[comp.binaries.ibm.pc] CHINCHES rules

pt0o+@andrew.cmu.edu (Percival Tieng) (03/19/88)

Ralf Brown has posted some rules for the game
on March 4 in comp.sys.ibm.pc.  As sort of a
rehash and a little more clarification, let me try
to retell the rules.

I'm sure you've figured out how to start the game
by now so I'll restrict myself to the rules of the
game itself.

First of all, you have to recognize the pieces.

1--2--3--4--5--4--3--2--1
-------------------------
------6-----------6------
7-----7-----7-----7-----7
-------------------------

The 5 rows represent one side of the board
( one side of the territory ).  Similar numbers
indicate similar pieces ( just like on a chess
board ).

1  => chariot ( rooks in chess )
2  => horse ( knights in chess )
3  => elephant ( sort of like bishops )
4  => mandarin ( no equivalent )
5  => king
6  => cannon
7  => foot soldiers ( pawns in chess )

Note that these terms are not from any official
rules but let's stick to them so that we can
understand each other.  (  I tried to make them
literal translations from Chinese characters. )

Now that you recognize the pieces, you have to
know how each can move.

The CHARIOTS are just like rooks in that they
can either move horizontally or vertically on the
lines ( roads ) with no limit as to the distance -
except that it cannot jump over anything in its
path.  When it is blocked by an enemy piece, it
can "eat" ( for lack of a better term ) it, just
like in chess.

The HORSES move just lke knights in chess,
two horizontal one vertical or two vertical one
horizontal.  It can jump over almost anything.  I
say almost because in the first direction, either
horizontal or vertical, it can't move if there's
some other piece right in front of it ( blocking
it's path ).  So, if you have this situation,
where H is the horse, X and Y are any other
pieces,

- - X H - - - - -
- 4 - - X 3 - - -
- - 1 - 2 - - - -

you can move to 3, 1, and 2 but not to 4.  Again,
if there is an enemy piece at it's new location, that
piece can be "eaten".

The ELEPHANTS are like bishops in the sense
that they move diagonally but they can only move
TWO spaces at a time.  They may not cross
the boundary between the two kingdoms ( river ).
They may not jump over any other pieces but
can also "eat" any piece in their new position.

The MANDARINS can only move diagonally,
one space at a time and are limited to within
the 3 x 3 court space alloted to them.  They can
also "eat" any piece that happen to be in their
new position.

The KING can move horizontally or vertically,
one space at  a time, only inside the 3 x 3 court
space.  It is very possible to trap a king on one
end of the 3 x 3 space or give him no possible
moves by "guarding" the two other ends he's not
on with CHARIOTS.  Of course, these CHARIOTS
can always be blocked by other pieces.  One more
thing that's important is that my KING can never
come face-to-face with your KING.  A move that
results in that situation is considered an INVALID
move.  Kings can also "eat" whatever happens to
be in the postion they move into.

CANNONS are a weird object.  They move just like
CHARIOTS but they "eat" only when there's a
piece in the middle.  In the following situation,

- 1 - - - - - -
4 C 2 X - Y - -
- 3 - - - - - -

C can move to any one of 1, 2, 3, or 4.  ( Or
farther beyond 1 and beyond 3.  )  It can also
choose to "eat" Y by jumping over X.  Cannons
are very powerful pieces ( as you can imagine )
A common checkmate technique involves
aligning two cannons in front of the KING
( making sure no other moves by the KING
is possible.  Any piece the opponent puts to block
the check will always result in another check.

FOOT SOLDIERS are like pawns in chess but
they can move only forward within their own
territory, but once they cross to the other side,
they can also move horizontally.  There are no
rewards for soldiers reaching the end of the
board.

I guess this is all there is to it.  The rest involves
developing technique in manipulating the pieces.

Please let me know if this has helped or what
other problems you run into.