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The following description of a historic Xiangqi variant is due to Stephen Leary.
Here is a variant of Chinese chess that can be played on a standard 19 X 19 go board (finally, a fun & socially responsible use for such a board :-) ). Since there are 7 different armies on the board, they are each given their own color. I recommend using go stones (most Xiangqi pieces are going to be too big) & paint them different colors to match each army, then paint the symbol of each piece on top of the color. Usually, you're going to need a lot of people to play this game. Probably it's best to try to enlist people at the local club or maybe when with friends on weekends with nothing to do. The special "penalties" of this game make it ideal for a special late-night weekend social occasion :-)
There are a total of 120 pieces used in this variant symbolizing the seven Warring States (403-221 B.C.) period. This variant was created by Guang Si-ma.
The Zhou (kingdom) has 1 piece (at the center point of the board). Each of the 7 Warring States has 17 pieces.
The Zhou piece is yellow | (central space) |
Qin is white | (starts in west position) |
Chu is red | (south position) |
Qi is indigo (dark blue) | (east position) |
Yan is black | (north position) |
Han is cinnabar (orange-red) | (south position) |
Wei is green | (east position) |
Zhao is purple | (north position) |
Each of 7 states has 1 General. He moves vertically, horizontally, or diagonally with no limit on distance (like the queen in orthodox chess).
Each army has 1 Deputy General. He moves vertically or horizontally with no limit on distance (like the rook).
Each army has 1 Officer. He moves diagonally without limit (like the bishop in orthodox chess).
The Generals, Deputy Generals, and Officers are viewed as being mounted on chariots (elephants were not used in China, though the Xiang character is used in the game's name).
Each army has 1 Diplomat. He moves vertically, horizontally, or diagonally without limit (like the queen in orthodox chess). But he may not engage in combat, and may not be killed.
Each army has 1 cannon. It moves vertically or horizontally without limit. There must be an intervening piece for it to attack another piece (it moves just like modern-day cannon).
Each army has 1 (unit of) Archers. The unit moves 4 spaces (on each move) vertically, horizontally, or diagonally.
Each army has 1 (unit of) Crossbowmen. The unit moves 5 spaces vertically, horizontally, or diagonally.
Each army has 2 units of Swordsmen. Each unit moves 1 space diagonally.
Each army has 4 units of Broadswordsmen. Each unit moves 1 space vertically or horizontally.
Each army has 4 units of Cavalry. Each unit moves 4 spaces and moves similar to a knight--1 space in a straight line and then 3 spaces diagonally.
When each player takes possession of 1 state, those states with which they are allied are chosen by the players themselves. Both of the allied states are directed by the choosing players, who must first take an oath saying, "If either of the states under my command is lost, it will be through my own carelessness." If 1 player orders an ally to attack a very strongly defended state, he must first penalize himself by downing a glass of liquor (or beer).
The order of play is: Qin, Chu, Han, Qi, Wei, Zhao, and Yan (this order is counterclockwise beginning with the state in the west in the initial position, which is Qin).
If a poor move is played, it may not be taken back (except if penalty is agreed by players beforehand--glass of beer, lose next turn, etc.). If anyone moves a piece incorrectly, he is penalized (either a lost move or a shot of liquor, exact penalties at discretion of players themselves). If a player attacks his own ally, then the entire army of that ally is lost and removed from the board. Whenever a player is placed in check, he may be penalized according to previously agreed upon penalty :-)
A player wins over another state by capturing that enemy's General. But even if the General is not taken, a player can win by capturing more than 10 other pieces of the opposing state. If an enemy has not yet lost 10 pieces and a player's own army loses more than 10, then that player's own army is lost and removed.
At the end of the game, the player who has captured the most pieces is the winner of the game. First the winner takes a victory drink (a special drink that is not used for other purposes associated with this game), then the losers take a drink.
Should 1 player have captured 2 Generals, or take a total of 30 lesser pieces, he is declared Dictator, or Tyrant, or just Bully (Ba4). Once a player has become Dictator, all the other states avow their submission to him, and everyone drinks another round.
Relative value of pieces in their initial positions: 1 Cavalry unit is equal to any 2 units of Archers, Crossbowmen, Swordsmen, or Broadswordsmen. A Cannon is equal to 3 units of same. An Officer is equal to 4. A Deputy General is equal to 5.
The Zhou king is yellow and sits in the center to show respect for the Son of Heaven. He has no army, does not engage in battle. Each of the 7 states has a particular color to reflect its directional position. The Diplomats represent persuasive politicians who try to create alliances among the states.
The Yi Zheng Retired Scholar Pei Zi-xi obtained a copy of the text of this game's rules and had it engraved on wooden blocks so that it would be widely transmitted. It was then printed on the day of the Lantern Festival in the second year of the Kai-xi reign period (24 February 1206).
G | General |
D | Deputy General |
O | Officer |
L | Liaison Officer (Diplomat) |
P | Pao (Cannon) |
A | Archers |
C | Crossbowmen |
S | Swordsmen |
B | Broadswordsmen |
H | Horsemen (Cavalry) |
Z | Zhou King |
The above was authored by: Stephen Leary.
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Created on: January 01, 1996. Last modified on: September 29, 2001.
Date | Name | Rating | Comment |
---|---|---|---|
BelowAverage | |||
Sean Humby | Good | Question: I make the assumption that the cavalry cannot leap intervening pieces as Xiangqi horses cannot either. The archers and crossbows can move exactly 4 or 5 moves in any direction... but is that a jump? It seems like it should be... HELP! | |
AT...TD | Poor | this is a screwed up game... is this really a chess variant or did some pothead come up with it? what's the point of the center piece that doesn't move or do anything? i'm so confused. I've been trying to play it with mye 17 friends but we can't figure any of this out.... HELLLPPPP!!! | |
Buster | Good | Not bad, but a little confusing!!!!! | |
Good | To the above comment: although this is not 'standard' Chinese chess it was invented in China. It is therefore 'Chinese'. As far as I understand the above rules: 1) The archers and crossbowmen move as limited orthodox queens (i.e. they don't kill at a distance any more than the cannon does). The 'on each move' part of their movement rules suggests to me that the archers always move 4 spaces (no more, no less) and the crossbowmen always move 5 spaces. 2) The Zhou King is just a centerpiece and plays no role: he never moves and cannot be captured, as far as I can see. In effect the central position is a void, so there are 360 positions that can be used by the players. Since this game is inspired by the Warring States civil war, it is semi-historic and therefore the outgoing figurehead 'sons of heaven' needed to be represented. 3) If the game seems not entirely serious, I suspect that is because the game is intended mainly for laughs, as the drinking clauses in the rules suggest. |
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Last modified: Sunday, August 21, 2005