule in shogi. Four players play as two-person teams in two side-by-side games. One teammate plays Black and other plays Red. Any piece obtained by capturing the opponent's piece is given to the teammate for use in the other game. These pieces can be deployed by the teammate to give him an advantage over the other player, so long as the piece starts on the player's own side of the board and does not cause the opponent to be in check.

Formation
Similar to Fischer Random Chess, one player's pieces are placed randomly on one side of the river, except for the generals and advisors, which must be at their usual positions, and the elephants, which must start at two of the seven points they can normally reach. The other player's pieces are set up to mirror the first's. All other rules are the same.

Banqi
This variation is more well known in Hong Kong than in mainland China. It uses the xiangqi pieces and board, but does not follow any of its rules, bearing more of a resemblance to the Western game Stratego as well as the Chinese game Luzhanqi.

Variations played with special boards or pieces

[edit]

There are many versions of three-player xiangqi, or san xiangqui, all played on special boards.

San Guo Qi
"Game of the Three Kingdoms" is played on a special hexagonal board with three xiangqi armies (red, blue, and green) vying for dominance. A Y-shaped river divides the board into three gem-shaped territories, each containing the grid found on one side of a xiangqi board, but distorted to make the game playable by three people. Each player has eighteen pieces: the sixteen of regular xiangqi, plus two new ones that stand on the same rank as the cannons. The new pieces have different names depending on their side: huo ("fire") for Red, qi ("flag") for Blue, and feng ("wind") for Green. They move two spaces orthogonally, then one space diagonally. The generals each bear the name of a historical Chinese kingdom—Shu for Red, Wei for Blue, and Wu for Green—from China's Three Kingdoms period.[36] It is likely that San Guo Qi first appeared under the Southern Song dynasty (1127–1279).[37]

San You Qi
"Three Friends Chess" was invented by Zheng Jinde from Shexian in the Anhui province during the reign of the Kangxi Emperor of the Qing dynasty (1661–1722). It is played on a Y-shaped board with a full army of xiangqi pieces set up at the end of each of the board's three wide radii. In the centre of the board sits a triangular zone with certain features, such as ocean, mountain, or city walls, each of which is impassable by certain pieces. Two of an army's five soldiers are replaced by new pieces called huo ("fire") pieces, which move one space diagonally forward. Two qi ("flag") pieces are positioned on the front corners of the palace; they move two spaces forward inside their own camp, and then one space in any direction inside an enemy camp.[37]

Sanrenqi
"Three Men Chess" is a riverless, commercial variant played on a cross-shaped board with some special rules, including a fourth, neutral country called Han. Han has three Chariots, one Cannon, and one General named "Emperor Xian of Han", but these pieces do not move and do not belong to any of the players until a certain point in the game when two players team up against the third player. At that point the third player gets to also control Han.[37]

Si Guo Qi
"Four Kingdoms Chess" is also played on a riverless, cross-shaped board, but with four players. Because there are no rivers, elephants may move about the board freely.[37]

Qi Guo Xiang Qi
"Game of the Seven Kingdoms" is based symbolically on the Warring States Period.

In Unicode

[edit]

Xiangqi pieces were added to Unicode version 11.0 in June 2018. They are assigned to the codepoints U+1FA60–U+1FA6D in the Chess Symbols block. For legibility, the red pieces are filled white, while black pieces are filled black.

  • U+1FA60 🩠 XIANGQI RED GENERAL
  • U+1FA61 🩡 XIANGQI RED MANDARIN
  • U+1FA62 🩢 XIANGQI RED ELEPHANT
  • U+1FA63 🩣 XIANGQI RED HORSE
  • U+1FA64 🩤 XIANGQI RED CHARIOT
  • U+1FA65 🩥 XIANGQI RED CANNON
  • U+1FA66 🩦 XIANGQI RED SOLDIER
  • U+1FA67 🩧 XIANGQI BLACK GENERAL
  • U+1FA68 🩨 XIANGQI BLACK MANDARIN
  • U+1FA69 🩩 XIANGQI BLACK ELEPHANT
  • U+1FA6A 🩪 XIANGQI BLACK HORSE
  • U+1FA6B 🩫 XIANGQI BLACK CHARIOT
  • U+1FA6C 🩬 XIANGQI BLACK CANNON
  • U+1FA6D 🩭 XIANGQI BLACK SOLDIER

See also

[edit]

Notes

[edit]

References

[edit]

Further reading

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Xiangqi, commonly known as Chinese chess or elephant chess, is a two-player abstract strategy originating from , played on a rectangular board consisting of nine vertical lines by ten horizontal lines, forming 90 intersection points, with a central "river" dividing the setup between the fifth and sixth ranks. Each player controls an army of 16 pieces— one (equivalent to a ), two advisors, two elephants, two horses, two chariots, two , and five soldiers—positioned symmetrically on opposite sides of the board, with the objective being to the opponent's general by placing it under inescapable attack. Unlike Western chess, pieces move along the lines rather than occupying squares, and certain pieces like the cannon capture by hopping over an intervening piece, while the general and advisors are confined to a 3x3 "palace" zone at the board's ends. The game's roots trace back over a millennium to ancient Chinese military strategy simulations, with scholarly analysis suggesting influences from earlier board games like liubo during the (771–476 BCE), though the modern form with its current pieces and rules solidified no later than the (1127–1279 CE), as evidenced by contemporary texts such as the Shilin Guangji. Historical records, including poems by Liu Kezhuang (1187–1269 CE), confirm the presence of all seven piece types and core mechanics like prohibitions by the 13th century, evolving through the Ming (1368–1644 CE) and Qing (1644–1912 CE) dynasties with minor variations in play conventions. Hypotheses on its invention, such as attribution to strategist during the Chu-Han Contention (206–202 BCE), remain speculative but highlight its ties to warfare tactics in Chinese antiquity. In competitive play, governed by the World Xiangqi Federation (WXF), established in 1993, rules emphasize no perpetual checks or chases, a 50-move draw limit without captures or pawn advances, and treating as a loss for the immobilized player, fostering dynamic and aggressive strategies. Xiangqi's cultural significance extends beyond recreation, serving as a for strategic thinking in and , and it remains immensely popular in —where it was recognized as an official sport in 1956, with the Chinese Xiangqi Association established in 1962—as well as among communities, with major international events such as the biennial World Xiangqi Championship attracting over 100 participants from more than a dozen countries.

Board and Setup

Board Layout

The Xiangqi board is structured as a grid of 9 vertical lines (files) and 10 horizontal lines (ranks), forming 90 points rather than enclosed squares, with all pieces placed on these points. This line-based design distinguishes it from Western chessboards and facilitates the orthogonal and diagonal movements central to the game. The vertical files are numbered 1 through 9 from right to left from the Red player's perspective (bottom side); this fixed is used throughout diagrams and this article for consistency. Horizontal ranks are numbered 1 through 10, starting from Red's back rank and progressing toward Black's side. (Note: In , covered in the Notation section, files are numbered 1 to 9 from right to left from each player's own perspective.) A defining feature is the central river, historically termed the Chu River and Han Border, which spans the middle of the board between ranks 5 and 6, visually represented by spaced lines or labeling to denote the divide between the two players' territories. This not only symbolizes the separation in traditional depictions but also modulates the capabilities of specific pieces, such as preventing from crossing it and allowing soldiers to move sideways after crossing. The river's placement creates two distinct half-boards of 5 ranks each, emphasizing strategic control of crossing points. At opposite ends of the board, each player has a —a confined 3x3 grid of points (spanning files 4-6 and the first three ranks from each side)—marked by two diagonal lines crossing within to form an "X" pattern. These lines delineate the boundaries to which the general and advisors are restricted, preventing direct exits except along the palace's orthogonal edges and adding a layer of defensive geometry to royal protection. The palaces are symmetrically positioned to mirror the board's overall balance. Standard physical boards vary slightly but typically measure 32 to 40 cm in width (across files) and 35 to 45 cm in (across ranks), often crafted from or with etched lines for durability. In tournament play, pieces typically have a of 3.2 to 3.8 cm and of about 1 to 1.5 cm, allowing stable placement on intersections while enabling easy stacking during captures. These dimensions ensure portability and clarity in both casual and tournament play.

Initial Piece Placement

In Xiangqi, the initial setup positions the pieces symmetrically for both players, ensuring a balanced starting position where occupies the bottom ranks (1 through 4) and the top ranks (7 through 10), with the pieces facing each other across the central river. , traditionally playing first, uses the characters 帥 for the General and 兵 for Soldiers, while uses 將 and 卒, respectively; other pieces share identical characters between sides but are distinguished by color. Each player begins with 16 pieces: one General, two Advisors, two Elephants, two Horses, two Chariots, two Cannons, and five Soldiers. The General is placed at the center of on the back rank (file 5, for and for ), flanked immediately by the two Advisors on files 4 and 6 of the same rank. The Elephants occupy the palace corners on files 3 and 7 of the back rank, while the Horses are positioned just outside the palace on files 2 and 8 of the back rank, and the Chariots anchor the edges on files 1 and 9 of the back rank. The Cannons are placed two ranks forward from the back rank, on files 2 and 8 (rank 3 for , rank 8 for ), and the five Soldiers are arrayed across the next rank forward, on files 1, 3, 5, 7, and 9 ( for , for ). This mirrored configuration across the board's horizontal midline promotes strategic equilibrium from the outset, with all pieces confined to their respective halves until advanced.
PieceRed Position (File-Rank)Black Position (File-Rank)
General5-15-10
Advisors4-1, 6-14-10, 6-10
Elephants3-1, 7-13-10, 7-10
Horses2-1, 8-12-10, 8-10
Chariots1-1, 9-11-10, 9-10
Cannons2-3, 8-32-8, 8-8
Soldiers1-4, 3-4, 5-4, 7-4, 9-41-7, 3-7, 5-7, 7-7, 9-7
Files are numbered 1 to 9 from right to left from Red's perspective, and ranks 1 to 10 from Red's bottom to Black's top.

Core Rules

Objective and Win Conditions

The primary objective of Xiangqi is to the opponent's General by placing it under direct attack from which it has no means of escape. is achieved when the General is in check—meaning it is threatened with capture on the next move—and the defending player cannot resolve the threat by moving the General to a safe position, capturing the attacking piece, or interposing another piece to block the line of attack. A crucial restriction supporting this objective is the "flying generals" rule, which prohibits the two Generals from facing each other directly along the same vertical file without at least one intervening piece between them; any move that violates this is illegal and can result in penalties or loss. Beyond checkmate, a player can secure victory through stalemate, known as kùn bì in Chinese, where the opponent has no legal moves available but the General is not under attack. Under official competition rules, this condition results in a win for the player who delivered the . Additionally, a win may be claimed if the opponent commits a forbidden move, such as exposing their own General to capture or violating the rule by repeating checks excessively—typically more than three consecutive times with the same piece or pattern, which is prohibited and can lead to an immediate loss for the offender. The game ends in a draw under several circumstances, ensuring fair play when neither side can force a win. These include mutual agreement by both players to end the game, of the same position (provided it does not involve or chase by one player), or the 50-move rule, where 50 consecutive full moves pass without any capture or forward pawn movement. Draws also occur due to insufficient material, such as when both players are left with only their Generals or with Generals and Soldiers unable to effectively attack the opponent's General due to positional constraints, rendering impossible. In cases of mutual or chase, where both sides repeatedly force the same defensive responses without progress, the game is typically declared a draw.

General Movement Principles

In Xiangqi, players alternate turns, with the Red player initiating the game by moving first, and each turn requires exactly one piece to be moved along the board's intersection points. This structure ensures a balanced progression, where the board's 9 vertical files and 10 horizontal ranks define the pathways for all movements. Piece movements in Xiangqi adhere to fundamental principles of directionality and obstruction: most pieces travel orthogonally along ranks (horizontal lines) or files (vertical lines), while a subset moves diagonally, but no piece may pass over or jump intervening obstacles except in designated cases like the horse's leg-hopping maneuver or the cannon's capture requirement. These basics prevent arbitrary repositioning and emphasize strategic pathfinding, with the central serving as a boundary that modifies capabilities for pieces like soldiers upon crossing, though without altering core directional rules. A universal prohibition, known as the flying generals rule, forbids the opposing generals from directly confronting each other along the same file if no pieces intervene between them, rendering any move that enables this alignment illegal and punishable by forfeiture in formal play. This rule uniquely protects the generals' mutual safety across the board's expanse, distinguishing Xiangqi from games like Western chess. Captures occur immediately when a piece lands on an occupied intersection, removing the target piece from the board without delay or special conditions akin to en passant in chess; there is no such deferred capture mechanism in Xiangqi. Furthermore, any move that exposes one's own general to attack—constituting check—or fails to resolve an existing check on the opponent's general is invalid, enforcing perpetual vigilance over the royal piece's security.

Capture Mechanics

In Xiangqi, capture occurs when a player's piece moves to the occupied by an opponent's piece, thereby removing the captured piece from the board and occupying its position with the capturing piece. This process follows the legal movement rules of the capturing piece and is the primary method of reducing the opponent's forces during play. Captured pieces are permanently removed from the game and cannot be reintroduced, promoted, or recycled in any manner, distinguishing Xiangqi from variants like xiangqi's historical influences where piece reuse might occur in other board games. Players cannot capture their own pieces, and a piece's own forces may block its path, preventing unintended self-obstruction during attempted captures. A move or capture constitutes a check if it directly threatens the opponent's General, placing it in jeopardy of capture on the subsequent turn; the player whose General is in check must resolve the threat on their next turn by moving the General, capturing the threatening piece, or interposing another piece to block the attack. Only one move is permitted per turn, limiting captures to a single instance per player's action, though sequential captures can arise across multiple turns if opportunities chain together through ongoing play. Notably, the Cannon's capture requires hopping over an intervening piece, but this adheres to the general replacement principle once the target is reached.

Piece Types

Royal Pieces: General and Advisors

The , known as the royal piece in Xiangqi, is the central figure of each player's army and the primary target for . It moves one point orthogonally—either forward, backward, or sideways—but never diagonally, and is strictly confined to the nine-point at the rear of the board. This limitation ensures the General remains within the triangular boundaries of its own territory, typically the lines from the fourth to the sixth files and first to third ranks for the side (adjusted symmetrically for ). Additionally, the two opposing Generals may not face each other directly along the same file without an intervening piece, a rule known as the "flying general" prohibition that prevents immediate threats across the board's central divide. The Advisors, positioned one on each side of the General at the start, serve as its primary protectors and are limited to diagonal movement of exactly one point. Like the General, they cannot exit the palace and are restricted to its five accessible intersections, forming a defensive perimeter around the royal position. Their role is to shuttle diagonally to block potential entry points into the palace, such as the central file entrances, thereby shielding the General from invading pieces like Chariots or Cannons. This confined mobility underscores their supportive function, as they cannot venture beyond the palace to engage in broader board control. Together, the General and its two Advisors constitute the core of the palace's defensive structure, often referred to as the "royal battery" due to their layered protection against incursions. The Advisors' positioning allows them to cover the palace's key access routes, while the General's orthogonal steps enable it to reposition within this fortified zone, creating a compact unit that demands careful management to avoid exposure. In practice, players must prioritize shuttling Advisors to seal off the palace gates, as any breach can lead to rapid threats against the immobile General. Historically, the General piece reflects imperial hierarchy, with the red side's piece denoted as 帥 (shǔai, meaning "commander" or "marshal") and the black side's as 將 (jiàng, meaning "general"), drawing from ancient military titles in Chinese warfare. The Advisors are uniformly called 仕 (shì) for red and 士 (shì) for black, both translating to "scholar" or "minister," symbolizing advisory roles in a royal court. These names evolved through the game's standardization in the Song Dynasty (960–1279 AD), where the pieces solidified their palace-bound characteristics to emphasize strategic defense over aggressive expansion. The General's extreme immobility heightens the importance of palace control, making it vulnerable to long-range attacks if Advisors fail to maintain coverage or if outer pieces like are displaced. This setup forces players to treat the royal trio as an interdependent unit, where disrupting Advisor harmony can expose the General to fatal checks, turning the into a high-stakes fortress that dictates overall game .

Defensive Pieces: Elephants and Horses

In Xiangqi, the is a defensive piece that moves exactly two points diagonally in any direction, forming an L-shape over the intermediate point, but it cannot jump over any intervening pieces on that point, which blocks its path. This restriction, often called "stuffing the elephant's eye," limits its mobility to only seven accessible points on its own side of the board. Additionally, are confined to their home territory and cannot cross the central river, preventing any influence on the opponent's half of the board and emphasizing their role in protecting the area. Strategically, guard the flanks of the and help control the central files by linking with other pieces, such as in the Elephant Opening where one advances to consolidate defenses early. A common pitfall is attempting to "fly" the without a clear path, rendering it immobile and vulnerable to threats. The , another key defensive asset, moves one point orthogonally (forward, backward, left, or right) and then one point diagonally outward, mimicking a knight's L-shaped path in Western chess but without the ability to leap over pieces. If any piece occupies the adjacent orthogonal point, the is "hobbled" or blocked and cannot complete the move in that direction, a rule that significantly reduces its options in crowded positions. Unlike the , can cross the river freely, allowing for greater board coverage. In defensive play, provide mobile protection by screening the central pawn and supporting early consolidations, often retreating to bolster the before advancing. Players must avoid hobbling pitfalls by ensuring clear adjacent paths, as blocked can become liabilities in fluid defenses. Together, these pieces form a layered barrier around the royal zone, with elephants anchoring static control and enabling dynamic responses.

Offensive Pieces: Chariots, Cannons, and Soldiers

The offensive pieces in Xiangqi—chariots, cannons, and soldiers—form the backbone of aggressive play, enabling players to control files, execute long-range strikes, and advance incrementally toward the enemy . These pieces emphasize forward momentum and coordination, contrasting with the more restrictive movements of defensive units. Chariots provide unhindered mobility for direct assaults, cannons introduce leaping captures that demand setup, and soldiers represent persistent that evolve in capability as they cross the central . The , often likened to the rook in Western chess, moves any number of spaces orthogonally—horizontally or vertically—along unblocked paths, allowing it to traverse the entire board in a single turn if unobstructed. To capture, it simply lands on an opponent's piece within its line of movement, removing it from the board. As the most powerful offensive piece, the chariot excels in rapid attacks, file control, and supporting advances, often serving as the primary attacker in openings and middlegames due to its versatility and high value, typically estimated at 9-10 points in material assessments. The mirrors the chariot's movement for non-capturing advances, sliding any distance orthogonally without jumping obstacles. However, capturing requires a unique "hop" mechanic: the cannon must vault over exactly one intervening piece—either friendly or enemy, known as the "mount" or "screen"—before landing on and removing the target enemy piece in the same line. This limitation makes cannons potent for long-range captures but dependent on board positioning, rendering them ineffective in empty files; they shine in coordinated offenses, such as setting up checks or forking multiple threats, with a standard value of around 4.5 points. Soldiers, the game's pawns, advance one space forward until crossing the river (the central divide on the board), after which they gain the ability to move one space orthogonally—forward, left, or right—but never retreat. Captures occur by landing on an adjacent enemy piece within these movement options, with no diagonal advances permitted. As advancing infantry, soldiers start modestly valued at 1 point but increase to about 2 points post-river due to enhanced flexibility, playing a crucial role in controlling space, supporting major pieces, and infiltrating the opponent's territory, though their irreversible forward commitment limits tactical retreats.

Piece Valuation

Relative Values

In Xiangqi, the relative values of pieces provide a framework for evaluating material balance, guiding decisions on trades and position assessment. These values are approximate and derived from traditional analyses, with the rated at 9 points as the most powerful non-royal piece due to its unrestricted linear movement. The is valued at 4 points and the at 4.5 points, though the cannon's worth can vary contextually between 3 and 5 points depending on the availability of screens for captures. The and advisor are each assigned 2 points, reflecting their defensive roles confined to and near-palace areas. Soldiers are worth 1 point before but increase to 2 points afterward due to gained forward mobility. The general holds priceless value, as its constitutes victory.
PieceStandard Value (points)
Chariot9
Horse4
Cannon4.5 (3–5 contextually)
Elephant2
Advisor2
Soldier1 (before river); 2 (after)
GeneralPriceless
These baseline values are modulated by contextual factors that alter a piece's effectiveness. Position significantly impacts worth; a centralized , for instance, commands higher value through superior access to key board areas and reduced blocking risks. The development stage of the game further influences evaluations, as an undeveloped early on holds diminished value without adequate screens or targets for its unique capturing mechanism. Piece pairings can amplify combined strength, such as a and in a battery formation, which collectively exceed 10 points by enabling powerful long-range threats and captures. Material imbalances are assessed holistically, with a 4-point or greater advantage typically proving decisive, especially when involving major pieces like chariots, as it often overwhelms positional compensation. Trades are not evaluated solely on point parity but also on resulting mobility losses, where exchanging for a piece that restricts opponent development can justify apparent concessions.

Material Imbalance Strategies

In Xiangqi, material imbalance strategies revolve around leveraging differences in piece counts to gain positional superiority, initiative, or a path to , often by intentionally trading pieces to disrupt the opponent's coordination or fortress. Players may a lower-value piece, such as a (valued at approximately 4.5 points), to capture two Soldiers (each worth 1 point pre-river crossing), thereby securing control over key files or exposing the enemy's for attack. This trade is particularly effective when the sacrificed pins or eliminates threats, allowing the attacking side to develop major pieces like the (9 points) more aggressively. Compensation for material deficits emphasizes piece activity and coordination over strict equality, as an active can often equate to the combined value of two (each 4 points) by dominating open lines and supporting in captures. For instance, sacrificing a to draw out an opponent's enables the remaining pieces to infiltrate , offsetting the loss through enhanced mobility and threats against the General. In endgames, such activity becomes crucial, where a plus combination surpasses a lone against a full guard (two Advisors and two ), turning a potential draw into a win by maneuvering around the palace restrictions. Endgame thresholds define clear winning or drawing positions based on , preventing perpetual stalemates. A bare General loses to a single , as the Chariot can force by controlling the central file and restricting the General's movement within . Conversely, insufficient rules declare a draw when neither side can achieve , such as when only Generals, Advisors, and remain, as these defensive pieces cannot cross the river or generate offensive threats. Common imbalances arise from Red's first-move advantage, which provides a slight edge in development but is frequently traded for central control or to avoid overextension, as Black can counter with solid pawn structures. Players must avoid "dead" exchanges—trades that equalize without gaining or —as these often lead to symmetrical positions favoring the defender.

Notation

Coordinate Systems

In Xiangqi, various coordinate systems are used to identify positions on the board for recording moves, with numeric grids common in English-language analysis and computer applications, while traditional notation relies on files and directions. The board consists of nine vertical files numbered from 1 to 9, starting at the right-hand side from Red's perspective (the player at the bottom) and proceeding leftward; this right-to-left ordering aligns with traditional Chinese reading direction. The ten horizontal ranks are numbered from 1 to 10, beginning at Red's baseline (the bottom row, where the general starts) and ascending toward Black's side (the top row). This fixed orientation from Red's viewpoint ensures consistency across games, though Black players mentally reverse the file numbers for their own reference without altering the notation. Pieces are denoted using symbolic abbreviations to clarify their type in move descriptions. In English-based systems, standard symbols include K (or G) for the General, A for the Advisor, E for the Elephant, R for the , H for the , C for the , and P (or S) for the /Pawn; these may incorporate color indicators like "rR" for Red if context requires disambiguation. Chinese characters serve as an alternative or primary notation in traditional contexts, such as 將 (Jiàng) or 帥 (Shuài) for the General, 仕 (Shì) for the Advisor, 象 (Xiàng) for the , 車 (Jū) for the , 馬 (Mǎ) for the , 炮 (Pào) for the , and 卒 (Zú) or 兵 (Bīng) for the . These symbols precede position details to specify which piece is moving. Move recording in this coordinate system typically indicates the origin and destination positions in file-rank format, connected by "to" or a similar indicator, allowing clear depiction of straight-line, leaping, or limited movements. For instance, the common opening advance of Red's central to the riverbank is recorded as 5-4 to 5-5, denoting movement from file 5, rank 4 (Red's starting position) straight forward to file 5, rank 5 (the near side of the river). Captures follow the same format, with the destination occupied by an opponent's piece implied or noted explicitly if needed. This method supports both manual scorekeeping and computer analysis by providing exact positional data. When multiple pieces of the same type could legally reach the same destination, ambiguity is resolved by prefixing the piece symbol to the move description, ensuring precision without altering the core coordinate structure. An example is C5-2 to 7-2, specifying that the on file 5, rank 2 (leaping over an intervening piece) moves horizontally to file 7, rank 2, distinguishing it from a potential or other piece attempting the same path. For tandem pieces on the same file, such as stacked Soldiers, additional qualifiers like "+" (forward piece) or "-" (rear piece) may supplement the notation. This numeric coordinate approach draws from longstanding Chinese traditions of file-centric recording, as seen in historical texts like the Shilin Guangji (early ), where positions were referenced relative to vertical lines. It has been refined and adapted for global use through efforts by the World Xiangqi Federation, incorporating elements from international chess notations while preserving cultural roots for clarity in tournaments and publications.

Algebraic and Romanized Systems

The algebraic for Xiangqi adapts elements of Western to the game's 9x10 board, providing a letter-based method for recording positions and moves that emphasizes piece identity and destination. Files are designated a through i, running from right to left from Red's perspective (with a corresponding to traditional file 1 and i to file 9), while ranks are numbered 1 through 10, starting from Red's back rank (rank 1, the generals' starting line) and ascending toward Black's side ( 10). Standard piece symbols include K for the general, A for the advisor, E for the , H for the , R for the , C for the , and P for the ; captures are indicated with an "x" before the destination, and checks with a "+" . A typical move is notated as the piece letter followed by the starting square, a hyphen, and the ending square, such as Ra5-a7 for a Red advancing from the intersection of file a and rank 5 to file a and rank 7. This system contrasts with purely numeric coordinate notations by incorporating piece-specific identifiers, allowing unambiguous description even in complex positions with multiple identical pieces. For instance, if two horses could legally move to the same square, additional disambiguation (such as including the starting file) may be added, similar to long algebraic chess notation. The approach facilitates precise game reconstruction and is particularly suited for computational analysis, where board states can be mapped directly to coordinates. Romanized Chinese notation, often using Hanyu for piece names, integrates phonetic transliterations with simplified coordinates or directional indicators to make traditional Xiangqi terminology accessible to English-speaking audiences without fully adopting Western symbols. Common Pinyin abbreviations include Jiàng (or J) for , Shì (S) for advisor, Xiàng (X) for elephant, Mǎ (M) for , Jū (J) for chariot, Pào (P) for , and Bīng (B) for ; these are paired with file numbers (1-9, right to left for Red) and movement descriptors like "advance," "retreat," or "left/right." An example is Mǎ3 advance, denoting the horse on file 3 moving forward one . This hybrid linguistic style preserves cultural specificity while enabling broader study, often appearing in bilingual texts or tutorials. Both algebraic and romanized systems enhance accessibility for non-native players by mirroring familiar chess conventions, reducing the for those transitioning from international chess and supporting analysis in global contexts. They are widely implemented in digital software, such as open-source engines and online platforms, and in English , where they enable detailed move-by-move commentary without reliance on . Variations in these notations arise from efforts to align Xiangqi with chess terminology, such as substituting N for (to match the ) or consistently using C for , though the core file-rank structure remains stable. The World Xiangqi Federation (WXF) endorses hybrid systems that blend algebraic coordinates with its official piece letters (K, A, E, H, R, C, P) and directional symbols (+ for forward, - for backward, . for lateral), promoting uniformity in international tournaments and publications to accommodate diverse participants. Similarly, the (ICCF), which organizes Xiangqi events, encourages compatible algebraic variants for correspondence play, ensuring consistency across global competitions.

Notation Examples

Xiangqi notation systems are illustrated through practical move sequences, demonstrating how coordinates and algebraic formats record gameplay. These examples draw from standard conventions used in English-language resources and official federations, where moves specify piece type, origin, path, and destination. A simple opening move, such as advancing the forward, is notated in the as C2-3 to 2-5 (from initial position on file 2, rank 3 to rank 5). In algebraic notation, this corresponds to Cc2-c4 (using files a=1 right to i=9 left, ranks 1-10), specifying the origin and destination squares. For a capturing move, the advancing from its starting position to capture an opponent's piece is recorded in coordinates as H8-1 to 7-3, showing the horse's path from file 8, rank 1, to file 7, rank 3, with the capture implied by the destination occupancy. The algebraic equivalent is Ha1-b3 or simply Hg1-f3 if using adjusted files, emphasizing the piece's unique path in Xiangqi's orthogonal-diagonal movement rules. Complex maneuvers, like a 's hop capture, require specifying the vaulting path; for instance, a moving from file 2, rank 3, over an intervening piece on file 4, rank 3, to capture on file 6, rank 3, is notated as C2-3 to 6-3 in coordinates (with the hop implied by rules). In algebraic form, this appears as Cc2-f2 (hop), highlighting the 's unique capturing mechanism that demands a screen piece for indirect attacks. A full turn example from Red's perspective begins with the common first move developing the horse: in coordinates, 8-1 to 7-3, moving the horse forward along from file 8, rank 1 to 7-3. Algebraically, this is Hh1-g3, aligning the piece for central control in the opening phase. Side-by-side translations clarify usage: Coordinate (C2-3 to 2-5) equates to Algebraic (Cc2-c4) for the cannon advance, while capturing (H8-1 to 7-3) matches Hh1-g3, ensuring consistency across systems for recording and analyzing games.

Gameplay Dynamics

Opening Principles

In Xiangqi, opening principles emphasize rapid development of key pieces to establish control over the board while minimizing vulnerabilities. Players prioritize deploying the Chariots, , and early to active positions, as these form the backbone of offensive and defensive capabilities. Central control is a core objective, achieved by advancing Soldiers across the river to contest key files and developing Chariots and toward the opponent's to influence . This approach counters the first-move advantage of , who typically initiates with a advance, by Black responding to secure territorial balance. Common openings revolve around Cannon placements and Horse defenses. The Orthodox Defense, often featuring the Central Cannon (C2=5 for Red), pairs with Black's Screen Horses (H8+7, H2+3) to block Cannon paths while protecting the palace. The Counter-Cannon variation sees Black mirroring with a central Cannon to challenge Red's initiative, leading to symmetrical structures. Horse-first attacks, where Red opens with H2+3, aim for quick pressure but require careful support to avoid isolation. Key principles include avoiding early palace exposure by keeping the General stationary and defended by linked Advisors and Elephants. Cannons should be screened by Horses or Soldiers to prevent captures, enhancing their jumping potential without undue risk. These tactics address Red's slight initiative by promoting coordinated piece activity over isolated advances. Xiangqi debuts are classified into over 100 named openings under systems like the , which categorizes variations such as Central Cannon versus Screen Horses. This framework highlights formations based on piece deployments and pawn advances, with the Central Cannon vs. Screen Horses being the most frequent, appearing in about 31% of professional games as analyzed in a 2005 database of pre-2004 games. Historically, openings have shifted from aggressive raids in the and Ming dynasties—favoring Same Direction Cannons with early sacrifices—to modern trends emphasizing solid pawn structures for long-term stability. Contemporary play, influenced by computer analysis, prioritizes balanced developments like the Pawn Opening over risky assaults, reducing the dominance of pure Cannon attacks.

Middlegame Tactics

In the middlegame of Xiangqi, tactics emphasize dynamic piece coordination and positional pressure after the initial development from common openings like the Central formation. Players leverage the unique movements of pieces such as , , and to create threats that exploit the board's orthogonal files and the river's divide, aiming to disrupt the opponent's harmony while advancing their own attacks. Forks and pins are fundamental tactics that utilize the Horse and Cannon to target multiple enemy pieces or immobilize them. A fork occurs when a single piece, such as a Cannon moving vertically to attack both the opponent's and a simultaneously, forces the defender to choose between protecting the irreplaceable or losing material. Similarly, the can execute a diagonal fork, as in advancing from F6 to E4 to threaten two , compelling the opponent to defend one while the other falls. Pins restrict enemy mobility by aligning pieces such that moving the pinned unit exposes a more valuable target; for instance, a Cannon on C6 can pin an enemy to a on the same file, preventing the Horse's retreat and allowing subsequent captures, while a pin might immobilize a guarding the , as the Cannon's movement would expose the royal piece to immediate loss. Batteries enhance offensive power by aligning pieces for amplified threats, particularly involving the Chariot and Cannon. A Chariot-Cannon battery positions the Cannon behind the Chariot on the same file, enabling the Cannon to leap over the Chariot for distant captures or checks, creating unblockable lines of attack; for example, a Chariot on file 1 supported by Cannons forms a frontal battery that pressures the opponent's palace while defending key points like the Elephant. Horse-Cannon combinations similarly produce checks, with the Horse screening for the Cannon's leap, often targeting advisors or the General in coordinated assaults. Positional motifs in the middlegame revolve around controlling central files, exploiting , and harassing to gain initiative. Dominating the central files (such as file 5) with or Cannons restricts enemy development and opens pathways for breakthroughs, as seen when a player counters an opponent's E5 advance by occupying E7 to E9, forcing exchanges that favor the controller. Soldiers become more versatile after , allowing lateral advances to support attacks or block files, while palace harassment involves probing the opponent's fortress with Cannons or to draw out defenders and create weaknesses. Common tactics include feints through intermediate moves and sacrificing Soldiers for breakthroughs, which introduce deception and material trades for superior position. An intermediate move, such as inserting G2I2 before I2E2, feints a direct attack to fork a while threatening mate on E4, catching the opponent off-guard. Sacrificing a , like advancing E7 to F7, baits the enemy into overextending, enabling a or recapture that nets a more valuable piece, such as a on E2 to E9; these gambits accelerate pressure and often lead to breakthroughs by disrupting defensive lines. Evaluation in the middlegame requires balancing aggressive tactics against defensive solidity, transitioning toward simplification when advantages emerge. Players assess whether to press an attack—such as protecting an attacking on C5 while sustaining a battery—or exchange pieces to consolidate gains, avoiding grabs like capturing a on F2J2 that cedes positional control; the goal is to maintain harmony until the position simplifies sufficiently for endgame conversion, prioritizing piece coordination over isolated threats.

Endgame Techniques

In Xiangqi endgames, players focus on converting material or positional advantages into by simplifying the board and coordinating remaining pieces effectively. Techniques emphasize precise calculation, as the reduced material amplifies the value of each piece and move, often leading to wins through forced sequences rather than open combat. Key strategies involve activating the General, coordinating attacks with major pieces, exploiting to limit opponent options, and recognizing common terminal positions. King activity plays a central role in endgame success, particularly by advancing the General beyond its palace with Advisor support to control central files and support attacks. The General's orthogonal movement allows it to pin enemy pieces via the Flying General rule, where it captures an opposing General if no intervening pieces block the file. For instance, positioning the General on the fifth file (e.g., Red General to E5) can support a forward Soldier advance to E6, pinning a Black Advisor and enabling a checkmate sequence with other pieces. Advisors must flank the General closely during advances to prevent captures by enemy Chariots or Cannons, ensuring the royal trio remains intact while projecting influence outside the palace. This activation is crucial when material is even, as a passive General often leads to defensive stalemates. Piece coordination enhances attacking potential in simplified positions, with delivering perpetual checks, executing mounted captures for mates, and immobilizing defenders. A single can coordinate with the active General to check along ranks, forcing the enemy General into corners; for example, a on the ninth rank checks while the General advances to restrict retreats. mates rely on "screens" (intervening pieces) for jumps, such as a double- setup where one pins an Advisor as a mount for the other to capture the General. excel at immobilizing by blocking enemy mobility—positioning a to "leg-block" an opponent's (preventing its L-shaped leap) or sealing Advisor paths, often in tandem with a for a decisive . These combinations prioritize mobility: a - duo outperforms two due to the 's ability to maneuver without platforms. Zugzwang forces the opponent into passive moves, particularly effective with that control key files and restrict the enemy General. By advancing a high (on the seventh rank or beyond) while maintaining threats elsewhere, the attacker creates situations where any defensive response weakens the position—such as moving an Advisor out of cover, exposing it to capture. Soldiers' endgame value rivals a or , as they promote to forward control without promotion rules, enabling by denying safe squares; for example, a central on D7 can force the enemy to relocate defenders, allowing a General advance. Waiting moves, like repositioning a harmlessly, amplify this by passing and compelling suboptimal replies. Common endgames highlight technique over raw power, such as a single Chariot versus a bare enemy General, which is a win by maneuvering into the palace for checkmate. The attacker aligns the Chariot on a file adjacent to the enemy palace, using checks to draw the General forward, then retreats to bait an advance before re-entering via the side files (e.g., Chariot to A9 checking, forcing General to D9, then Chariot to D1 for mate). Insufficient material often results in draws, like two bare Generals or a lone Horse against a full guard, where checkmate is impossible without violating movement rules—though stalemate counts as a loss for the immobilized side, strategic exchanges aim to avoid perpetual checks. Piece values shift in these scenarios: a Chariot equals about two Horses, but a single Chariot draws against two Advisors and two Elephants due to defensive solidity. Advanced techniques include creating "sealed" positions to trap the enemy and gradual material reduction to consolidate advantages. Sealing involves blocking palace exits with coordinated pieces—e.g., a on C8 and on the central file prevents Advisor escapes while a threatens from afar. When ahead, players exchange pieces methodically (e.g., trading to isolate Soldiers), simplifying to zugzwang-prone endings without overextending. These methods ensure conversion, as endgames reward patience and over aggression.

Historical Development

Ancient Origins

Xiangqi's origins trace back to ancient , with scholarly hypotheses placing its emergence during the (475–221 BCE) or the subsequent (206 BCE–220 CE), reflecting the era's emphasis on military strategy and simulation games. Textual references in works like the Chuci (3rd–2nd century BCE) and Shuo yuan (1st century BCE) suggest early board games involving strategic displacement that may have influenced or prefigured Xiangqi, aligning with the tactical principles outlined in Sun Tzu's Art of War from the same , though no direct invention is attributed to him. These games likely served as tools for training in warfare and governance, evolving from simpler liubo boards to more complex setups simulating battlefield maneuvers. While Xiangqi shares structural similarities with the Indian game —such as the use of 32 pieces divided into , , , and chariots—these resemblances are attributed to cultural exchanges along the rather than direct derivation, as chaturanga is documented by around 600 CE. However, Xiangqi developed distinctly Chinese elements, including the central river dividing the board and the orthogonal palace enclosures for the generals, which have no equivalents in chaturanga and emphasize territorial control and orthogonal movement over the Indian game's more varied piece paths. Scholars note that the piece in Xiangqi, limited to diagonal leaps within one side of the board, may draw from military use of war , underscoring an indigenous adaptation rather than wholesale adoption. Early forms of Xiangqi appear in historical records from the Dynasty (557–581 CE), where it was known as xiangxi or "elephant game," described in the Xiang jing (Classic of the Xiang Game) as an astrological or strategic diversion possibly involving three-dimensional pieces like heavenly horses and top generals, as recounted in Niu Sengru's 762 CE fictional tale Xuanguai lu. By the (618–907 CE), it had evolved into a more formalized competitive game, with textual treatises like those attributed to Wang Bao and others compiling rules and strategies, though the board and piece sets varied, sometimes featuring coins or wooden markers instead of the standardized disks. These early variants lacked the prohibition of modern rules, allowing for more aggressive perpetual pursuits. Mythological accounts attribute Xiangqi's invention to legendary figures from antiquity, such as (c. 23rd century BCE), who purportedly created the game to educate his wayward younger brother Xiang on strategy and discipline, giving rise to the name xiangqi (elephant game), though the "elephant" likely refers to the piece rather than the brother. Alternative legends link it to (c. 24th century BCE) as a tool for moral instruction, possibly tied to broader flood control narratives in sage-king lore, but these are considered later fabrications without historical basis. Archaeological evidence remains sparse for pre-Tang periods, with an isolated earthenware "che" (chariot) piece from the Eastern Han/ era (25–265 CE) unearthed in 2001 providing tentative support for early game components, while Tang-era finds are limited to textual allusions rather than physical boards or fragments.

Evolution and Standardization

During the (960–1279 CE), Xiangqi underwent significant evolution toward its modern configuration, including the introduction of the piece, which captures by hopping over an intervening piece, and the solidification of the central river as a boundary affecting soldier movement. These developments are evidenced in the earliest extant record of the game rules, documented in the Shilin Guangji encyclopedia from the Southern Song period (1127–1279 CE), which describes a board with 32 pieces and seven types, closely resembling contemporary setups. Liu Kezhuang's poetry from the same era further confirms the game's structured play, marking a shift from earlier, more fluid variants to a standardized strategic contest. In the Ming (1368–1644 CE) and Qing (1644–1912 CE) dynasties, Xiangqi gained widespread popularity among scholars and commoners, with formalized tournaments emerging in urban centers like by the mid-19th century. Manuals such as Remains of the Heart of the Warrior and the influential Plum Flower Springs Manual by Wang Zaiyue detailed opening principles and prohibitions on perpetual checks, though regional variations persisted without full unification. By the 1860s, 's burgeoning xiangqi clubs established early conventions for piece values—assigning relative strengths like the at nine points and the advisor at two—and conditions, laying groundwork for competitive play amid China's social upheavals. These efforts reflected Xiangqi's role as both entertainment and intellectual pursuit, with the -centric openings like Central Cannon dominating strategies. The 20th century brought institutionalization, beginning in the Republican era with local associations in the promoting national tournaments and rudimentary rule codification to foster unity. Following the establishment of the in 1949, the communist government actively promoted Xiangqi as a mass sport for cultural and physical development, leading to the founding of the Chinese Xiangqi Association (CXA) in 1956, which organized the first national championships and iteratively refined rules—over ten revisions by 2011—to address perpetual checks, captures, and time controls. This era saw a surge in participation, with grandmasters like Hu Ronghua advancing positional theories in openings such as the Elephant and Sandwiched Horse defenses. Xiangqi's international spread paralleled China's regional influence, adapting as cô tuong in —retaining core rules but with localized piece naming and street-play culture—and in Korea, where the palace shape differs slightly and the game arrived via Goryeo Dynasty exchanges (10th–14th centuries CE), emphasizing defensive strategies. Western interest surged post-1970s amid U.S.-China diplomatic normalization, with English-language books and clubs emerging to introduce the game beyond Asian communities. In the , digital notation systems, including the World Xiangqi Federation (WXF) standard adopted for computer analysis and online play, facilitated global dissemination; the WXF itself was founded in 1993 to unify rules across borders, harmonizing CXA and Asian Xiangqi Federation (AXF, est. 1978) guidelines into the 2018 World Xiangqi Rules for equitable international competition.

Contemporary Practice

Tournaments and Leagues

Xiangqi's competitive landscape is dominated by national and international tournaments that showcase elite play and foster global participation. The China Xiangqi Championship, established in as the country's flagship event, has been held annually (with occasional interruptions due to historical events) to crown individual champions in men's and women's categories, alongside team titles that highlight provincial rivalries. This tournament serves as a key qualifier for international competitions and has produced legendary players who dominate the world stage. On the international front, the World Xiangqi Championship, organized by the World Xiangqi Federation (WXF) since its founding in 1993, is the premier global event, held biennially following the inaugural 1990 edition in . It features divisions for men, women, teams, and youth, drawing competitors from over 30 member associations and emphasizing standardized rules to promote fair play worldwide. Xiangqi's inclusion in the since the 2022 edition (held in 2023) marks a significant , integrating the game into multi-sport events under the and elevating its regional prestige with medal competitions in individual and team formats. Professional leagues add a structured, season-long dimension to Xiangqi competition. The Chinese Xiangqi League, launched in 2005, pits provincial and club teams in a format akin to soccer leagues, with divisions promoting tactical depth through team strategies and player rotations across matches. Online platforms have expanded accessibility, with apps like facilitating casual and organized virtual tournaments that mirror offline formats and attract a broader audience. Tournament structures commonly employ the Swiss system for preliminary rounds to efficiently pair players of similar strength, transitioning to formats for finals, under time controls such as 60 minutes base time plus a 30-second increment per move to balance reflection and pace. Recent developments underscore Xiangqi's evolving competitiveness, including the 2023 World Championship in , , and the 2025 edition in , , where Vietnam's Lai Ly Huynh claimed the men's standard title, ending 's long dominance. These events, alongside growing online streaming and digital qualifiers, signal increasing integration, blending traditional play with modern broadcasting to engage younger demographics globally.

Player Rankings and Titles

The World Xiangqi Federation (WXF) maintains an Elo-based rating system to rank players, similar to that used in international chess, with ratings calculated from tournament performances and updated periodically. The highest recorded rating in this system reached approximately 2800, achieved by Chinese player Wang Tianyi in 2023, establishing a benchmark for elite performance. In , the national ranking system complements the WXF Elo by incorporating a multi-level grading structure, from Level 16 players to higher master titles, based on domestic tournament results. WXF awards international titles including International Grandmaster (IMG), International Master (IM), and Federation Master (FM), determined by strong placements in sanctioned events such as the and . For IM, male players typically need to finish 4th to 8th in the or 4th to 6th in the Asian Championship, while women's criteria are adjusted for smaller fields (e.g., 4th to 6th in the ). IMG requires higher achievements, such as 1st to 3rd place in the for men or championship/2nd-3rd for women. In China, equivalent domestic titles like Grandmaster and National Master are granted for consistent national successes, such as multiple wins or top finishes in the Chinese National Xiangqi Individual Championship (CNXIC). Women's titles have been formalized since the , with separate categories in major events to promote participation. In January 2025, the Chinese Xiangqi Association penalized 41 players in a major anti-corruption crackdown, issuing lifetime bans to grandmasters Zhao Xinxin, Wang Yang, and Zheng Weitong, among others, for match-fixing, bribery, and related violations. Titles were revoked, and rankings adjusted, underscoring ongoing efforts to maintain integrity in professional play. Prominent players include Hu Ronghua, who secured 16 CNXIC titles between 1960 and 1998, earning him recognition as one of the greatest in Xiangqi history before his in 2012. Wang Tianyi dominated rankings for over a , winning four CNXIC titles and three world championships, but was banned for life in following a match-fixing . Recent standouts include Vietnamese player Lai Ly Huynh, who won the 2025 World Xiangqi Championship men's division, and women's champion Zuo Wenjing of , who claimed the title in 2022. For example, Chinese players dominated the 2023 Xiangqi events, with Zheng Weitong taking the men's individual gold before his lifetime ban in 2025, highlighting shifts in the competitive landscape. Post-2000, younger players born in the 1980s and 1990s have increasingly dominated top rankings and titles, driven by expanded youth training programs in and . Gender integration is growing, with more women earning and IMG titles and competing in mixed events, though separate women's divisions persist to encourage broader involvement.

AI and Computer Analysis

The development of computer programs for Xiangqi began in the late , with early engines emerging in the 1990s. Cyclone, developed by Chen Shiyang, was one of the pioneering Xiangqi programs, utilizing traditional search algorithms to achieve competitive play against amateur and intermediate human players. By the mid-2000s, advancements led to stronger engines like Elephant Eyes, which demonstrated superior performance in man-machine events, including topping competitions around 2006 by outperforming several professional players in simulated matches. Modern Xiangqi engines have evolved significantly, incorporating advanced algorithms and open-source frameworks. XieXie, an open-source engine released in the 2010s and updated through the 2020s, has achieved Elo ratings exceeding 3500 in engine tournaments, winning multiple Computer Olympiads, including the 2016 event in after a 400 Elo improvement in its evaluation and search capabilities. Qianhong, a user-friendly engine, provides robust analysis tools and is estimated at around 2500 Elo, making it accessible for training while competing effectively against mid-level professionals. Post-2016, the influence of AlphaGo's success spurred integrations in Xiangqi AI; engines like those based on methods use and (MCTS) to self-train, achieving superhuman performance without human data, as demonstrated in implementations that combine neural networks for policy and value estimation. Recent models, such as a 2024 transformer-based AI trained via supervised and , reach the top 0.1% of human players without traditional search, highlighting the shift toward efficient, search-free architectures. Extensive databases support development and in Xiangqi. The (CDB) compiles millions of professional games, enabling the creation of comprehensive opening books with over 10,000 evaluated lines derived from simulations rather than historical results alone, facilitating deep positional . These have profoundly impacted Xiangqi study, serving as essential tools for professionals who use them to positions, refine openings, and simulate high-level play. In 2023, exhibitions like the SenseRobot AI Xiangqi Championship in showcased AI robots defeating grandmasters, underscoring machines' tactical superiority and inspiring hybrid human-AI approaches. Xiangqi's remains unsolved, with an estimated size of 10^{150} possible positions, far exceeding chess's 10^{123}, which challenges even modern AI to fully explore strategic depths. As of 2025, real-time analysis apps integrated with engines like XieXie enable instant move evaluation during online play, enhancing accessibility for global players. The World Xiangqi Federation (WXF) permits engine use in training and preparation but regulates their prohibition in official competitions to preserve fair play, aligning with broader rules emphasizing human skill.

Variants and Adaptations

Rule Variations

Xiangqi features several rule variations within its standard framework, primarily concerning conditions, repetitions, and time management, which differ across organizations and playing contexts to promote decisive outcomes and fair competition. The China Xiangqi Association (CXA) rules, updated in 2011, impose stricter limits on repetitions, allowing claims after 60 plies of unchanged positions, compared to the 50 plies in the World Xiangqi Federation (WXF) rules established in 2018, which aim to unify international play by basing them on Asian standards while prohibiting perpetual checks outright, resulting in a loss for the offending player. These differences arose to reduce the frequency of draws by repetition, a common issue in prolonged games, with historical precedents from the Ming and Qing dynasties where manuals like Remains of the Heart of the Warrior described draws only for perpetual mating threats without position changes. , where a player has no legal moves but is not in check, is consistently treated as a loss under both modern sets, contrasting with some casual play where it may be a . In tournament settings, time controls introduce further variations to enforce pacing, often incorporating sudden death mechanisms to prevent endless games. For instance, the 18th World Xiangqi Championships in 2023 used a base of plus 30 seconds increment per move, with the game ending in loss if a player's time expires, a format common in events to balance strategic depth with efficiency. bans are also enforced here, extending the prohibition beyond repetitions to repeated threats against the same piece, ensuring aggressive play without harassment. Casual and club play may relax these to simpler sudden death after a fixed total time, such as 30 minutes per player, without increments, adapting to recreational needs. Regional adaptations, such as in , retain identical core rules to standard Xiangqi but feature slight differences in piece nomenclature—using terms like "tướng" for general and "tốt" for soldier—while cultural play styles emphasize quicker resolutions, leading to fewer prolonged draws in informal settings. For beginners, simplified variants often include handicaps where certain pieces, like the central pawn, become uncapturable unless moved, or relaxed restrictions such as allowing to cross the river without hindrance, easing learning while preserving fundamental tactics. Another notable variation is Chinese Dark Chess (), played on half the board with pieces starting face-down to simulate incomplete information, where players alternate flipping or moving revealed pieces orthogonally one square, with cannons requiring a hop to capture; this alters visibility rules without changing the board size, promoting probabilistic strategy over , and ends in stalemate or total capture rather than checkmate. Cultural tweaks in areas like involve distinct board games such as Ming mang, but within Xiangqi-influenced play, informal rules may incorporate terrain-inspired prohibitions on certain crossings, though these remain non-standard and unformalized.

Modified Boards and Pieces

Xiangqi variants often experiment with expanded boards to accommodate additional strategic depth, allowing for more pieces and prolonged games compared to the standard 9x10 grid. One prominent example is Middle Xiangqi, played on a larger 12x13 board that retains the central but extends the playing field for broader maneuvers. This variant introduces two new pieces per side: the , which moves two steps diagonally but cannot enter the opponent's camp, and the Rhino, which advances two steps orthogonally before turning one step diagonally. These additions, alongside the traditional generals, advisors, , horses, cannons, rooks, and five pawns per side, create opportunities for novel tactics while preserving Xiangqi's core asymmetry and capture mechanics. Scholarly discussions suggest early forms during the (960–1279 CE) may have used larger boards, such as an 11x11 grid, to accommodate the 32 pieces, though the modern 9x10 format was likely established by then. artifacts from the period depict pieces like generals, advisors, (ministers), rooks (wagons), (knights), cannons, and pawns, indicating continuity in piece types. During this era, the Bao Yin Xiangqi ruleset formalized many contemporary elements, including confinement of generals to nine-space palaces, though the larger board allowed for experimental placements before standardization to the 9x10 format. Numerous modern variants maintain the standard 9x10 board while incorporating custom pieces to hybridize Xiangqi with other chess traditions or enhance mobility. In Dragon Xiangqi, a single Dragon piece—a compound mover combining the horse's leap with the ferz's one-step diagonal—is added in front of the general, enabling more aggressive central control. Similarly, Sparrow Xiangqi features a Sparrow, merging the horse with a limited alfil leap (two steps diagonally, blocked if obstructed), positioned symmetrically for balanced offense. Archer Xiangqi introduces an Archer, a horse augmented by a lame dabbaba (two orthogonal steps, non-leaping), while Maorider Xiangqi adds a Maorider that extends the horse's path in a continuous direction until blocked. The Diplomat variant includes a , blending moa (multi-step knight-like) and wazir (one orthogonal) movements for versatile support. These pieces, each starting adjacent to the palace, aim to counterbalance Xiangqi's open board by introducing blocking and leaping options not native to the original set. Further innovations replace or supplement existing pieces for hybrid appeal. Modern Xiangqi substitutes the traditional elephants with two Warmachines per side, which slide twice orthogonally but halt if blocked after the first square and cannot cross the river, and adds two Vaos—diagonal counterparts to cannons that hop over one piece to capture along lines—flanking the general. Such modifications draw from elements to appeal to international players, fostering greater tactical variety without altering the board's dimensions or fundamental river divide. Chess, a Western-influenced adaptation on an 8x8 grid, integrates Xiangqi's cannons and palaces with pieces like the queen (combining rook and powers), creating a compact hybrid where the queen enables long-range threats akin to an empowered rook. Regional adaptations like Korean preserve the 9x10 intersection board but refine piece designs and constraints for cultural nuance. The palace is outlined by diagonal lines crossing to form an "X" at the center, rather than a gridded outline. Unlike , has no river dividing the board, allowing greater freedom for pieces like and . The horse moves one step orthogonally then one diagonally, but is blocked only if the orthogonal path is occupied. The elephant moves exactly two points diagonally in any direction but cannot jump over pieces and is color-bound to one color. Pawns move and capture one step orthogonally forward or sideways from the start, with no promotion. These piece tweaks, while retaining the cannon's hopping capture, emphasize fluid defense and promote distinct opening strategies rooted in Korean traditions.

References

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