คอลัมน์หมากรุกจีน
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ข่าวสารวงการหมากรุกจีน
The pieces start in the position shown in the diagram above. Which player moves first has varied throughout history, and also varies from one part of China to another. Some xiangqi books state that the black side moves first;[citation needed] others state that the red side moves first. Also, some books may refer to the two sides as north and south; which direction corresponds to which color also varies from source to source. Generally, Red goes first in most modern formal tournaments.[1]
Each player in turn moves one piece from the point it occupies to another point. Generally pieces are not permitted to move through a point occupied by another piece. A piece can be moved onto a point occupied by an enemy piece, in which case the enemy piece is "captured" and removed from the board. A player cannot capture one of his own pieces. Pieces are never "promoted" (converted into other pieces), although the pawn/soldier is able to move sideways after it crosses the river.
Generally all pieces capture using their normal moves. One piece has a special capture move, as described below. "Checkmate!" (assuming the cannon is safe and Black cannot block the check) Note that the horse is not actually needed for this to be checkmate.
The game ends when one player captures the other's general. When the general is in danger of being captured by the enemy player on his next move, the enemy player is said to have "delivered a check" (simplified Chinese: 照将/将军; traditional Chinese: 照將/將軍, abbreviated (simplified Chinese: 将; traditional Chinese: 將; pinyin: jiāngAbout this sound jiāng)) and the general is said to be "in check". A check should be announced. If the general's player can make no move to prevent the general's capture, the situation is called "checkmate" (simplified Chinese: 将死; traditional Chinese: 將死).
Unlike chess, in which a stalemate is a draw, in xiangqi, a player with no legal moves left loses. In xiangqi, a player (often with material or positional disadvantage) may attempt to check or chase pieces in a way that the moves fall in a cycle, forcing the opponent to draw the game. The following special rules are used to make it harder to draw the game by endless checking and chasing (regardless of whether the positions of the pieces are repeated or not):
The side that perpetually checks with one piece or several pieces will be ruled to lose under any circumstances unless he or she stops the perpetual checking. The side that perpetually chases any one unprotected piece with one or more pieces will be ruled to lose under any circumstances unless he or she stops the perpetual chasing. Chases by generals and soldiers are allowed however.[2] If one side perpetually checks and the other side perpetually chases, the perpetually checking side has to stop or be ruled to lose. When neither side violates the rules and both persist in not making an alternate move, the game can be ruled as a draw. When both sides violate the same rule at the same time and both persist in not making an alternate move, the game can be ruled as a draw.
Different sets of rules set different limits on what is considered "perpetual". For example, club xiangqi rules allow a player to check/chase six consecutive times using one piece, twelve times using two pieces, and eighteen times using three pieces before considering the check/chase a perpetual check/chase.[2]
The above rules to prevent perpetual checking and chasing are popular, but they are by no means the only rules. There are a large number of confusing end game situations.