Xiangqi

About this game

Chariots, horses and cannons meet on a crafted wooden board. Clear move markers, dimensional pieces and gentle wooden sounds make each turn easy to follow.

Choose Beginner, Normal or Advanced, and play red, black or a random side. Every turn saves automatically. Undo a turn to continue as an unscored practice game.

Create a room with one password or share an invitation link. Ready up together to begin. Colors are randomly assigned each match, with 90 seconds per turn. Computer and online points are recorded separately.

  • Solo and online play
  • Supports checkpoints. Resume from the last saved position.
  • Portrait and landscape

How to play

  1. Red moves first. Chariots move along clear ranks or files. Horses move one orthogonal step and one diagonal step, with the first step unblocked. Elephants move two diagonally, cannot jump a blocked midpoint or cross the river. Advisors and generals stay inside the palace. A cannon captures across exactly one intervening piece. Soldiers move one step forward; after crossing the river they may also move sideways, never backward. Generals cannot face each other on an open file, and you cannot leave your general under attack.
  2. Checkmate, stalemate (no legal move), resignation and online timeout are losses. Casual repetition rules apply: on the third occurrence of the same position with the same side to move, a side that alone checked on every one of its moves throughout the repeated interval loses; otherwise the game is drawn. Complex perpetual chasing is not adjudicated. 120 consecutive plies without a capture also draw; soldier moves do not reset this count. Checkmate and stalemate take precedence.
  3. Mouse and touch work the same way: select a piece, then a legal destination to move. Use arrow keys and Enter/Space on a keyboard; Escape cancels. Extra move confirmation is optional in settings. Dragging and zooming only adjust the view. You can zoom, pan, flip or fit the board.
  4. Scored computer wins award 10, 30 or 80 points at Beginner, Normal or Advanced. The first undo permanently makes that game unscored practice. Undo removes your last move and the computer reply, retaining the computer opening when you play black. Losses, draws, resignations, abandoned and expired games neither add nor deduct points.
  5. Computer games save automatically for 24 hours from their start; pausing or reopening does not extend that deadline. Starting over requires confirmation to abandon an unfinished game. An internet connection is required for server-side computer play. If a request fails, the confirmed position is kept for synchronization and retry.
  6. Online rooms hold two players with no spectators. Choose a password unique among this game's existing rooms: 3–20 letters or digits, case-insensitive, excluding identical or sequential all-digit passwords. Join using the password or an invitation link. Full rooms reject additional players. Both players ready up to start. Each match randomly assigns red and black; your own pieces start at the bottom.
  7. Each online turn allows 90 seconds, with no undo or paused clock. Offer a draw on your turn, at least 10 plies after your previous offer. Offers do not reset the clock. An offer survives the proposing player's move; a move by the recipient declines it.
  8. Online wins award 50 points, separately from computer points. Losses, draws and aborted matches award none. Reopen the room to reconnect; use Continue on this device to take control on another device. Both players share a cumulative 120-second all-offline recovery allowance per match. Leaving the room lets you return to your computer save. Sound and interaction preferences can be changed and saved.
Release history v1.0.3

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