Korean
Chess (Changgi)
Introduction
Korean Chess, or Changgi (Tjyang Keui), is similar to
Chinese Chess. The pieces have similar names,
but their moves differ somewhat from Chinese Chess. The goal is to checkmate
the opponent's General. The river is unimportant to the rules, and there is no
promotion. Soldiers, Chariots, and Cannons can move along diagonals when in
either side's fortress. Players are allowed to interchange a Horse and Elephant
if they want before the game commences. It's allowable to pass a move anytime,
so stalemate does not exist (according to some sources pass is only allowed when
no legal move exists. Variants which honour this rule have also been
implemented).
Korean Chess takes longer to play than Chinese Chess,
often 100 moves before a conclusion is reached. On the other hand, it is
relatively fast paced. Initially the Cannons have no moves, so opening play
usually involves getting the Cannons active. Despite the fact that Cannons can't
move without screens they are quite mobile pieces. Korean Chess evolved either
from Xiangqi or from a common ancestor. There has not been much written about
Korean Chess. The first Korean Chess association was formed in Korea in 1956.
Players are ranked using a Dan system similar to the one used for Go.
There are seven pieces in Korean Chess:
Soldier/Pawn
The Soldier can move (and capture) forward, left or
right. While inside the enemy fortress, Soldiers can also move diagonally along
the lines.
Horse/Knight
Horses move like a Knight in Chess, except that
they can't jump over other pieces. They step outward on a row or column, then
diagonally outward one step. If something is adjacent to a Horse on a row or
column, it can't move in that direction.
Elephant
moves one step orthogonally, then two steps diagonally
outward. All the intervening points must be empty.
Chariot/Rook
Chariots move like the Rook in Western Chess,
that is, any number of squares along a row or column. While inside the
opponent's fortress, Chariots can also move along the diagonal lines.
Cannon
moves like Chariots, but can only move by leaping over
an intervening piece, called a "screen". Cannons may neither capture
other Cannons nor use other Cannons as screens. While inside the opponent's
fortress, Cannons can also jump along the diagonal lines.
Mandarin/Guard
The Mandarin must stay confined to the fortress, and
can only move along the lines.
General/King
The General must stay confined to the fortress, and
can only move along the lines. You cannot leave the General on the same column
as the opponent's General if the spaces between the Generals are empty. The
object of the game is to checkmate the opponent's General.
Discussion
In this implementation I have applied tweaking to alter the
relative values of the pieces. I have altered the pass procedure. Although the
piece values will change somewhat during play, the initial values are as
follows. I don't know if they are ideal but they clearly improve play. I tested
my version against the version on the Zillions CD on a 1.6 GHz computer, at 15
sec per move. The colours were alternated and the openings went differently in
each game. My version comfortably won five games out of five. The following
relative piece values were implemented. The Chariot's value is defined as 1.00.
| Chariot | 1.00 |
| Cannon | 0.61 |
| Horse | 0.43 |
| Elephant | 0.32 |
| Mandarin | 0.27 |
| Soldier | 0.25 |
You
can download my free Korean Chess program
here (updated
2006-11-06), but you must own the software
Zillions of Games
to be able to run it.
You can play
Korean Chess by e-mail
here. Don't miss my other
chess variants. |
© M.
Winther 2006