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Banqi (Dark Chess) Rules

Overview

Banqi is a two-player board game played with the 32 pieces of a Xiangqi (Chinese Chess) set on half a board. At the start every piece is face down; the players take turns flipping, moving and capturing pieces, and a piece's rank decides what it can capture.

Board and Pieces

The board has 32 squares (4 × 8). Pieces sit inside the squares (not on the line intersections). At the start, all 32 pieces are face down and placed at random, filling every square with no empty spaces.

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Opening position (upright, 4 columns × 8 rows): every square holds a face-down piece.

Each side has 16 pieces. Red and Black pieces are written with different characters but have the same ranks:

Rank Piece Red Black Per side
7 (highest) General 帥 將 1
6 Advisor 仕 士 2
5 Elephant 相 象 2
4 Chariot 俥 車 2
3 Horse 傌 馬 2
2 Cannon 炮 包 2
1 (lowest) Soldier 兵 卒 5

Terms: a piece that is still face down is a face-down piece (暗子); a piece that has been turned over is a face-up piece (明子).

How to Play

Picking who moves first. Before the game, five pieces — General, Advisor, Elephant, Chariot and Horse — are laid face down in a row. Each player picks one (not the same one), both are revealed together, and the higher piece moves first (General > Advisor > Elephant > Chariot > Horse; there are no ties). These five pieces only decide who moves first; they are not on the board.

Colors are decided on the first move. At the start, neither player has a color. The player who moves first can only flip on the first move (every piece is face down), and whatever color is revealed becomes that player's color; the other player takes the other color.

After that, the players alternate turns. On each turn you must do exactly one of the following three things; you cannot pass:

  1. Flip: Turn over any face-down piece on the board. It may turn out to be yours or your opponent's; either way, your turn ends.
  2. Move: Move one of your face-up pieces one square up, down, left or right onto an empty square. No diagonal moves, and no moving two squares at once. Every piece (including the Cannon) moves this way.
  3. Capture: Use one of your face-up pieces to capture one of your opponent's face-up pieces and take its square (see the next section).

Also:

Capturing

Regular pieces (all except the Cannon)

Moving onto an orthogonally adjacent square occupied by an opponent's face-up piece is a capture. Whether you can capture depends on rank:

General > Advisor > Elephant > Chariot > Horse > Cannon > Soldier

Two exceptions:

Cannon

The Cannon ignores rank when capturing, but captures in a special way:

Capture Chart

Attacking piece Rank Can capture these opponent face-up pieces Cannot capture
General 7 General, Advisor, Elephant, Chariot, Horse, Cannon Soldier
Advisor 6 Advisor, Elephant, Chariot, Horse, Cannon, Soldier General
Elephant 5 Elephant, Chariot, Horse, Cannon, Soldier General, Advisor
Chariot 4 Chariot, Horse, Cannon, Soldier General, Advisor, Elephant
Horse 3 Horse, Cannon, Soldier General, Advisor, Elephant, Chariot
Cannon 2 Any piece, when jumping exactly one screen Never an adjacent piece
Soldier 1 General, Soldier Advisor, Elephant, Chariot, Horse, Cannon

(The piece names in the chart apply to both colors: each refers to the opponent's piece of that rank.)

From the chart: the Cannon can be captured by any piece except the Soldier; the Soldier cannot capture the Cannon.

Winning, Losing and Draws

A game can only end in one of the following ways. They are checked in order after every move:

  1. All pieces eliminated (decisive): A player with no pieces left on the board (face up or face down) loses.
  2. No legal move (decisive): The player to move has no legal move at all (no face-down piece left to flip, and none of their face-up pieces can move or capture) and loses (including when every available move is a forbidden chase).
  3. 60 moves without progress (draw): If 60 consecutive moves (counting both players, i.e. 30 each) pass without either player capturing or flipping, the game is a draw.
    • There are only two kinds of "progress": capturing and flipping. Any capture or flip by either player resets the count to zero. A plain move does not count as progress and adds one to the count.
    • If the 60th move also satisfies condition 1 or 2, the decisive result takes precedence.
  4. Agreed draw: One player offers a draw and the other accepts; the game is a draw. If the offer is declined (or ignored and play simply continues), the game goes on. When a draw may be offered, and by whom, is up to the platform; it does not change items 1–3.
  5. Resign: Either player may resign; the player who resigns loses.

The following are not draw conditions:

Forbidden Moves

Perpetual Chase

What "chase" means: you move a piece (not a capture, not a flip), and after that move, the piece you just moved could legally capture one of your opponent's face-up pieces on your next turn. As long as the capture threat is real, it is a chase, whether or not the target is protected by another piece and whether or not the capture would be a good trade.

Rule: the same piece may not chase the same opponent piece more than 5 times in a row. After 5 chases, the move that would make the 6th chase is forbidden: it may not be played, and the player must play something else instead (this is called changing moves, 變著). It is not an after-the-fact penalty: a forbidden move simply does not count as an available move, and a player loses only if every move available to them is a forbidden chase (no legal move).

How "in a row" is counted:

The count resets to zero when:

After changing moves, the count starts over; if you later chase the same piece again, it is counted from 1.

Moves that are never forbidden: capturing and flipping. You may always capture the piece you are chasing.

Example

Red's Chariot chases Black's Horse, with no captures or flips by either side in between:

Red move # Red's move After the move Consecutive chases Black's reply
1 Chariot moves next to Black's Horse Chariot can capture Horse 1 Horse flees one square
2 Chariot follows Chariot can capture Horse 2 Horse flees another square
3 Chariot follows Chariot can capture Horse 3 Horse flees another square
4 Chariot follows Chariot can capture Horse 4 Horse flees another square
5 Chariot follows Chariot can capture Horse 5 Horse flees another square
6 Following again with the Chariot is forbidden — — —

On move 6 Red must change moves: move another piece, flip, capture anything that can be captured, or move the Chariot to a square where it does not chase Black's Horse. After changing moves, Red's Chariot may start chasing Black's Horse again, with the count starting from 1.

Special Rules and Rulings

Scoring

Usually only wins, losses and draws are recorded. There is also a common scoring method (used by the Douque platform). When a game is decided:

Rules source: Banqi rules, version 4 (finalized 2026-10-09).

The part below is how this site (PlayVsAI) does things: how the AI opponent plays and how the lobby and leaderboards count. It is not part of the game rules and may differ elsewhere.

Playing on PlayVsAI

Font Credit

The characters on the pieces come from TW-Kai (全字庫正楷體), part of the CNS11643 Chinese Standard Interchange Code font set by Taiwan's National Development Council, used under the Open Government Data License, version 1.0 (only the characters used on the pieces, converted to vector shapes).

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