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Xiangqi (Chinese
Chess) is a battle, western Chess is only a war...
History
of Xiangqi
Xiangqi or Shiang-Chee (which helps with the pronunciation
of the original name) is known to the Chinese as the “Elephant
Game”, and dates back more than 2000 years.
In 1975 Mao’s
Red Chinese government, deciding that Xiangqi was a ‘good thing’,
published 487,000 copies of the official rules. It thus joined
Weiqi (Go) and Western Chess in a triumvirate of board games blessed
with government patronage in China.
Of these three
games receiving Government support in China, it is Xiangqi that
remains, as it has been for centuries, the game that most attracts
popular support. Indeed, the Chinese outside the mainland, left
to their own devices, have been running tournaments and international
matches for decades, and have produced an immense amount of literature.
Western players
have found it to be a first-rate game too, but unlike other mind
games it suffers here from having no presiding body for the West
and from a lack of literature in English. These handicaps should
not be allowed to mask the inherent excellence of the game, especially
for those who enjoy fast-moving and broad-ranging tactical fights
where a good technique is important. Chinese Chess is known as
the kung fu of board games largely because it results in a wide-open,
quick moving and aggressive contest.
Chinese Chess
is not merely a regional game, it is a truly international one.
The reason is that the Chinese are an international people, wherever
you go in the world you will always be able to find at least one
Chinese person and that Chinese person will almost always know
how to play Xiangqi.
There is simply
no such thing as a Chinese man who does not know how to play Xiangqi.
The game is embedded in the Chinese culture, therefore, there
are more than half a billion (excluding the Chinese children)
in the world who know how to play Chinese Chess. This statistic
makes Xiangqi easily the most popular game of any kind in the
entire world.
Most non-Chinese
people have not heard of Chinese Chess, this is mainly because
historically the Chinese have been rather impoverished. Now this
is changing; the Chinese are becoming richer. Three of the so-called
‘four economic tigers’ of Asia (Hong Kong, Singapore and Taiwan)
are Chinese. They have become major factors in the world economy.
As the Chinese people are becoming rich they are naturally going
to spend money on their game – Chinese Chess.
Rules
of Xiangqi
Xiangqi is a game for two players, facing each other across
a board, who take it in turn to move their pieces. The ultimate
aim is to capture the opposing King.
A typical
set has 32 uniformly sized wooden discs, the name of the piece
is written in Chinese on one side, and a board (traditionally
of paper). The under-side of the pieces is unused and can be marked
with English names if required. Irrespective of colours used the
two sides are always called ‘Red’ and ‘Black’.
The board
is a grid of 9x10 lines with the vertical lines being interrupted
in the centre to create a clear row called a river. The two portions
marked X at the centre of each base line are the imperial palaces
of the respective Kings.
The respective
sets of pieces are placed on the intersections or points. A line
of points is called a file or a rank depending on whether they
are down the board or across it. Initially there are nine pieces
on the base line points (rank 1) and the remainder on the marked
points, two on rank 3 and five on rank 4.
Each side
has a King, two each of guards, bishops, knights, rooks and cannons
and five pawns. However, none of these terms is standard, there
is no accepted terminology for the game in the West.
Names used
above are those common to the Chess games family, but most pieces
have at least two or three other military style names.
Each side
sets up their pieces in three ranks. The base line has nine points
containing pieces in the following mirrored sequence – Rook, Knight,
Bishop, Guard, King, Guard, Bishop, Knight and Rook. On the marked
points on rank 3 the Cannons are placed, with Pawns on the marked
intersections on rank 4.
Each
piece moves as follows:
King:
moves one step on a rank or file, but only within the nine points
of its own palace. It must not be on the same open file as the
opposing King, and can only access the points on this file if
the other King subsequently moves to another file or the open
file is blocked by other pieces from either side.
Guard:
also confined to the palace, it can only move diagonally, so there
are only five points it can possibly occupy.
Elephant:
moves diagonally, always by two steps. It cannot jump over pieces
from either side (when blocked by other pieces it is said to be
blinded), nor can it cross the river; it therefore only occupies
7 possible points.
Knight:
moves one step straight and one step diagonal, in that sequence,
and in the same general direction. But it cannot jump, so that
if there is a piece of either colour on the point covered by the
first (straight) step it cannot move at all in that direction,
in this case it is said to be hobbled. It can, however, go anywhere
on the board.
Chariot:
moves any number of points along one rank or file so long as its
path is not obstructed. It cannot jump but can go anywhere on
the board.
Pawn:
moves one step forward on its own side of the river. Once across
the river it can move one step left, right or forward. Therefore,
once it reaches the last rank it can only move sideways. There
is no Pawn promotion.
Note: All pieces mentioned so far can go to an empty square or
one occupied by an enemy piece. In the latter case the enemy piece
is captured, removed from the board and takes no further part
in the game.
Cannon: moves any number of points along one rank or file
so long as its path is not obstructed, like a Rook – the difference
being in its method of capturing pieces which is explained below.
It can go anywhere on the board. The Cannon moves like a Rook
as long as its new position is a vacant square. But to capture
it has to be cranked up on a gun mount or support so that a missile
can be lobbed onto the enemy. This support is simply provided
by any intervening piece of either colour on one of the lines
along which the Cannon would normally move. Capture is made in
effect by jumping over the support (piece) to the point occupied
by the enemy piece. It can jump over only one support and move
this way only when it captures, but there is no restriction on
how long or short the jump is, or on the distance of the support
from the Cannon.
Since capture
of the King ends the game, any move that threatens such a capture
– called a check – must be attended to immediately. A player is
not allowed to leave his King in check, or to move so that the
King is in check.
If a player’s
King is in check and he is unable to move anywhere to get out
of check, or block it with any of his other pieces, he is said
to be in checkmate or mate and loses the game.
If a player’s
King is not in check but he is unable to make any move, or only
one that puts his King in check, he is stalemated. Unlike in Western
Chess stalemate is not a draw, the stalemated player loses. Stalemate
is much more common in Chinese Chess than Western Chess.
Draws are
possible, however, either by agreement or when, because of lack
of pieces, neither player can force a win.
There are
some rather complicated rules prohibiting certain types of repetitive
moves. These are mentioned in more detail below, but the basic
principle to be remembered is that where both players choose,
without compulsion, to repeat moves, a game is drawn. But where
repetition of moves occurs because one side is being forced to
respond to a threat (e.g. check, threat of mate or capture), the
attacker must stop repeating his moves or forfeit the game.
These special
rules concern repetition of moves. The following are prohibited
where one player forces the other to play in certain way:
Repetitive checks by one player.
Repetitive
threats of checkmate next move by one player.
Combinations
of both above.
Repetitive
attacks; a player is not allowed to attack one of his opponent’s
unprotected pieces (he is thus forced to defend it) repeatedly
in a similar manner (except with a Pawn and King, see below).
Combinations
of repetitive checks and repetitive attacks.
Combinations
of repetitive checks and repetitive threats to capture an enemy
piece after discovered check (a check given by a piece not moving
but exposed by a piece that does move).
If, however, the following types of repetition occur (basically
those where both players repeat voluntarily) the game is drawn:
Repetitive blocking, where a threat is repeatedly made but repeatedly
blocked by interposing a piece in the same or similar fashion.
Repetitive
chasing, where one side chases the same enemy piece which is protected
but keeps running.
Repetitive
offers of exchanges, where one player offers the same or similar
exchanges and the opponent repeatedly declines them.
Repetitive
offers of sacrifice, where one player keeps offering the same
piece in order to achieve greater gain (e.g. checkmate) and the
opponent keeps refusing it.
A combination
of repetitive checks and repetitive blocking, providing the checking
player is not making a check prohibited as above.
Alternating
repetitive checks or repetitive double checks.
Repetitive
chasing of unprotected pieces where repetition can be regarded
as forced (e.g. in order to prevent checkmate).
Repetitive
chasing of unprotected pieces by both players alternately.
Note: in the previous two instances, if one player varies the
other must also.
Repeated attacks
on an unprotected enemy piece by a Pawn or a King, unless attacking
(checking) the enemy King.
Despite this lengthy list of special rules there are quite a few
positions difficult to interpret. The rules give extensive guidance
on this but even then a decision may come down to a tournament
controller. Under less formal circumstances the decision should
agreed by the players.
Whoever plays
first has a significant advantage, and to keep that initiative
they will try to maintain a strong attacking posture. The other
player can either submit to defence or take up an attacking posture
of his own. Attack, defence and counter-attack are the words that
dominate the Chinese game commentaries and so the first consideration
is to understand what they mean.
Each player’s
forces are split between attack and defence in that guards and
bishops cannot leave their own area and so are defensive. Pawns
cannot move backwards and so perforce are attacking. Wider-ranging
Rooks, Cannons and Knights obviously serve attacking roles, and
in the opening that is their main function, but they can defend
if necessary. Thus tactics and style are important and would seem
to justify acquiring some more specialist literature.
Two final
pieces of advice, one direct, one indirect:
Do not get too wrapped up in the draw rulings, this is complicated
even for the most experienced players; just sort it out amicably
amongst yourselves.
If you want a more detailed introduction to Xiangqi, the book
“Chinese Chess for Beginners” by Sam Sloan is one of the most
popular reference works in English and is highly recommended.
Enjoy your Xiangqi – Chinese Chess.
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A Xiangqi set is shown above with western symbols
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