Opening systems
The Same-Direction Cannons
顺炮
When black answers red’s centre cannon with the mirror move - same file, same direction - you get the Same-Direction Cannons (shunpao), the oldest recorded opening battle in the game. Nobody is defending here. Both generals stand behind pinned soldiers, both players race their chariots out, and the first side to convert speed into a threat that cannot be answered wins the argument. It is the sharpest mainstream reply to the Central Cannon, and the walkthrough below shows the racing logic in its purest classical form.
By the Xiangqi Arena editorial team ·
- First move
- 1. C2=5
- System
- Counterattacking system for black
- Character
- A symmetric race - sharp and fast
- Difficulty
- For players comfortable in tactics
- Classic counter
- Answers the Central Cannon in kind
A race, not a mirror
The symmetry is a trick of the eye. Because black copies the cannon move, beginners expect a quiet mirrored game; in truth black is always half a tempo behind, and everything in the system flows from how black spends structure to buy that tempo back. The classical recipe, shown in the model line: while red’s chariot takes the open file the normal way, black raises the other chariot vertically - the crosswise chariot - and swings it across the board to wherever red’s setup is least ready.
That vertical-versus-horizontal choice gives the play its character. Red’s pieces develop on rails; black’s development is stranger but hits from angles red’s textbook setup does not cover. Games routinely see the first exchanges by move eight and a decisive attack by move twenty, which is why the system has been the tactician’s choice for four centuries.
Choose it as black when you would rather calculate than defend. Every move matters double in symmetric positions - falling one real tempo behind in a shunpao race is usually fatal, in both directions.
The oldest battle in the books
Open Secret in the Orange, the great Ming attacking manual, and the Same-Direction Cannons is what you find - page after page of chariot races and sacrificial storms from the 1600s, some of which remain playable theory today. For centuries it was the fighting reply; the patient Screen Horses gradually took over as defensive technique matured, and by the mid-twentieth century shunpao had become an old master’s memory.
Then Hu Ronghua brought it back. In the 1960s and 70s the era’s dominant champion made a career habit of reviving classical weapons with modern preparation, and his shunpao games showed the old race was sound at the highest level. The archive’s games from the 1990s and 2000s still carry that revival’s fingerprints, and at club level the system never went anywhere: it is direct, it is honest, and it punishes slow play mercilessly.
The model line, move by move
Both cannons hit the centre inside two moves, then watch the chariots: red’s goes out the front door, black’s climbs out the window. By step eight black’s crosswise chariot is parked on the advisor-corner file, and the two armies are attacking each other’s weakest points simultaneously.
Step through slowly around moves seven to nine - the moment black’s sideways chariot picks its file is the moment both players’ middlegame plans are locked in.
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.
What decides the race
Tempo arithmetic, always. In symmetric cannon positions a single wasted move converts directly into an attack you face one move early. The practical skill is brutal honesty about which of your moves carry threats: a developing move that also attacks something keeps pace, a merely pretty one falls behind. Count threats, not pieces.
The crosswise chariot is the system’s soul. It spends an extra move to reach squares the vertical chariot never sees - and that trade, tempo for asymmetry, only pays if the chariot lands where red is genuinely soft. Watch masters play shunpao and you will see the chariot hover, waiting for red to commit a wing before it picks its file. The chariot move is a question; do not answer it for your opponent early.
Cannons here are attackers, not besiegers. Unlike the pure Central Cannon game, where red’s cannon pins the centre for twenty moves, shunpao cannons routinely leave the centre mid-race to join a wing attack - the centre was the opening bid, not the whole plan.
Plans for both sides
Red plays the position like the senior partner it is: half a tempo ahead, red wants clean development into a wing attack before black’s cross-board pieces coordinate - the open-file chariot pressing forward, soldiers levering open the wing where black’s crosswise chariot is absent. When red gets to trade a pair of chariots on red’s terms, the remaining tempo advantage usually converts.
Black’s plan is the ambush: let red’s textbook setup fully commit, then strike the flank it committed away from. The crosswise chariot’s file choice, the cannon leaving the centre at the right moment, a soldier sacrifice to open the lane the chariot already occupies - black’s wins in this system tend to arrive suddenly, three moves after red thought the position was calm.
The move-ten diagram shows the race at full tension - no exchanges yet, every heavy piece active. Positions like this are why shunpao players say the middlegame starts on move five.
How races are lost
Copying one move too many. Perfect symmetry flatters the side that moves first: black players who mirror by reflex hand red exactly the tempo the whole system exists to fight over. The crosswise chariot exists because black must break the mirror - the question is only when and where.
Trading pieces to relieve the tension. Every exchange simplifies toward a position where red’s half-tempo lead is a larger share of what remains. Nervous trades feel safe and are the opposite; the defender in a race is whoever blinks into an exchange first.
Forgetting the general lives on the racetrack. Both centre files are cannon-pinned, so palace accidents - a careless advisor move, a general stepping onto an open line - end shunpao games instantly. Fast play does not mean careless play, and the checkmate-patterns guide’s stacked-cannons shape is the one to fear here.
Making it yours
Play the shunpao lesson on Xiangqi Arena to lock the classical sequence in, then take the system into blitz - its natural habitat. Fast games teach the tempo arithmetic faster than any text can, and losing a few races to sharper players is the tuition.
Afterwards, open the archive and filter for Same-Direction Cannons: watch how the 1990s professionals timed the crosswise chariot’s file choice. The move is always the same; the timing never is.
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.