XiangQi Jing Sai Gui Ze 象棋竞赛规则 Laws of Xiangqi 2011 中国象棋协会审定

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1 XiangQi Jing Sai Gui Ze 象棋竞赛规则 Laws of Xiangqi 2011 中国象棋协会审定 UNOFFICIAL TRANSLATION by Jim Png Hau Cheng. Disclaimer: This translation below represent an individual s effort to try to help people who do not know Chinese but are interested in the rules that is used in competition in China. It is not the official version. Please study at your discretion. Preface After three years being put through trials in actual competitions, the 2011 Rules of Xiangqi Trial (<< 象棋竞赛规则 >> 2011 试行版 ) has become the standard that is used in Xiangqi competitions in China. To further implement the rules and to make sure that competition is fair under the usage of the rules, the Chinese Xiangqi Association has mobilized a joint effort to correct the inadequacies and perfect the rules such that the 2011 Rules of Xiangqi is now official. In this latest edition of the Rules of Xiangqi, there has been content added and changes made to perfect some of the articles and rulings. The aim has been to make explanations of the rules even more accurate and clear, thus allowing the rules to be more easily understood, and the rewards and punishments more reasonable and justifiable. There have been changes made in certain articles of the Rules of Xiangqi, in order to define the way tournaments should be held, such that a fair environment can be achieved in accordance to the customs. It has been observed that there has been an increasing need for a set of simple rules for tournaments used to promote Xiangqi. Thus, a brand new Article has been added (Appendix 1) to facilitate tournaments of such a nature. The suggestions made in Appendix 1 will assist the promotion of Xiangqi events of such a nature and safeguard the system of competition used. Under the article on general rules, efforts have been made to take into consideration the passing of judgment of controversial situations in the A League in the past two years. There have been definitions of a strong piece, weak piece, and new rules regarding the value of pieces in the process of exchanging material.

2 The current Rules of Xiangqi has undergone three major meetings whereby they have been discussed, and perfected. The Chinese Xiangqi Association has been the key government body responsible and has been assisted by various leaders, associations and Xiangqi competitors all over China. We wish to thank all that have helped us in this mammoth project. Chinese Xiangqi Association Feb 2011 Content Page Chapter 1: Basic Rules of Play Article 1: The chess board and chess pieces Article 2: Making a move and capturing material Article 3: Check, resolving checks, checkmates, stalemates and committing suicide Article 4: Win, loss and draw Article 5: Touching pieces, placement of pieces, irregularities and correction of mistakes Chapter 2: Rules for Competition Article 6: Time control Article 7: Game records and the recording of the moves Article 8: Technical fouls Article 9: Completion of a match Chapter 3: General Rules for Competition Article 10: Choosing the appropriate tournament system Article 11: Pairing Format of competitors in team tournaments Article 12: Determining the competitor to start the match Article 13: Calculation of the scores Article 14: Determining the placings and tie-breaking measures Chapter 4: Attached Rules for Competition Article 15: The Organizing Committee

3 Article 16: The conduct of the competitors Article 17: The role of the arbiter Article 18: The jurisdiction of the arbiter Chapter 5: Detailed Rules for Irregularities Article 19: Withdrawing from a tournament Article 20: Being late Article 21: Exceeding the time limit Article 22: The drawn game Article 23: Controversial situations: Definition and Guidelines Chapter 6: Basic Rules in Controversial Situations Article 24: Definitions of Basic Terms Article 25: Outline of the Rules Article 26: General Principles Chapter 7: Detailed Rules in Controversial Situations Chapter 8: Associated Diagrams to explain the Detailed Rules Appendix: Appendix 1: Simplified Set of Xiangqi Rules for competition of the masses Appendix 2: Tables for round robin Appendix 3: Rules and Methods for Pairings of the Swiss System Note: In this rule book, the terms he, his, and him or include she and her.

4 Chapter 1: Basic Rules of Play Article 1: The chess board and chess Pieces 1.1 Each chessboard is made up of nine vertical lines called files and ten horizontal lines called ranks which intersect with each other, creating ninety intersections. The chess pieces are played on the intersection. There is an empty space in the middle of the board which is designated as the river. It is recommended that the river contains a river verse 楚河汉界 (Hanyu Pinyiin chǔ hé hàn jiè). There are two regions on the board where diagonal lines can be found. This would be designated as the palace. The vertical lines (files) should be numbered with Chinese characters for Red, and Arabic numerals for Black. The numbering files is dependent upon the competitor, starting from the left most file which is designated as the first file, and ending with the right hand most file which is designated as the last file. Therefore, Red s files should start from the file at the right hand side of the board and increase in number towards the left hand side such that there are nine files. Black s files are represented by Arabic numerals and are arranged in the same manner with Black s most left hand side file being his first file. Red s first file would be the same as Black s ninth file. 1.2 There are thirty-two chess pieces divided into two groups for each competitor. Each competitor would have sixteen chess pieces that are divided into seven different types of pieces. The names and number of chess pieces are as follows: Red s chess pieces: One King 帅 (Hanyu Pinyin: shuài), Two Chariots 车 (Hanyu Pinyin: jū), Two Horses 马 (Hanyu Pinyin: mǎ), Two Cannons 炮 (Hanyu Pinyin: pào), Two Advisors 仕 (Hanyu Pinyin: shì), Two Elephants 相 (Hanyu Pinyin: xiàng) and Five Pawns 兵 (Hanyu Pinyin: bīng). Black s chess pieces: One King 将 (Hanyu Pinyin: jiāng), Two Chariots 车 (Hanyu Pinyin: jū), Two Horses 马 (Hanyu Pinyin mǎ), Two Cannons 炮 / 炮 (both have the same Hanyu Pinyin pào), Two Advisors 士 (Hanyu Pinyin: shì ), Two Elephants 象 (Hanyu Pinyin: xiàng) and Five Pawns 卒 (Hanyu Pinyin: zú). Value of the material: In principle, one chariot is the equivalent of two horses, two cannons or a combination of one horse and one cannon, while the horse is

5 considered to be the equivalent of the cannon. The chariot, horse and cannon are considered to be the strong pieces. The advisor, elephant and pawns are considered to be the weak pieces. Upon crossing the river, the value of the pawn would fluctuate and depend on its position. 1.3 The array is shown in the diagram below. Figure 1 Chess boards should be published in the following manner: a) Red s palace and pieces should be found at the bottom of the board. The Red chess pieces should be embossed. b) Black s palace and pieces should be found at the top of the board. The Black pieces should be debossed. 1.4 The standard chess board should contain perfect squares that are 3.2cm to 4.6 cm in length and width. For demonstration chess boards used in competition, Red s palace and pieces should be placed at the bottom, while Black s palace and pieces should be placed on the top. There is no restriction of the size of the chess board and pieces and adjustments can be made based on the demonstration area. 1.5 Each chess piece should have a diameter of 2.7cm to 4.0cm. The size of the chessboard would be adjusted accordingly. The chess pieces should be divided into two sets, with one set representing Red, and the other representing Black. The

6 Chinese characters should meet the specifications of calligraphy and be easily identifiable. 1.6 The base color of the chess board and chess pieces should either be white or of a light color. The vertical and horizontal lines on the board should be either red or dark colored. There must be adequate space surrounding the board. Article 2: Making a move and capturing material 2.1 When playing a game, Red starts the game by default, making the first move. The competitors would then take turn making their moves until a win, loss or draw is determined whereby the game would end. The act of taking a piece from one intersection and placing it on another intersection is known as a ply, while a move consists of two plies. 2.2 The movement of the pieces: The kings are only allowed to advance, retreat, or traverse the adjacent intersection within the confines of the palace. The king may not move to the adjacent diagonal intersection. The kings are also not allowed to face each other in the same file without any intervening piece. Moving the king or other pieces that would result in such a situation is considered illegal. Movement of the King The advisors may only move to the adjacent intersection, in a diagonal fashion along the advisor diagonals. The may not move out of the palace but may advance or retreat.

7 Movement of the advisor The elephants cannot cross the river and are allowed to advance or retreat. A move by the elephant consists of moving it two intersections diagonally in the same direction, be it forward or backward. If there is a piece (be it a friendly piece or an enemy piece) that was located on the first diagonal intersection, the elephant cannot move in that direction and this is considered to be blocking the elephant. Therefore, there are only seven intersections where any elephant can move on the board. Movement of the elephant

8 Blocking the elephant. If there is a piece at 'x', the elephant cannot move to the central file. A move by the horse means moving the horse to the adjacent intersection followed to the next diagonal intersection. If there is another piece (be it a friendly piece or an enemy piece) located on the immediate adjacent intersection, the horse is blocked and cannot move in that direction. This is known as blocking the horse. Movement of the horse and blocking the horse. The Red pawn has blocked the horse and prevented it from moving to the intersections marked with x. The chariot may advance, retreat or traverse along any line for any amount of intersections possible, provided there are no other pieces in its line of movement. The chariot is not a leaper. Capturing an enemy piece is done by moving the chariot to the intersection of that piece and removing that piece away from the board.

9 Movement of the chariot The cannon moves in the same manner as the chariot. However, a cannon can only capture material by leaping over another piece (known as a cannon mount which can be a friendly piece or enemy piece) to capture the enemy piece immediately adjacent to it on the same line. Movement of the Cannon and Capturing Material by the Cannon. The cannon moves in the same way as the chariot. Capturing material is done by leaping over a piece

10 to capture the adjacent piece on the same line, as seen by the Black cannon leaping over the black pawn to capture the Red elephant. The movement of the pawn is divided into two different portions. Before crossing the river, the pawn can only move forward to the adjacent intersection. After crossing the river, the pawn is allowed to advance and traverse to the adjacent intersection. Pawns are never allowed to retreat and when they reach the enemy bottom rank, they are only allowed to traverse. Figure 2 Movement of the Pawn 2.3 Moving a piece means taking a particular piece and placing it on another intersection and this is known as a ply. If there is an enemy piece at the targeted intersection, that enemy piece would be removed from the board and this is known as a capture of material. Capturing material by the cannon is slightly different and has been mentioned above. Article 3: Check, Resolving Checks, Checkmates, Stalemates and Committing Suicide 3.1 A move that attacks the enemy king with the intention of capturing it on the next move is known as a check. 3.2 When a king is under direct attack, the player whose king is under check must

11 resolve the check and cannot do anything else. If it was impossible to resolve the check, it would be a checkmate. 3.3 If there are no legal moves for a competitor to make when it is his turn to play, this situation would be known as a stalemate. 3.4 Any move that results in the kings facing each other in the same file without any intervening piece is known as committing suicide. When the king is under attack, deliberately allowing the king to be captured, or accidentally moving another piece such that the check is not resolved are both also considered to be committing suicide. Article 4: Win, loss and draw 4.1 If any of the following scenarios occur, it would be ruled as a loss for the competitor responsible and a win would be awarded to his opponent The competitor s king is placed under checkmate The competitor s king is placed under stalemate After making a move (and after the hand has left the piece), the situation on the board results in a situation that has been described for committing suicide. See Article 3.4 for definition of suicide When the situation on the board is controversial, and one of the competitors has been perpetually checking the opponent, it would be ruled as a loss for the competitor delivering the perpetual check When the situation on the board is controversial, and one of the competitors has gone against the rules but refused to changed his moves upon suggestion by the arbiter, it would be ruled as a loss for that competitor who has gone against the rules A competitor who has exceeded the allotted time limit would lose the game A competitor has exceeded the time allowed for being late in a match If the competition was of a national scale, a penalty would result in the loss of the penalized competitor. If the competition was of a provincial scale or of a national scale for the youth division, a competitor would lose the game if he had accumulated two penalties If a competitor presses his clock before making a move, he will be given a warning. If he does it a second time, the competitor would lose the game A competitor would lose if he had broken the rules three times in the same match A competitor would be penalized with a loss if an arbiter has proved that

12 the competitor had asked for another verification of the Sixty-Move Rule when a verification of the Sixty-Move Rule was already underway A competitor would lose the game if he resigned A competitor would be penalized with a loss if he failed to abide by the rules stated in this booklet or if had serious, inappropriate misconduct in the tournament. 4.2 A draw would be declared if any of the following scenarios occur: One of the competitors offered a draw that his opponent accepted. It would be a draw upon agreement of both competitors. This would immediately end the game A position has arisen such that it is impossible for either competitor to checkmate the opponent s king A controversial position has arisen on the board such that it would be ruled a draw according to the rules as mentioned in this article A draw would be declared if the criteria for the Sixty-Move Rule is fulfilled. The Sixty-Move Rule states that, If within a span of sixty consecutive moves, no material of both competitors have been captured, the game would be ruled as a draw. Article 5: Touching pieces, placement of pieces, irregularities and correction of mistakes 5.1 Touching a friendly piece would mean that the touched piece must be moved. If the touched piece has no legal move, then only can another friendly piece be moved. 5.2 Touching an opponent s piece would mean that that piece has to be captured. In the event that there is no legal move to capture the touched piece, only then can another piece be moved. 5.3 In the event that a competitor whose turn it is to make a move touches one of his pieces followed by touching an opponent s piece, the situation will be treated as follows: The competitor s piece that he touched must capture the opponent s piece that he touched If it was impossible for the competitor s touched piece to capture the touched opponent s piece, the competitor must move his touched piece If it was impossible for the competitor s touched piece to move, he must use another piece to capture the opponent s touched piece.

13 5.3.4 If it was illegal for the competitor s touched piece to move, and there were no other pieces that could capture the opponent s touched piece, only then can the competitor make another move. 5.4 In the event that a competitor whose turn it is to make a move, touches an opponent s piece, followed by touching his own piece, the situation would be treated as follows: The competitor s piece that he touched must capture the opponent s piece that he first touched If it was impossible for the competitor s touched piece to capture the opponent s touched piece, the competitor must use another of his pieces to capture the opponent s touched piece If the capture of the opponent s touched piece was impossible, the competitor must move his touched piece If it was impossible for the competitor s touched piece to move, only then can the competitor make another move. 5.5 In the event that a competitor touches a piece of his own and an opponent s piece at the same time, the situation will be treated as the guidelines mentioned in Article 5.4 of the Article above. 5.6 Adjusting the position of chess pieces can only be done when it is the competitor s turn to move. Before adjusting his pieces, the competitor must express his intention of adjusting the pieces. If not, the situation would be treated as mentioned in the articles above. Only when it was absolutely clear that touching the pieces was a pure accident can the competitor be not penalized with the above mentioned articles. 5.7 A move is considered to be completed after the hand leaves the piece and no take-back is allowed. In the event that the piece is accidentally dropped onto the board during the act of making a move, the articles mentioned above concerning the touching of pieces is to be followed. 5.8 During the course of a game, if mistakes were found, both competitors should correct it immediately. If the mistakes were not corrected and the game has ended, they would not be corrected and the outcome of the game would stand If the game had started with the colors reversed and the mistake was discovered within twenty minutes of play, the game would be restarted. If not, it would be assumed that both competitors have agreed to playing the wrong color and the results of that match would be counted If during the course of play, it is noted that a piece is placed on an intersection where it should not be placed (within a span of five move-plies), the match would be halted and the moves would be retracted until the position on the

14 board before the mistake was made is reached. Play would commence from here on and the competitor whose turn it is to make the move is allowed to move other pieces as he wishes If a move was found to have been played against the rules (within a span of five move-plies), the situation would be treated as mentioned in Article or If Article could be used to address the situation, the match would be restarted with the position on the board immediately prior to when the irregularity occurred and the game would continue from there-on. The competitor whose turn it is to make the move would be seen as having touched the chess piece and the touchmove rule would be in effect. 5.9 If it was discovered that a competitor kept touching the chess pieces, the match should be returned to its correct position within the time allowed for one competitor If after making a move, the chess piece was placed in an area of the board that was in between two intersections such that which intersection that piece should be placed could not be determined, the opponent would have the right to decide which intersection that piece would have to be placed. Chapter 2: Rules to be used in competition Article 6: Time Control In formal competition, either digital or analogue chess clocks with two displays each should be used to record the time taken for a competitor to make his moves. In the course of a match, it is mandatory that a competitor completes his move before touching the chess clock. The clocks should be set correctly before a match starts and be placed in the same manner in competition. It is recommended that the clock be placed on the left hand side of the competitor who would start the game. Before the start of the tournament, the organizing committee should determine the nature of the tournament and also the number of competitors such that the time control to decide the format of the time control, and that the appropriate chess clocks can be bought. Time control formats include: 6.1 Time Delay Format: For example, each competitor would start the game with 60 minutes and for every ply that is made, 30 seconds would be added to his time. 6.2 Overtime Format (both analogue and digital chess clocks may be used): There will be two time frames. In the regular time frame, a competitor would have to complete a certain number of moves within a specified time period. For example, in the regular

15 time frame, the competitor would have to complete at least 30 plies within 60 minutes. The match would go into overtime after the regular time frame has ended. In the overtime time frame, a competitor would have to complete 10 plies within 10 minutes. If the first overtime session has ended and the competitor has met the required number of moves, another overtime session would be given. The match would be carried along its natural course until it ends. 6.3 Sudden Death Format: This format of time control would mean that a competitor would only be allotted a specified amount for a match. There would be no overtime and the match would end once the allotted time is used up. There is no restriction for the number of moves that needs to be made. 6.4 Time Control for Rapid Chess: Any tournament whereby the allotted time limit per competitor is 15 minutes or less is considered to be a rapid chess tournament. 6.5 Time Compensation Format: In certain competition, to try to even out the advantage that Red has, this time control format may be used. Article 7: Game records and the recording of the moves 7.1 In tournaments whereby game records by the competitors are required, both competitors should record their moves seriously, in legible handwriting. A competitor that has failed to record four or more moves would be penalized with a technical foul. If eight or more moves were failed to be recorded, the competitor would be penalized with two technical fouls. 7.2 If it was impossible to decipher the records, the moves that were indecipherable would be treated as missed records and the situation would be treated as mentioned in Article When the match has ended, if an arbiter felt that the records were not clear enough or legible, the arbiter has the right to ask the competitor to complete the record. 7.4 The arbiter has the right to use Article to deal with any competitor that refuses to comply with Articles 7.1, 7.2, and Complete Notation and Simplified Notation are both allowed to be used in game records. To facilitate competitors not familiar with the writing of Chinese characters, the following legend is suggested: 帅 / 将 = King. Abbreviated K. 士 / 仕 = Advisor/Adviser. Abbreviated A. 相 / 象 = Elephant. Abbreviated E. 马 / 傌 = Horse. Abbreviated H.

16 车 / 俥 = Chariot. Abbreviated R. 炮 / 包 / 炮 = Cannon. Abbreviated C. 兵 / 卒 = Pawn. Abbreviated P. Complete Notation Move-ply Red Black 1. 炮二平五 /C2=5 马 8 进 7/H 马二进三 /H2+3 车 9 平 8/R9=8 3. 车一平二 /R1=2 炮 8 进 4/C8+4 Simplified Notation Move-ply Red Black 1. 炮 2 5/C25 马 8 7/H87 2. 马 2 3/H2 3 车 9 8/R98 3. 车 1 2/R12 炮 8 4/C 8 4 If there were two pieces of the same type on the same file, it is advised to write add a + sign to refer to the piece in front and a - sign to refer to the piece at the back. For example, H+-4 would refer to retreating the horse in front to the fourth file. R-=6 would refer to traversing the chariot at the back to the sixth file. Article 8: Technical fouls 8.1 During the course of gameplay, any of the following situations would constitute a technical foul: Any behavior that attempts to disrupt the game or distract the opponent s attention when it is the opponent s turn to play; Stopping or resuming the clock when a game is in progress; A competitor repeatedly asks for a draw, two more times than his opponent; A competitor has suggested that the Sixty Move Rule has been breached, when an arbiter has proven otherwise; Touching a friendly piece that has no legal move possible, or touching an enemy piece when no friendly pieces is able to capture it; The game records fail to meet the requirements as mentioned in Article 7.1 and Article 7.2; Touching the chess clock before completion of a move; In National Youth Competitions, or provincial tournaments, a rule has been broken once;

17 8.1.9 A competitor has made a minor offense despite knowing that the rules would not allow it; 8.2 Any competitor who has committed a foul would be immediately announced on the spot by an arbiter and the incident recorded. If the competitor making the foul resigns immediately, he could escape the punishment that came with the foul. Article 9: Completion of a match Upon completion of a match, the results should be clearly written on the game records, together with the time taken, and description any incident involving fouls. The game records by both competitors should be signed by both competitors and also by an arbiter. Chapter 3: General Rules of Competition Article 10: Choosing the appropriate tournament system Round Robin. When the number of competitors or teams is limited, this format may be used. Usually, a single round robin would be held. Sometimes, if the number of competitors is greatly limited, a double round robin may be held. Please refer to Appendix 2 for the suggested pairing system. When there is a significant number of competitors or teams, the competitors or teams with a high ranking in the ranking system could be seeded such that the entire cohort of competitors could be divided into groups. A round robin would be held in this group whereby the winner or the top few competitors/teams are eligible for competition in the next round. This method can also be used to determine competitors or teams with the same score Swiss System When the number of competitors or teams is significant, while it would be impossible to have a tournament with a long duration, and that it would be hard to seed competitors or teams, the Swiss System may be used. The methods and principles of the Swiss System is described in detail in Appendix Elimination System When there is a large number of competitors or teams, but there is a limited time for the competition to be held, the single elimination system, double elimination et

18 cetera may be used. Sometimes, additional preliminary matches or additional matches can be added. The method for arranging the cross table in such a form of competition can be found in Appendix Multi-stage formats Depending on the needs of the tournament, a combination of the above mentioned systems may be used Swiss System Preliminaries followed by Single Elimination System In this tournament system, the tournament is divided into two legs: the preliminaries and the finals. In the preliminaries, the Swiss System is used to produce a certain number of participants eligible for the finals. In the finals, the single elimination system is used until a winner is produced Swiss System followed by Progressive Knock-Out System. In this mixed tournament system, both the Swiss System and the Elimination system is used. There would be a pre-determined number of rounds. At the start of the tournament, the Swiss system is used. Halfway into the tournament, a certain number of competitors who have accumulated the least number of points would be eliminated each round. The process is repeated until a designated number of competitors is left for the final round, where the winner of the tournament would be born in this group of remaining competitors. Article 11: Pairing Format of competitors in team tournaments 11.1 Fixed Board Format Team members are boarded according to the latest Elo ratings or other official results. The strongest team member, for example team member A, would be placed as the first board. The second strongest competitor would be placed as the second board and so on. competitors without a rating would be placed last Floating Board Format with Substitutes In this pairing format, team members are boarded as mentioned in Article Each team is allowed to have a fixed number of substitutes. However, unlike the Fixed Board Format, the competitors that play in a particular round can be different and may appear in another order. For example, if there were four competitors in a team, in the first round, competitors 1-4 may compete in the order of However, in the second round, the team may consider using a format whereby the fourth board is substituted by substitute competitor 5. In the third round, for strategic considerations, the team may consider using a combination to compete. Therefore, if a team consisted of four boards, and two substitutes, there would theoretically be 15 combinations to choose from. The team

19 would have to decide on which combination to use Random Board Format In this pairing format, the competitors are randomly assigned to play specific boards before the start of a tournament round, and the order of appearance would only be determined then. This is done by drawing lots or some other means. Upon determination of the order of appearance, the competitor who is randomly selected as the first board will take on his counterpart on the opposing team Scheveningen System This method of pairing for team tournaments is usually done when there are a few teams. Each competitor from one team would compete against all the competitors on the other team and vice versa Accumulated Score Format There are no assigned boards in this format of team competition. Instead, team members from the same team compete in an individual's tournament. The team's score would simply be the sum of the scores of the team members, or the sum of their placing in the tournament. Article 12: Determining the competitor to start the match 12.1 In a round robin, the competitor whose number is in front would take Red. This is based on the table in Appendix In team tournaments using the round robin format, the tables given in Appendix 2 are used to help determine which color each competitor in the team would take. The odd number boards (top board, third board et cetera) would take Red if their team number was put in front. The odd numbered boards of the opposing team would take Black If the Swiss System was used in individual tournaments, the recommendations given in Appendix two are followed to determine the color the competitor would be taking If the Elimination System was used with only one match played per round, lots are drawn to determine to who would take Red. If the Elimination System was used with two matches played per round, lots would still be drawn to determine the competitor or team to take Red for the first match. The competitors would alternate colors in the second match and it would not matter if it was an individual tournament or a team tournament. Article 13: Calculation of the scores

20 13.1 It is generally recommended that a win would be awarded two points, a loss zero points and one point for each competitor when a draw was reached For the calculation of the scores in team tournaments, there are three sets of scores to take note off: the individual score, the team score and the round score. The points gained by each team member is the individual score which would be two points for a win, zero points for a loss and one point for a draw. The individual scores of all the team members are then added up and this would be known as the team score for that round. Team scores for both teams are then compared. The team with the higher team score would be awarded two points as the round score, the team with the lower team member score would be given zero points as the round score and teams with the same individual scores would be given one point each as the round score for that round The point system may be altered to meet the needs of the tournament. For example, a win might be worth three points, a loss zero points and a draw being worth one point each for both competitors or teams. Or a win might be worth three points, a loss zero points and a draw as Black being worth two points while a draw as Red being worth only one point. Article 14: Determining the placings and tie-breaking measures 14.1 In individual tournaments using the round robin system whereby only one match was played per round, the final number of points that a competitor had accumulated when all the rounds have been completed would decide his placing. This would be known as the final score. The competitor with the highest final score would be crowned champion. If there was a tie with the same number of points, the following tie breaking measures would be taken into consideration in the following order to determine the winner in the tie: a) Neustadtl Score (adding the sum of the conventional scores of the competitors he has defeated to half the sum of the conventional scores of those he has drawn against), b) the greater number of wins that one competitor has accumulated over the other competitor in the tie, c) the result of the direct encounter between the competitors tied with the same score, d) the number of technical fouls that each competitor has accumulated, e) the greater number of games played as Black, f) the competitor who took Black in their encounter for competitors tied with the same score would win the tie-break. If the above tie breaking measures were all

21 tied, the competitor who took Black in their encounter would be considered to be stronger and win the tie-break In round robins with two or more matches being played in each round, the final score of the competitor would be used first and foremost to determine the competitor s placing in the tournament. If there was a tie in the final score, the following tie breaking measures would be taken into consideration in the following order to determine the winner of the tie-break: a) the sum of all the individual scores earned in all the matches (this would refer to the scores that was accumulated from playing each match, and would favor the competitor with more wins) b) the number of wins that each competitor has accumulated, c) the result of the match of the competitors in the tie, d) the number of technical fouls accumulated, e) the number of matches whereby the competitor had played in the entire tournament In tournaments whereby the Swiss system was employed with only one match played per round, the final score would be used first and foremost to decide the placing of the competitor. The competitor with the highest final score would become champion of the tournament. If there was a tie in the placing, either one of the following two tie breaking measures is recommended as the tie breaking method: a) Sum of Opponent s Score, b) Total number of wins achieved, c) The number of technical fouls accumulated, d) The result of the encounter of the competitors in the tie-break (if any) and e) The number of matches whereby Black was played. If after taking the above mentioned measures, a tie-break was still not possible, the scores in the last round would not be counted, and the above mentioned scores would be compared up till the second last round. The process would be repeated until a tie break appeared a) Progressive score, b) Total number of wins achieved, c) the number of technical fouls accumulated, and d) the number of matches whereby Black was played. If a tie break was still not possible, the results of the tournament excluding the first round would be compared, in the same manner mentioned above. If a tie break was still not possible, the results of the first and second round would be excluded and the various tie breaking measures mentioned above would be compared again. This process would be repeated until a tie break appeared.

22 14.4 If a competitor withdrew from competition before the tournament started, and there was an even number of competitors left in the tournament, the lots should be drawn again if a round robin format was used. If the Swiss system was used, other reserve competitors or teams can be added to make the number of teams an even number. If there was an odd number of competitors or teams in the tournament, a bye would be given if the competitor or team was not paired in a round, and the competitor or team would be given the number of points specified for a win. The competitor or team s opponent score in that round would be calculated to be half of the lowest scoring competitor or team in the tournament In team tournaments whereby the Swiss system was used with only one match that was played per round, the team with the highest final score would be crowned as champion, the second final round score be first runner up and so on. If there was a tie in the teams final score, the following tie breaking measures are to be used a) the sum of the total number of individual scores (win, loss and draws), b) the total number of wins as a team, c) the total number of wins by all the team members individually in the entire tournament, d) the results of the head-on encounter (if any) of the teams tied with the same team score, e) the total number of technical fouls accumulated by the team, f) the number of matches won as Black by the team members, and g) the number of matches played as Black by the team members In team tournaments whereby the double round robin format was used, the final score is used first and foremost to determine the placing of the team. The team with the highest final score would be the winner of the tournament, while the team with the second highest final score would be first runner up and so on. If there was a tie in the final score, the following tie breaking measures are to be taken in the following order: a) the sum of all the individual scores by all the team members, b) the total number of team scores which were wins, c) the total number of wins achieved by team members throughout the tournament, d) the result of the head-on encounter (if any) of the teams tied with the same score, and e) the number of technical fouls accumulated. If a tie break was still not possible, an added round for the teams with the same score would be played for the tie break In team tournaments whereby the Swiss system was used with one match being

23 played each round, the final score would be used first and foremost to determine the placing of the team. The team with the highest final score would be the winner of the tournament while the team with the second highest final score would be first runner up and so on. If there was a tie in the final team score, the following tie breaking measures are to be taken in the following order: a) the sum of the opponent s final scores, b) the sum of all the individual scores by the team members, c) the total number of team scores which were wins, d) the total number of wins achieved by team members throughout the tournament, and e) the number of technical fouls accumulated If it was still impossible to break the tie, the results of the second last round of competition would be reassessed in the above mentioned order. The process would be repeated until the tie is broken In team tournaments whereby the Swiss system was used with one match being played each round, a tie breaking method whereby the sum of the individual scores by the team members throughout the entire tournament can also be used. The team with the higher sum of individual scores would be placed in front in the placings In team tournaments using the accumulated score format (regardless of the round robin system or Swiss system being used in individual competition), the final placings of the individual team members would be added up. The team with the lowest number would be crowned champion. If there was tie, the team whose competitor was placed highest amongst the teams tied with the same score would win the tie break. Chapter 4: Attached Rules for Competition Article 15: The organizing committee An organizing committee is required and must be set up for the various organizing duties and tasks required in a tournament. It should also tailor to the individual needs of the tournament. The rules, tournament systems, tie breaking methods and additional stipulations et cetera would be written and announced by the organizing committee. In major tournaments, additional committees like an arbitration commission and disciplinary committee would be required to oversee a smooth progression of the tournament.

24 Article 16: The conduct of the competitors 16.1 The competitor must be dressed appropriately, and have sportsmans-like conduct throughout the tournament When a match is in progression, competitors are not allowed to be far away from the playing venue If a competitor had discovered an irregularity, he should refer the situation to an arbiter during his time to make a move. When there is controversy, the arbiter s decision would be final and should be respected by both competitors A competitor who has finished his match would be considered to be a spectator and should act as one Competitors should commit to fair play, observe and obey the rules of the tournament, respect their opponent s, respect the arbiter and also respect the spectators. Article 17: The role of the arbiter 17.1 The arbiter should oversee the proceedings of the tournament in a strict, serious, and just manner such that the rules and stipulations of the tournament are strictly observed. he should be accurate in passing judgment in controversial situations, according to the rules The arbiter would need to learn and know the specific stipulations required for the tournament, and be meticulous in inspecting the venue of the tournament, while preparing the required equipment well in advance The arbiter must interact with the competitors, and inform the competitors of the tournament the rules of tournament one by one and the also the jurisdiction of the tournament The arbiter must be familiar with the proceedings of the tournament, and add or revise the rules in an appropriate manner to meet the needs of the tournament The arbiter would be responsible for the organization and supervision of each round of the tournament, and also announce the results after that round has finished The arbiter should oversee that the venue of the tournament be maintained as best as possible The arbiter is required to undergo evaluation by the organizing committee of the tournament. Article 18: The jurisdiction of the arbiter

25 18.1 The arbiter overseeing a match in progress has the right to warn the competitors of possible breach of rules The chief arbiter has the right to disqualify any competitor on the spot, even when a match was in progress The organizing committee reserves the right to remove a competitor from the tournament and bar him/her from further participation. This would be treated as though the competitor had withdrawn from the competition The organizing committee reserves the right to follow the recommendations of the relevant governing body when dealing with serious misconducts and breech of rules, like using devices or software when a game is in progress. The organizing committee would reserve the right to disqualify, ignore the title(s) of the competitor, and even bar the competitor from active competition for life When there are two or more competitors/teams with the same score, the penalties handed out by the arbiter according to Article 18.1 and 18.2 would be taken into consideration, and the gravity of their mistakes or situation would be taken into account when determining the rankings of the competitor or team. The competitor or team with grave or major offenses would be placed behind the competitor or team with less grave or minor offenses in the rankings. Chapter 5: Detailed Rules Article 19: Withdrawing from a tournament 19.1 Competitors or teams are not allowed to withdraw from a tournament without valid reason. If a competitor or team has a valid reason(s) to withdraw from the tournament, a written document must be presented to the organizing committee of the tournament, and approval must be obtained before the competitor or team is allowed to withdraw In tournaments using the round robin format, if a competitor or team withdrew halfway into the tournament, the following measures would be taken: a) If the tournament had not progressed past the halfway mark, the results obtained by the withdrawn competitor or team would not be taken into consideration, b) if the tournament was or already had passed the halfway mark, the results obtained by the withdrawn competitor or team would be counted, and any future pairings with the withdrawn competitor or team would automatically result in a forfeit, and the competitor/team s opponent would be awarded with a win In tournaments using the Swiss system, it would not matter if the how many

26 rounds the tournament had progressed; the results achieved by the withdrawn competitor or team would be counted, but the remaining matches involving the withdrawn competitor or team would be treated as forfeits, and a win would be awarded to the opponent or opposing team. Article 20: Being late 20.1 After the start of a round as announced by the arbiter, if one of the competitors was late and had exceeded the time limit allowed to be late (usually fifteen minutes), it would be considered that the competitor had forfeited his match If both competitors were late for a match and had exceeded the time limit allowed to be late, both competitors would be treated as though they had forfeited their match If a win was achieved because the opposing competitor was late, signs would be added to the tournament scoresheet. A + sign would be added to the tournament score sheet under the relevant section to mean that a win was achieved without actually having the match. A - sign would mean that a loss occurred without actually having the match. A + sign would be equivalent to two points while a - sign would be equivalent to zero points. Article 21: Exceeding the time limit 21.1 If a match was not able to be finished within the time limit allowed, it would be treated as the match having exceeded the time limit If analogue clocks with a flag were used, the fall of the flag would mean the expiration of the allotted time for a competitor, and the competitor would be viewed to have exceeded the time limit If digital clocks were used, if the time allowed was used up, the competitor would be viewed to have exceeded the time limit If in the process of competition, if the clocks were found to have malfunctioned, the competitor(s) must report the situation to the arbiter immediately, whereby the situation would be treated appropriately. If there was a huge time discrepancy in the time allowed, the arbiter is required to explain to both competitors how he would adjust the clock. If neither competitor disagrees, then shall the arbiter adjust the clock When digital clocks are used, if a competitor had forgotten to press his clock and that it resulted in the competitor having exceeded the time limit, the arbiter will have the final say and pass judgment on the situation whereby the competitor must

27 agree and not raise any dissent. If analogue clocks were used whereby the flag was faulty, and resulted in the flag falling down earlier than it should, again the arbiter would have the final say and pass judgment on the situation, whereby the competitor must follow and not raise any dissent When a competitor has exceeded the time limit, unless the position on the chessboard resulted in a checkmate, or that the competitor made a move that resulted in committing suicide on the chessboard, all such instances would be treated as though the competitor had exceeded his time/her time limit and would lose the game. Article 22: The drawn game 22.1 A competitor who wished to ask for a draw should do so only when it is his time to move. After making the offer of a draw, he cannot withdraw his offer. If the opponent verbally disagrees or makes a move in response, it would be seen that the opponent has refused the offer of a draw. Any competitor cannot make offers to draw more than two times in a match If a competitor suggests that his opponent has exceeded the movecount (which is usually defined as sixty moves), and requests for a draw, the arbiter should stop the clock, and verify if it was true. If one of the competitors had indeed exceeded the movecount, the match would automatically be ruled as a draw. If it was found that the movecount had not been exceeded, the competitor who made the suggestion that the movecount had been exceeded would be penalized once with a foul, and five minutes would be taken off his clock. If taking away five minutes of the clock would result in the competitor exceeding his time limit, that competitor would be treated as though he had lost the match If the game records were incomplete or illegible such that verification of whether a competitor had exceeded the movecount was impossible, or that it was impossible to pass judgment on controversial situations, the arbiter has the right not to deal with the situation If a competitor made a proposal to ask for the arbiter to pass judgment on controversial situations when it was his turn to make a move, it would not matter if his opponent had immediately made another move or that the time limit was exceeded in the process of doing so. The arbiter would be required to pass judgment on the situation as the competitor had already made the proposal beforehand. Article 23: Controversial situations: Definition and Guidelines

28 23.1 If a set of moves was repeated three times during the course of play with the same position being reached, this would be known as a threefold repetition. The situation on the board then would be known as a controversial situation A threefold repetition would only be established only if it has been demonstrated that a set of moves has indeed been repeated three times. The first move of the cycle is to be included in the calculation of the number of moves. If the first move of the cycle was a capture of material, it should not be deemed as the first move in the cycle If the set of moves was not repeated three times and the arbiter was called to pass judgment, the arbiter would NOT pass judgment If the same pieces were moved to the same two intersections repeatedly for three times, a total of six move-plies would have been made. If one of the competitors moved the same piece to three or more intersections, by means of a check followed by a threat to capture material, OR the moves made by the competitor were meaningless but legal, a total of nine move-plies would be allowed. If an arbiter was called to pass judgment before the repetition of moves reached nine move-plies, the arbiter is obligated to pass judgment on the situation based on the guidelines for controversial positions Guidelines for judgement in controversial positions: If one of the competitors was found to have been delivering perpetual checks, that competitor would immediately be penalized with a loss For other non-perpetual check situations, each competitor would be allowed to change their moves within the next two move-plies If the requirements for Articles 25.2 and were met, and if neither competitor wished to change their moves, the match would be ruled as a draw If the requirements for Articles 25.3, were met, the competitor who was required to change his moves but did not do so would be penalized with a loss. Chapter 6: Basic Rules in Controversial Situations Article 24: Definitions of Basic Terms 24.1 Check 将 Any move that directly attacks the enemy king with the intention of capturing it on the next move is known as a check Mating Threat 杀

29 Any move that has the intention of delivering a check or initiating a series of checks on the next move such that this attack would ultimately lead to a checkmate would be known as a mating threat Chase 捉 A chase would refer to any move that upon making, would threaten another enemy piece on the board (other than the king) with intention of capturing it. It could also refer to any move that upon making, would allow other friendly pieces to capture the targeted material in a joint effort. Checks may be used in the process and there may be exchanges of material but the enemy material would be captured while the gained material would not be lost immediately nor will there be any immediate check by the opponent upon capturing the enemy piece. (See Figure 2-4 and also examples 1-4.) Please also refer to Invitation for Exchange 兑 An exchange of material has to take into consideration the value of the material traded. Simply put, an exchange is a trade-off between a friendly piece with an enemy piece of about the same material value. There are a few added stipulations. When the opponent has offered an exchange of material, upon capturing the offered piece, there would be no checkmate from the opponent nor will there be an inequality in the value of the material traded. Only when these stipulations are also met can the move be considered to be an exchange of material. (See Figure 4-5) Offer 献 An offer is a move that after being made, actually invites the enemy to capture the moved piece. However, upon capture by the opponent, there cannot be a checkmate by the opponent nor can there be a loss in the material value. There are two situations to consider when the nature of the move played is an offer. First of all, if an unprotected piece was offered, but the opponent captured this piece and was checkmated, then such a move would be treated in the context of a chase instead of an offer. In the second instance, if an unrooted piece was offered, such that if the opponent captured it, the opponent would suffer losses in material value, such a move would still be treated as a chase instead as an offer Block 拦 A block would refer to any move that after making, would limit the movement of an enemy piece by preventing it from moving in certain direction(s). However, the piece blocking the enemy piece cannot threaten to capture or attack the blocked enemy piece on the next move Follow 跟 A follow is a move that after being made, would pin a protected enemy piece, without having the intention to attack or capture that enemy piece.

30 24.8 Idle 闲 An idle move would refer to any move that is not a check, mating threat or chase. Exchanges, offers, blocks, and follows are considered to be idle moves. (See Figure 5 and Examples 6-7.) 24.9 Perpetual Check 长将 A perpetual check is defined as a succession of consecutive checks which is repeated up to three times. If the first move involves capturing enemy material, such a string of moves is not considered to be a perpetual check. (See Fig 6) Perpetual Mating Threat 长杀 A perpetual mating threat is a succession of consecutive mating threats which is repeated up to three times. (See Fig 7) Perpetual Chase 长捉 A perpetual chase is defined as a succession of chases which is repeated up to three times. (See Fig 8) Perpetual Exchange 长兑 A perpetual exchange would refer a succession of exchanges for up to three times. (See Fig 9) Similar definitions can be applied to perpetual offers, perpetual blocks, and perpetual follows Illegal Moves 禁止着法 Illegal moves would refer to any one competitor making the following types of moves in a repeated fashion, with the intent of attacking the enemy continuously: perpetual checks, perpetual mating threats, perpetual chases, alternate check and mating threat, alternate check and chase, alternate mating threat and chase et cetera. (See Fig 8, Example 10) Legal Moves 允许着法 Any move or moves that do not fall in the category of illegal prohibited moves mentioned above is allowed. Therefore, any combination of moves that includes an idle move ( exchange, offer, block or follow ) is permissible and considered legal. For example, an alternate check and follow, an alternate chase and follow et cetera are considered to be legal and allowed in competition Rooted Pieces, Unrooted Pieces and Inadequately Rooted Pieces 有根子, 无根子, 少根子 A piece is considered to be adequately rooted/protected (inclusive of hidden roots), when an enemy piece captures it, another friendly piece was able to capture the offending piece immediately. Conversely, if a piece was not rooted or not protected, when a piece is captured, no other friendly pieces was able to take revenge. Whether a piece is adequately protected or not would also have to take into consideration the

31 number of roots it has and the number of enemy material attacking it. If the number of enemy material attacking it was greater than the number of roots present, that piece would be considered to be inadequately protected Fake Root 假根子 A fake root is a piece that would seem to be protecting another friendly piece but would not be able to fulfill its protecting duties should the friendly piece it protects be caught. This is usually because it is limited in movement. Material with fake roots are treated in the same manner as unprotected pieces Combined chase 联合捉子 A combined chase refers to the situation whereby there are two or more friendly pieces attacking an enemy piece(s) and threatening to capture it. However, in this situation, if one of the friendly pieces in the combined chase is unable to participate in the process, it would be impossible for the pieces in the combined chase to capture enemy material. (See Figure 12 and also Examples 11-14) Suicide 自毙 Suicide scenario: competitor A was delivering a check to competitor B. However, in the process of doing so, competitor A s king was threatened with a checkmate himself. If competitor B resolved competitor A s check by moving any piece other than the king, and the nature of competitor B s move was not a check, mating threat or chase, competitor A s move would be known as committing suicide. (See Figure 13) Article 25: Outline of the Rules 25.1 Under no circumstances is perpetual check by one competitor allowed If the move by both competitors were legal in controversial situations, it would be a draw if neither competitor wanted to change their moves. (See Figure 15) 25.3 If one of the competitors made moves that were illegal in nature, while his opponent s moves were legal, the competitor with the illegal moves must change his moves or be punished with a loss If both competitors made illegal moves, please refer to Article Article 26: General Principles 26.1 Perpetual chases by the king and pawn are allowed. (See Figure 14) If upon moving the king or pawn in a manner such that it would become a coordinated effort with other friendly pieces to chase other enemy material, any controversial situation that arose would be evaluated and judged as if a chase had

32 happened. Similarly, if moving other friendly pieces would create new chases, any controversial situation that would arise would also be dealt with as though a chase had occurred. (Please refer to Figure 15, and Example 16.) If the king was moved to resolve a check by the opponent, but in the process of doing so, a chase or a mating threat had occurred, that move would be treated as an idle. If any piece other than the king was moved to resolve a check, but in the process of doing so would result in a new chase or mating threat, such a move would be treated as a chase or mating threat. (Please refer to Figure 16-17, and also Example ) 26.2 If the defending party had only one piece left to attack, and that it had occupied a very important intersection necessary for defense, but in the process of occupying that intersection, that piece would threaten to capture the enemy s elephant or advisor, any controversial situation that would arise would be treated as an idle move. (Please refer to Figure 18, and also Example 19.) 26.3 If upon making a move, a competitor committed suicide, the competitor would have to shoulder the responsibility and the situation that occurred cannot be treated as though the opponent had caused it. If the opponent resolved a check, and in the process of doing so, created new mating threats, such a move would be treated as a mating threat and the relevant guidelines would be used to pass judgment. (Please refer to Figure 19, and also Example 20.) If making a move resulted in that piece being caught, any controversial situation that arose would be treated as through the competitor had brought it upon himself/herself. This is because if that piece had not been moved, the opponent would not have had the chance to capture it. Therefore, the competitor making such a move that resulted in the capture of his piece, would have to shoulder the responsibility. Capturing of this piece by the opponent would be treated as an idle move instead of a chase. If a piece that protected another friendly piece was used to deliver a check on the enemy king or was used to resolve a check, such that the friendly piece that it was protecting became unrooted and was captured, this would be treated as though it was done voluntarily and the competitor would have the bear the consequences of such an action. (Please refer to Examples ) 26.4 If a move had more than one nature, the nature of the move would be treated as the move with more serious consequences or of a more serious nature. For example, if making a move resulted in the move being both an offer and a chase, it would be treated as a chase and the relevant judgements would be passed. If making a move resulted in the move being both an offer and a mating threat, it would be first treated as a mating threat. (see Figures and Examples 27-28).

33 26.5 If a piece that was a root, or a piece that was pinned was used to chase enemy material, the nature of the move would have to depend on the material value of the pieces exchanged. If there was a predictable gain in the material value or that the exchange was of similar value for both competitors, such a move would be considered as a chase. If such an exchange resulted in a predictable loss of material value, it would be considered to be an idle If a strong piece was used voluntarily to exchange for two or more weak pieces, the situation on the board would be treated as though there has NOT been a gain in material value. If one or more weak pieces were used in exchange for a strong piece, the situation on the board would be treated as though there had been a gain in material value Any pawn that has crossed the river would have a fluctuating material value, but it would still be less than the material value of a chariot. Any voluntary move to sacrifice a pawn in exchange for a chariot would be treated as though a chase had occurred. If a pawn that has crossed the river was used to exchange for an enemy piece (advisors and elephants included), it would be treated as though there was no gain of material. The same would apply if pawns that have crossed the river were used to exchange for enemy piece(s). (See Figure 24 and Examples ) If an enemy pawn that has yet to cross the river was chased or captured, it would not be considered that a gain of material value had occurred. Capturing any pawn that has just crossed the river would also not be considered to have gained material value If a pawn was able to capture enemy material by means of a discovered check that was delivered by other friendly pieces, the act of capturing enemy material by the pawn would be treated as an idle. If in the process of capturing an enemy piece by a pawn, a check resulted, such a move would be treated as though a chase had occurred. If other friendly piece(s) was involved in an exchange of material with an enemy piece(s) of similar or the same value, such that a pawn or king that was previously unable to capture enemy material was now able to capture enemy material, any capture of an enemy piece by the freed pawn or king would be treated as an idle move. This would only apply if there was the exchange was of similar or equal value. If there was a discrepancy in the material value of the pieces exchanged, the capture of enemy material by the freed pawn or king would be treated as a chase. (See Examples ) 26.9 Rules for judgement when both competitors have illegal moves. (See Figures 25-28, Examples 34-48): If only one of the competitors had made moves that were of any of the following nature:

34 a) a perpetual mating threat, b) an alternate check and mating threat, c) perpetual chase targeting an enemy chariot, d) perpetual chase targeting an unrooted enemy piece, e) an alternate check/mating threat with a chase targeting an enemy chariot (unrooted piece), or, f) an alternate chase targeted at a chariot with a chase targeted at an unrooted piece, the competitor whose moves fit the nature of the moves described above would have to change his moves or be penalized with a loss If one competitor kept perpetually chasing an enemy chariot, while his opponent kept chasing an enemy chariot by means of a combined effort of his pieces, the former would have to change his moves or be penalized with a loss If one competitor kept perpetually chasing an unrooted enemy piece, while his opponent kept perpetually chasing an unrooted enemy piece by means of a combined effort of this pieces, the former would have to change his moves or be penalized If the situation on the board did not fall into any one of the situations mentioned above, it would be declared a draw In instances whereby similar pieces were offered for an exchange (for example a cannon for a cannon), if after the exchange, the competitor who was invited to exchange material was placed under checkmate or suffered a loss in material value, the move that was made by the competitor who suggested the exchange would be treated as a chase. Conversely, it would be treated as an exchange. If the piece that was invited for an exchange was involved in a mating threat, the move made would be considered to be treated and dealt with as though a mating threat had occurred. (See Figure 29) If the controversial situation on the board involved a chariot-horse combination that came into contact with the enemy horse, or a chariot-cannon combination that came into contact with the enemy cannon, the nature of the move made would have to depend upon the following (See example 30, Examples 49-50): If the enemy horse or cannon was not protected, then the competitor with the chariot-horse/chariot-cannon combination would be treated as though it has chased the enemy horse/cannon If the enemy horse or cannon was protected, and that after accepting the exchange, its root would not be lost, such a move would be considered to be an exchange. If other than the chariot-horse/chariot-cannon combination, there was another friendly piece that helped in attacking the enemy horse/cannon such that

35 there was more than one chase, such a move would be treated as a chase. Chapter 7: Detailed Rules in Controversial Situations Figure 2: 1. H2-1 Chase. 1. R9=8 Exchange. 2. H1+2 Chase. 2. R8=9 Chase. In this situation, retreating the Red horse would be an attempt to capture the Black chariot, and it would be considered a 'chase'. As Red intended to play H2+3 after H1+2 for the elbow horse attack (whereby Black's horse would now be unable to protect the Black chariot should it move to the eighth file), H1+2 would be considered to be a 'chase'. Therefore, in this situation, Red would be considered to be perpetually chasing Black's pieces on each move, while Black would be considered to have alternated a 'chase' with an 'exchange', therefore, Red must change his moves or be penalized.

36 Fig 3: Figure 3: 1. E5-3 Chase. 1. R8=7 Chase. 2. E3+5 Chase. 2. R7=8 Chase. In this situation, retreating the Red elephant and advancing it would be unroot the Black horse. The Black horse is rooted because after playing R7=8, the Black chariot would be able to capture the Red chariot with a succession of checks, and this would be considered to be a chase. Red's chariot would be considered to be perpetually chasing the Black horse, while Black would be considered to be perpetually chasing the Red chariot. Therefore, if neither party wished to change their moves, it would be a draw.

37 Figure 4: 1. H4-6 Chase. 1. E9+7 Idle. 2. H6+4 Chase. 2. E7-9 Idle. Retreating the Red horse with H4-6 would threaten to capture the Black elephant. With H6+4, Red would threaten to gain an extra pawn after exchanging the Black horse with the Red Cannon, and this would be treated as a 'chase'. Therefore, in this situation, Red would be perpetually chasing, while Black would have made only idle moves in response. Red would have to change his moves or be penalized with a loss.

38 Figure 5: 1. R7-5 Idle. 1. K5-1 Idle. 2. R7+5 Check. 2. K5+1 Idle. In this example, when the chariot is on Black's bottom rank, it would be able to capture the Black advisor. However, by retreating the chariot, there would not be another change in the situation on the board. Red would be alternating a check and an idle, while Black would be replying with consecutive idle moves. If neither competitor wished to change their moves, it would be a draw.

39 Figure 6: 1. R4=5 Check. 1. K5=6 Idle. 2. R5=4 Check. 2. K6=5 Idle. In this example, the only legal moves that Red could make were played, and Red had no other options. However, perpetual checks are never allowed by one player making them at one time. Therefore, even though Red had no other legal moves possible, Red would be penalized with a loss.

40 Figure 7: 1. C1=2 Mating threat. 1. R9=8 Block. 2. C2=1 Mating threat. 2. R8=9 Block. In this example, moving the Red cannon would be a mating threat and consecutively doing so would constitute a perpetual mating threat. Black's counter would be seen as a threat to chase and capture the Red cannon, but in actual fact, the Black chariot cannot leave his throat rank. For example, if Black played R8+8 instead of R8=9, Red would simply counter with R4-8 for a cross check and turn the tables. That is why, under the circumstances, Black's moves are considered to be a perpetual block. See Article Therefore, in this situation, Red would be issuing perpetual mating threats, while Black would have answered with idle moves. Therefore, Red must change his moves or be penalized with a loss.

41 Figure 8: 1. R2-6 Chase. 1. K6-1 Chase. 2. R2+6 Check. 2. K6+1 Idle. In this example, Red would be alternating a chase with a check, while Black would be alternating a check with an idle move. Red must change his moves or be penalized with a loss.

42 Figure 9: 1. H3-2 Chase. 1. R9=8 Chase. 2. H2+3 Exchange. 2. R8=9 Chase. In this example, Red would be alternating an idle move (See Article 24.8) with a chase, while Black would be perpetually chasing. Black must change his moves or be penalized with a loss.

43 Figure 10: 1. H7+6 Chase. 1. R3+2 Chase. 2. H6-7 Chase. 2. R3-2 Chase. Advancing and retreating the Red horse would both be attempts to capture the Black chariot. Black's R3+2 would be considered to be a chase of an unrooted piece, while R3-2 would be considered to be a combined effort by the Black cannon and chariot in the same file to capture the Red horse. In such a situation, Red must change his moves or be penalized with a loss. Figure 11: 1. C8=9 Chase. 1. R2=1 Chase. 2. C9=8 Chase. 2. R1=2 Chase. In this situation, Red is considered to have attempted a joint effort to capture Black's material. (See Article 24.17) Black is considered to be perpetually capturing a non-rooted piece (Red's cannon). Hence, Black must change his moves or be penalized with a loss.

44 Figure 12: 1. R1=2 Idle. 1. C8=9 Chase. 2. R2=1 Idle. 2. C9=8 Chase. In this example, Red would have made two idle moves, while Black would be perpetually chasing. Therefore, Black must change his moves or be penalized with a loss. Figure 13:

45 1. R5=6 Check. 1. K4=5 Idle. 2. R6=5 Exchange. 2. K5=4 Idle. Red's R5=6 would be a check, which would at the same time result in a potential checkmate by Black with R5=6. Red s predicament would be seen as his own doing as such a situation would not have occurred if Red did not play R5=6 voluntarily. See Article Black's R5=6 is considered to be an idle move. Red's R6=5 is considered to be an exchange of material as the Black cannon is protected by the Black elephant. If the Black cannon was not protected, R6=5 by Red would be considered to be a chase. Therefore, Red would be alternating a check with and exchange, while Black would have made consecutive idle moves. If neither party wished to change their moves, it would be a draw. Figure 14: 1. P3=2 Idle. 1. R8=7 Chase. 2. P2=3 Idle. 2. R7=8 Chase. In this situation, R3=2 and R2=3 is allowed even though the pawn is perpetually chasing the pawn. This is because only the king and the pawn are allowed to perpetually chase enemy pieces (Article 26.1). Therefore, instead of a chase, R3=2 and R2=3 are considered to be idle moves. On the other hand, Black's R8=7 and R7=8 are considered to be chases as both moves would threaten the Red horse in the same file.

46 Therefore, Red had made two idle moves, while Black would be considered as perpetually chasing the Red horse. Black must change his moves or be penalized with a loss. Figure 15: 1. K6=5 Chase. 1. P5=6 Idle. 2. K5=6 Chase. 2. P6=5 Idle. In this situation, although the king is allowed to perpetually chase material, but upon moving the king, the red horses would also be chasing the pawn. Black's two moves would be considered to be idle moves. That is why Red must change his moves or be penalized with a loss.

47 Figure 16: 1. R2+3 Check. 1. K6+1 Idle. 2. R2-3 Chase. 2. K6-1 Chase. With R2+3 and R2-3, Red would be seen as alternating a check and a chase targeted at the Black chariot. If the Black king did not retreat, Red would capture the Black chariot with R2=4, followed by R4=5 with the discovered check to capture the Black chariot. Black's K6-1 would resolve Red's chase, but as the Black chariot would still be threatening the Red pawn that has crossed the river, this would be considered to be a chase by Black. Therefore, Red would be considered to have alternated a check with a chase, while Black would be alternating an idle with a chase. As an alternate check and chase is illegal, Red must change his moves or be penalized with a move.

48 Figure 17: 1. R-+1 Check. 1. K4+1 Idle. 2. R--1 Chase. 2. K4-1 Mating Threat. Red's R--1 would result in a predicament for Black. If Black played R3=2, Black would lose both chariots. That is why Red's R--1 would be considered to be a chase. Black's K4+1 would be considered an idle move as it was done to resolve a check, even though it would result in the two Black chariots attacking the Red chariot. Any move that is made to resolve a check would be considered to be an idle move even though a mating threat or chase would result. See Article Therefore, in this situation, Red would be alternating a check with a chase, while Black would be alternating an idle move with a mating threat. Therefore, Red must change his moves or be penalized with a loss.

49 Figure 18: 1. R5=6 Check. 1. K4=5 Idle. 2. R6=5 Idle. 2. K5=4 Mating Threat. Red would have alternated a check with an idle move. Red's chariot would be occupying a very important intersection necessary to force a draw, therefore, even though the Red chariot would be attacking the Black elephant when it is on the central file, it would be considered to be an idle, and not a chase. See Article 26.2 Therefore, Red would be alternating a check with and idle move, while Black would be alternating a mating threat with and idle move, whereby both are permissible. It would be declared to be a draw if neither competitor wished to change their moves.

50 Figure 19: 1. R6=5 Chase. 1. C4=2 Mating threat. 2. R5=6 Check. 2. C2=4 Mating threat. Red would be alternating a check with a chase (targeting Black s cannon on the central file). Black's C4=2 would be a mating threat, while C2=4 would be resolve the check by the Red chariot. However, as a result of C2=4, Black would now be threatening to checkmate with H8-6. Therefore, Black s C2=4 would be considered as a mating threat and not an idle move. In this situation, Red would be alternating a check with a chase, while Black would be perpetually delivering mating threats, both of which are considered illegal. If neither party wished to change their moves, it would be a draw.

51 Figure 20: 1. H8+9 Mating Threat. 1. R3-2 Idle. 2. H9-8 Chase. 2. R3+2 Idle. In this position, when Red played H8+9 to exchange chariots, Red would have also have a mating threat with H9+7 followed by H7-6 for the double check followed by R9+2 for the checkmate. In this case, Red chariot, which is the piece being involved in the exchange, would actually play a role in the ensuing mating threat. That is why, H8+9 would be considered to be a mating threat, instead of an exchange. See Article H9-8 would be a chase, targeting the Black chariot. Therefore, Red would be alternating a mating threat and a chase, while Black would have made consecutive idle moves. Red must change his moves or be penalized with a loss.

52 Figure 21: 1. R4-2 Exchange. 1. C2+2 Chase. 2. R4+2 Chase. 2. C2-2 Chase. Red would have alternated an exchange (offer) with a chase, while Black would have continuously chased the Red chariot. As an exchange offer would be considered to be an idle move, Red s moves would be permissible while Black s perpetual chase would be illegal. See Articles and Therefore, Black must change his moves or be penalized with a loss.

53 Figure 22: 1. R6=5 Chase. 1. P5=4 Idle. 2. R5=6 Chase. 2. P4=5 Idle. Red would have perpetually chased the Black pawn, while Black would have answered with idle moves. Therefore, Red must change his moves or be penalized with a loss. See Article 26.5.

54 Figure 23: 1. R7+1 Chase. 1. C2+1 Idle. 2. R7-1 Chase. 2. C2-1 Idle. Advancing and retreating the Red chariot would constitute a perpetual chase by Red, targeting the Black cannon. Although by advancing the Black cannon C2+1, Black would be attacking the Red horse, but if Red accepted the exchange, it would be a Black s chariot exchanging for Red s horse, whereby Black would suffer a loss in material value. This would also be an attempt by Black's pinned cannon to try capture material. According to Article 26.5, C2+1 would considered to be an idle move. Therefore, Red would be perpetually chasing material, while Black would have answered with two idle moves. Red s moves would be illegal while Black s would be permitted. Therefore, Red must change his moves or be penalized with a loss.

55 Figure 24: 1. R1+4 Idle. 1. R5=6 Idle. 2. R1-4 Chase 2. R6=5 Idle. Advancing the Red chariot would set Red up to sacrifice his pawn in exchange for the Black horse. As the material value of the pawn would be 'floating', R1+4 by Red would be treated as though it was an idle move. See Article When Red retreated his chariot to target the Black central pawn, if Red were allowed to capture it, Black would be forced to use his chariot to resolve the check. Red would then sacrifice his pawn with P7=6 and thus be able to capture the Black chariot. Hence, R1-4 by Red would be considered to be a chase. Therefore, Red would be alternating a chase with and idle move, while Black would have countered with idle moves. It would be a draw if neither side wished to change their moves.

56 Figure 25: 1. R6+1 Chase. 1. H6-7 Chase. 2. R6-1 Chase. 2. H7+6 Chase. In this situation, Red would be attempting to capture Black's material through a coordinated effort. Black would be perpetually chasing the Red chariot. Therefore, according to Article , Black would have to change his moves or be penalized with a loss.

57 Figure 26: 1. R6+3 Chase. 1. C8-3 Chase. 2. R6-3 Chase. 2. C8+3 Chase. In this example, Red's chariot would be chasing an unprotected horse with R6+3, while R6-3 would be chasing the Black cannon that would be inadequately protected. Black would be perpetually chasing the Red chariot. See Article Therefore, Black would have to change his moves or be penalized with a loss.

58 Figure 27: 1. H8+7 Chase. 1. C1+1 Chase. 2. H7-8 Chase. 2. C1-1 Chase. In this situation, Red would be perpetually chasing an unrooted Black cannon. Black would have combined the efforts of the Black cannon and chariot to chase the Red horse. Therefore, according to Article , Red must change his moves or be penalized with a loss.

59 Figure 28: 1. R8=7 Chase. 1. H3-5 Chase. 2. R7=8 Chase. 2. H5+3 Chase. In this situation, Red would be threatening to capture and unrooted Black horse with R8=7, while R7=8 would be treated as a combined chase by Red to capture material. Black would be perpetually chasing the unprotected Red chariot. Therefore, Black must change his moves or be penalized with a loss. Even if Black changed his moves to H3+5 (whereby the Black elephant would be threatening to capture the Red chariot), Black would still have to change his move.

60 Figure 29: 1. R1=2 Exchange. 1. R8=9 Mating threat. 2. R2=1 Exchange. 2. R9=7 Mating threat. 3. R1=3 Exchange. 3. R7=8 Mating threat. In this example, Red would be considered to have perpetually offered an exchange of material, while Black would be considered to have answered with perpetual mating threats. Therefore, Black must change his moves or be penalized with a loss. If instead of R1=2, Red played R5=2, as the Black chariot cannot leave the bottom rank, this move by Red would be treated as a mating threat by Red. 1. R5=2 Mating threat. 1. R8=7 Mating threat. 2. R2=3 Mating threat. 2. R7=8 Mating threat. And it would become a perpetual mating threat versus a perpetual mating threat. In this case, it would be a draw if neither side wanted to change their moves.

61 Figure 30: 1. C8-4 Chase. 1. R6-4 Exchange. 2. C8+4 Exchange. 2. R6+4 Chase. Both Red and Black would have alternated a chase with and exchange and if neither competitor wished to change their moves, it would be ruled as a draw. If the horse was placed on the same rank but on the seventh file, then R6-4 by Black would be considered to be a chase. Red would have alternated a chase with a draw, while Black would have been perpetually chasing. In this case, Black would have to change his moves or be penalized with a loss.

62 Chapter 8: Associated Diagrams to explain the Detailed Rules Example 01 : 1. H2-4 Chase. 1. R7=6 Idle. 2. -H+2 Chase. 2. R6=7 Idle. In this example, H2-4 would be considered to be a chase as Red would threaten to capture the Black chariot after playing H++5 to capture the Black central elephant. Therefore, Red would be perpetually chasing the Black chariot while Black would have countered with two idle moves. Hence, Red must change his moves or be penalized with a loss.

63 Example 02: 1. A4+5 Idle. 1. R7+1 Check. 2. A5-4 Idle. 2. R7-1 Chase. Black's R7-1 is considered to be a chase according to Article Therefore, Red would have made two idle moves while Black would have alternated a check with a chase. Therefore, Black must change his moves or be penalized with a loss.

64 Example 03: 1. R4=5 Chase. 1. C6=7 Idle. 2. R5=4 Chase. 2. C7=6 Chase. Red's two chariot moves are considered to be chases. Black would be considered to have answered with an alternate idle and chase. Red must change his moves or be penalized with a loss.

65 Example 04: 1. C8-1 Idle. 1. H3-1 Chase. 2. C8+1 Chase. 2. H1+3 Exchange. Red would have alternated an idle move with a chase, while Black would have alternated a chase with an exchange. If neither competitor wished to change their moves, it would be a draw.

66 Example 05: 1. R9+3 Check. 1. R2-3 Exchange. 2. R9-1 Idle. 2. -R+1 Exchange. 3. R9-2 Idle. 3. -R+2 Exchange. In this situation, Black would be perpetually offering an exchange. Red's R9-1 would be considered to be an idle move even though the Red pawn would be threatening to capture the Black elephant. This is because the pawn is allowed to perpetually chase enemy material and would thus be considered to be an idle. Therefore, Red would have alternated a check with two idle moves, while Black would have perpetually offered an exchange of material, which is allowed. It would be a draw if neither competitor wished to change their moves.

67 Example 06: 1. R9-2 Idle. 1. A4+5 Idle. 2. R9+2 Check. 2. A5-4 Idle. If instead of R9-1, Red chose to play P4+1, Red would gain two advisors (R1=4). With R9-2, the above mentioned scenario would notl be possible. That is why, R9=2 would be considered to be an idle move. Red would have alternated an idle with a check, while Black would have made idle moves consecutively. Therefore, if neither party wished to change their moves, it would be a draw.

68 Example 07: 1. R2+3 Check. 1. K6+1 Idle. 2. R2-3 Idle. 2. K6-1 Idle. Red would have alternated a check with an idle move, while Black would have answered with two consecutive idle moves. It would be a draw if neither side wished to change their moves.

69 Example 08: 1. R7-1 Check. 1. K4-1 Idle. 2. R7+1 Check. 2. K4+1 Idle. 3. R7=1 Chase. 3. C9=8 Chase. 4. R1=2 Chase. 4. C8=9 Idle. 5. R2=1 Chase. 5. C9=8 Chase. 6. R1=2 Chase. 6. C8=9 Idle. 7. R2-6 Chase. 7. C9+3 Check. 8. R2-3 Chase. 8. C9-3 Idle. 9. R2+3 Chase. 9. C9+3 Check. In this situation, Red's moves are considered to be illegal, and must change, or Red would be penalized with a loss.

70 Example 09: 1. R3=2 Exchange. 1. R8=7 Idle. 2. R2=3 Exchange. 2. R7=8 Idle. In this situation, Red would have offered a perpetual exchange while Black would have answered with two idle moves. It would be a draw if neither competitor wished to change their moves.

71 Example 10: 1. R5=4 Check. 1. A5+6 Idle. 2. R4=5 Chase. 2. A6-5 Idle. In this situation, Red would be alternating a check with a chase, while Black would have countered with idle moves. Therefore, Red must change his moves or be penalized with a loss.

72 Example 11: 1. K5=4 Idle. 1. C5=6 Chase. 2. K4=5 Idle. 2. C6=5 Idle. In this situation, C5=6 would be a combined effort by the Black cannon and pawn to try to capture Red's advisor. C6=5 would be considered an idle. Therefore, Red would have made idle moves while Black would have alternated a chase with an idle move, and if neither competitor wished to change their moves, it would be a draw.

73 Example 12: 1. R8=6 Check. 1. K4=5 Idle. 2. R6=8 Chase. 2. K5=4 Chase. Red would have alternated a check and a chase while Black would have alternated an idle move with a chase. Therefore, Red must change his moves or be penalized with a loss.

74 Example 13: 1. C8=6 Idle. 1. R2=4 Chase. 2. C6=8 Idle. 2. R4=2 Chase. In this situation, Black's R2=4 is considered to be a chase because Black would be prepared to play C9=4 to gain an extra advisor. Therefore, Red would have made two idle moves, while Black would have perpetually chased Red's cannon. Therefore, Black must change his moves or be penalized with a loss.

75 Example 14: 1. H1-3 Chase. 1. R9=8 Chase. 2. H3+1 Chase. 2. R8=9 Chase. In this situation, Red would be perpetually chasing the Black chariot, while it would be a combined effort by the Black cannon and chariot to try to capture the Red chariot(s). Red must change his moves or be penalized with a loss.

76 Example 15: 1. C6-2 Chase. 1. R8-2 Chase. 2. C6+2 Idle. 2. R8+2 Idle. Both competitors would have alternated a chase and an idle, therefore if neither competitors wished to change their moves, it would be a draw.

77 Example 16: 1. P5=6 Chase. 1. R5=4 Idle. 2. P6=5 Chase. 2. R4=5 Idle. In this example, Red would be perpetually chasing Black's defending material with the Red pawn (Article ), and the Red chariot would still be attacking the Black pawn. Black would be considered to have answered with idle moves. Therefore, Red must change his moves or be penalized with a loss.

78 Example 17: 1. R6+4 Check. 1. K5-1 Idle. 2. R6-4 Idle. 2. K5+1 Chase. Red would have alternated a check with an idle, while Black would have alternated an idle with a chase. It would be a draw if neither competitor wishes to change their moves.

79 Example 18: 1. K5=6 Chase. 1. R2=4 Check. 2. K6=5 Idle. 2. R4=2 Chase. In this situation, Red's K5=6 would result in Red's chariot attacking the Black horse, and this would be considered to be a chase. Black's R2=4 would be a check, while Red's K6=5 would be an idle. With R4=2, Black has the extra threat of capturing the Red chariot with a discovered check C4=5 by the Black cannon, and that is why it is considered to be a chase. Therefore, Red would have alternated a chase with an idle while Black would have alternated a check with an idle. Black must change his moves or be penalized with a draw.

80 Example 19: 1. R3=5 Check. 1. A6+5 Idle. 2. R5=3 Chase. 2. A5-6 Idle. In this example, Red would have alternated a check with an idle, while Black would have countered with two idle moves. Therefore, Red must change his moves, or be penalized with a loss.

81 Example 20 : 1. K5-1 Chase. 1. R3+8 Check. 2. K5+1 Idle. 2. R3-8 Chase. In this example, Black's R3+8 would force Red to reply with K5+1. Although the Black cannon would then be threatening to capture the Red chariot with C8=1, Red would be prepared to checkmate with H7-8. To resolve Red s potential H7-8 checkmate threat, Black would have had to answer with R3-8. This would in turn lead to chase by the Black chariot. In retrospect, R3+8 would thus be considered to be Black committing suicide as Red would now have the threat of a checkmate with H7-8. Red's K5-1 would result in a chase by the chariot, targeting the Black cannon, while K5+1 would be considered to be an idle move. Therefore, in this situation, Black would have alternated a chase with an idle, while Black would have alternated a check with a chase. Black must change his moves or be penalized with a loss.

82 Example 21: 1. H7+8 Chase. 1. R4-1 Chase. 2. H8-7 Chase. 2. R4+1 Idle. After Black's R4+1, Black's chariot on his seventh file would still be attacking Red's horse on the third file, and these two pieces were not involved in the repetition of the moves. It follows that the Red horse under attack by the Black chariot should be Red's responsibility as he did nothing about it, therefore R4+1 would be considered to an idle move by Black. Therefore, Red would have perpetually chased the Black chariot, while Black would have alternated a chase with an idle. Red must change his moves or be penalized with a loss.

83 Example 22: 1. R4=5 Exchange. 1. C6=2 Mating threat. 2. R5=4 Check. 2. C2=6 Idle. Red's R4=5 for the check would result in his cannon becoming unprotected. Black's C2-6 would be an idle. Therefore, Red would have been considered to have alternated a check with an exchange, while Black would have alternated a mating threat with an idle. Therefore, if neither competitor wished to change their moves, it would be a draw.

84 Example 23: 1. C6+2 Chase. 1. C3+4 Idle. 2. C6-2 Chase. 2. C3-4 Chase. Red's C6-2 would be both an offer and a chase, and would be treated as a chase by definition (Article 26.4). Therefore, Red would be treated as though a perpetual chase had been made. Black would have alternated a chase with an idle. Therefore, Red would have to change his moves or be penalized with a loss.

85 Example 24: 1. C1=3 Chase. 1. E7-9 Idle. 2. C3=1 Chase. 2. E9+7 Idle. Red's C1=3 would both be an offer and a chase (R2=3), therefore, it would be treated as a chase. Red would thus be perpetually chasing while Black would have answered with idle moves. Therefore, Red must change his moves or be penalized with a loss.

86 Example 25: 1. C5=4 Check. 1. K6=5 Idle. 2. C4=5 Chase. 2. K5=6 Idle. Red's C4=5 is considered to be a chase because Red could play R5+3 to capture the Black cannon if the Black king did not move away from the central file. Therefore, Red would have alternated a check with a chase while Black would have replied with two idle moves. Red must change his moves or be penalized with a loss.

87 Example 26: 1. H3+2 Chase. 1. R5-1 Idle. 2. H2-3 Chase. 2. R5+1 Idle. Red's H3+2 would be considered to be both an offer (exchanging chariots) and also a chase as the Black cannon would not be protected anymore by the Black elephant. According to Article 26.4, this would be treated as a chase instead of an offer. Therefore, Red would have perpetually chased Black s material, while Red would have answered with two idle moves. Red must change his moves or be penalized with a draw.

88 Example 27: 1. C6=7 Chase. 1. R3=4 Idle. 2. C7=6 Chase. 2. R4=3 Idle. Red would be perpetually chasing the Black chariot, while Black would be replying with idle moves. See Article Therefore, Red must change his moves or be penalized with a loss.

89 Example 28: 1. R2=4 Check. 1. A5+6 Idle. 2. R4=2 Idle. 2. A6-5 Chase. Red's R4=2 would be an attempt by Red to protect his horse. The chariot would act as the root of the Red horse and this would be defined as a root attempting to capture material. However, the material that Red would 'capture' would be significantly be less that the value of the piece that he would lose, therefore, according to Article 26.5, this would be considered to be an idle move, instead of a chase. As for Black, A6-5 would prevent the Red chariot from protecting the Red horse, and it would thus be considered to be a chase by the Black chariot. Therefore, Red would have alternated a check with an idle while Black would have alternated an idle with a chase. If neither competitor wished to change their moves, it would be a draw.

90 Example 29: 1. K5-1 Idle. 1. R6+3 Check. 2. K5+1 Idle. 2. R6-3 Chase. Black's R6=3 is done in preparation to capture the Red chariot with a P5+1 sacrifice, and that would be considered to be a chase. Therefore, Red would have made two idle moves while Black would have alternated a check with a chase. Therefore, Black must change his moves or be penalized with a loss.

91 Example 30: 1. R4=3 Mating threat. 1. K5=6 Idle. 2. R3=4 Chase. 2. K6=5 Idle. Red's R3=4 is considered to be a chase because a discovered check would be dealt if the Red pawn was allowed to move away and Black would lose his horse. Therefore R3=4 would be a chase. In this situation, Red must change his moves or be penalized with a loss.

92 Example 31: 1. C5-2 Idle. 1. E9+7 Chase. 2. C5+2 Idle. 2. E7-9 Idle. Black's E9+7 would allow the Black riverbank cannon to threaten the Red pawn. However, if Black did indeed do so, Red could play C5+4 for a check followed by H3+1 to capture the Black cannon to avenge his pawn. As the floating value of the pawn and elephant are not equal, this would be considered to be an idle. Therefore, in this situation, both players would have made idle moves and that is why it would be a draw if neither side wanted to change their moves.

93 Example 32: 1. H3+2 Idle. 1. C6+1 Idle. 2. H2-3 Chase. 2. C6-1 Idle. After Red's H3+2, Red would be prepared to play H2+4 to exchange for Black's cannon, so that the Red king can capture the Black horse. An exchange by the Red horse for the Black cannon would be considered to be even in value. The key thing in this situation is that only the Red king is chasing the Black horse. No other Red material would be assisting the Red king in trying to do so. That is why H3+2 would be considered to be an idle move. (Article 26.8) Therefore, in this situation, Red would have alternated a check with an idle, while Black would have answered with two idle moves. If neither competitor wished to change their moves, it would be a draw.

94 Example 33: 1. H8-7 Chase. 1. C4-1 Idle. 2. H7+8 Idle. 2. C4+1 Idle. Black's C4+1 and C4-1 would be considered to be idle moves. Red's H8-7 would be a chase. The key consideration in this situation would be the nature of Red's H7+8. After H8+7, Red could continue with P6+1 for an exchange of similar value (Red's horse and Black's cannon). Also, Red could change the order of his moves and first capture the cannon with the horse before using his pawn to capture the advisor. In either case, as the value of the material exchanged would be similar (a horse is roughly equal to a cannon), and that is why H7+8 would be considered to be an idle move. (Article 26.7 and 26.8.) Therefore, in this situation, Red would have alternated an idle move with a chase, while Black would have made two idle moves. A draw would be announced by the arbiter if neither competitor wished to change their moves.

95 Example 34: 1. R2-6 Chase. 1. C9-2 Chase. 2. R2+6 Chase. 2. C9+2 Mating threat. In this situation, Red would be perpetually chasing an unrooted Black piece. Black would have alternated a combined chase of an enemy piece that lacked roots, with a mating threat. Red must change his moves or be penalized with a loss.

96 Example 35: 1. H4-6 Chase. 1. R6=4 Chase. 2. H6+4 Mating threat. 2. R4=6 Chase. Red's H4-6 would be a chase targeting the Black cannon and chariot. Black's R6=4 would be chasing the Red horse, while R4=6 would dissolve Red's mating threat while at the same time result in the Red cannon chasing the Red chariot in the same file. That is why R4=6 would be considered to be a chase. Therefore, Red would have alternated a chase and a mating threat, while Black would have alternated a chase against an unrooted piece (Red horse) and a chase targeting the Red chariot. If neither side wished to change their moves, it would be a draw.

97 Example 36: 1. H9-7 Chase. 1. R1=2 Chase. 2. H7+9 Chase. 2. R2=1 Chase. In this situation, Red would be perpetually chasing unprotected Black pieces, while Black would be perpetually chasing Red pieces with a lack of root. Red would have to change his moves or be penalized with a loss.

98 Example 37: 1. R3-1 Chase. 1. C9-1 Idle. 2. R3+1 Chase. 2. C9+1 Idle. In this situation, Black would have made two idle moves, while Red would be seen as having perpetually chased an unrooted piece. Red must change his moves or be penalized with a loss.

99 Example 38: 1. H1+3 Chase. 1. R8=7 Chase. 2. H3-1 Chase. 2. R7=8 Chase. Red would have been perpetually chasing the Black chariot, while Black would be seen as having perpetually chased the Red chariot through a combined effort of the Black chariot and cannon. In this situation, Red must change his moves or be penalized with a loss. See Article

100 Example 39: 1. R3-1 Chase. 1. H5+6 Chase. 2. R3+1 Chase. 2. H6-5 Chase. In this situation, Red's R3-1 would be a chase targeting the Red horse, while Red's R3+1 would be a combined effort by Red to chase the Black chariot. Black would be seen has having perpetually chased the Red chariot. Black must change his moves or be penalized with a loss.

101 Example 40: 1. H8-7 Chase. 1. C4+1 Chase. 2. H7+8 Chase. 2. C4-1 Chase. Red would be perpetually chasing an unrooted piece, while Black would be seen has having coordinated the Black cannon and horse to perpetually chase Red's horse. Therefore, Red must change his moves, or be penalized with a loss.

102 Example 41: 1. C2=6 Chase. 1. R8=4 Chase. 2. C6=2 Chase. 2. R4=8 Chase. Red's C2=6 would be seen as a combined effort by Red to chase Black's material. Black would be seen as having perpetually chased an unrooted piece. Black must change his moves or be penalized with a loss.

103 Example 42: 1. A5-6 Chase. 1. C3+7 Check. 2. A6+5 Mating threat. 2. C3-7 Chase. In this situation, Red would be seen has having alternated a combined chase with a mating threat, while Black would be seen as having alternated a check with a combined chase. If neither competitor wished to change their moves, it would be a draw.

104 Example 43: 1. R5=8 Chase. 1. C2=5 Mating threat. 2. R8=5 Chase. 2. C5=2 Mating threat. Red would be perpetually chasing an unprotected Black piece while Black would be perpetually threatening with a checkmate. If neither competitor wished to change their moves, it would be a draw.

105 Example 44: 1. R4=1 Chase. 1. C6=9 Chase. 2. R1=4 Chase. 2. C9=6 Chase. Red would have perpetually chased an unrooted piece, while Black would have perpetually chased the Red chariot. It would be considered a draw if neither competitor wished to change their moves.

106 Example 45: 1. C3=1 Chase. 1. H9+7 Chase. 2. C1=3 Chase. 2. H7-9 Chase. Red would have alternated chasing the chariot with a chase targeted at the unrooted Black elephant. Black would be seen as having perpetually chased an unrooted cannon. This would be considered a draw if neither competitor wished to change their moves.

107 Example 46: 1. R2=1 Chase. 1. H9+7 Chase. 2. R1=2 Chase. 2. H7-9 Chase. Red would be seen as having chased an unprotected piece, while Black would be seen as having perpetually chased the Red chariot. It would be considered a draw if neither competitor wished to change their moves.

108 Example 47: 1. C5=3 Chase. 1. -C=5 Check. 2. C3=5 Chase. 2. C5=7 Chase. Red would be seen as having perpetually chased an unrooted piece, while Black would have been seen as having alternated a check with a chase targeted at the Red chariot. It would be considered a draw if neither competitor wished to change their moves.

109 Example 48: 1. R2-1 Chase. 1. A6+5 Chase. 2. R2+1 Check. 2. A5-6 Mating threat. Red would be seen as having alternated a chase targeted at an unrooted piece with a check, while Black would be seen as having alternated a chase against the Red chariot with a mating threat. It would be a draw if neither competitor wished to change their moves.

110 Example 49: 1. H8+7 Chase. 1. R2=3 Chase. 2. H7-8 Chase. 2. R3=2 Chase. In this situation, advancing and retreating the Red horse would prevent the Black cannon on Black's fourth file from leaving its current position, and would be seen as a perpetual chase targeted at an unrooted piece. Black would have been seen to have alternated a chase targeted at an unprotected piece, with a chase targeted at a piece with limited protection or lack of root. Red must change his moves in this situation or be penalized with a loss.

111 Example 50: 1. H8+7 Chase. 1. R2=3 Chase. 2. H7-8 Chase. 2. R3=2 Exchange. In this situation, Red would be perpetually chasing an unrooted piece, while Black would be treated has having alternated a chase with an exchange.

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