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-Xiangqi is the World's number one Chess variant in terms of number of players. -Almost all players live in China, Taiwan or Vietnam, though. -It is a fast and aggressive game, often described as a 'race to mate'. -When it gets to an end-game it is often a draw, -because there are many pieces that cannot leave their own board half, -and thus can be used to defend but not to attack or to trade for the opponent's defenders. -
-- - |
-Initial setup-
-e0, e9: King
- |
Click on a white piece below to see its moves
+Xiangqi is the World's number one Chess variant in terms of + number of players. Almost all players live in China, Taiwan or + Vietnam, though. It is a fast and aggressive game, often + described as a 'race to mate'. When it gets to an end-game it is + often a draw, because there are many pieces that cannot leave + their own board half, and thus can be used to defend but not to + attack or to trade for the opponent's defenders.
-
+
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+ Moves at a Glance- |
+ Click on a white piece below to see its moves - |
+
:
Pawn peculiarities-
General rules-
Differences with FIDE--The board is sub-divided into zones, and some pieces are not allowed to cross some zone boundaries. -Pieces move in general different than their FIDE counterpart. Only the Rook moves truly the same. - -Perpetual Chasing--It is forbidden to perpetually harass the same piece, -and when a repeat loop (after 3 repeats) has one side violating this rule, that side will forfeit the game. -This is only invoked if there wasn't any perpetual checking in the loop as well. -Exact rules for this are quite complex. -Basically, when a repeat loop creates a new attack on the same unprotected piece on every move, -the move sequence will be considered a perpetual chase. -The chasing side then is ruled to lose, but if both sides are chasing, it is a draw. -A Rook counts as unprotected against attacks of C or H. -On the other hand, being able to capture your attacker (as when equal pieces attack each other) counts as (pre-emptive) protection. -Attacks on a Pawn that is still on its own board half, or attacks by a King are never considered chases. - --Only legal moves should be taken into account; i.e. pinned pieces are not considered attackers or protectors. -An attack by the same piece is not considered a new one just because the attacking piece moved to another location, -e.g. when a Rook moves along the ray of the attack. -Note that the above rules do not take into account whether the attacking or protecting captures are good or non-sensical, -or if pieces are sufficiently protected against multiple attacks. -Even if recapturing would get you mated in one, the piece would still count as protected! -Also note that is perfectly allowed to alternately chase different pieces. -Even if one of the pieces is a King. - -Strategy issues--Any piece except a Pawn on the last rank can force Checkmate against a bare King. - -- -- -- -- -- + | + + | + + | + + | + + | + + | + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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+ + | + + | + + | + + | + + | + + | + + | + + | + + | + |
:
+ :
+ :
+ :
Piece | + +ID | + +value | + +Moves (Betza notation) | + +Remarks | +
King | + +K | + +- | + +W | + +Cannot leave its Palace | +
Rook | + +R | + +10 | + +R | + ++ |
Cannon | + +C | + +4-5 | + +pR | + +Must jump 1 piece to capture | +
Horse | + +H | + +5-4 | + +n[WF] | + +Cannot jump | +
Adviser | + +A | + +2 | + +F | + ++ |
Elephant | + +E | + +2 | + +nA | + +Cannot move onto opponent's board half | +
Pawn | + +P | + +1 | + +fW | + +Acquires sideway moves (fWsW) on opponent's board + half | +
The board is sub-divided into zones, and some pieces are not + allowed to cross some zone boundaries. Pieces move in general + different than their FIDE counterpart. Only the Rook moves truly + the same.
+ +It is forbidden to perpetually harass the same piece, and when + a repeat loop (after 3 repeats) has one side violating this rule, + that side will forfeit the game. This is only invoked if there + wasn't any perpetual checking in the loop as well. Exact rules + for this are quite complex. Basically, when a repeat loop creates + a new attack on the same unprotected piece on + every move, the move sequence will be considered a + perpetual chase. The chasing side then is ruled to lose, but if + both sides are chasing, it is a draw. A Rook counts as + unprotected against attacks of C or H. On the other hand, being + able to capture your attacker (as when equal pieces attack each + other) counts as (pre-emptive) protection. Attacks on a Pawn that + is still on its own board half, or attacks by a King are never + considered chases.
+ +Only legal moves should be taken into account; i.e. pinned + pieces are not considered attackers or protectors. An attack by + the same piece is not considered a new one just because the + attacking piece moved to another location, e.g. when a Rook moves + along the ray of the attack. Note that the above rules do not + take into account whether the attacking or protecting captures + are good or non-sensical, or if pieces are sufficiently + protected against multiple attacks. Even if recapturing would get + you mated in one, the piece would still count as protected! Also + note that is perfectly allowed to alternately chase different + pieces. Even if one of the pieces is a King.
+ +Any piece except a Pawn on the last rank can force Checkmate + against a bare King.
+ +