Opening systems
The Central Cannon
中炮
Ask any xiangqi teacher for a first opening and you will get the same answer. The Central Cannon (zhongpao) plants a cannon on the middle file with red’s very first move, aims it straight through black’s centre soldier at the general behind, and dares black to solve that problem before red’s chariots arrive. It is honest, fast and principled - and it has led professional practice for as long as records exist, which is why learning it teaches you not just an opening but the logic of the whole game.
By the Xiangqi Arena editorial team ·
- First move
- 1. C2=5
- System
- Attacking system for red
- Character
- Direct and forcing
- Difficulty
- The first opening to learn
- Classic counter
- The Screen Horses
What it is
One move makes the whole argument: the cannon slides to the centre file, where it stares at black’s centre soldier and, behind that soldier, the general. The threat is almost never cashed in immediately - snatching the soldier on move two loses time and hands black free development - but it never goes away either. Every later decision in the game bends around the fact that the centre file belongs to red until black does something about it.
Black’s two respectable answers define two families of theory you will meet again and again. Developing both horses to guard the centre soldier gives the Screen Horses, the defence with its own guide in this library. Answering cannon with cannon gives the Same-Direction or Opposite-Direction Cannons, sharper and older. Against anything slower, red simply develops faster than the threat can be ignored, which is the quiet lesson of the system: the cannon buys tempo, and tempo is the opening’s real currency.
If you are new, play this and nothing else for your first fifty games. Not because other openings are worse, but because every one of them is a reaction to this one - and you cannot understand the reaction before you understand the thing it reacts to.
A century at the top - and three more before that
The Central Cannon is the spine of the oldest xiangqi books that survive. The Ming-dynasty manual Secret in the Orange (Ju Zhong Mi, 1632) is practically a Central Cannon textbook, all headlong attacks and chariot sacrifices; the early Qing Plum Flower Manual made its name by showing how black’s paired horses could hold the storm. Between those two books runs the game’s longest argument, and it has not ended yet.
Nothing in the modern era dethroned it. The champions of every generation in our archive - Hu Ronghua, Lü Qin, Xu Yinchuan - built their repertoires on it as red, and the 32,204 games in our database open with the centre cannon more than with everything else combined. When engines arrived they were expected to refute something this direct. They strengthened it instead.
The model line, move by move
The line below is the classical tabia: red centralises the cannon, black raises the Screen Horses defence, both sides race their king-side chariots out, and red’s crossing chariot starts the first real fight around move six. Press play and watch the shape assemble - or step through and read what each move is for.
Notice the rhythm as you step through: cannon, horse, chariot for red, each move creating or answering a concrete threat. There is not a single quiet move in the first twelve - which is exactly what makes this the teaching line.
The starting position. Press play to watch the model line unfold, or step through it at your own pace - every move is explained on the right.
Key ideas
Three threads run through every Central Cannon game. The centre file is a permanent investment: as long as the cannon stands there, black’s centre soldier is frozen and black’s general never quite relaxes. Speed outranks material: red will happily feed the river soldiers to the opponent to keep the initiative, because the opening’s whole point is arriving first. And the chariots decide: the side that doubles heavy pieces on an open file usually writes the middlegame’s agenda.
The cannon itself hardly moves again before the middlegame. Beginners feel its pull constantly - take the soldier, take something - and resisting that pull is the first real skill this opening teaches. Think of the cannon as a lease on the centre: you renew it every move by developing another piece behind it, and you break it the moment you cash it in early.
Watch what the crossing chariot does to black’s coordination in the walkthrough. One invading piece forces three defensive decisions - that exchange rate, a tempo bought for every tempo spent, is what 'the initiative' actually means in play.
Plans for both sides
Red’s standard plan writes itself from the walkthrough: horses to the third and eighth files where they defend the centre and each other, both chariots to open files as fast as the position allows, then a soldier push to open a horse’s road across the river. The crossing chariot harasses black’s queenside; if black chases it, red converts the chase into tempo. The dream position doubles chariots on one file while the centre cannon still pins black’s soldier to its square.
Black’s counterplay comes in two flavours. The classical one is patience: complete the screen of horses, blunt the centre with an advisor behind the soldier, then strike back on the very file red’s crossing chariot left thin - the retreating edge cannon in the walkthrough’s last step is the start of exactly that. The sharper flavour answers cannon with cannon and races; that path has its own two guides in this library.
The diagram shows the model line at move ten. Look at it the way a player would: red’s attack has a shape, but black’s pieces all defend something. That tension - real threats against a real defence - is why this position has been played by strong players for three hundred years.
How red loses this opening
Taking the centre soldier early is the classic. It looks like the cannon finally collecting its due; it is actually two tempi handed to black - one for the capture, one when the exposed cannon gets hit - and black’s development lead turns into an attack while red is still untangling. Every teacher has watched a student lose the same twenty-move game this way, and most of us lost it ourselves first.
Second: sending the crossing chariot on a solo raid. The chariot on the sixth rank is strong while red’s other pieces back it up; alone, it becomes the counterplay’s target, chased from square to square while black develops for free. If you have moved the same chariot three times before your queenside horse exists, you are not attacking - you are being farmed for tempo.
Third, subtler: forgetting the cannon needs the file more than the file needs the cannon. Trading it off carelessly - especially for a horse in a closed position - gives back the opening’s whole promise. Ask what you got for it; 'a piece of roughly equal value' is the wrong answer.
Making it yours
The Central Cannon lesson on Xiangqi Arena plays this exact model line with you: the board accepts only the book move, a master-level reply answers, and the walkthrough above becomes muscle memory in about twenty minutes. Then take it into casual games and expect to be punished - usefully - every time you grab material with the cannon early.
When it starts feeling automatic, read the Screen Horses guide next. Learning the main defence from black’s chair is what turns your Central Cannon from a first move into an opinion.
Put it into practice
Reading about an opening is the start; the moves only become yours once your hands have played them. Every system in this library has a playable lesson on Xiangqi Arena where the board accepts only the book move and a master-level reply answers you - plus rated games, puzzles, and an archive of professional games to see how the masters handled what you just learned.