Xiangqi pieces and how they move

The seven Xiangqi pieces one by one: how each moves and captures, what blocks it, and roughly what it is worth. Every board below is checked by the game's own rules.

Each side in Xiangqi has 16 pieces of seven kinds: one general, two advisors, two elephants, two horses, two chariots, two cannons and five soldiers. Red sits at the bottom and moves first. This page shows how each piece moves and captures, what limits it, and roughly what it is worth.

In the diagrams, files run a to i from left to right and ranks 0 to 9 from Red's side. Green dots mark the points a piece can move to, and a cross marks a move the rules forbid.

The board and the starting position

Pieces stand on the points where the lines cross, not inside squares. The river across the middle splits the board into two halves, and each side has a palace of nine points marked with a diagonal cross around its general.

The starting position. The highlighted points are the two palaces.

On the back rank the order from each edge is chariot, horse, elephant, advisor, with the general in the centre. The cannons stand two ranks in front of the horses, and the soldiers stand on every other file just behind the river.

The general and the advisors

The general is your king, and keeping it safe comes first. It moves one point up, down, left or right, and it can never leave the palace. It also may not step onto a file where it would face the other general with nothing in between.

The general steps to e0, e2 or f1. d1 would face the black general.

Advisors are the general's personal guards. Each moves one point diagonally and must stay inside the palace, so an advisor can only ever stand on five points. They block attacking lines and cover the points next to the general.

From the palace centre an advisor reaches all four corners.

Elephants and horses

Elephants move exactly two points diagonally and can't cross the river, so they only ever defend. They can't jump either. If the point halfway along the diagonal, the elephant's eye, is occupied, that move is blocked.

The elephant reaches c4, g4 and g0. The general on d1 blocks the eye toward c0.

Horses move one point straight, then one point diagonally outward, an L-shape like the chess knight. The difference is that a horse can be blocked. If the point next to it in the direction it wants to go is occupied (players call this hobbling the horse's leg), it can't move that way. That makes horses weaker and more predictable than knights.

The soldier on d5 hobbles the horse, so c6 and e6 are blocked.

Chariots and cannons

The chariot is the most valuable piece. It moves like a chess rook, any number of points along a rank or file, and can't jump. Chariots carry both attack and defence.

A chariot covers its whole rank and file until something stops it.

The cannon is unique to Xiangqi. When it isn't capturing, it moves exactly like a chariot. To capture, it must jump over exactly one piece, the screen, and land on the enemy piece beyond. The screen can belong to either side. With no screen, or with two, there is no capture.

The cannon uses the soldier on b5 as its screen and captures the horse on b9.

Because a cannon needs a screen, it can make threats no other piece can, including discovered attacks when a screen moves in or out of its line.

Soldiers

A soldier moves one point straight forward until it has crossed the river. After that it may also move one point sideways. It never moves backward, and it doesn't promote at the far edge. A soldier across the river is a real attacker.

Before the river, forward only. After it, forward or sideways.

When the generals face each other

The two generals may never face each other on the same file with nothing between them. No move may leave them like that. So a piece standing alone between the generals is pinned. Moving it off the file would expose the generals to each other, and the game won't allow it.

The horse can't move. Leaving the e-file would let the generals face each other.

All seven pieces at a glance

The values are the rough guide most players use when weighing a trade. Position matters more than the numbers: a cannon is strongest early when the board is full of screens, and a horse gets better as the board empties.

PieceHow it movesLimitRough value
GeneralOne point straightStays in the palace and may not face the other generalPriceless
AdvisorOne point diagonallyStays in the palace2
ElephantTwo points diagonallyCan't cross the river and is blocked by a piece on its eye2
HorseOne point straight, then one diagonallyBlocked by a piece next to it4
ChariotAny distance along a rank or fileCan't jump9
CannonLike a chariot, but captures by jumping exactly one pieceNeeds a screen to capture4.5
SoldierOne point forward, and sideways once across the riverNever moves backward1, or 2 across the river

How moves are written

Players usually write moves with each side counting the files 1 to 9 from its own right. A move names the piece, the file it starts on, the direction and either the file it ends on (for a sideways move) or the number of points it travels (for a straight move forward or back). A horse, elephant or advisor always names the file it lands on.

The most popular first move is the central cannon. Red moves the cannon on file 2 sideways to file 5, written "cannon 2 to 5". Black's usual reply is a horse from file 2 to file 3.

The central cannon. Red's cannon moves from file 2 to file 5 and aims down the middle.

The how to play guide puts the pieces together into check, checkmate and your first plans, and the official rules cover the finer points such as perpetual check. The history of Xiangqi tells how the pieces got their names and moves.

Try the pieces on a real board

A private solo board against the AI, right here on the page. The board only offers legal moves, so you can check each piece for yourself.

Xiangqi

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You know the pieces. Sit down at a board.

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