Board
Rules
The pieces start in the position shown in the diagram above. Which player moves first has varied throughout history and from one part of China to another. Different xiangqi books advise either that the black or red side moves first. Some books refer to the two sides asPieces
Each player controls an army of 16 pieces; the armies are usually coloured red and black. Pieces are flat circular disks labelled or engraved with aGeneral
Generals (or kings) are labelled 將 (trad.) / 将 (simp.) ("general") on the black side and 帥 (trad.) / 帅 (simp.) ("marshal") on the red side. The general starts the game at the midpoint of the back edge, within the palace. The general may move and capture one pointAdvisor
Advisors (also known as guards and less commonly as assistants, mandarins, ministers or warriors) are labelled 士 ("scholar", "gentleman", " officer", "guardian") for Black and 仕 ("scholar", "official", "guardian") for Red. Rarely, sets use the character 士 for both colours. The advisors start on either side of the general. They move and capture one pointElephant
Elephants (or bishops) are labeled ''xiàng'' ("elephant") for Black and 相 ''xiàng'' ("minister") for Red. They are located next to the advisors. These pieces move and capture exactly two points diagonally and may not jump over intervening pieces; the move is described as being like the character 田 ''Tián'' ("field"), in reference to the board's squares. Blocking an elephant with a diagonally adjacent piece is known as "blocking the elephant's eye" (). Elephants may not cross the river to attack the enemyHorse
Horses (or knights) are labelled 馬 for Black and 傌 ''mǎ'' for Red in sets marked withChariot
Chariots (or rooks or cars) are labelled 車 for Black and 俥 for Red in sets marked withCannon
Cannons are labelled 砲 (" catapult") for Black and 炮 ''pào'' ("cannon") for Red. The names are homophones, though sometimes 炮 is used for both Red and Black. The 石 ''shí'' radical of 砲 means "stone", and the 火 ''huǒ'' radical of 炮 means "fire". Both colours' pieces are normally referred to as cannons in English. The black piece is sometimes labelled 包 bāo. Each player has two cannons, which start on the row behind the soldiers, two points in front of the horses. Cannons move like chariots, any distance orthogonally without jumping, but can only capture by jumping a single piece of either colour along the path of attack. The piece over which the cannon jumps is called the 炮臺 (trad.) / 炮台 (simp.) ''pào tái'' ("cannon platform" or "screen"). Any number of unoccupied spaces, including none, may exist between the cannon, screen, and the piece to be captured. Cannons can be exchanged for horses immediately from their starting positions.Soldier
Soldiers (or pawns) are labelled 卒 ("pawn" or "private") for Black and 兵 ("soldier") for Red. Each side starts with five soldiers. Soldiers begin the game located on every other point one row back from the edge of the river. They move and capture by advancing one point. Once they have crossed the river, they may also move and capture one point horizontally. Soldiers cannot move backward, and therefore cannot retreat; after advancing to the last rank of the board, however, a soldier may still move sideways at the enemy's edge. The soldier is sometimes called the "pawn" by English-speaking players, due to the pieces' similar movements.Approximate relative values of the pieces
Notation
There are several types of notation used to record xiangqi games. In each case the moves are numbered and written with the same general pattern. # (first move) (first response) # (second move) (second response) # ... It is clearer but not required to write each move pair on a separate line.System 1
The book ''The Chess of China'' describes a move notation method in which the ranks of the board are numbered 1 to 10 from closest to farthest away, followed by a digit 1 to 9 for files from right to left. Both values are relative to the moving player. Moves are then indicated as follows: iece name( ormer rankformer file])- ew ranknew file]
Thus, the most common opening in the game would be written as:
# 炮 (32)–35 馬 (18)–37
System 2
A notation system partially described in ''A Manual of Chinese Chess'' and used by several computer software implementations describes moves in relative terms as follows: ingle-letter piece abbreviationformer file] perator indicating direction of movementnew file, or in the case of purely vertical movement, number of ranks traversed]
The file numbers are counted from each player's right to each player's left.
In case there are two identical pieces in one file, symbols + (front) and – (rear) are used instead of former file number. Direction of movement is indicated via an operator symbol. A System 3
This system is unofficial and principally used by Western players. It is similar to algebraic notation for Western chess. Letters are used for files and numbers for ranks. File "a" is on Red's left and rank "1" is nearest to Red. A point's designation does not depend on which player moves; for both sides "a1" is the lowest left point from Red's side. ingle-letter piece abbreviationformer position] apture indicationnew position] heck indicationanalysis]
Pieces are abbreviated as in notation system 2, except that no letter is used for the soldier.
Former position is only indicated if necessary to distinguish between two identical pieces that could have made the move. If they share the same file, indicate which rank moves; if they share the same rank, indicate which file moves. If they share neither rank nor file, then the file is indicated.
Capture is indicated by "x". No symbol is used to indicate a non-capturing move.
Check is indicated by "+", double check by "++", triple check by "+++", and quadruple check by "++++". Checkmate is indicated by "#".
For analysis purposes, bad moves are indicated by "?" and good moves by "!". These can be combined if the analysis is uncertain ("!?" might be either but is probably good; "?!" is probably bad) or repeated for emphasis ("??" is a disaster).
Thus, the most common opening in the game would be written as:
# Che3 Hg8Example
For example, the following game is tied with several others as the shortest possible xiangqi game (analogously to Fool's Mate), written in each of the three notations: System 1: #炮(38)–37 砲(38)–33 #炮(37)–77 士(16)–25 #炮(77)–107 System 2: #C8=7 C8=3 #C7+4 A6+5 #C7+3 System 3: # Cbc3 Chc8 # Cxc7 Afe9?? # Cxc10# Black is mated and therefore loses. Red's cannon cannot be captured, and the advisor on e9 blocks both Black's general from escaping there and the advisor on d10 from unbecoming a platform for the cannon.Gameplay
Because of the size of the board and the low number of long-range pieces, there is a tendency for the battle to focus on a particular area of the board.Tactics
Xiangqi involves several tactics common to games in the chess family. Some common ones are briefly discussed here. * In a '' fork'', one piece attacks two or more enemy pieces at once. * A piece is '' pinned'' when it cannot move without exposing a more important piece to capture. Every piece except soldiers and advisors can pin, but only chariot pins exactly resemble pins in western chess; pins by other pieces in xiangqi take on many unique forms: Cannons can pin two pieces at once on one file or rank, horses can pin because they can be blocked, and generals can pin because of the "flying general" move rule. In pins by horses and elephants, the pinning piece never attacks the pinned piece, while in a pin by a cannon, only one of the pieces is directly attacked by the cannon. A general can only pin pieces to the enemy general, and the pinning general can never capture the pinned piece, since that would place it in check from the enemy general. * A piece is '' skewered'' when it is attacked and, by moving, exposes a less important piece to be captured. In contrast to pins, only cannons and chariots can skewer. * A '' discovered check'' occurs when an attacking piece moves so that it unblocks a line for a chariot, cannon, and/or horse to check the enemy general. * A '' double check'' occurs when two pieces simultaneously threaten the enemy general. Unlike a Western chess double check, a double check in xiangqi may be blockable or, in one case, possibly met with a capture by a piece other than the general. The only blockable cases are either a chariot and cannon on the same file as the general, with the chariot acting as a screen for the cannon, two horses giving discovered check after another piece unblocks the attack from both, or a cannon using an enemy piece as a platform uncovered by a horse (see below). Double checks delivered by other means are not blockable. In one exceptional case, if a horse moves to give a double check by uncovering a cannon, and the cannon’s platform is an enemy chariot or defensive piece (advisor or elephant), the enemy chariot or defensive piece might be able to capture the horse, which removes the cannon’s platform at the same time. Otherwise, capturing either checking piece is insufficient to remove the threat, unless the general makes the capture. * Unique to xiangqi is a ''triple check'', which arises in four combinations. In the first case of a cannon, a chariot or soldier, and a horse, the horse moves to give check, uncovering a double check from the chariot and the cannon. In the second, rarer case of a chariot or soldier and two horses, the chariot moves to give check, uncovering a double check from the two horses. In the third case of two cannons and two horses, one cannon may uncover a double check from the horses and act as a screen for the other cannon. Finally, a chariot or soldier can move to give check, uncovering a check from a horse while acting as a platform for a cannon to give another check. ''Quadruple check'' is also possible, arising with two horses, a chariot, and a cannon. Triple and quadruple check cannot be blocked or met by captures (again, unless the general makes the capture). In contrast to the ubiquity of pawn chains in western chess, soldiers typically do not support each other until the endgame, because from the initial position it takes a minimum of five moves of a soldier to allow mutual protection between two of them, and they are often prone to capture by other pieces. Soldiers, horses, cannons and chariots can form up formations that protect each other. However, lining up chariots must be done with caution, as this risks losing one chariot to an enemy's inferior piece. Horses that support each other are called Linked Horses (Chinese: 連環馬), which is a relatively safe formation of the horses, though it can still be threatened with a soldier, a chariot plus another minor piece, or a piece blocking one of the horses thus making the protection one-sided. It is common to use cannons independently to control particular ranks and files. Using a cannon to control the middle file is often considered vital strategy, because it pins pieces such as the advisors and elephants to the general, which in turn restrict their general’s movement. The two files adjacent to the middle file are also considered important and horses and chariots can be used to push for checkmate there. Since the general is usually safest in its original position before the endgame phase, attacking the general commonly involves forcing the general out of its original position with check or with threats. Thus, specific points and formations are very important in xiangqi. For an attacking (Red) horse, the most fatal points are c9 and g9 (Chinese: 臥槽馬), especially since without proper defence a quick mate can follow with an extra chariot or cannon. For a cannon, one of the most fatal formations is the exposed cannon (Chinese: 空心炮), where the cannon directly controls the middle file with no other pieces between the cannon and the general. This formation is particularly dangerous since the defensive side cannot move any piece in front of the cannon; while with an extra cannon joining the attack, mate can follow on the spot, and with an extra rook, the offensive side can mount a double check (with the rook in front of the cannon) followed by a windmill (as when the check is blocked, the rook moving laterally discovers a new check from the cannon), often winning at least a piece afterwards. If the defensive side cannot chase the cannon away or capture it, it must move the general forward to avoid these threats, leaving the general vulnerable to attacks. Another fatal formation, called the "cannon-controlled centroid horse" (Chinese: 炮鎮窩心馬, diagram at right), also requires particularly bad coordination of the enemy pieces. In the diagram, Black's "centroid horse" occupies the centre of the palace, blocking Black's own general and advisors, and being pinned to the general by the red cannon, cannot move. Black's cannon at e8 is also pinned to its own general; it too is unable to move and restricts the movement of Black's two elephants, making them unable to protect each other. Such a formation in the middlegame often produces deadly threats of smothered mates, while in the endgame, as in the diagram, Red's cannon cannot be chased away, rendering Black's general, advisors, cannon on e8, and horse all permanently immobilized. Even though Black is up a minor piece, Red has a clear win: The game concluded 41.Hg7 (forking the elephant and pinned cannon and creating a mating threat) Eg10 42.Hh9 Ci9 43.Hf8+ Cf9 (if not for the other black cannon, it is instant mate) 44.Hxg6, and Black resigned: Black's only active piece (the cannon on f9) is absolutely helpless to stop Red's horse and soldiers, which will soon invade the palace. A common defensive configuration is to leave the general at its starting position, deploy one advisor and one elephant on the two points directly in front of the general, and to leave the other advisor and elephant in their starting positions, to the side of the general. In this setup, the advisor and elephant pairs support each other, and the general is immune from attacks by cannons. Losing any defensive pieces makes the general vulnerable to cannon attack, and the setup may need to be abandoned. The defender may move defensive pieces away from the general, or even sacrifice them intentionally, to ward off attack by a cannon. Long sequences of checks leading to mate or gain of material are common both in chess compositions and in actual play. A skilled xiangqi player would often have to calculate several steps, or even tens of steps ahead for a forced sequence. In the diagram on the right, Black has an immediate mating threat which cannot be parried, forcing Red to check Black on every move. Although it requires 11 moves to mate, its general idea is clear: Induce a smothered check by sacrificing a chariot at the centre of the palace (e9), then force Black to open the centre file, enabling the Red general to assist the attack, and finally mate by facing generals.Openings
Since the left and right flanks of the starting setup are symmetrical, it is customary to make the first move on the right flank. Starting on the left flank is considered needlessly confusing. The most common opening is to move the cannon to the central column, an opening known as 當頭炮 (trad.) / 当头炮 (simp.) ''dāng tóu pào'' or "Central Cannon". The most common reply is to advance the horse on the same flank. Together, this move-and-response is known by the rhyme 當頭炮,馬來跳 (trad.) / 当头炮,马来跳 (simp.) . The notation for this is "1. 炮 (32)–35, 馬 (18)–37", "1. C2.5 H8+7", or "1. Che3 Hg8" (diagram at right). After Black's 1. ...H8+7 (Hg8) response, the game can develop into a variety of openings, the most common being the 屏風馬 (trad.) / 屏风马 (simp.) or "Screen Horses (Defence)" in which Black develops the other horse to further protect their middle pawn (...H2+3 or ...Hc8) either immediately on their second move, or later when Black transposes the game into this opening. Alternative common first moves by Black are developing either cannons (1. ...C8.5/1. ...Che8, or 1. ...C2.5/1. ...Cbe8); note that after either of these moves, taking the central soldier with the cannon (2. C5+4 or 2. Cxe7+) is a beginner's trap that impedes development and coordination of Red's pieces if Black plays correctly (for example, 1. Che3 Che8 2. Cxe7+?? Ade9 3. Hg3 Hg8 4. Ce5 Rh10 when Black develops the rook first, and the loss of Black's middle pawn actually enabled Black's horses to occupy the centre on the next moves). Other common first moves by Red include moving an elephant to the central column (1. Ege3), advancing the soldier on the third or seventh file (1. c5), moving a horse forward (1. Hg3), and moving either cannon to the 4th or 6th (d- or f-) file (1. Chd3 or 1. Chf3). Compared to the Central Cannon openings, these openings are generally less restricted by theory. General advice for the opening includes rapid development of at least one chariot and putting it on open files and ranks, as it is the most powerful piece with a long attack range. There is a saying that only a poor player does not move a chariot in the first three moves (Chinese: 三步不出車,必定要輸棋); however this is not to be taken literally, and is in fact often violated in modern Xiangqi games. Attacking and defending the centre, especially the central soldiers / central pawns, are common themes in the opening, hence the Central Cannon openings. Usually, at least one horse should be moved to the middle in order to defend the central soldier; however undefended central soldiers can also become "poisoned pawns" in the early moves, especially if the attacking side does not have an immediate follow-up to retain the pressure on the central file.Middlegame strategy
Xiangqi strategy shares common themes with chess, but has some differences: * Occupying the centre is relatively less important in xiangqi, but controlling and attacking the middle file is still one of the vital themes. Since the middle file is often well defended, players would then seek to mount an offense on either of the flanks on the enemy side, especially when the defense of one flank is neglected. * The significance of pawn formation in xiangqi and chess are different. In xiangqi, soldiers (pawns) are often pushed to avoid blocking their own horses, and it is uncommon for them to defend each other (in contrast with a Western chess pawn chain). Successfully getting a soldier to cross a river as an attacking force can often tilt the scales of the middlegame by a large margin. * In high-level play, the initiative is highly important, and a minor mistake can doom a game. * Sacrifices are common in xiangqi, however they are more often tactical rather than positional. Usually, at most a minor piece is sacrificed for positional advantages, or a semi-tactical attack. Like in chess, xiangqi piece values depend highly on the position on the board. The following study from Volume 42 of the Elegant Pastime Manual, dating from the Ming Dynasty, illustrates this dramatically. It is Red to play and win. In this position, Red is up two soldiers and a cannon but Black threatens seemingly unstoppable mate with ...Rf1#, since 1.Ec5? Ad8! renews the mate threat. Note that the red chariot is nearly useless, having only two legal moves, in stark contrast to the very active black chariot. However, Red averts the checkmate by sacrificing both the cannon and chariot: 1.Ca10+!! Hxa10 2.Ea3! Rxa1 (or the chariot is lost, since the general protects the elephant on e3, which in turn guards g1, and the red horse guards e2) 3.Eec1: Despite the substantial sacrifice of material by Red, Black's chariot has now become useless as it is permanently immobilized by the red elephants and horse; the red general prevents the black soldier on g2 from moving laterally to free the chariot (for example 3...g1 4.Gf2). Black's horse similarly has no safe move due to the red soldier on c8, which also, along with the soldier on f9, prevents the black general from attacking the soldier on f9 from the behind. In addition, the black soldier on g6 is undefended and has no safe move, so Red can win it by pushing the soldier on c4 to c6 and moving it laterally to the g-file, after which the position is effectively an endgame of three soldiers against two advisers, an easy win for Red (see below) despite being down a chariot for three soldiers. Furthermore, after winning the black soldier on g6, Red can then move their soldier all the way left to the a-file to advance it and win the black horse, after which all four red soldiers can easily checkmate the enemy general.Endgame
Though xiangqi endgames require remarkable skill to be played well, there are a number of widely known book wins and book draws. Without a counterpart to pawn promotion, xiangqi endgames instead focus more directly on forcing checkmate or stalemate, and in this regard resemble pawnless chess endgames. Since stalemate is a loss for the stalemated player instead of a draw, most book draws in xiangqi are due to fortresses, with a few draws due to insufficient material. A general rule in xiangqi endgames for the advantageous side is that, when there's less material on the board, do not trade pieces easily, as with fewer attacking pieces on the board, defending is easier (in contrast to Western chess, where it is almost always advantageous to trade pieces when up on material). Hence, if a certain type of endgame can transpose, by trading pieces, into another type of endgame which is a book win, then this endgame itself is a book win.Zugzwang in xiangqi endgames
Inducing zugzwang is a crucial theme in winning simple endgames, and almost exclusively in simple endgames. In the general + soldier vs general endgame shown on the right, Red's first main goal is to occupy the middle file. Red wins with 1. Gd1, a waiting move, and Black is in zugzwang. Black must proceed with 1. ...Ge8, as 1. ...Ge10 instantly loses after 2. f9#. After 1. ...Ge8 2. f9 Gf8 3. e9 Ge8 4. d9 Gf8 5. Ge1, Red's general successfully occupies the middle file. The game would conclude with 5. ...Gf9 6. e9+, and regardless of Black's reply, 7. Ge2# (stale)mates Black. Reciprocal zugzwang is possible, but very rare and usually seen in endgame compositions. In this endgame shown on the right, whoever moves loses, since when either of the two generals moves to an open d- or f- file, it threatens unstoppable mate, while the player to move only helps the enemy general occupy one of the files. For instance, Red can only move their two soldiers if he is to move. Moving the f-(or d-)soldier allows the enemy general to occupy the f-file(d-file). Even if 1. fe9+ Gf10 2. d10, when Red threatens mate in 1, Black still mates immediately with either 2. ...fe2# or 2. ...f1#.Soldier (pawn) endgames
* A soldier, as long as it does not reach the opposite rank, wins against a bare general easily. With any extra defensive piece on the defensive side, it is a draw; however, soldier vs advisor requires skill to play well. Any number of soldiers on the opposing back rank are also a draw due to insufficient material. * Two unadvanced (i.e., on the 6th or 7th ranks) soldiers win against the following combinations: Two advisors, two elephants, a bare horse/cannon. Generally a draw against one advisor plus one elephant, or a horse/cannon plus a defending piece. * Three unadvanced soldiers win against the following combinations: All 4 defensive pieces (2 advisors plus 2 elephants, Chinese: 士象全), a horse plus two advisors/two elephants, a cannon plus two elephants.Horse endgames
* A bare horse wins against a bare advisor, but not a bare elephant. * A horse plus an unadvanced soldier wins against both combinations of 3 defensive pieces, or any combination of a minor piece plus a defensive piece except horse + elephant. This combination draws against all 4 defensive pieces. * A horse plus an advanced soldier(on the 8th or 9th rank) draws against either combination of 3 defensive pieces, but defending requires precise positions. * A horse plus a soldier on the 10th rank wins against two advisors, or one advisor plus one elephant. This combination draws against 2 elephants. * A horse plus two soldiers can win against one minor piece + one advisor + two elephants. With an extra advisor on the defensive side, it is a book draw. * Two horses win against all 4 defensive pieces, or any combination of a minor piece plus 2 defensive pieces except cannon + 2 elephants.Cannon endgames
* A bare cannon, or a cannon with elephants, cannot win against a bare general due to insufficient material. Cannons without other offensive pieces need defensive pieces to act as platforms, especially the advisor, since the advisor can act as a platform on any of the three central files, while an elephant can only act as a platform on the centermost file. * A cannon needs only one advisor to win against two advisors, or a single elephant. Meanwhile, even with all 4 defensive pieces, it is a book draw against two elephants, one advisor + one elephant, one soldier + one advisor, or any minor piece. * A cannon with all 4 defensive pieces needs at least an extra soldier to win against 4 defensive pieces. A bare cannon with a soldier on the 6th rank wins against any combination of 2 defensive pieces. * A cannon + 4 defensive pieces + 2 unadvanced soldiers generally draw against one minor piece + 4 defensive pieces. But if the defensive side lacks a single piece, it is a book win.Horse+Cannon endgames
This type of endgame is considered one of the more complex endgames. Commonly known book wins and book draws are: * Horse + Cannon + 4 defensive pieces vs a minor piece vs 4 defensive pieces: A win if the minor piece is a horse (the attacking side does not need all 4 defensive pieces to win), a draw if it is a cannon. * With the same combination of the two minor pieces and all 4 defensive pieces on both sides, one needs two extra soldiers for a book win. * If both sides have 2 minor pieces and 4 defensive pieces, and the advantegeous side only has one extra soldier, then regardless of the combination of the two minor pieces, it is a book draw.Chariot endgames
Single chariot endgames: * A single chariot generally cannot win against 4 defensive pieces, but with 3 or fewer defensive pieces, it is a forced win. * Chariot vs one minor piece plus 2 defensive pieces: A win if the 2 defensive pieces are not the same, or if the combination is horse + two advisors. If the defensive side has horse + two elephants, a specific fortress is required to draw. * Chariot vs one minor piece plus 3 defensive pieces: A draw. * Chariot vs two minor pieces with no defensive pieces: A draw, but requires good defensive positions. Chariot + soldiers (unadvanced): * Chariot + soldier, with sufficient defensive pieces on their own side, wins against a chariot plus an advisor, a chariot plus two elephants, or a chariot plus a soldier. * Chariot + soldier wins against any 2 minor pieces + 2 advisors. This combination also wins against horse + 4 defensive pieces, but not cannon + 4 defensive pieces. * Chariot + soldier vs 2 unadvanced soldiers + 4 defensive pieces: If the offensive side has no defensive piece, it is a draw since the 2 enemy soldiers can still be a formidable force. If the offensive side has one advisor, it is a win. * Chariot + 2 soldiers cannot force a win against chariot + 4 defensive pieces. In this endgame, both attacking and defending require great skill. Chariot + horse: * A chariot plus a horse needs one advisor on their own side to win against a chariot plus two advisors. * Chariot + horse vs chariot + two elephants: With enough defensive pieces for the attacking side, it is generally a win if the move limit is not taken into consideration. Chariot + cannon: * A chariot plus a cannon cannot win against a bare chariot, as long as the defending chariot occupies the middle file. However, with any extra defensive piece on the attacking side, it is a win. * Chariot + cannon + 2 advisors would win against chariot + two elephants. * Chariot + cannon + 4 defensive pieces vs chariot + 4 defensive pieces: Draw. Two chariots: * Two chariots vs chariot + 4 defensive pieces: A draw with good defensive positions. * Two chariots vs chariot + minor piece + 2 defensive pieces: The only drawing combination is chariot + cannon + 2 advisors. * Two chariots vs 2 minor pieces + 4 defensive pieces: A win if the 2 minor pieces are 2 horses.History
A game called ''xiangqi'' was mentioned as dating to theModern play
Tournaments and leagues
Although xiangqi has its origin in Asia, there are xiangqi leagues and clubs all over the world. Each European nation generally has its own governing league; for example, in Britain, xiangqi is regulated by the United Kingdom Chinese Chess Association. Asian countries also have nationwide leagues, such as the Malaysia Chinese Chess Association. In addition, there are several international federations and tournaments. The Chinese Xiangqi Association hosts several tournaments every year, including the Yin Li and Ram Cup Tournaments. Other organizations include the Asian Xiangqi Federation and a World Xiangqi Federation, which hosts tournaments and competitions bi-annually, with most limited to players from member nations. There are Europeanized versions of boards (10 × 9) and figures of xiangqi.Rankings
The Asian Xiangqi Federation (AXF) and its corresponding member associations rank players in a format similar to theComputers
The game-tree complexity of xiangqi is approximately 10150; in 2004 it was projected that a human top player would be defeated before 2010. Xiangqi is one of the more popular computer-versus-computer competitions at the Computer Olympiads.Results of the Computer Olympiad competitions are found here Computer programs for playing xiangqi show the same development trend as has occurred for international chess: they are usually console applications (called engines) which communicate their moves in text form through some standard protocol. For displaying the board graphically, they then rely on a separateVariations
Blitz chessVariations played with special boards or pieces
There are many versions of three-player xiangqi, or ''san xiangqui'', all played on special boards.In Unicode
Xiangqi pieces were added toSee also
* List of world championships in mind sports * National Peasants' Games * Xiang Jing * Xiangqi at the 2007 Asian Indoor Games * Xiangqi at the 2009 Asian Indoor Games * Xiangqi at the 2010 Asian Games * World Xiangqi ChampionshipNotes
References
* * Leventhal, Dennis A.Further reading
* Li, David H. ''First Syllabus on Xiangqi: Chinese Chess 1''. Premier Publishing, Bethesda, Maryland, 1996. . * Li, David H. ''Xiangqi Syllabus on Cannon: Chinese Chess 2''. Premier Publishing, Bethesda, Maryland, 1998. . * Li, David H. ''Xiangqi Syllabus on Elephant: Chinese Chess 3''. Premier Publishing, Bethesda, Maryland, 2000. . * Li, David H. ''Xiangqi Syllabus on Pawn: Chinese Chess 4''. Premier Publishing, Bethesda, Maryland, 2002. . * Li, David H. ''Xiangqi Syllabus on Horse: Chinese Chess 5''. Premier Publishing, Bethesda, Maryland, 2004. .External links