Gameweave

Xiangqi (Chinese Chess)

Objective

Capture the opponent's General (or leave them with no legal move). Red moves first.

The Board

Pieces sit on the intersections of a 9-file × 10-rank grid (90 points).
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River — the gap between the two halves. Elephants cannot cross it; Soldiers gain sideways movement after crossing.
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Palace — a 3×3 fortress on each back edge (files d–f, ranks 1–3 for Red and 8–10 for Black). The General and Advisors may never leave their palace.

Pieces

Each side has 16 pieces.
Piece
Move
General
One point orthogonally, inside the palace only. The two Generals may never face each other on an open file (flying General).
Advisor
One point diagonally, inside the palace only (five reachable points).
Elephant
Exactly two points diagonally. Blocked if the midpoint ("eye") is occupied. Cannot cross the river.
Horse
One orthogonal step then one diagonal outward (L-shape). Blocked if the orthogonal "leg" square is occupied.
Chariot
Any number of empty points orthogonally (like a rook).
Cannon
Moves like a Chariot when not capturing. To capture, must jump over exactly one piece (friendly or enemy) as a screen.
Soldier
One point straight forward. After crossing the river, may also move one point sideways. Never moves backward; does not promote.

Turns

On your turn, move one of your pieces to a legal destination. Capturing replaces an enemy piece on that point.

Check, Checkmate, and Stalemate

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A General under attack is in check. You may not leave your own General in check (including under a flying-General exposure).
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Checkmate — the General is in check and there is no legal escape: you win.
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Stalemate — it is a player's turn, they are not in check, but they have no legal moves: that player loses (unlike Western chess).

Draws

Players may agree to a draw. Endless games from perpetual check or perpetual chasing are forbidden in tournament play; this digital edition does not yet auto-adjudicate perpetual sequences.