The object of this game is to force capture of the enemy Governor/General (King). This may be by checkmate (he is under attack and has no means of escape) or by stalemate (he is not under immediate threat, but there is no legal, safe move).
Except for the Cannon/Catapult (see above), a piece captures by using its normal move, and landing on a point occupied by an enemy piece. The captured piece is removed from the board and the capturing piece takes its place. The Cannon/Catapult also takes the place of its captured piece, but must use one intervening piece, as shown in the discussion of its unique move.
When the Governor/General (King) is being threatened with capture, he is said to be in “check,” and the player must move in such a way that the Governor/General is no longer threatened. If he can not, he has lost the game.
It is not allowed to give perpetual check, or a perpetual attack. If the game is repeating its position, the player forcing the repetition must do something else.
There is a special rule about the Governors/Generals. The two may never face each other on the same line across the board, with no intervening pieces between them. It is said that they may not “see” each other. This becomes important, especially in the end game, as the position of one Governor/General limits the movements of the other, and can “protect” a piece invading the enemy fortress.
The River, which creates a space between the two sides of the board, is generally ignored — as if it were filled in with lines, completing a board of 9 x 10 points. It only effects the moves of the Elephants, who can not cross it, and the Foot Soldiers, who gain more power of move after crossing it.
In tournament play, to begin the game, Red moves first.
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