X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=whats_new%2Frules%2FXiangqi.html;h=bff4e76de71fa30f40b1ce5692704d9d1dd749ff;hb=d783e0c4dab936f6f07cc2cf38d97c617d6c3488;hp=f2e77cd7af2849d31ca29ba6de360e2642a6079c;hpb=4d5a9416969353d11450b39b3b1403405098472a;p=xboard.git diff --git a/whats_new/rules/Xiangqi.html b/whats_new/rules/Xiangqi.html index f2e77cd..bff4e76 100644 --- a/whats_new/rules/Xiangqi.html +++ b/whats_new/rules/Xiangqi.html @@ -1,403 +1,482 @@ - -
-Xiangqi - - -
- -

Xiangqi (Chinese Chess)

-

-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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Initial setup

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-e0, e9: King -
-a0, a9, i0, i9: Rook -
-b2, b7, h2, h7: Cannon -
-b0, b9, h0, h9: Horse -
-d0, d9, f0, f9: Advisor -
-c0, c9, g0, g9: Elephant -
-a3, c3, e3, g3, i3, a6, c6, e6, g6, i6: Pawns -

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+ + Xiangqi + + + + + -

Moves at a Glance

+

Xiangqi (Chinese Chess)

-

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.

- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + - + +
+ +

Initial setup

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+

e0, e9: King
+ a0, a9, i0, i9: Rook
+ b2, b7, h2, h7: Cannon
+ b0, b9, h0, h9: Horse
+ d0, d9, f0, f9: Advisor
+ c0, c9, g0, g9: Elephant
+ a3, c3, e3, g3, i3, a6, c6, e6, g6, i6: Pawns

+
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+

Moves at a Glance

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+

Click on a white piece below to see its moves

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+ + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - -
+ - - + + - - -

Sliding capture or non-capture,
can be blocked on any square along the ray

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+ + + + + + + + +

Sliding capture or non-capture,
+ can be blocked on any square along the ray

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+ + + + + + + +
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+ - - -Non-capture only -
+ + + + + + + - - + + - - -Capture only -
+ Non-capture only
+
- - + - - - - - - + + + - - -Unreachable square where move to other square can be blocked -
+ + + + + + + Capture only
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+ +
+ + + - - - - + + + + +
+ Unreachable square + where move to other square can be blocked
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+ + + - - + +
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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 -
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Pawn peculiarities

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    -
  • Pawns capture and move straight ahead.
  • -
  • When they reach the opponent's board half ('cross the River'), they can also move and capture sideways.
  • -
  • There is no real promotion; when Pawns reach last rank they are stuck there.
  • -
-

General rules

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    -
  • It is not allowed to expose your King to check.
  • -
  • Kings are not allowed to face each other, i.e. be on the same file with nothing in between.
  • -
  • The game is won by checkmating the opponent's King.
  • -
  • Stalemate (no legal moves, but not in check) is a los for the stalemated side.
  • -
  • Perpetual checking is forbidden, and the side that checks is ruled to lose on the 3rd repeat.
  • -
  • When both sides are perpetually checking each other, the game is ruled a draw, however.
  • -
  • It is also forbidden to perpetually harass the same piece other than King (see below).
  • -
  • But when both sides do it, the game is again ruled a draw.
  • -
-

Differences with FIDE

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-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. -

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Strategy issues

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-Any piece except a Pawn on the last rank can force Checkmate against a bare King. -

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PieceIDvalueMoves (Betza notation)Remarks
KingK-WCannot leave its Palace
RookR10R
CannonC4-5pRMust jump 1 piece to capture
HorseH5-4n[WF]Cannot jump
AdviserA2F
ElephantE2nACannot move onto opponent's board half
PawnP1fWAcquires sideway moves (fWsW) on opponent's board + half
+ +

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.

+ +