Skills and tactics
Piece values and good trades
Every exchange in xiangqi is a small business decision, and the exchange rate is position-dependent in ways newcomers - especially those arriving from international chess - consistently misjudge. This guide gives the standard values, then the corrections that actually decide games: why the horse overtakes the cannon as the board empties, what an elephant is worth on the day your general is attacked, and which soldier is worth three of the others.
The standard values
The consensus scale, with the soldier as the unit: chariot 9, cannon 4.5, horse 4, elephant 2, advisor 2, soldier 1 before crossing the river and 2 after. The general has no exchange value - losing it is losing - but as the endgame guide shows, its fighting power on an open file is real. The chariotâs dominance is the scaleâs loudest message: it is worth two of any minor piece, and "winning the exchange" (chariot for horse or cannon) is close to a soldier-and-a-half of pure profit.
Treat the numbers as a court of first appeal. They settle routine decisions instantly and correctly; the sections below are for the appeals process.
Why values move: cannons fade, horses grow
A cannon needs screens to capture, and screens are other pieces: as the board empties, the cannonâs effective value slides while the horse - ever less blockable as legs clear - climbs past it. Openings favour cannons, endings favour horses, and the crossover usually arrives with the second wave of trades. The practical rule professionals actually use: prefer the cannon while both sidesâ structures stand, prefer the horse once they fall.
Pairs carry premiums of their own: two cannons on one file mate by themselves (see the stacked cannons pattern), and the horse pair covers each otherâs blocking squares. Breaking an opponentâs pair at even material is often the point of an otherwise equal trade.
Judging an exchange
Three questions turn the table into a decision. What changes for the pieces that remain - does the trade open a file for my chariot or clear a leg for their horse? What changes for the defence - advisors and elephants are worth their listed 2 in an ending and closer to 4 while a mating attack is on, because they are the mating attackâs obstacle. And what changes for the soldiers - trades that let a crossed soldier survive to the endgame quietly bank the two ghosts pattern from the checkmate guide.
The commonest club-level error is trading pieces while ahead in material but behind in coordination: simplification favours the side whose remaining pieces cooperate, not the side with the bigger inventory.
Living with imbalance
Chariot against two minors, cannon-and-soldier against horse-and-elephant, three crossed soldiers against a horse: xiangqiâs middlegames are full of stable imbalances, and playing them well means knowing which side of the imbalance the clock favours. Two minors beat the chariot when they can attack together; the chariot wins as targets multiply. A material deficit with the initiative is the best imbalance of all - and, as the opening guides repeat system by system, the worst thing to do with an initiative is spend it buying the material back.
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.