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An introduction to basic chariot and pawn versus chariot endings Xiangqi Logo
30 November 2000 Bill Brydon, with help from Kim Pham and Ban LO
- and a lesson in basic attack and defence

Xiangqi has a wide range of technical end games. These are a treasure-trove of basic strategic principles. They contain lessons that apply to all phases of the game. Masters insist that students give them high priority.

This article introduces beginners to the chariot (rook) and pawn end game. Our starting point is a basic position that appears on page 68 of "The End Game Technique", by the Chinese masters, Ligao MENG and Zhongjian LI, and translated by C.K. Lai. (Click here for a review.)

In response to a reader’s request, I took this position to Ban LO, and he helped me to work out a full explanatory commentary for beginners. Together we constructed a few more positions to complete the picture.

These positions show a fundamental end game theme, one that occurs in many forms: the battle to control the central lines. Both sides must defend against vertical chariot checkmates. Comparable struggles often occur during the middle game, sometimes with the kings playing a key role.

They also show the importance of basic knowledge. The first position contains enough movement possibilities to confound some software programs. But, if you know the method, it's all forced. And learning this is likely to lead to good ideas in similar, more complex positions.


Red to move
End games where one side has a chariot (rook) and a pawn over the river, the other side has a chariot, and neither side has any defenders, are a win in almost every case. This is because the chariot and pawn cooperate well, and when correctly positioned, have overwhelming attacking power.

The defender usually can't exchange chariots. This is because a lone pawn wins as long as it is high enough to move in and trap the defending king. Difficult positions occur when the defender holds the centre line, and the attacking pawn is on the last rank, as here. These are either wins or draws, depending on how the pieces are placed.

Play through the analysis in a Java viewer. Analysis in a text file WXF or algebraic format.

1. P3=4

To win, the pawn must be on the other side of the black king. Therefore the pawn, and not the chariot, must capture the advisor.

1. .... K5=4
2. R4-2


To harass the black king, and help the pawn pass through the palace.


Black to move


2. .... K4+1

Red is threatening mate. Black can either move the king, or play 2. .... R5=4. This would concede the central line, and Red would win a little more quickly: (play through the analysis in a Java viewer) 2. .... R5=4 3. R4=5 R4-3 4. K4=5 R4+4 5. K5-1 R4-2 6. P4=5 K4+1 7. R5+2 K4+1 8. P5=6 R4=3 9. R5-3 R3=4 10. P6=7 K4-1 11. R5+4 and wins.

3. R4=6 K4=5
4. R6+3


Red's last two moves are the only way to force Black off the central line, and therefore the only way to win. Red can't try to come from the other direction because the pawn is in the way.

Red is only winning because the Black chariot is too advanced. If it were one or more points higher, Black could now "defend" with 4. R5=6 checkmate!! So the starting position is draw if Black moves first and retreats the chariot.

4. .... R5=3

Red is now threatening to win the black chariot with a skewer check (the king must move, and then the chariot can be captured). Black has no choice but to move it away. The central file is lost, and with it, the game.

5. R6=5 K5=4
6. K4=5 R3-2


Black must keep the chariot in front of his king. Aside from this, it doesn't matter where he moves.

7. R5-3 R3=4
8. P4=5


The pawn passes through the castle. Everything is now entirely mechanical. The next time Red threatens an attack from behind, the game will end.

8.  .... R4+3
9.  K5-1 R4-3
10. R5+2


This allows the pawn to finish its journey.

10. .... K4+1
11. P5=6 R4+4
12. K5+1 R4-3


There is no point in moving the black chariot off the file. The red chariot will simply retreat, and force it to return: 12. .... R4=3 13. R5-2 R3=4 13. P6=7 K4-1 14. R5+3 and wins.

13. P6=7 R4+2

Same thing again. If 13. .... R4=3, Red finishes the game with either: 14. R5-1 K4-1 15. R5+2 and wins; or 14. R5+1 R3-5 15. R5-2 K4-1 16. R5+1, winning the chariot.

14. K5-1 R4-2
15. R5+1


Black to move


And there's no defence.



Supplementary positions
Chariot and Pawn vs Chariot - 1
Chariot and Pawn vs Chariot - 2
Chariot and Pawn vs Chariot - 3

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