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WXF r Asia rule Name:Lee JiHai (The Cmmittee f Referees Hng Kng Chinese Chess Assciatin) Lcatin:Hng Kng Last update: December 26, 2005 English Translatin DRAFTS f Asian Rules by Eric Wu. Cntents Intrductin Chapter 1 : Hw t Play Chinese Chess Sectin 1: Bard and Pieces Sectin 2: Mvements f Pieces Sectin 3: Hw t play a game Chapter 2: Hw t Organize a Turnament Chapter 3: Hw t Staff a Turnament Chapter 4: Asian Chinese Chess Rules Sectin 1 : Terms Used in Defining Asian Rules Sectin 2 : Ruling a Game Sectin 3 : General Chinese Chess Rules Sectin 4 : Detail Rules and Examples 1. The side that captures the ther's King first wins.

2. The side that surrunds the ther's pieces s that nne can make any legal mve wins. 3. The side wh vilates a rule, asked by the referee t alter, and repeats the vilatin fr three times will be ruled t lse. 4. It is a draw when bth sides cannt win, ne side suggests a draw and the ther side agrees, r the referee declares s. 5. It can be ruled a draw if bth sides repeat a sequence f mves that return t the same state but there is n vilatin f any rules and bth sides refuse t change mves. 6. Under any circumstance, the side that perpetually checks with ne piece r several pieces will be ruled t lse.(see example in Diagrams 1,2,3) 7. It is a draw when bth sides keep checking. ("Reslve check and check back" is a draw.)(see example in Diagram 4) 8. In "Tw checks ne check back", the perpetually checking side will be ruled t lse. (See example in Diagram 5) 9. Perpetual threatening t checkmate is a draw. When ne side perpetually TTC and the ther side cannt reslve the TTC, r can nly keep mving King t avid being checkmated, it is a draw. (See examples in Diagram 6, 7, 8, and 9) 10. "Reslve threatening t checkmate and threatening t checkmate back" shuld be ruled as a draw. One side threatening t checkmate in each mve, the ther side reslves threatening t checkmate and threatening t checkmate back, can be ruled as a draw if neither side wants t change mve. (See example in Diagram 10) 11. "One check and ne threatening t checkmate" is a draw. (See example in Diagram 11 and 12.) 12. "One check and ne chase" r "several checks and ne chase" shuld be ruled as a draw.(see example in Diagram 13.) 13. "One check and ne idle" and "ne check and ne threatening t check and capture" are bth ruled as draw. (See examples in Diagrams 14, 15, and 16.) 14. "One chase and ne threatening t check and capture" shuld be ruled a draw. (See example in Diagram 17.) 15. One r tw Cannns cannt perpetually chase a Rk even if the Rk is prtected, r bth f the Rk's reacting mves are attacking an unprtected piece. (See examples in Diagram 18 thrugh 25.) 16. One Cannn perpetually chases tw Rks can be ruled a draw; tw Cannns perpetually chase tw Rks can als be ruled a draw. (See examples in Diagram 26, 27, and 28.)

17. Rk can perpetually chase a prtected Cannn. If the Cannn is prtected in ne mve and nt in anther mve, this chase is still allwed. (See examples in Diagram 29, 30, and 31.) 18. A Rk cannt perpetually chase an unprtected Cannn even if the Cannn is perpetually threatening t checkmate, has a check, r has a check and a chase. A Rk als cannt perpetually chase an unprtected Cannn even if bth Cannn's reacting mves are attacking tw different pieces. (See example in in Diagram 32 t 38) 19. When a Rk cannt mve because f an ppnent's Knight, the Rk cannt be perpetually chased, regardless f whether the ppnent's Knight is prtected. (See examples in Diagram 39, 40, and 41) 20. A Cannn and a Knight cannt take turns t perpetually chase a Rk, regardless f whether the Rk is prtected r whether the Rk in ne r tw f its mves has a cunter attack. (See examples in Diagram 42, 43, and 44) 21. A Knight cannt perpetually chase a Rk, regardless f whether the Rk is prtected, if the Rk nly cunter attacks in ne f its mves. (See examples in Diagram 45, 46, and 47) 22. If a Rk and a Knight perpetually chase each ther, the game shuld be a draw. (See example in Diagram 48) 23. If a Rk perpetually chases a Knight and the Knight nly chases back nce, checks nce, r has ne check and ne chase, the Rk side has t change. (See examples in Diagram 49 and 50) 24. Chasing the same type f pieces Rk chases Rk: If bth side can capture the ther side, this is cnsidered perpetual sacrifice and shuld be ruled as a draw. If ne side cannt capture the ther fr sme reasn, the ther side cannt perpetually chases it. Cannn chases Cannn: If bth side can capture the ther side, this is cnsidered perpetual sacrifice and shuld be ruled as a draw. If ne side cannt capture the ther fr sme reasn, the ther side cannt perpetually chases it. Knight chases Knight:

If bth side can capture the ther side, this is cnsidered perpetual sacrifice and shuld be ruled as a draw. If ne side is blcked, the ther side cannt perpetually chases it. (See examples in Diagram 51 t 55) 25. When a Cannn is attacking an unprtected Knight, Guard, Minister, r Pawn that has crssed the river, it will be a perpetual chase even if nly the cannn munt mves but neither the attacking Cannn nr the attacked piece mves. Hwever, perpetually chasing a Pawn that has NOT crssed the river is allwed. (See examples in Diagram 56 t 60) 26. When a Cannn keeps attacking a Rk, disregard whether the Rk is prtected r nt, even if the Rk desn't mve and bth sides nly mve the cannn munt, it is a perpetual chase. (See examples in Diagram 61 and 62) 27. When a Rk is cnfined by a Cannn and cannt mve away frm a line, the Rk's mve within this line cannt be cnsidered a chase. Als an attack with a Rk n this cnfined Rk is nt cnsidered a sacrifice. Therefre, the attacking Rk cannt keep chasing the cnfined Rk. If ne f the mves f the cnfined Rk is prtected, this Rk can be perpetually chased. A Knight r a Cannn cannt perpetually chase a cnfined Rk, disregard whether the cnfined Rk is prtected r nt. (See examples frm Diagram 63 t 66) 28. The King can perpetually chase an enemy piece. The King can als wrk with anther piece t perpetually chase an enemy piece. (See examples in Diagram 67 and 68) 29. A Pawn can perpetually chase. Tw r mre Pawns can wrk tgether t perpetually chase. If ne f the mves f the Pawn's perpetual chase invlves a Rk, Cannn, r Knight, it is still allwed. (See example in Diagram 69 and 70) 30. A King r a Pawn cannt wrk tgether with anther piece t perpetually chase an ppnent's piece. (See examples in Diagram 71, 72, and 73) 31. A Rk cannt perpetually chase a Pawn that has crssed the river. It desn't matter if the Pawn als threaten t capture a piece. The Rk's side has t change r lse.(see examples in Diagram 74, and 75) 32. One piece perpetually chases tw pieces r mre shuld be ruled as a draw. Tw pieces take turns t perpetually chase tw r mre pieces als shuld be ruled a a draw. (See examples frm Diagram 76 t 80)

33. Tw r mre pieces cannt take turns t perpetually chase a piece. 34. A prtected pieces cannt be perpetually chased if its prtectr has lst its effectness. (See examples in Diagrams 83, 84, and 85) 35. Tw r mre pieces trying t capture a prtected piece desn't cnstitute a "perpetual chase" and if neither side wuld change, the game can be ruled as a draw. (See examples frm Diagrams 86 t 89) 36. If a mve in a perpetual chase is an ffer t exchange, it still cnstitutes a perpetual chase. If every mve in a perpetual chase is als an ffer t exchange, it still cnstitutes a perpetual chase. (See examples in Diagrams 90 t 93) 37. When A's Rk and King are cntrlled by B's Rk and Cannn, A cannt use a Knight r Cannn t perpetually chase B's Rk. (See examples in Diagrams 94 thrugh 96) 38. Perpetually threatening t "check and capture" is a draw. (See examples in Diagrams 97 and 98) 39. Perpetual blck is a draw. (See examples in Diagrams 99 and 100) 40. Perpetually ffering t exchange r t sacrifice is a draw. (See examples in Diagram 101 thrugh 104) Intrductin - by Lee JiHai When Hng Kng Chinese Chess Assciatin (HKCCA) was frmed in 1979 ne f its charters was t frmalize a set f Chinese Chess rules. T cnslidate several existing rules, HKCCA used tw guidelines: 1) Being specific, instead f allwing all the variatins and 2) Striving t be fair and reasnable when selecting amng several variatins. The Cmmittee f Referees met in Maca in 1982 and finalized a set f rules which became the initial versin f the Asian Rules. After almst 10 years f field use, the Cmmittee met again in Hng Kng in 1989 and develped guidelines fr rganizing turnaments. The results were added t the Asian Rules. Chinese Chess Rules [tp level title fr the entire bk]

Chapter 1 : Hw t Play Chinese Chess Sectin 1: Bard and Pieces The Chinese Chess set includes a bard and 32 Chinese Chess pieces fr the tw players. The bard has 10 hrizntal lines (rws) and 9 vertical lines (files). In the middle f the bard the central 7 files are brken t frm a hrizntal space called the "river". The pieces are placed and mve n the intersectins f the lines, including n the "river banks" but never in the squares frmed by the lines. The pieces are rund and flat; they are identified with Chinese characters. The tw sides are usually distinguished with the clrs f red and black. Sectin 2: Mvements f Pieces 1. King's mvements are limited t the center square marked with an X. King mves ne space (step) at a time and can nly mve vertically r hrizntally. King cannt mve diagnally. There is ne King fr each side. 2. Guards are als cnfined t the center square marked with an X. Guards mve ne diagnal space at a time and cannt mve hrizntally r vertically. There are tw Guards fr each side. 3. Ministers' mvements are cnfined t its wn territry, which means a Minister cannt mve acrss the river. Ministers mve diagnally and at tw spaces at a time, which means it always mves up r dwn fr tw spaces and left r right fr anther tw spaces. Therefre, a Minister can nly be n seven spts in the bard. A Minister can be "blcked", that is if there is a piece (frm either side) in the next diagnal space f the Minister, the Minister cannt mve tward that directin. There are tw Ministers fr each side. 4. Rks can mve hrizntally r vertically fr any empty spaces. There are tw Rks fr each side. 5. Knights can nly mve ne space hrizntally r vertically AND anther space diagnally t either frward directin. Knights can als be blcked.

If there is a piece (frm either side) right next t the Knight, the Knight cannt mve tward that directin. There are tw Knights fr each side. 6. Cannns can mve hrizntally r vertically fr any empty spaces just like Rks. Hwever, t take a piece, a cannn has t jump ver anther piece (which is called a CANNON MOUNT) frm either side. There is n limit n the empty spaces between Cannn and the cannn munt r between cannn munt and the piece being taken. There are tw Cannns fr each side. 7. Pawns mve ne space at a time. Befre a Pawn mves acrss the river, it mves frward nly. Once a Pawn has mved acrss the river, it can mve frward r hrizntally t either directin. A Pawn can never mve backward. There are five Pawns fr each side. 8. T capture an ppnent's piece, ne mves a piece legally t the pint which is ccupied by the piece being taken. A piece cannt take anther piece frm its wn side. 9. Kings are nt allwed t face each ther directly. This means there must be at least a piece frm either side in the vertical line between the tw kings. A King will be captured if it mves int the "line f sight" f the ther King. 10. One side is "checking" if it can capture the ther side's King in the next mve. The side being checked shuld "reslve the check" r lse. Fr example, ne side checks with a cannn, the ther side can reslve the check by 1) taking the cannn, 2) mving the cannn munt if the cannn munt is its piece, 3) stuffing anther piece between the cannn and its wn king, r 4) mving the King t a pint where it is nt threatened with capture r facing the ppsing King. Sectin 3: Hw t play a game 1. A game starts as the Red side takes the first mve. After that the Black side mves, then Red, then Black, and s n. Tss a cin t decide wh play Red. When playing multiple games, the tw players take turns t play Red. 2. If a player tuches a piece, he/she must mve that piece. Sme mre details: a. If ne tuches ne's wn piece, ne must mve that piece. If that piece cannt be mved, such as a Knight being blcked at all

directins, the vilating party gets a technical. The penalty f a technical is depended n the agreements f the turnament. b. If ne tuches the ppnent's piece, ne must take that piece. If ne cannt take that piece, it is a technical. c. If ne tuches ne's piece first then tuches the ther's piece, c-1, ne's tuched piece must take the ther side's tuched piece. c-2, If c-1 is nt pssible, ne must mve the piece ne tuched. c-3, If c-2 is nt pssible, ne must use anther piece t take the ppnent's piece ne tuched. c-4, if c-3 is nt pssible, it is a technical. d. If ne tuches the ther side's piece first then tuch ne's wn piece, d-1, the latter must take the frmer. d-2, If d-1 is nt pssible, ne must use anther piece t take the ppnent's piece ne tuched. d-3, If nne can take the ppnent's piece, ne shuld mve the piece ne tuched. d-4, If d-3 is nt pssible, it is a technical. e. If ne tuches bth side's pieces simultaneusly, treat it as in case "d". f. Only the referee can adjust either side's pieces n the bard t the precise spt. If ne wants t d the same, ne shuld infrm the ppnent r referee first. 3. N "und" in any frmal match. Chapter 2: Hw t Organize a Turnament Skipped. This sectin is very rigid and bring. The translatr takes the liberty t assume that there is nt enugh interest. T rganize a turnament, get n ICCS and SHOUT! :-) Chapter 3: Hw t Staff f a Turnament Same as Chapter 2.

Chapter 4: Asian Chinese Chess Rules Sectin 1 : Terms Used in Defining Asian Rules 1. Check - A mve f any piece that causes the ppnent's King t be threatened with capture in the next mve. When checking, ne shuld verbally infrm the ther player fr curtesy. 2. Checkmate - Check in such a way that the ppnent's King cannt reslve the check. 3. Threatening t Checkmate (TTC) - A piece mves int a psitin where it can launch a sequence f attack that leads t checkmate. 4. Chase - A piece mves t a psitin where it can capture an ppnent's piece, which is nt the King, in the next mve. 5. Exchange - Using piece "A" t capture the ppnent's piece "B" and let the ppnent take piece "A". Smetimes, lsing "A" des nt happen in the ppnent's exact next mve. Usually it is an exchange nly when the value f "A" and "B" are similar. 6. Blck - A piece mves t a psitin where it prevents the ppnent frm mving ne f its pieces in certain directin. 7. Sacrifice - A piece mves t a psitin where it can be taken by the ppnent. 8. Idle - A mve that des nt Check, TTC, Chase, Exchange, Blck, r Sacrifice. 9. Perpetual Check - Cntinuusly checking the ppnent, causing the sequence f mves frm bth sides t fall int a fixed pattern. 10.Similar definitins als apply t "Perpetual Blck", "Perpetual Exchange", and "Perpetual Sacrifice". 11.Perpetual TTC - Every mve is a TTC. 12.Perpetual Chase - When ne keeps chasing and the ther keeps reslving the chase, ne is perpetually chasing. (Translatr's nte: this rule is subtle, please see examples in Sectin 4 f this chapter.) 13.Reslve TTC - A mve directly reslves the ther side's TTC. Similar definitins can als be used in "Reslve Check" and "Reslve Chase". 14.Return the Check (RTC) - In ne mve ne reslves a check and checks the ther side simultaneusly. 15.Very ften, a mve can reslve a threat and apply anther threat t the ppnent simultaneusly. Examples are: "reslving a TTC, returning a TTC, and chasing", "reslving a TTC and returning a chase", r "reslving a check and returning a check".

16.Prtected - A piece is prtected if there is a piece that can capture any piece that takes the prtected piece. When "A" takes "B", if "C" can take "A", "B" is prtected. 17.Real prtectr - When a prtected piece is taken, the prtectr can actually remve the taker. 18.False prtectr - When a prtected piece is taken, the prtectr cannt actually remve the taker. 19.One check and ne TTC - Fllw a check immediately with a TTC. 20.Similar definitins als apply t "ne check and ne chase", "ne check and ne idle", "ne threatening t checkmate and ne chase", "ne threatening t checkmate and ne idle", "several check and ne threatening t checkmate", and "several check and ne idle". 21.Tw checks and ne RTC - ne side keeps checking and the ther side, while in reslving the checks, has ne RTC in every tw mves. 22.Tw chases and ne chase back - ne side keeps chasing and the ther side, while in reslving the chases, has ne chase back in every tw mves. 23.Tw chase and tw chase back - ne side repeats a pattern with tw cnsecutive chases and the ther side, while in reslving the chases, has tw chases back in return. Sectin 2 : Ruling a Game Fur principles in deciding a game with the rules: 1. When neither side vilates the rules and bth persist n nt altering their mves. The game can be ruled as a draw. 2. When bth sides vilate the same rule at the same time, the game can be ruled as a draw. 3. If ne side perpetually check and the ther side perpetually chase, the perpetually checking side has t stp r be ruled t lse. 4. If ne side vilates the rules and the ther side des nt, the side vilating the rules has t change. Otherwise, it lses. Sectin 3 : General Chinese Chess Rules 1. In any case, the side wh perpetually checks will be ruled t lse. 2. The game will be ruled as a draw if neither side wants t reslve any f the fllwing circumstances: perpetually TTC, ne check and ne TTC, ne check and ne chase, ne check and

ne idle, ne check and ne threatening t "check and capture", and ne chase and ne threatening t "check and capture". 3. One lses if ne perpetually chases. Hwever, ne is allwed t perpetually chase a pawn that has nt mved acrssed the river. One als lses if ne uses tw r mre pieces t perpetually chase. Hwever, if ne f the chasing pieces is a Pawn r a King, this perpetual chase is legal. 4. One piece chasing tw r mre pieces is a draw. Tw pieces chasing tw r mre pieces is als a draw. >5. In "Tw chase and ne chase back", the "tw chase" side is "perpetually chasing" and has t change. Otherwise, it lses. 6. It is a draw if ne side perpetually chases a "prtected" piece when the prtectr is a real prtectr. One lses if ne perpetually chases a "prtected" piece when the prtectr is a false prtectr. But a Knight r a Cannn cannt perpetually chase a prtected Rk. 7. It is a draw if ne piece perpetually chases a piece f the same type. But if the chased piece cannt escape freely, the chasing side has t change r lse. A free Knight cannt perpetually chase a blcked Knight. 8. While repeating tw chase mves, if ne f the mves als cnstitutes an ffer t exchange, it is still a perpetual chase. (The abve is the translatr's interpretatin. Literally, it shuld g as "While chasing tw,...", which the translatr thinks may be a typ. Anyne wh is familiar with the rules please crrect him.) While in a perpetual chase, if every mve is als an ffer t exchange, it is still a perpetual chase. 9. It is a draw if a King r a Pawn perpetually chases. It is still a draw if a King r a Pawn wrks with a Rk, a Knight, r a Cannn t perpetually chase. 10. Perpetually blcking, sacrificing, ffering t exchange, and "threatening t check and capture" are all draws. Sectin 4 : Detail Rules and Examples 1. The side that captures the ther's King first wins. 2. The side that surrunds the ther's pieces s that nne can make any legal mve wins. 3. The side wh vilates a rule, asked by the referee t alter, and repeats the vilatin fr three times will be ruled t lse.

4. It is a draw when bth sides cannt win, ne side suggests a draw and the ther side agrees, r the referee declares s. 5. It can be ruled a draw if bth sides repeat a sequence f mves that return t the same state but there is n vilatin f any rules and bth sides refuse t change mves.