CXQ rules ("Chinese Syanzi Rules")

Syanzi CXQ rules consist of three parts:

(1) the basic rules telling what moves are allowed;
(2) Additional rules prohibiting some moves to ensure the clarity of the game, and
(3) Rules of draws, preventing excessive elongation of games.

1. Basic CXQ Rules

Figures in Syanzi go like:

  1. King Moves only at 1 point per course, horizontally or vertically. In addition, the king is obliged to stay within palace - Square from 9 points determined by diagonal lines.
  2. Advisor (Defender) walks in one course only 1 point diagonally. Like the king, the defender does not have the right to leave the palace.
  3. Elephant (Minister) walks exactly 2 points diagonally. It does not have the right to cross the river. Any figure standing between the initial and endpoints of his stroke blocks the elephant, forbating him this move.
  4. Rook It goes to any number of vertical and horizontal items, provided that all items through which it passes, empty.
  5. Horse Going 2 points horizontally + one vertical (or 2 vertical + one horizontal). If the item is adjacent to the horse horizontally or vertical item is busy, it blocks this direction, and the moves in this direction are prohibited.
  6. A gun It goes to any number of horizontal or vertical items, like rook. However, when taking between the initial and endpoints of its course, exactly one item ("boys") must be non-empty. With progress without taking all items through which it passes, must be empty.
  7. Pawn Socked exactly one point. If the pawn has not crossed the river yet, it can only go forward. "Crouching" pawn can also walk horizontally.
  8. Take: When the figure goes to the point occupied by the opponent's figure, it eats this figure. The eaten figure is removed from the board.
  9. King vertical: Kings can not be on one vertical if all the points between them are empty. The move that creates a similar situation is prohibited.
  10. King's safety: It is impossible to leave the king in the position in which the enemy can eat it. The move leaving the king under the blow is prohibited.
Terms of the game: The game ends when one of the following events occurs:
  • Mat: The threat to the enemy's king, from which the enemy cannot get rid of, is a victory.
  • Pat The one who cannot make the course according to the rules loses.
  • One or both sides violates Additional rules.

Additional CXQ rules

To make the game honest, some moves are prohibited. In short, the CXQ rules prohibit the player to continuously threaten one From the opponent's figures using one or more figures. These moves are perpetual shahs (if they threaten the king) or eternal attacks (if it is not threatened by the king).

Terminology: To make the rules accurate, the following terms are used:

  1. Shah: The move threatening the enemy's king by the next move.
  2. Sitiff (exchange): The move of the figure at the point with which it can take the figure of the opponent of the same type so that some kind of opponent's figure will also be able to take this figure with the following course.
  3. Attack: The course of the shape to the point with which she can take the enemy figure (not the king) next move. The attack is also considered the course of the figure, which becomes a "faucet" for his gun, attacing the enemy figure. This definition has several exceptions:
    • The threat of taking the king or on a pawn for the attack is not considered.
    • The threat of taking still not crushed pawns is not considered.
    • The same type of victim and exchange is not attack.
  4. Protection: Figure is protected if there is a figure that can take any shape that takes this protected. Exception: Ladium is never considered protected if she is threatened with a horse or gun.
Additional CXQ rules: All moves according to the basic rules are allowed, excluding the following:
  1. Eternal Shah: Continuous enemy sharing is prohibited using any number of figures.
  2. Eternal attack: Prohibited continuous attack on one Unprotected figure in any number of figures.
If one of the sides violates additional rules, and the other is not, then the violator loses.
If both sides are applied eternal Shah, or both are an eternal attack, then this is a draw.
If one of the parties makes an eternal Shah, and the other is an eternal attack, then the sharing side loses.

CXQ allows the player to shack / attack: 6 times in a row - one figure, 12 times - two figures and 18 times - three figures before these shahs / attacks will be recognized as eternal.

Automatic CXQ Drawing Rules

When there is no winning in the game, both players are highly recommended to recognize a draw. To prevent senseless tightening game with one of the players, CXQ contains 3 rules of automatic drawing:

  1. Effectiveness: When the number of efficient moves made by each side (excluding Shahi, attacks and answers to Shahs and attacks), reaches 120.
  2. P Rogress: When the number of moves made by each of the parties from the moment of the last progress (i.e., the last taking or promoting ahead of crushed pawns), reaches 30.
  3. X OD: When the number of moves made from each side reaches 300. This rule is rarely used, it is here for completeness.
  • One (or a lot) Shakhov and one delay - allowed.
  • One (or much) Shakhov and one attack - allowed.
  • One (or a lot) attacks and one shah are allowed.
  • One (or a lot) attacks and one delay - allowed.
  • One (or a lot) Shakhov and one threat mat - allowed.
  • Eternal attack on two or more figures is allowed.
  • Eternal blocking is allowed.

Note that the move is a violation if it violates additional rules in any way. For example, if the eternal blocking is simultaneously an eternal attack, then this is a violation, although in general the eternal blocking and allowed.

Description Flash Games

Chinese chess

Chinese Chess.

The Chinese version of the world famous chess game, also known as Syanzi.
For victory, you will need logic skills, the ability to plan for several moves forward, and of course knowledge of the rules.
The duel between the black and white command occurs on the size field of 9x10 cells. The line separating the board on the opponents side is called the river, the region 3x3 cells at the edge is the castle of your general (the so-called figure performing the role of the king).
The general walks along the vertical and horizontally on one cell and cannot leave the lock limits. In addition, the general cannot "look" on another general, i.e. There are no other units between him and a similar figure of the opponent. This situation will be considered matte.
Also near the General in the castle without the right of exit are two guards. They are also moving on one cell, but already on diagonals.
Also in the player's army there are two advisers - these characters go to two cells (but can not one) on the diagonals and cannot move over the river.
Knight, he is a horse, in general, retained the same functions as in ordinary chess, that is, its crown the letter "g". But only in the Xiangians does not jump the horse, but really goes, and therefore, if something is worth something, the figure will not be able to pass.
Rye is the only element, is absolutely the same, both in European and Chinese chess. In contrast to the pawn, which not only stands initially on the position, but also receives a new ability to cross the river - to move on the parties.
There is also a completely new figure - gun. Moves the gun like the roaster, but the attacks otherwise. She cannot beat the goal that is first on her way, but only the one that is behind her, i.e.

Volumetric figures existed in India from time immemorial: it was a local tradition. They played all kinds of races, in rare military games, but they almost never shared in ranks. There are no prerequisites for dividing the exactly identical conical chips of the Tablana and Chaupara on horses, elephants and other chess pieces. Most likely, chess chips are obliged to be their appearance by Chinese priests, which used for predicting a board with astrological symbols and flat chips with the image of constellations, celestial bodies and sacred icons. The chips moved through light blows on the board below, although it is possible that a magnet was embedded in the board: Qian's Suma in their "historical notes" (II century BC) mentions some "Xian and" ("Mountain Wizard Chess") In which the figures somehow attracted and repelled from each other. Probably, at the junction of sacred awesome boards, strategic games and races such as Chinese chess - Syanzi.


Syanzi (象棋)

According to the "History of the Nordic Dynasties", in May 549 AD Emperor Yu Wenang finished the book "Xian Tin", where he among other things considered the advantage of the new game "Xianssi" (象戏). This is not Xianzi yet - more than 1000 years have passed from anyone before the emergence of modern Syanzi. This book was lost, but written in the same era of the book Wan Bao "Xian Tin Su" and Han Blue "Xianssi Fu" have been preserved. The Xianxi board was a square of 8x8, divided into internal and outer layers. The figures were: Knight, gold, wood, water, fire, earth and dragon, which was accompanied by the sun, the moon and the star. The king was placed in the inner space, dragon - in external. This board reminded the board of Syanzi, as well as the position of the figures.
Qian Sum (1019-1086), was the adviser to the North Sun dynasty. His book also describes the huge "Xianssi seven kingdoms", which were played on the 19x19 grid during the times of warring kingdoms - from 476 BC. And before the unification of China in the era of the Qin Dynasty in 221 to our era.

Seven armies represented seven kingdoms: Qin (white), Chu (red), Han (orange), qi (indigo), Wei (green), Zhao (purple) and yang (black). The rules were printed on the day of the lanterns festival for the second year of the Kaisi era during the reign of the emperor Zhao Guo Nan Dynasty Song (February 24, 1206) and had widespread in the people. Withdraw from this stamp is also given in the book. In these rules, the figure of the "Catapult" was mentioned for the first time (the predecessor of the "gun"). In addition, this is the first Chinese chess game, the full rules of which are preserved.

If the seven played (the maximum number), each played for one "state". If six, a player who played for whites (Qin) took one state to allies. If five played, then in addition to this, the red (Chu) also concluded an alliance with another state. If 4 - the qi + 1 alliance appeared, but if 3, then the Qin concluded not one, but two alliances. Priority, as can be seen from the foregoing, was in white and red.
Residents of the Middle Kingdom, very hooching to any ceremonies, and in the game behaved in a similar way. Taking command over the army of allied states, the player proclaimed: "If any of the states under my command will be lost, it will happen because of my negligence"And if he ordered an ally to attack a strongly fortified state, then a glass of beer or tincture was supposed to drink as a fine.
The move was transmitted counterclockwise; Red walked first.
In each army there were 17 figures (a total of 120). Emperor Zhou was in the center of the board as a sign of respect for the son of the sky; He had no army and he did not participate in the battle. In each army were the following figures:
* One "General" (Jiang) - walked as a queen in modern Western chess.
* One "adjutant" (Pyan) - walked as a rook in modern chess.
* One "officer" (Bai) - walked like an elephant in modern chess.
* One "diplomat" (Xin Ren - "Gerold", "Herald", "Parliamentar") - This unique figure also went as a modern queen, but could not chop or be fired and used only for protection and blocking. With the initial arrangement, the "diplomat" stood on the very end of attack, ahead of the glorious troops.
* One "catapult" (PJSC) - walked like a gun in Syanzi, that is, moved like rooks in modern chess, but for the capture required the presence of another figure between her and an attack object.
* One "archer" (chase) - walked as a modern queen, only at 4 points. Could not jump over other figures.
* One "Crosschik" (NU) - walked like a queen, only 5 points and could not jump either.
* Two "knives" (Dao) - went to one point diagonally.
* Four "Palash" (Gian) - went to one vertical or horizontal point.
* Four "riders" (qi) - analogs of horses in modern Syanzi: walked on 1 cell in a straight line, then 3 diagonally. They could not jump over the turn of other figures.
Apparently, there was a multifaceted cube and tokens in the game of any reason, because this system was swinging in Xianssi. If the player did a bad move, he could take it back only after the agreed fine - the beer glasses, the skipping of the next progress, etc. For the wrong stroke also followed the penalty. If the player attacked his ally, all this union army starred from the board.
The player won another state if he captured the chip of the general, but without that he could win, capturing more than 10 other chips. If the enemy has not lost so much, and his own player's army during the attack lured more than ten, she herself was removed from the board.
After the game, I followed the counting, and the player who at the end of the game captured the most of all chips, received a "peteer victory": the losers drank a special drink, which was used only for the game. If the player captured two generals or took a total of 30 smaller figures, he was declared "hegemon". As soon as this happened, the rest of the "states" gave him a tribute to him ... and drank another circle.
These rules today are a smile, because the anecdote is immediately remembered ("and what, should the chess smell from me?"). It is not known whether anyone managed to do at least one party to the end. You do not need to be a sage to guess that with such a system of fines, the number of errors increased in geometric progression, and the unsuccessful player has played very soon (if he did not fall asleep at the table on the fun in the right mind and solid memory).

In the middle of the dynasty of the dynasty, Tan Xianxi developed and became similar to modern Syanzi. In addition to the curiosity "Xianci seven states" there were a few more types of this game: Xianssi 8x8; Guansyancy, invented Jao Puffles; Dasyancy, and popular among simple people Xiaosyanxi. As a result, Xiaosyancy gained the greatest popularity of the people and were adopted by the majority of lovers. It is surprising that for the 4th century before the invention, the Chinese have already thought of the figures with the moves of the modern queen and officer - and then refused it.

Despite the fact that the name of the game is recorded among the same hieroglyphs, in the Beijing dialect, the name sounds like "Xiang Qi" or "Syan-Chi", is pronounced on the Cantonese as "Jung Kay". The Chinese word "Xiangqi" consists of two hieroglyphs, the first of which, "Xiang" 象, means at present: an elephant, portrait, phenomenon, elephant bone, stars configuration, accept, action, game, official translator. The second hieroglyph, "qi" 棋, means a chess piece, chess or other board games. In addition, Syanzi is not the only word for the designation of Chinese chess. To track all references is impossible, but almost all translations ("chess elephants", "Ivory Chess", "shacking chess") not that are unreasonable, but cause new questions. An elephant for ancient China was not a breathtaking wonder, as for Europeans, but was not and something familiar, ordinary. Chips and truth cut out of ivory, but not always, they were not always more often made of wood, porcelain or simply minted from copper as coins. Many note that in most words of the word "Xianzi" anyway there is a hieroglyph Xiang 象 or Xiang 相. But if the first means "elephant", then the second character means, among other things, "Chancellor", "Minister", "Chief Advisor". These two words - Omophones from 600 AD. and seemed to sound from 1000 BC. Perhaps there was a simple substitution of one concept to others, and the "game of advisers", the wise men, turned into the "Elephants game".

It is officially believed that modern Xenzi invented (or rather, standardized) in 569 AD. Emperor in di from the dynasty North Zhou. As a result, this game is associated with Go (Weii) gradually displaced any. A complete set of shapes of the Sun era, well identical to modern, was found in the burial in Luoyan (Prov. Haynan), he is about 900 years old. Flat chips with hieroglyphs cut out of the bone, wood, turtle or jade shells, sculpted from ceramics, but specifically these are chased, copper, because they are often taken for Chinese coins. The oldest chips carry double labeling - the hieroglyph on one side and the graphic image to another.

In recent years, the board of the dynasty of Southern Sun Philosopher Chen Yantin wrote the encyclopedia of the daily life of Silin Guangti, in which the rules of Xianzi, 10 players on the game, classical designations and the value of figures, examples from practical games, endgames, etc.
These 10 tips (useful in any game) are as follows:

1. It follows passionately to seek victory.
2. Do not invade the opponent's position too light.
3. Attacking the enemy, you must also defend yourself.
4. Sometimes it is necessary to sacrifice private interests to take the initiative in the entire game.
5. It is necessary to sacrifice weak figures to save the strong.
6. Being in great danger, you need to sacrifice a useless figure to win the whole game.
7. Do not move the figures without reflection.
8. It is necessary to grab the opportunity at the right moment.
9. If you can't win, you need to avoid direct collision.
10. In difficult times, one should not dream of victory. We must try to minimize losses without losing chances of winning.

Probably, here from these events and should begin the countdown of Syanzi as a generated game. From now on, the gameplay has no longer depended on the bone throw, intelligence and experience began to play the main role.

What is curious - the number of figures in Xianzi coincides with the number of sacred treasures in Buddhism (7): This is a powerful military leader (lucky commander), minister (wise adviser), a wonderful elephant, horse with supernatural abilities, flying to anywhere in the world chariot, royal spouse (Queen) and magic jewel. These seven treasures have, according to Buddhism, each Chakravarin (it is identified with the player) - the perfect ruler establishing the kingdom of justice. In the first 5 points, actually direct textual coincidences, the analogue of the queen is a gun, and the jewel is a pawn.
The most famous player during the Ming Dynasty was Kaisyan (1502-1568). He gave opponents to Obo in 3 stroke, and the weak - even a horse, folded a lot of poems about Syanzi, but unfortunately did not leave after the benefits on the game.
The most famous allowance for those years - the four-meter "Yu Zhong M Mi" was published in 1632, the author was Zhu Tinzhen in the nicknamed invincible. Another great master Guo and Xianzi was Su Shinu (1650-?), Who, as the chronicles write, "defeated all the players in the Middle Kingdom," but he eventually gave way to the title to a young player named Chen Langu. The chronicles mention many great players, and their listed here does not make sense here, it is better to appeal to the "Culting Culture" brochure, published by the Chinese Association of Syanzi, which is translated into Russian and is in free access.
The Chinese with their love for lush ceremonies, flowery names and a challenging hierarchy, and the chess game was also treated. The ability to play chess ("qi") in China was valued extremely highly and was considered one of the four major types of arts along with Qing (music), Hua (painting) and Shu (calligraphy). It is worth mentioning that in India to chess there has never been such a stray relationship - they have always been a purely entertainment game with a touch of contemplative, meditative practice. In China, there were 9 schools from famous players in Xianzi, whose representatives were Eight Talents of the East of the Yangtze River and Three Magnificent Hebei Province Player.
However, the most famous of the ancient books in Xianzi is the Bayy Xianzi Pu, published in 1801, in the era of Qing. During the years of emperors, Cansi and Tsysyna were created several masterpieces, the most famous of which became the book "May Hua Syanzi" and the four great textbooks of the party: "Collection of End Shpille Siltsi", "Tutorial hundreds of games in Xianzi", "Tutorial Syanzi Zhu Xian Zhiya" and "Yuanchen Haiko". Next, the development of the theory of Syanzi slowed down, and although in a new time, such masterpieces were created as "Practical Game Guide" Shiyan FATU, more attention was paid to a competitive aspect.
A completely explanatory decline in Syanzi occurred during the Second World War, the formation of the PRC and the Cultural Revolution, but in our time Syanzi are again popular, especially in East, North and South China; Three centers of gaming culture are Shanghai, Beijing and Guangzhou. At the end of September 1930, in Hong Kong, the first in the history of Xianzi team championship between the players of East and South China was held. Representatives of East China were Zhou Dai and Lin Isyan from Shanghai, and for South China whether Qinchuan and Fenju Tighu came from Guangzhou. The competition was over: the rivals were equal, and the captain of the team of South China, whether Qinchuan, awarded the title "An invincible player". In January 1956, the State Commission on Physical Education and Sports recognized chess games a sport and announced the holding of national Syanzi and Chess tournaments. Jan Guanlin became the first official champion of the PRC in Syanzi. In the late 1970s, female competitions began to be held, and the first national champion became Huan Zitun.

Chinese chess is very different from internationally known to us. They still use flat chips with a hierogophic designation of the dignity of figures. Red figures play against black, and the reds go first. The Xianzi bilateral board is symmetrical, on it 9 vertical and 10 horizontal lines. The figures are not located in the cells, but on the cross, there is no rigging markup. The initial alignment is also very unusual, and if the first horizontal is still similar to European chess (except for the queen two - on both sides of the king), then the honest system is cut and far forward, on the fourth line, and from the rear it is supported by two "guns" from the rear - endemics of Far Eastern Games, which are no analogues in international chess.

The square "pond" of the game of any of the game broke into the "river" ("He"), separating the board into two equal half: this is a neutral territory, the figures can not enter it, can only go (and that is not all). The river is located horizontally, as the Great Rivers of China Juanhe and Yangtze, current in the latitudinal direction. In the image of the river, the inscription by hieroglyphs is usually placed: "The border of the state of Han" (that is, the border of China) and the "Border of the Principality of Chu" (this is the Chinese principality in antiquity fought with the central government). Each party has a "palace" - the square 3x3, where the king is located (or rather, the "general" and "Marshal": in Syanzi they call in different ways: "Jian" - in red and "Shuai" - in black) and two " advisor "; All three do not have the right to leave him.

* The king walks and chopped only vertically or horizontally to one adjacent crossroads (within the palace, of course). At the same time, there is a "opposition rule": both kings cannot be on one vertical if there is no other figure between them. It is impossible to even make a move that leads to such a position. The goal of the game is to put the mat to the enemy general. If a player can not lead the king from under the shaha, close or cut down the attacking figure, the mat is declared. Pat enemy king also brings victory. "Eternal Shah" is forbidden, players cannot repeat the position on the board more than three times.
* Advisors ("Shi") go and ease also only for one crossroads, but diagonally within the palace.
* Elephant ("Xiang"). Despite the same pronunciation, the figure is called the "elephant" in the blue and "minister" in the red. An elephant in Syanzi sniff, walks only diagonally through one field on the third and cannot stop the river. Despite the fact that the board for Syanzi monochrome and in the game there are no white and black fields, due to the features of movement enemy elephants, even by going the river, never would meet.

* Horse or "Rider" ("Ma") walks the same as in international chess, but at the same time it is a linear figure: it does not jump from the initial point in the final, but moves along the route in the form of the letter "g" (but not " L "!), And if the path is blocked by another figure, it cannot make such a move.
* Rye, which is called "Juy" ("wagon"), walks and beats absolutely the same as in traditional chess.
* In addition to the figures known to us, in Xianzi there is a specific "gun" ("PJSC"), which walks like a rook, but attacks, only if there is any third figure between her and her victim - it is called "screen" or "Flaws " The chronicles narrate, as if this figure came up with a BOYN (762 AD) Nu Senzhu, the author of the treatise "Xuan Guai Lu". This is definitely a strong idea. This unusual (especially for the European chess player) The figure is very dangerous: it is long-haired, for her no interference other figures, and from the first moves she can start attacking the enemy fortress. Enough at the beginning of the party, it is not necessary to lead the lands in the beginning - and the gun immediately rubs the horse. True, usually do not do it: at the beginning of the party, the gun is noticeably stronger than the horse, and closer to Enspile, when the board is clearing, the gun becomes less valuable, since it is difficult to find the bootheet. However, anyway, the cannon strike often solves the fate of the entire party.
* Pessels are only five on each side, while the blacks name "CDU", and the Red - Bin. Each goes to one crossroads forward and also chop. Pawn is not turning, but by going the river, it becomes possible to walk and chop to one field aside. Having reached the last line, it can only go to the sides.
Due to the specifics of Syanzi's moves, the player has two additional features that are missing in chess:
* You can close from Shah Horse: the horse in Syanzi does not "jump", so the figure set between the attacking horse and the king closes from Shah.
* In the case of Shah, the player can protect the player, removing the "flaws" or vice versa - putting between a gun and king another figure - through two figures the gun does not attack.

In Russia, the description of the game in Chinese chess was first published in 1775 by the secretary of the Russian Embassy in Beijing A.L. Lyontiev ("Description of the Chinese chess game, from Secretary Leontiev"). The kits for the game were brought from China as souvenirs, but the game did not receive widely popularity: Xianzi require not only the minimum knowledge of the hieroglyphics (the same figures for both players are marked with different icons), but also the ability to freely distinguish all the hieroglyphs in the turned out, so learn to play them The Europeans is quite difficult, even if it is an adapted version, where the figures are similar to chess or instead of the hieroglyphs, clear pictograms are drawn. Many are offered to replace hieroglyphs on symbols or volumetric figures, as in most chess. But according to the lovers of Syantship, the impression of the game in this case changes greatly - about the same thing that is a spoon and fork instead of sticks. At the same time, it is necessary to take into account that the literature on the theory of Chinese and Korean chess in Russian is practically no. Episodic publications in periodicals are familiarized. In recent years, there has been a lot of strength to propaganda Xianzi in Russia gives a well-known amateur of Chinese chess L.O.KiSluk. There is a Russian Federation of Chinese chess Syanzi.

In China, on the contrary, Syanzi is scary, the set is in every home, in any weather on the street you can see playing people. There is a legendary master and famous champions in Syanzi (si Syasun, Doe Dow, Su Dacin, Zhu Tyantzuy, Tunmin, Hu Ronhua and others), and considering the number of Chinese in the country and abroad, it is not yet known which game is more supporters On a planetary scale - Syanzi or international chess.

There are even Syanzi for three players. What is curious - "River" has been preserved there. This option arose during the time of trioception and is called "the game of three friends."

The active propagandist of Xianci in the West is the essay of Hong Kong economist David H. Lee, who published in English the first serious textbook on Chinese chess. In 1998, his book "Genealogy Chess", where a very non-traditional look at the origin of a chess game was presented, became a book of the year according to the magazine "Games". However, his hard criticism and demonstrative dislike for European chess people caused irritation. Chinese grandmasters of Syanzi generally look at traditional chess with some bewilderment: they are annoyed by a hurricane pace of the game, castling and overwhelming and all the power of the queen (the same David Li contemptuously refers to chess is not otherwise "Queen-Qi" - "Queen game"). The Chinese can not be in a sense, why the king, instead of leading the army, in the middle of the battle suddenly the cowardly runs from the battlefield and hides behind the backs of the subjects, and why the Queen has such unlimited rights, and other pieces play the role of miserable assistants.
I must say, the chess players in this respect pay Xianzi reciprocity: they are annoyed by the turtle moves of Chinese figures, an orphanage system of debut constructions and, as it is not difficult to guess, the absence of queens. As soon as the chess players get acquainted with Xianzi, they ask where the queen here, and having received an answer in the style of "Harp No, take the tambour", at best laugh, and at worst - they are offended.

Strictly speaking, right and wrong both sides. In some way, chess is really "the game of one figure": Unplanned loss of queen in chess almost always means loss. But when the victim of the Queen leads Europeans to the sacred trepidation, the Chinese only shrug themselves: there is no such imbalance in Syanzi, and the victory can only be achieved by the agreed effect of all figures. The board in Xianzi 9x9 (even 9x10, counting the river), in it 90 points, the figures are limited compared to chess, so there are no positions in Chinese chess, where the player controls the entire field immediately. The game is tactically much more dynamic than traditional chess, there are more powerful ligaments in it, each turn has greatly change the situation on the board and forces the enemy to look for an immediate response, it is impossible here, as in classic chess, to sit down for a walking system, regroup your troops with quiet strokes and prepare a massive attack. Syanzi rarely occur and protected by the whole front, combat operations carry out volatile detachments from two-three figures in close cooperation with each other with the support of tanks and artillery, because there are very rare batch for a duration of more than an hour. Actually, the party in Syanzi all resembles an openwork, balanced mittelspil with a large number of figures. Amazing game, worthy relative of classic chess.
It is unlikely that these two systems will be able to reconcile in the near future.



*

Syanzi is a logical board game from China, which has some similarity with European chess, Indian Chaturang and Japanese Sögi. This game is often called Chinese chess. Syanzi is one of the most common chess board games in the world if they take into account the number of playing, especially since this game is popular and in some other countries, except China. Syanzi entered the list of world-wide intellectual games in 2008 and 2012.

History

Syanzi's European researchers are considered as one of the branches of the game class of games that occurred from Chaturani, which arose in India no later than the 6th century. Chaturanga consider the general ancestor of all existing games such as chess games today. In the course of promoting the Chaturang to the West, the Arabic Schtrazh arose on its basis, from which, in turn, modern chess arose later. In the course of spreading to the east and penetration into China, Chaturanga was influenced by the influence of Chinese traditions, transformed into Syanzi, and on their basis, a game of Syogi appeared, which is popular in Japan. Also in Korea on the basis of Xianzi, the game of Changi, in which they play on the almost as the same board and the same figures, but its rules are somewhat different from the rules of Syanzi.

Some Chinese researchers do not share the view that Syanzi occurred from Chaturanga. Using as an argument, the documents, the oldest of which belong to the Han era, they believe that the game, which was a ancestor of Syanzi, arose in China about 3,500 years ago, and its initial name was "any". It also moved the chips on the board and among them there were pawns and general who did move in different ways in accordance with the rules, but the move was determined using the playing bones, therefore an element of chance was present in the game. Later, the bones were canceled and received the game called "Sayzhen" or "GEU". According to the legend, its rules approved by the Emperor of China of the time Han U-di.

During the Tang's era, the rules changed, the variety of figures expanded, the result of which was the rules of Syanzi, which were already quite close to the modern rules of this game. It was significantly established that at least in the 8th century in China already existed Xianzi, in which they played together, the bones were no longer used, and the figures coincided with the figures in Chaturange - General (or King), elephant, horse, chariot (or rook ) And soldiers (or pawns). The figures did move, pretty similar to the moves in Chaturang (but in the last figure put on the fields, whereas in Xianzi they stand at the intersection of lines). It is unlikely that such similarity could occur randomly, much more likely that even if Chaturanga was not a direct ancestor of Syanzi, at least a large extent influenced the Chinese ancient game, from which Syanzi had directly occurred. The name of the game, according to the common version, has happened from the phrase "Figures from Ivory", since it was from this material at that time figurines for Syanzi. In contrast to the current extremely simple figures, decorated only by hieroglyphs, then the volume figures created by artistic work and "fully" portrayed characters - chariots, horses, elephants, generals were often used.

It is important to take into account that the documents, especially pretty ancient, can not always be interpreted at all, because the question regarding the origin of Syanzi remains until open.

From the ancient documents, in detail in Syanzi, played in the 10th century between the Taoish hermit of Chen Tuan and the emperor, who completed the victory of Daus.

The first episode of acquaintance with Xianzi in Europe was the John Ingram engraving, which was published in Paris in 1741-1763. (But the figures that are depicted on it do not correspond to the real figures of Xianzi, apparently because the schedule was not too familiar with them).

The strongest 20th century player was Hu Jungua, who became China's champion 14 times. Perhaps the strongest modern player in Xianzi is Lui Qin, 5 times the champion of China in the 21st century.

Since the 1970s, books were published in the USSR and sets of Chinese chess entitled Cho Hong Ki.

rules

Board

For this game uses a rectangular board, which is drawn by horizontal and vertical lines. Its dimensions are 9 per 10 lines. Similar to the game, the figures are installed at the intersections of the lines, and not in cells. Between the two central horizontal lines is a river that affects the movement of warriors, horses and elephants. Squares 3 on 3 are marked with diagonal lines 3 on 3 are called palaces or fortresses. The generals and advisors according to the rules cannot exit these squares.

Figures

The player at the beginning of the game has a set of figures, on the form of resembling checkers, manufactured in most cases from wood. They cause hieroglyphs. The hieroglyphs on the same form of the figure in two different sets may vary. Traditionally, one of the sides of the shapes have a red (less often - white), and the other is black (sometimes blue or green). Regarding the figures of what color are the first to make the first, there are some disagreements in different regions, but in tournaments most often the first move is made by the red.

How do different figures in Xianzi go:

  1. The king can move only to 1 point for 1 move, in a horizontal or vertical direction. He should also not leave the limits of his palace - a square consisting of 9 points, which is limited to the diagonals.
  2. Advisor (or defender) can only walk on 1 point in the diagonal direction for 1 move. Similarly, the king, it cannot go beyond the palace.
  3. An elephant (or minister) goes in a diagonal direction required by 2 points (no more and no less). According to the rules, he cannot cross the river. Each figure, being between the initial and end items of the Elephant move, blocks it, as a result of which this course of the elephant cannot do.
  4. Rye can walk on any number of items in the vertical and horizontal direction, provided that neither one point through which this figure passes there are no other figures.
  5. The horse goes in the horizontal direction exactly by 2 points and then 1 vertically or vice versa - exactly 2 points vertically and then 1 horizontally. In the case when the neighbor horizontal either vertically, with a horse, the item is busy with another figure, it blocks the moves of the horse in this direction and it cannot do them.
  6. The gun can walk on any number of items in a horizontal or vertical direction, similar to Ladie. But in the case of taking between the initial and end items of its turn, there must be exactly one not empty (busy by another figure, which is a "lafet") item. In the case of the course without taking absolutely all items through which the rook passes, should be empty - not occupied by other figures.
  7. Pawn walks only at 1 point. A pawn, which has not yet passed across the river, can only move forward, and the pawn, which "crossed" can walk horizontally.
  8. Taking: Any figure can go to the item that occupies an opponent's figure - in this case, the first figure "eats" the enemy figure. The "eaten" figure in this case is removed from the board.
  9. King vertical: Two kings cannot stand on one vertical in the case when all items separating them are empty. The move that creates such a situation is prohibited by the rules.
  10. King's safety: Rules are prohibited to leave the king in such a paragraph in which the opponent can eat it. Forbidden the course that puts the king under the blow.

Some other moves are also prohibited by the rules. It is forbidden to constantly threaten the taking of any rival figure, using both one and two or more own figures. Such a move is called "Eternal Shah" (if the threat to the king) is created) or the "Eternal Attack" (if they threaten another figure, except the king).

Syanzi uses such terms:

  1. Shah: the move that threatens the king of the opponent by taking the next go.
  2. The same type of sacrifice (or exchange rate): a move in the item from which this figure can eat a figure of a rival relating to the same mind, so that any opponent's figure will also eat this figure in the next move.
  3. Attack: The move of any figure to the item from which it can eat the figure of the opponent (except the king) in the next go. The attack is also such a stroke of the figure, as a result of which she becomes a "yard" of his gun, which in this position threatens the figure of the opponent. There are exceptions here:
    • the threat created by the king either on a pawn is not an attack;
    • the threat created by the pawn, which has not yet crossed the river, is not an attack;
    • the threat leading to the change is also not an attack.
  4. Protection: Figure is protected when there is another figure that can eat any of the figures that will eat the first figure. An exception to this rule is the rook, which is never protected if it threatens the gun or horse.

Eternal Shah and Eternal Attack

Rules prohibit Eternal Shah and Eternal Attack. If this rule violates this rule, the defeat of the violation player is counted. In the case when both parties violate this rule at the same time, a draw is counted. If one player creates an eternal shah, and the other at the same moment is an eternal attack, the player who creates the Eternal Shah is counted.

According to the Rules of Attack or Shah, no more than 6 times in a row can be made by one figure, no more than 12 times in a row with two figures, no more than 18 times in a row - three figures, after which the Shah / Attack recognizes the eternal / eternal.

Ending games

The game is completed in one of the three cases:

  • Mat: Mat is a threat to the king of the opponent by taking from which he cannot defend. Mat is the victory of the player who puts it to the king of the opponent.
  • Pat: a situation where one player cannot make a single move that does not contradict the rules. Pat is a defeat of this player.
  • One or both players violated the rules.

Value of figures

In Syanzi's game, there is a certain scale of the value of the figures (the value of the pawns that did not pass the river, adopted per unit, the value of other figures is expressed in a different number of non-crossing pawns):

  • rye - nine;
  • gun - four and a half;
  • horse - four;
  • elephant - two;
  • advisor (defender) - two;
  • pawn, moving the river - two.

Features of the game

During the game in Syanzi, it is important not to fall in extremes - not to get involved only by attacking or only protection. It has great importance to the balance of the game, otherwise even with a huge material advantage you can easily suffer defeat. Balance, that is, the harmony of the opposite began with each other, is the fundamental position of Chinese philosophy and a line of Chinese mentality. This feature of Syanzi, however, has a fairly simple reason: the moves of the king are limited to the bonds of the palace, because after losing the player, the initiative even for 1 movement of his opponent "destroys" the insufficiently protected king.

Chinese chess

(Syantans, Xiangqi)

War is the path of deception. Therefore, even if you are capable of showing your inability to the enemy. When I must enter your strength into battle, pretend to be lacking. When the goal is close, show that it is far; When she is really far, create the impression that it is close. (Chinese saying)

According to modern research, the Shenza game appeared from an ancient game of anyone 3,500 years ago. In the initial version, anyone every player had only 6 figures: 1 General and 5 pawns.

The number of moves was determined using a cube.

Subsequently, the game was transformed. After passing through many titles, having lost the cube, but having received several figures, by the XII century the game turned into a similarity of modern Syanzi.

In the 1980s, the Asian Federation of Syanzi (AXF) was created in the 1980s, and in 1997 the rules of this game were finally formulated. Now the Chinese chess plays at least 500 million people. This is more than any other chess varieties.

Therefore, Xianzi can be safely called the most common game in the world.

Chess board

Western modern version of the board may look like this.

That is, other numbering and designation of fields. The board has 9 verticals and 10 horizontals, i.e. Forms 90 intersections or fields. Here in these fields from intersection to intersection and move all the figures.

Between 4 and 5 horizontals "flows" the river. The river can overcome not all the figures.

Chessmen

1. The king (commander) is a commander who does not have to leave the limits of his palace. Similarity with the classic king is insignificant. The king moves only on one field vertically or horizontally within the fortress.

In Xianzi, there is a very important rule "open vertical": both kings cannot simultaneously stand on one vertical if there are no other figures between the kings. 2. Adjutants (Shi) - they are military officers, guardsmen, bodyguards, wise men and advisers.

Shi also can not leave the limits of the Palace Fortress and go to the next field on the battered diagonals. 3. Elephants (Xiang) NBSP; - in a red-important official, and in a black-elephant. Elephants are diagonally running through one field, but only if this field is free.

The elephant can not go to the river. 4. Horse (Ma) - horse. The movement of the horse consists of two parts. At first it goes to the next field along the line, and then jumps on the field, located on the diagonal.

The horse cannot jump over the figures, but the river is not a hindrance. 5. Lady (Che) - a fighting chariot. The strongest figure.

There are no obstacles for it. Moves along vertical and horizontal. Very close to classic chess switches. 6. Pawn (in red it is bin. Black - Cuzu) - Soldiers.

Going only forward the field behind the field. Crossing the river, become maneuverable: can take steps to the right and left. On one field. You never have the right to retreat pawns.

Having reached the extreme opposite line, the pawn does not become another figure. 7. Gun (PJSC) - gun or cannon shot. Moves PJSC as well as rook.

But the gun to hit the figure can only if there is any other figure between it and the victim.

Purpose of the game

Apply the enemy defeat or put it in a hopeless position.

This is possible if:

Put a mat;

You have created a package. The one who fell into this situation is counted defeat.

Rules of the game

Red Walking first always;

It is impossible to give eternal Shah with the repetition of the position more than three times in a row. Giving such Shah for the fourth time the defeat is counted. At the same time, the attacked side is not obliged to change the moves, moreover, the fourth repetition will bring her victory;

It is impossible to repeat the prosecution of the opponent's figure for a long time if it has no other way to avoid the loss of this figure;

Two kings cannot be on the same open vertical;

If none of the parties can put a mat or pat, then the party ends in a draw.