象棋单机版象棋挑战赛单机残局双人对弈逆袭翻盘 vVARY
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About this app
Chinese chess, rooted in millennia of military strategy, features a red-black game, with the Chu River marking the boundary. Each of the seven pieces performs its function: the chariot moves horizontally and vertically, the horse moves diagonally, and the cannon strikes the bull from a distance. Victory is achieved by "checkmating" the opponent's general. Combining strategy, logic, and traditional culture on a small chessboard, this is the ultimate epitome of Eastern wisdom.
This is a Chinese chess game that blends classics with innovation! Whether you're a chess expert or a beginner, you'll find something to enjoy here. Easy-to-use controls and a variety of gameplay options allow you to experience the pure charm of chess!
Featured Gameplay
Challenge Mode: Compete against the AI, challenge yourself through levels, and improve your skills to become a true chess master!
Jianghu Endgame: Challenge yourself to classic endgames, decipher the strategies of experts, and hone your tactical thinking!
Comeback: Find opportunities in disadvantageous situations, turn defeat into victory, and experience the thrill of a desperate counterattack!
Two-Player Battle: Invite friends to compete on the same screen in a head-to-head battle of wits!
Game Features
· Simple, fresh interface, smooth control experience
· Various AI difficulty levels, suitable for players of all levels
· Classic rules, authentic chess fun
· Play anytime, anywhere, single-player, no internet required
Beginner's and Advanced Tutorials
Part 1: Understanding the Board and Pieces
1. Board
The chess board consists of nine vertical and ten horizontal lines, with the "Chu River and Han River" dividing the board in the center.
Nine Palaces: The "rice-shaped" grid area at each end of the board is marked with diagonal lines. The general or general can only move within the nine palaces.
River: The "Chu River and Han River" in the center of the board marks the boundary between the two sides. Some pieces are affected by this boundary (such as a pawn crossing the river).
2. Pieces and Their Placement
Each side has 16 pieces, divided into red and black. The red side goes first. Chess Piece Placement Guide (from right to left):
Chariot, Horse, Xiang, Shi, General, Shi, Xiang, Horse, Chariot
Cannon, Fort, Fort, Fort, Fort, Fort
Pawn, Pawn, Pawn
(Boundary separated by a river in the middle)
Pawn, Pawn, Pawn, Pawn
Cannon, Fort, Fort, Fort, Fort
Chariot, Horse, Elephant, Shi, General, Shi, Elephant, Horse, Chariot
Note: The red side uses "King," "Xiong," and "Soldier"; the black side uses "General," "Elephant," and "Pawn." They function exactly the same.
Part II: Chess Piece Movement and Capture Rules
Core Rules: All pieces can only "move" or "capture" and cannot "fly" (except for the cannon). To capture a piece, remove the opponent's piece from the board and your own piece takes the position.
King/King: The ruler of the Nine Palaces, the core of the entire board.
Movement: Can only move one square up, down, or left, right, within the Nine Palaces.
Special Features: The general and king cannot face each other (i.e., directly opposite each other on the same line without any other pieces between them). Initiating a general-general encounter is illegal.
Shi/Shi: The general's personal guard.
Movement: Can only move one square diagonally within the Nine Squares. Has the smallest range of movement.
Xiong/Xiang: Defends the general and cannot cross the river.
Move: Moves in a "field" shape (i.e., moves two squares diagonally).
Characteristics: Cannot cross the river. If any piece (friend or foe) is in the center of the "field" shape, it cannot fly over; this is called "blocking the elephant's eye."
Rook: The most powerful attacking piece, the main force of the game.
Move: Charges recklessly. Can move any number of squares in a straight line, capturing enemy pieces.
Value: Generally considered the most valuable piece (besides the general).
Knight: Imposing and versatile.
Move: Moves in a "sun" shape (first move one square vertically or horizontally, then one square diagonally).
Characteristics: If any piece (friend or foe) is immediately adjacent to the knight's first move in its direction of movement, it cannot jump over; this is called "stuck horse leg."
Cannon: A powerful weapon capable of striking a target from a distance, with countless uses.
Movement: Like a rook, it can move any number of squares in a straight line.
Capture: A piece can only be captured by a piece (called a "cannon mount"). This can be either your own or the opponent's piece.
Pawn: Move forward courageously, never retreat.
Movement:
Before crossing the river: Can only move forward one square.
After crossing the river: Can move forward, left, or right one square, but cannot retreat.
Value: High in number, often used for containment, opening up a path, and defense.
Part III: Winning, Losing, and Draw
Victory:
Checkmate: After a move, one player threatens to capture the opponent's general (called "check") in the next move, and the opponent is unable to counter the move (unable to capture the general's piece, to place a piece, or to move the general). This is "checkmate," resulting in victory.
Trapped: A player wins even though they have no checkmate, but the opponent has no legal moves to make (moving any piece will result in checkmate).
Draw:
Neither player can checkmate the other.
One player proposes a draw, and the other player agrees.
Long check (continuous check) does not result in a draw.
Both players repeatedly cycle through moves without changing to a draw.
Part IV: Basic Strategies for the Opening, Middlegame, and Endgame
1. Opening Principles (First 10-15 Moves)
Quick Moves: Move key pieces such as the chariot, knight, and cannon as quickly as possible. Avoid moving the same piece repeatedly.
Control Key Roads: Especially the chariot should be deployed early, occupying important vertical (rib) and horizontal (river patrol) lines.
Protect the General: Ensure communication between the shi and bishop, forming a solid defensive formation (such as the "screen knight" or "anti-palace knight").
Avoid Reckless Advances: Avoid launching a single piece attack too early, as this may lead to an isolated unit being encircled and attacked by the enemy.
2. Middlegame Tactics (the most intense stage of the battle)
Strategy: Use strategic combinations (such as capturing pairs, extracting the general, containment, and blitz attacks) to capture valuable opponent pieces and gain material advantage.
Gaining momentum: Occupy advantageous positions, control key points on the board, and exert pressure on the opponent, even if no pieces are captured immediately.
Attack and kill: Organize multiple pieces to coordinate attacks, targeting the opponent's general and general.
3. Endgame Techniques (the decisive stage when pieces are limited)
The value of pawns is greatly increased: In the endgame, a high pawn across the river (close to the opponent's nine squares) is often more valuable than a knight or cannon.
King (General/King) Assistance: In the endgame, the general/king can move out of the nine squares and participate in both attack and defense.
Learning Patterns: Master classic endgame patterns that guarantee victory or draw, such as "Single Knight Captures Single General" and "Cannon and General defeat Two Generals."
Part V: Advice for Beginners
Play more chess: Practice is the best teacher. Play more, study more, and take on endgames to hone your ability to quickly control the game.
Review more often: After playing, review the game to identify which moves went well and which didn't.
Learn killing techniques: Systematically learn basic killing techniques such as "White-faced Check," "Heavy Cannon," "Smothering Palace," "Horseback Cannon," and "Heaven and Earth Cannon."
Watch expert games: Watch live broadcasts or game records of chess masters to learn their thinking and strategies.
Be patient: Chess is a profound art. Losing is a step toward improvement. Enjoying the process of thinking is paramount!
Every move is a strategy, every game a battle of wits! Are you ready? Challenge your chess limits! Start your chess journey!
Featured Gameplay
Challenge Mode: Compete against the AI, challenge yourself through levels, and improve your skills to become a true chess master!
Jianghu Endgame: Challenge yourself to classic endgames, decipher the strategies of experts, and hone your tactical thinking!
Comeback: Find opportunities in disadvantageous situations, turn defeat into victory, and experience the thrill of a desperate counterattack!
Two-Player Battle: Invite friends to compete on the same screen in a head-to-head battle of wits!
Game Features
· Simple, fresh interface, smooth control experience
· Various AI difficulty levels, suitable for players of all levels
· Classic rules, authentic chess fun
· Play anytime, anywhere, single-player, no internet required
Beginner's and Advanced Tutorials
Part 1: Understanding the Board and Pieces
1. Board
The chess board consists of nine vertical and ten horizontal lines, with the "Chu River and Han River" dividing the board in the center.
Nine Palaces: The "rice-shaped" grid area at each end of the board is marked with diagonal lines. The general or general can only move within the nine palaces.
River: The "Chu River and Han River" in the center of the board marks the boundary between the two sides. Some pieces are affected by this boundary (such as a pawn crossing the river).
2. Pieces and Their Placement
Each side has 16 pieces, divided into red and black. The red side goes first. Chess Piece Placement Guide (from right to left):
Chariot, Horse, Xiang, Shi, General, Shi, Xiang, Horse, Chariot
Cannon, Fort, Fort, Fort, Fort, Fort
Pawn, Pawn, Pawn
(Boundary separated by a river in the middle)
Pawn, Pawn, Pawn, Pawn
Cannon, Fort, Fort, Fort, Fort
Chariot, Horse, Elephant, Shi, General, Shi, Elephant, Horse, Chariot
Note: The red side uses "King," "Xiong," and "Soldier"; the black side uses "General," "Elephant," and "Pawn." They function exactly the same.
Part II: Chess Piece Movement and Capture Rules
Core Rules: All pieces can only "move" or "capture" and cannot "fly" (except for the cannon). To capture a piece, remove the opponent's piece from the board and your own piece takes the position.
King/King: The ruler of the Nine Palaces, the core of the entire board.
Movement: Can only move one square up, down, or left, right, within the Nine Palaces.
Special Features: The general and king cannot face each other (i.e., directly opposite each other on the same line without any other pieces between them). Initiating a general-general encounter is illegal.
Shi/Shi: The general's personal guard.
Movement: Can only move one square diagonally within the Nine Squares. Has the smallest range of movement.
Xiong/Xiang: Defends the general and cannot cross the river.
Move: Moves in a "field" shape (i.e., moves two squares diagonally).
Characteristics: Cannot cross the river. If any piece (friend or foe) is in the center of the "field" shape, it cannot fly over; this is called "blocking the elephant's eye."
Rook: The most powerful attacking piece, the main force of the game.
Move: Charges recklessly. Can move any number of squares in a straight line, capturing enemy pieces.
Value: Generally considered the most valuable piece (besides the general).
Knight: Imposing and versatile.
Move: Moves in a "sun" shape (first move one square vertically or horizontally, then one square diagonally).
Characteristics: If any piece (friend or foe) is immediately adjacent to the knight's first move in its direction of movement, it cannot jump over; this is called "stuck horse leg."
Cannon: A powerful weapon capable of striking a target from a distance, with countless uses.
Movement: Like a rook, it can move any number of squares in a straight line.
Capture: A piece can only be captured by a piece (called a "cannon mount"). This can be either your own or the opponent's piece.
Pawn: Move forward courageously, never retreat.
Movement:
Before crossing the river: Can only move forward one square.
After crossing the river: Can move forward, left, or right one square, but cannot retreat.
Value: High in number, often used for containment, opening up a path, and defense.
Part III: Winning, Losing, and Draw
Victory:
Checkmate: After a move, one player threatens to capture the opponent's general (called "check") in the next move, and the opponent is unable to counter the move (unable to capture the general's piece, to place a piece, or to move the general). This is "checkmate," resulting in victory.
Trapped: A player wins even though they have no checkmate, but the opponent has no legal moves to make (moving any piece will result in checkmate).
Draw:
Neither player can checkmate the other.
One player proposes a draw, and the other player agrees.
Long check (continuous check) does not result in a draw.
Both players repeatedly cycle through moves without changing to a draw.
Part IV: Basic Strategies for the Opening, Middlegame, and Endgame
1. Opening Principles (First 10-15 Moves)
Quick Moves: Move key pieces such as the chariot, knight, and cannon as quickly as possible. Avoid moving the same piece repeatedly.
Control Key Roads: Especially the chariot should be deployed early, occupying important vertical (rib) and horizontal (river patrol) lines.
Protect the General: Ensure communication between the shi and bishop, forming a solid defensive formation (such as the "screen knight" or "anti-palace knight").
Avoid Reckless Advances: Avoid launching a single piece attack too early, as this may lead to an isolated unit being encircled and attacked by the enemy.
2. Middlegame Tactics (the most intense stage of the battle)
Strategy: Use strategic combinations (such as capturing pairs, extracting the general, containment, and blitz attacks) to capture valuable opponent pieces and gain material advantage.
Gaining momentum: Occupy advantageous positions, control key points on the board, and exert pressure on the opponent, even if no pieces are captured immediately.
Attack and kill: Organize multiple pieces to coordinate attacks, targeting the opponent's general and general.
3. Endgame Techniques (the decisive stage when pieces are limited)
The value of pawns is greatly increased: In the endgame, a high pawn across the river (close to the opponent's nine squares) is often more valuable than a knight or cannon.
King (General/King) Assistance: In the endgame, the general/king can move out of the nine squares and participate in both attack and defense.
Learning Patterns: Master classic endgame patterns that guarantee victory or draw, such as "Single Knight Captures Single General" and "Cannon and General defeat Two Generals."
Part V: Advice for Beginners
Play more chess: Practice is the best teacher. Play more, study more, and take on endgames to hone your ability to quickly control the game.
Review more often: After playing, review the game to identify which moves went well and which didn't.
Learn killing techniques: Systematically learn basic killing techniques such as "White-faced Check," "Heavy Cannon," "Smothering Palace," "Horseback Cannon," and "Heaven and Earth Cannon."
Watch expert games: Watch live broadcasts or game records of chess masters to learn their thinking and strategies.
Be patient: Chess is a profound art. Losing is a step toward improvement. Enjoying the process of thinking is paramount!
Every move is a strategy, every game a battle of wits! Are you ready? Challenge your chess limits! Start your chess journey!
Version Information
- Version
- -
- Downloads
- 100+
- Updated on
- -
- Released
- Aug 11, 2025
- Requires
- Android Varies with device
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