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- ╔══════════════════════════════════════════════════════════════════════════════╗
- ║ TOMMY'S DUMB & DUMBER XIANG QI, DOS VERSION, (C) COPYRIGHT 1998 BY ║
- ║ TOMMY'S TOYS (TM). ALL RIGHTS RESERVED. ║
- ║ MAILING ADDRESS: P. O. BOX 11261, DENVER, CO 80211 USA. ║
- ║ CATALOG #TM-202-1A ║
- ║ HTTP://WWW.TOMMYSTOYS.COM TOMTOYS@AOL.COM ║
- ╚══════════════════════════════════════════════════════════════════════════════╝
-
- INSTRUCTIONS:
-
- ***TO EXIT, HIT FUNCTION KEY F1, THEN THE Y KEY.
- ***TO DISPLAY THESE INSTRUCTIONS FROM THE PROGRAM, HIT FUNCTION KEY F5.
-
- XIANG QI (PRONOUNCED ZHANG KEY) OR CHINESE CHESS IS ONE OF THE THREE MAJOR
- VERSIONS OF EARTH CHESS, THE OTHER TWO BEING OCCIDENTAL (WESTERN OR CLASSICAL)
- CHESS AND SHOGI (JAPANESE CHESS). SINCE THE ENGLISH ARE BARBARIANS, THEY
- LOST THE ORIGINAL NAME OF SHAK-MAT (CHECKMATE), AND HENCE ZHANG-KEY AND SHO-GI
- SOUND FUNNY AND DON'T RING A BELL (HA HA). THE CHINESE VERSION IS MORE LIMITED
- AS TO THE MOVEMENT AND NUMBER OF ATTACKING PIECES; AND THE PRESENCE OF A
- "CASTLE" FOR EACH SIDE'S KING THAT IT CAN NEVER LEAVE AND CAN END UP TRAPPED
- IN, IS ALSO LIMITING -- BUT OVERALL THE GAME CAN BE JUST AS CHALLENGING WHEN IT
- IS ACCEPTED AS MUCH MORE FAST-PACED AND TACTICAL THAN STRATEGIC IN NATURE.
- LIKE ANYTHING CHINESE, IT IS PLAYED BY COUNTLESS MULTITUDES, AND YOU CAN BUY
- XIANG QI SETS AT ANY CHINATOWN CHEAP (GRIN).
-
- DUMB & DUMBER XIANG QI MODE:
- AND WHEN YOU'RE READY, TRY TOMMY'S DUMB & DUMBER XIANG QI <TM>, WHERE THE
- RULES CHANGE FROM GAME TO GAME! THERE ARE SEVERAL NEW TYPES OF PIECES
- WITH THEIR OWN RULES OF MOVEMENT AND CAPTURE, AND WHY NOT? YOU CAN ONLY
- HAVE AT MOST ONE OF EACH TYPE OF PIECE AT THE START OF EACH GAME! DUMB AND
- DUMBER (HA HA)!
-
- DIFFICULTY LEVELS:
- YOU CAN SET THE DIFFICULTY LEVEL AS ANY NUMBER FROM 1 (EASIEST) TO 9 (HARDEST);
- WHILE THE PC IS THINKING, YOU CAN FORCE IT TO QUIT THINKING AND TAKE THE CURRENT
- BEST MOVE (NOT OFTEN THE BEST MOVE POSSIBLE!) BY HITTING THE ESC KEY.
- *NOTE: UNREGISTERED SHAREWARE VERSIONS CAN ONLY GO TO LEVEL 1.
-
- THE BOARD:
- THE BOARD SIZE IS 10 ROWS BY 9 COLS. SINCE EAST IS EAST AND WEST IS WEST, AND
- NEVER THE TWAIN SHALL MEET, THE GAME IS PLAYED ON THE INTERSECTION OF LINES
- RATHER THAN INSIDE BOARD SQUARES. BUT, TOMMY'S XIANG QI PRESERVES THE WESTERN
- CHECKERBOARD CONFIGURATION TO BE DIPLOMATIC (HA HA).
-
- THE RIVER AND THE CASTLES:
- THE INVISIBLE BOUNDARY BETWEEN THE MIDDLE TWO (5TH AND 6TH) ROWS IS CALLED THE
- RIVER, AND REPRESENT THE BOUNDARY BETWEEN THE TWO KINGDOMS AT WAR. THE KING ON
- EACH SIDE IS THE TARGET OF CHECKMATE, AND HIS MOST UNUSUAL FEATURE IS HIS LACK
- OF MOBILITY, BEING LIMITED TO A 3 X 3 "KING'S SQUARE" OR CASTLE AT THE REAR OF
- HIS ARMY. ANOTHER UNUSUAL FEATURE IS THAT THE KINGS CANNOT FACE EACH OTHER
- ACROSS AN OPEN FILE.
-
- IN DUMBER XIANG QI THE COMPUTER RANDOMLY SELECTS (NON-SOLDIER) PIECES FROM THE
- LIST BELOW, AND EACH PLAYER GETS THE SAME. THERE WILL NEVER BE MORE THAN 1
- PIECE OF A GIVEN TYPE SELECTED. THE PIECES ON EACH SIDE ARE THEN SHUFFLED
- RANDOMLY TO MAKE IT EVEN DUMBER! (SHUFFLING IS OPTIONAL IN DUMB XIANG QI,
- MANDATORY IN DUMBER XIANG QI).
-
- THE GAME ENDS WHEN THE PLAYERS AGREE TO A DRAW, ONE PLAYER FORFEITS THE GAME,
- WHEN ONE PLAYER LOSES HIS KING (IS CHECKMATED), OR WHEN STALEMATE IS REACHED
- (STALEMATED PLAYER, WHO CANNOT MOVE, LOSES).
-
- HOME ROW:
- EACH PLAYER'S HOME ROW IS THE ROW CLOSEST TO HIM, WHERE THE KING STARTS OUT.
- THE SOLDIERS ARE ALWAYS STARTED OUT IN THE FOURTH ROW. MOVING TOWARDS THE
- ENEMY'S HOME ROW IS CALLED MOVING FORWARD.
-
- OPENING POSITION:
-
- 1 2 3 4 5 6 7 8 9
- J T--H--E--V--K--V--E--H--T
- | | | | \|/ | | | |
- I -------------------------
- | | | | /|\ | | | |
- H ---C-----------------C---
- | | | | | | | | |
- G S-----S-----S-----S-----S
- | | | | | | | | |
- F -------------------------
- | | | RIVER | | |
- E -------------------------
- | | | | | | | | |
- D S-----S-----S-----S-----S
- | | | | | | | | |
- C ---C-----------------C---
- | | | | \|/ | | | |
- B -------------------------
- | | | | /|\ | | | |
- A T--H--E--V--K--V--E--H--T
- 1 2 3 4 5 6 7 8 9
-
- THE SQUARES DEFINED BY A4-C4-C6-A6 AND J4-H4-H6-J6 ARE CALLED THE CASTLES.
- A KING CAN NEVER LEAVE HIS CASTLE, BECAUSE HE DOESN'T WANT TO SOIL HIS
- EXPENSIVE SILK ROBES (JUST KIDDING, HA HA).
-
- PIECES:
- S = SOLDIER (PAWN) C = CANNON (ROOK)
- T = TANK (ROOK) H = HORSE (KNIGHT)
- E = ELEPHANT (BISHOP) V = ADVISER
- K = KING (KING)
-
- THESE INITIALS COME FROM THE LITERAL TRANSLATION OF THE CHINESE
- CHARACTER INTO ENGLISH (EXCEPT FOR TANK). THE LETTERS IN PARENTHESES
- REPRESENT THE CLOSEST WESTERN EQUIVALENT OF THE PIECE.
-
- ADVISOR THIS PIECE IS LIMITED TO MOVING ONE SPACE ONLY ON THE DIAGONALS
- V IN THE KING'S CASTLE:
-
- O-----O
- | \|/ |
- ---O--- <-- KING'S CASTLE
- | /|\ |
- O-----O
-
- THE O'S MARK THE POSSIBLE POSITIONS OF THE ADVISOR. THIS
- PIECE CANNOT LEAVE THE CASTLE. OTHER NAMES FOR THIS PIECE
- ARE THE MANDARIN AND THE GUARD.
-
- KING LIKE THE ADVISOR, THE KING MUST STAY WITHIN THE CASTLE.
- K INSTEAD OF MOVING ON THE DIAGONALS, THE KING MOVES ONLY
- ORTHOGONALLY (UP/DOWN, LEFT/RIGHT). IN OTHER WORDS, IT CAN
- MOVE LIKE THE WESTERN KING MINUS DIAGONALS. ANOTHER NAME
- FOR THIS PIECE IS THE GENERAL.
-
- BESIDES ITS REGULAR MOVE, THE KING HAS THE THEORETICAL
- POWER OF ATTACKING THE OPPOSING KING ALONG AN OPEN FILE,
- MOVING JUST LIKE A TANK. ANY MOVE THAT PUTS THE KINGS
- OPPOSITE ONE ANOTHER ALONG AN OPEN FILE, MAKING THEM FACE
- EACH OTHER, IS THEREFORE EQUIVALENT TO MOVING INTO CHECK,
- AND, WHILE LEGAL, LOSES FACE (HA HA).
-
- TANK MOVES AND ATTACKS JUST LIKE A ROOK. THIS PIECE CAN CROSS THE
- T RIVER. THE ACTUAL TRANSLATION IS CAR OR THE ANCIENT EQUIVALENT
- OF ONE. ANOTHER NAME FOR IT IS THE CHARIOT.
-
- ELEPHANT MOVES AND ATTACKS LIKE A BISHOP EXCEPT THAT IT ALWAYS HAS TO
- E MOVE TWO SQUARES AT A TIME. IT CANNOT CROSS THE RIVER.
- THEREFORE, THE ELEPHANTS ON THE BOTTOM WILL ONLY BE ABLE TO
- OCCUPY A3, E3, A7, C1, C5, C9, AND E7.
-
- SOLDIER THIS PIECE CAN ONLY MOVE FORWARD WHEN IT IS ON THE SIDE OF
- S ITS OWN COLOR. AFTER IT CROSSES THE RIVER, THOUGH, IT CAN
- MOVE LEFT AND RIGHT INSTEAD. THE SOLDIER CAN NEVER MOVE
- BACKWARDS.
-
- HORSE THIS PIECE MOVES LIKE A KNIGHT IN WESTERN CHESS EXCEPT IT
- H CAN BE BLOCKED BECAUSE IT ACTUALLY HAS TO LAND ON THE
- INTERVENING SQUARE, I.E., IT MUST BE EMPTY.
- FOR EXAMPLE:
-
- 1-----------2 ------8-----9
- | | | | | | | | | |
- ---C--H------ ---7---------
- | | | | | | RIVER |
- 3-----------4 ---------H---
- | | | | | | | | | |
- ---5-----6--- -------------
-
- TO INSURE ONLY ONE PATH FOR A HORSE FROM ONE POINT TO ANOTHER,
- A HORSE MUST MOVE ONE SQUARE ORTHOGONALLY (UP/DOWN/LEFT/RIGHT)
- AND THEN ONE SQUARE DIAGONALLY (CONTINUING IN THE SAME
- ORTHOGONAL DIRECTION), NEVER VICE-VERSA -- IN OTHER WORDS,
- DOWN THE LONG LEG FIRST. THEREFORE, THE LEFTMOST HORSE ABOVE
- CAN REACH THE NUMBERS 2, 4, 5, AND 6, BUT THE NUMBERS 1 AND 3
- ARE BLOCKED BY THE CANNON; THE HORSE CANNOT MOVE OVER A PIECE
- AND CONSEQUENTLY CANNOT REACH 1 AND 3.
- A HORSE CAN CROSS THE RIVER AS SHOWN ABOVE RIGHT. IF THE
- RIGHTMOST HORSE WERE TO CROSS THE RIVER IT WOULD LAND AT
- 7 OR 8 OR 9.
-
- CANNON THIS PIECE MOVES LIKE A ROOK BUT ATTACKS DIFFERENTLY.
- C INSTEAD OF "RUNNING INTO A PIECE" AS THE ROOK DOES, THE
- CANNON JUMPS OVER ONE PIECE AND CAPTURES THE ONE BEHIND IT.
- FOR EXAMPLE:
-
- ---T-----H-----C---
- | | | | | | |
- -------------------
-
- THE CANNON CAN JUMP OVER THE HORSE AND TAKE THE OPPONENT'S
- TANK; IT CANNOT TAKE THE HORSE UNLESS THERE IS SOMETHING
- (EITHER COLOR) BETWEEN IT AND THE HORSE.
- THE CANNON CAN CROSS THE RIVER.
-
- NOTE THAT ONLY THE TANK IS EXACTLY LIKE ITS COUNTERPART IN CHESS. THE HORSE IS
- LIKE THE KNIGHT BUT MUST ALWAYS TAKE THE "STRAIGHT" PART OF ITS MOVE FIRST, AND
- CAN BE BLOCKED BY A PIECE OF EITHER COLOR AT THE ELBOW OF ITS PATH. THE CANNON
- CANNOT LEAP UNLESS IT IS CAPTURING, AND CANNOT CAPTURE WITHOUT LEAPING -- MORE
- PROOF, IF ANY IS NEEDED, THAT THE CHINESE INVENTED GUNPOWDER (HA HA).
-
- PLAYERS AND FIRST MOVE:
- RED HAS THE FIRST MOVE. PROGRAM DEFAULT IS FOR KEYBOARD TO PLAY RED,
- COMPUTER BLACK -- USE FUNCTION KEYS F3 AND F4 TO CHANGE.
-
- ON EACH PLAYER'S TURN HE MUST MOVE, RESIGN, OR OFFER A DRAW TO THE OPPONENT.
-
- CAPTURES:
- ONLY ONE GAME PIECE IS PERMITTED ON A BOARD SQUARE AT A TIME. A PLAYER MAY
- THEREFORE NOT LAND ON A SQUARE OCCUPIED BY HIS OWN PIECE, BUT HE MAY LAND ON
- A PIECE OCCUPIED BY THE OPPONENT'S PIECE, THEREBY CAPTURING IT AND TAKING IT
- OFF THE BOARD AND OUT OF PLAY.
-
- PLAY:
- EXACTLY LIKE WESTERN CHESS, PLAYERS TAKE TURNS MOVING THEIR PIECES WITH THE
- INTENT OF CAPTURING THE OPPONENT'S KING.
-
- "CHECK" IS SAID WHENEVER THE KING IS IN CHECK.
-
- IF A "LOOP" OCCURS IN THE GAME, THE ATTACKING PIECE MUST END THE LOOP AFTER THE
- LOOP HAS OCCURRED THREE TIMES IN A ROW. IF NEITHER SIDE HAS ANY ATTACKING
- PIECES (TANK, HORSE, CANNON, SOLDIER), OR IT IS UTTERLY IMPOSSIBLE TO BREAK THE
- LOOP, THEN A STALEMATE OCCURS AND A DRAW IS DECLARED. A STALEMATE IS VERY
- UNCOMMON.
-
- TO ENTER A MOVE:
- JUST TYPE THE MOVE IN, FIRST THE "FROM" PIECE -- ROW (1..9,A=10) THEN
- COL (1..9); THEN THE "TO" SQUARE -- ROW (1..9,A=10) THEN COL (1..9).
- OR USE YOUR MOUSE AND POINT AND CLICK.
- NOTE: ROW 1 IS AT THE TOP, AND COL 1 IS AT THE LEFT.
-
- NOTE: TO START OVER AFTER TYPING-IN PART OF A MOVE, HIT "0" OR THE ESC KEY.
- WHEN USING THE MOUSE, IF YOU CLICK A "FROM" PIECE AND CHANGE YOUR MIND BEFORE
- CLICKING A "TO" PIECE, JUST CLICK THE "FROM" PIECE AGAIN TO START OVER.
-
- TO OFFER A DRAW TO THE OPPONENT, HIT THE "D" KEY INSTEAD OF A MOVE.
- TO RESIGN (FORFEIT THE GAME), HIT THE "R" KEY OR "F" KEY INSTEAD OF A MOVE.
-
- DRAWS:
- IN THIS PROGRAM, IF PLAYER A OFFERS PLAYER B A DRAW, AND PLAYER B REFUSES, THEN
- PLAYER B HAS 10 MOVES TO WIN, ELSE A DRAW IS DECLARED. HOWEVER, IF THE BOARD
- POSITION EVER REPEATS, THE DRAW IS IMMEDIATE. THE COMPUTER OFFERS DRAWS ONLY
- IF ALLOWED TO BY THE USER.
-
- QUICK DRAW:
- WHEN PROMPTED FOR A MOVE FROM THE KBD, OR WHILE THE PC IS THINKING, YOU CAN HIT
- THE "!" KEY TO CAUSE THE GAME TO IMMEDIATELY END AND BE DECLARED A DRAW.
-
- GIVEAWAY XIANG QI OPTION:
- IN THIS POPULAR VARIANT, ALSO CALLED TAKEAWAY XIANG QI, LOSING XIANG QI, OR
- VINCIPERDI, THE GOAL OF THE GAME IS TO LOSE ALL ONE'S PIECES FIRST. THERE IS
- NO CHECK OR CHECKMATE, THE KING BEING JUST ANOTHER PIECE. CAPTURE IS MANDATORY
- IF POSSIBLE. THE FIRST PLAYER TO LOSE ALL HIS PIECES, OR BECOME STALEMATED AND
- HAVE NO MOVE, WINS.
-
- DUMB & DUMBER PIECES:
- THE POSSIBLE PIECES THE COMPUTER CAN CHOOSE AND THEIR RULES ARE:
-
- BISHOP CAN MOVE UP TO 8 SQUARES DIAGONALLY IN A STRAIGHT LINE, BUT ONLY
- B AS LONG AS THE ROAD IS CLEAR. IF IT ENCOUNTERS ANOTHER PIECE
- ON THE ROAD IT CAPTURES IT AND COMES TO A REST.
-
- ROOK SAME AS A BISHOP ONLY IT MOVES ONLY UP/DOWN OR LEFT/RIGHT, NEVER
- R DIAGONALLY.
-
- KNIGHT THE CLASSIC OCCIDENTIAL KNIGHT. MOVES 2 SQUARES ORTHOGONALLY THEN
- N 1 SQUARE AT RIGHT ANGLES TO THAT. HOPS OVER INTERVENING PIECES.
- CAPTURES WHAT IT LANDS ON.
-
- QUEEN SAME AS A BISHOP AND A ROOK PUT TOGETHER: CAN MOVE IN ANY STRAIGHT
- Q LINE, UP/DOWN, LEFT/RIGHT, OR DIAGONALLY.
-
- EARL HOPS 2 SQUARES IN ANY STRAIGHT DIRECTION (UP/DOWN, LEFT/RIGHT,
- L DIAGONALLY). CAPTURES WHAT IT LANDS ON.
-
- WIZARD CAN MOVE 1 SQUARE IN ANY DIRECTION, BUT CAN'T CAPTURE ANYTHING!
- SO IT CAN ONLY MOVE TO AN EMPTY SQUARE. BUT, IT HAS THE POWER OF
- FREEZING ALL ENEMY PIECES IT TOUCHES SO THAT THEY CAN'T MOVE!
-
- JOKER CAN HOP TO ANY EMPTY SQUARE ON THE BOARD, BUT CAN'T CAPTURE
- J ANYTHING AND HAS NO POWERS OF FREEZING LIKE A WIZARD. IT WILL
- BLOCK A PAWN OR PLAY INTERFERENCE FOR THE KING FOR INSTANCE.
-
- ARCHER CAN MOVE 1 SQUARE FORWARD WHEN THE SQUARE IS EMPTY, LIKE A PAWN.
- A CAN HOP 2 SQUARES FORWARD IF THERE IS AN ENEMY PIECE IT CAN
- CAPTURE ON THAT SQUARE. IF IT REACHES THE ENEMY'S HOME ROW IT IS
- PROMOTED TO A QUEEN.
-
- DUKE MOVES AND CAPTURES LIKE A KNIGHT COMBINED WITH A QUEEN.
- D
-
- MOTHER AND ONE MEAN ONE TOO! SHE CAN HOP TO ANY EMPTY SQUARE OF THE
- M BOARD (CAN'T CAPTURE ON THAT TURN), OR MOVE AND CAPTURE LIKE A
- QUEEN (APOLOGIES TO THE QUEENS OF MARS).
-
- PAWN OPTION:
- IF YOU CHOOSE THIS OPTION THEN THE SOLDIERS BECOME PAWNS LIKE IN WESTERN CHESS,
- ABLE TO MOVE ONE SQUARE FORWARDS TO AN EMPTY SQUARE, OR TO MOVE ONE SQUARE
- DIAGONALLY FORWARDS TO A SQUARE HELD BY AN ENEMY PIECE AND CAPTURE IT. THERE
- IS NO EN PASSANT. A PAWN THAT MAKES IT TO THE LAST RANK IS PROMOTED TO YOUR
- CHOICE OF STARTING PIECES OTHER THAN PAWN, SOLDIER, KING, ADVISOR, OR ARCHER.
- THE SYMBOL CHANGES TO P.
-
- FUNCTION KEYS:
- THE 10 FUNCTION KEYS F1-F10 HAVE THE FOLLOWING FUNCTIONS:
-
- FUNCTION KEY FUNCTION
- ------------ --------
- F1 QUIT THE PROGRAM AND SAVE THE GAME IN PROGRESS AUTOMATICALLY.
-
- F2 SOUND EFFECTS TOGGLE.
-
- F3 CHANGE WHO PLAYS THE RED PIECES (KEYBOARD OR COMPUTER).
- F4 "" "" "" "" BLACK "" ("" "" "" ).
-
- F5 DISPLAY THESE INSTRUCTIONS.
-
- F7 DECREASE THE DIFFICULTY LEVEL.
- F8 INCREASE THE DIFFICULTY LEVEL.
-
- F6 (COLOR MONITORS ONLY) CHANGE THE COLOR OF THE "RED" PIECES.
- F9 (COLOR MONITORS ONLY) CHANGE THE COLOR OF THE "BLACK" PIECES.
- F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR. AND,
- CONTINUED PRESSING CAUSES THE BOARD SQUARE COLOR TO CYCLE.
-
- NOTE FOR "TOGGLES": THE LEGEND DISPLAYED ONSCREEN WILL BE THE MODE THAT WILL
- BE ACTIVATED IF THE FUNCTION KEY IS PRESSED.
-
- ARROW KEYS:
- THE UP/DOWN ARROW KEYS ON THE NUMERIC KEYPAD CHANGE THE GAME SPEED. THE MINIMUM
- AMOUNT OF TIME, IN SECONDS, THAT THE COMPUTER WILL TAKE TO THINK UP A MOVE, OR
- TO MAKE EACH HOP, IS DISPLAYED NEAR THE LOWER RIGHTHAND CORNER OF THE SCREEN.
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- D DISABLE MOUSE CHECK
-
- EXAMPLE: >XIANGQI MS
-
- NOTES ON PLAY:
-
- DON'T RELY TOO MUCH ON KNOWLEDGE OF WESTERN CHESS! XIANG QI IS A MUCH MORE
- OPEN, TACTICAL GAME, WITH READY-CLEARED FILES THAT PERMIT QUICK ATTACK BY
- THE TANK AND THE CANNON, THE MOST MOBILE PIECES. CONTROL OF THESE OPEN
- FILES, PARTICULARLY THOSE AIMED AT THE ENEMY CASTLE, IS OF THE UTMOST
- IMPORTANCE.
-
- THE CANNON IS AN INTERESTING PIECE. IT CAN BE DEVASTATING AT LONG RANGE,
- BUT ONCE IT HAS BEEN "SHOT" OVER THE ENEMY LINE IT CAN LOSE ITS EFFICACY,
- JUST LIKE A SPENT BALL. IT IS POWERLESS AGAINST AN ENEMY THAT IS IN CLOSE.
- AN IMPORTANT THING TO REMEMBER IS THAT THE CANNON CAN PIN TWO ENEMY PIECES
- AGAINST THEIR KING -- IF EITHER ONE MOVES, THE KING IS IN CHECK. WITH
- THIS IN MIND, MANY GAMES BEGIN WITH BLACK'S CANNON BEING MOVED TO THE
- CENTER FILE. SOME FASCINATING SITUATIONS DEVELOP WHEN TWO OR MORE ENEMY
- CANNONS LINE UP AGAINST ONE ANOTHER AND BEGIN LEAPFROGGING AT TARGETS.
-
- THE ELEPHANT, THE ADVISORS, AND FOR THE MOST PART THE KING ITSELF ARE
- DEFENSIVE PIECES, EXCEPT IN THOSE INSTANCES WHERE THEY PROVIDE A SCREEN FOR
- THE CANNON. BUT THEIR CONSTANT PRESENCE IN THE HOME FIELD GIVES THE
- TANKS, CANNONS, AND HORSES MORE FREEDOM TO GO ON THE ATTACK. AFTER
- DEVELOPING YOUR PIECES -- GETTING THE TANKS ONTO OPEN RANKS AND FILES,
- BRINGING THE HORSES OFF THE BACK ROW, DEPLOYING THE CANNONS BEHIND SCREENS
- -- MOVE QUICKLY AGAINST THE ENEMY. THERE IS NO PLACE IN XIANGQI FOR THE
- TENACIOUS, PASSIVE DEFENCE. IT IS IMPOSSIBLE TO BUILD AN IMPREGNABLE,
- INTERLOCKED WALL OF MEN AS YOU MIGHT DO IN WESTERN CHESS -- CHIEFLY BECAUSE
- OF THE GREATER POWER OF THE SOLDIERS COMPARED TO PAWNS -- AND IT IS BETTER TO
- DEPLOY YOUR FORCES IN AN ACTIVE, AGGRESSIVE WAY.
-
- DO NOT OVERLOOK THE POWER OF THE PROMOTED SOLDIER. ONCE ACROSS THE RIVER
- THIS LITTLE PIECE TRIPLES IN STRENGTH, AND IN MANY SITUATIONS, ESPECIALLY
- CLOSE-IN ON THE CASTLE, IT CAN BE AS EFFECTIVE AS A TANK. AND DON'T FORGET
- THE KING'S ABILITY TO CLOSE OFF A FILE TO THE OPPOSING KING -- A POWER THAT
- FREQUENTLY CLINCHES MATE.
-
- FOR PURPOSES OF EVALUATING TRADES, COUNT ADVISOR AND ELEPHANT AT 2, CANNON
- AND HORSE AT 4, AND TANK AT 8. TRADING A HORSE FOR A CANNON MAY BE A GOOD
- IDEA EARLY IN THE GAME BUT BECOMES LESS WISE AS THE BOARD OPENS UP AND THE
- CANNONS BECOME RELATIVELY WEAKER. SOLDIERS START AT 1 BUT CAN GREATLY
- INCREASE IN VALUE DEPENDING ON THEIR POSITION. IN THE EARLY STAGES OF THE
- GAME THE ENEMY SOLDIERS ARE TEMPTINGLY EXPOSED TARGETS, BUT DON'T WASTE TIME
- ON THEM: IT IS FAR MORE IMPORTANT TO DEVELOP YOUR MAJOR PIECES AND NOT LOSE
- TEMPO.
-
- ----------------------
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-
- IF YOUR PC BORES YOU WRITE US NOW.
-
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-
- GOOD LUCK!
-
-