Reference
Xiangqi glossary
The terms this library uses, with the hanzi you will meet on boards, in books, and across Xiangqi Arena. Entries are alphabetical by the English term; the characters shown are the traditional playing forms.
- Advisor (shi)ä» / 棫
- The palace guard. Moves one point diagonally, never leaves the palace. Redâs are written ä», blackâs 棫. Two per side; the generalâs innermost shield.
- Edge cannon (bianpao)èŸčçź
- A cannon developed to the a- or i-file. Also the name of the opening system built around it.
- Soldier (bing/zu)ć ” / ć
- The infantry. Moves one point forward; after crossing the river it may also move one point sideways. It never moves backward and never promotes. Redâs are ć ”, blackâs ć.
- Cannon (pao)çź / ç Č
- The signature xiangqi piece. Moves like a chariot but captures only by jumping over exactly one intervening piece - the screen.
- Central cannon (zhongpao)äžçź
- A cannon placed on the centre file, aiming at the enemy centre soldier and general; the most common opening move in xiangqi.
- Chariot (ju)è» / äż„
- The strongest piece: moves any distance along open files and ranks, like a chess rook. Worth roughly two minor pieces.
- Check (jiang)ć°ć
- A direct attack on the general. The defender must parry it immediately; perpetual check is illegal - the checking side must vary.
- Checkmate (jiangsi)ć°æ»
- A check that cannot be parried. The game ends at once.
- Connected chariotsćè»èéČ
- Both chariots developed and defending each other along a rank or file - the classical sign that development is complete.
- Crossing the riverèżæČł
- Moving a piece past the central river. Soldiers gain sideways movement when they cross; a crossed soldier roughly doubles in value.
- Single horse defence (dantima)ćæé©Ź
- Blackâs defence with one horse developed to the edge instead of the classical screen; trades structure for activity.
- Double check (shuangjiang)ćć°
- Two pieces giving check simultaneously, usually by discovery. It cannot be blocked or answered by a single capture; the general must move.
- Mutual pawn opening (duibingju)ćŻčć ”ć±
- Both sides open with the mirrored knight-file soldier push; the most flexible opening in the game.
- Elephant (xiang)çž / è±Ą
- The outer defender. Moves exactly two points diagonally, cannot cross the river, and is blocked by a piece on the intermediate point (the elephantâs eye). Redâs are çž, blackâs è±Ą.
- Elephantâs eyećĄè±ĄçŒ
- The point midway along an elephantâs move. A piece standing there blocks the move entirely - "stuffing the elephantâs eye" is a standard attacking motif.
- Facing generalsćŻčéąçŹ
- The rule that the two generals may never stand on the same file with no piece between them. Exploiting it lets a general control an open file like a chariot (see white-faced general).
- Counter-palace horse (fangongma)ć柫驏
- Blackâs modern defence to the central cannon: a cannon retreats to the advisor-corner square inside a tilted horse screen.
- Flying elephant (feixiang)éŁçžć±
- Redâs quiet opening: elephant to the centre point on move one, completing the palace shell before attacking.
- Position recordć±éąèź°ćœ
- A single line of text describing a whole position - which piece stands on which point and whose turn it is. Xiangqi Arena uses the standard FEN-style format.
- Fileè·Ż / çșż
- A vertical line of points, nine in all. Named a to i in coordinate notation; traditional notation numbers them 1-9 from each playerâs own right.
- Fortressćźćć±éą
- A defensive setup that the attackerâs remaining material cannot break, drawing an otherwise lost-looking ending. Example: full advisor-elephant shell against a lone cannon.
- General (jiang/shuai)ćž„ / ć°
- The royal piece. Moves one point orthogonally, confined to the palace. Redâs is ćž„ (marshal), blackâs ć° (general). Losing it loses the game.
- Corner horse (guajiaoma)æè§é©Ź
- A horse on the palace-corner point, covering the generalâs diagonal flights; one of the named mating patterns.
- Palace-corner cannon (guogongpao)èżćź«çź
- Redâs opening where the king-side cannon crosses the palace front to the d-file, massing force on the queen-side.
- Scooping the moon (haidi laoyue)æ”·ćșææ
- The classic chariot-and-cannon endgame technique: the cannon travels to the enemy back rank - the sea bed - to dislodge the defending chariot from behind.
- The river (Chu-Han boundary)æ„æČłæ±ç
- The central strip dividing the board, inscribed "Chu river, Han border" after the ancient rivalry. Elephants cannot cross it; soldiers change powers when they do.
- Horse (ma)銏 / ć
- Moves one point orthogonally then one diagonally outward - like a chess knight, but blockable: a piece on the first (orthogonal) point stops the move ("tying the horseâs leg").
- Horseâs legèč©é©Źè ż
- The orthogonal point a horse must pass through. A piece there - either sideâs - blocks the move. The heart of horse tactics.
- Initiative (xianshou)ć æ
- Having threats the opponent must answer, and therefore choosing the gameâs direction. Also the word for moving first; red starts with the initiative by definition.
- Staggered chariots mateć€čè»
- Two chariots on adjacent lines alternating checks, walking the general into a corner; one of the named mating patterns.
- Kill / mating attack (sha)æ
- A forced sequence ending in checkmate. Puzzle prompts like "red to kill in three" count the mating lineâs length.
- Two-headed snake (liangtoushe)䞀怎è
- Redâs structure with both knight-file soldiers advanced - the snakeâs two heads - opening both horse paths.
- Opposite-direction cannons (liepao)ćçź
- Black answers the central cannon with the cannon from the opposite wing, producing unbalanced mutual attacks.
- Horse-behind-cannon mate (mahoupao)驏ćçź
- The famous duo mate: the horse covers the generalâs escapes while the cannon checks through the horse as its screen. Proverbially, decisive help that arrives at the last moment.
- Smothered mate (menshaisi)é·æ
- Mate against a general whose own advisors and elephants block every flight square - the "stuffy" mate.
- Middlegame (zhongju)äžć±
- The phase after development completes and before mass simplification: the domain of attacks, patterns, and plans.
- Opening (buju)ćžć±
- The first phase of the game - roughly the first ten to twelve moves - in which both sides develop their pieces and choose a system. The subject of this libraryâs largest section.
- Palace (jiugong)äčćź«
- The 3Ă3 box of points each general and its advisors may never leave, marked by diagonal lines. All mating attacks aim here.
- Perpetual check banéżć°çŠç
- Endlessly repeating checks is illegal in xiangqi: the checking side must vary or lose. The same applies to perpetual chases of an unprotected piece.
- Pin / fix (qianzhi)ç”ć¶
- Holding an enemy piece in place - because moving it would expose something worse - or tying defenders to a threat so they cannot join the real fight.
- Screen horses (pingfengma)ć±éŁé©Ź
- Blackâs classical defence: both horses developed toward the centre, jointly guarding the centre soldier like the panels of a folding screen.
- Pointäș€ćçč
- An intersection of the boardâs lines - where the pieces actually stand. The xiangqi board is a 9Ă10 grid of points, not squares.
- RankæšȘçșż
- A horizontal line of points, ten in all. Coordinate notation numbers them 0-9 from redâs back rank.
- Rating (Elo)ççș§ć
- A number estimating playing strength from rated results; Xiangqi Arena uses the Elo system with rank tiers from Silver to Diamond built on top.
- Three-step tiger (sanbuhu)äžæ„è
- Redâs three-move recipe - horse out, cannon to the edge, chariot to the open file - activating the chariot at maximum speed.
- Screen (paotai)çźæ¶
- The single piece a cannon jumps over to capture - friend or foe. A cannon with no screen available cannot capture at all.
- Advisor-corner cannon (shijiaopao)棫è§çź
- Redâs opening placing the queen-side cannon on the advisor-corner square, supporting a d-file and central strategy.
- Same-direction cannons (shunpao)éĄșçź
- Black mirrors the central cannon with the cannon from the same wing: symmetric, sharp, and the oldest recorded xiangqi opening.
- Book / theoryæŁè°±
- Established opening knowledge - the model lines and their evaluations, as recorded in manuals from the classical era to modern databases.
- Tempo (xian)ć
- One moveâs worth of time. Gaining a tempo means making a useful move the opponent must answer with a useless one; the openingâs core currency.
- Sky-and-earth cannons (tiandipao)怩ć°çź
- One cannon on the central file, one raking the enemy back rank: a two-plane battery the palace furniture cannot answer. A named mating formation.
- Iron-bolt mate (tiemen shuan)ééšæ
- A screened cannon on the centre file bolts the palace shut while a chariot mates along the confined half; a named mating pattern.
- Trench horse (wogucao)ć§æ§œé©Ź
- A horse on the point diagonally beside the palaceâs front corner, delivering the gameâs purest one-piece mate threat; a named pattern.
- Blunder (loudong)æŒç
- A move that loses material or the game to an available reply. The polite post-game word for what happened.
- White-faced general (bailian jiang)çœèžć°
- Using your own general on an open file - via the facing-generals rule - to forbid the enemy general that file while a modest piece mates; a named pattern.
- Five-seven cannons (wuqipao)äșäžçź
- Redâs attacking formation: one cannon on the centre (fifth) file and one on the seventh, generating the main modern attacks against the screen horses.
- Five-six cannons (wuliupao)äșć çź
- The balanced sibling: centre cannon plus a sixth-file cannon, trading attacking reach for coordination.
- Pointing finger (xianren zhilu)ä»äșșæè·Ż
- "The immortal points the way": the flexible opening soldier push that reveals nothing and prepares everything.
- River-patrol cannon (xunhepao)ć·ĄæČłçź
- A cannon on its own river rank, guarding the crossing squares and ready to swing to either wing along the rank.
- Kill exercise (shaju)æć±
- A composed or extracted position with a forced mate to find - the material of the puzzle ladder and Puzzle Storm.