Traditional Culture Encyclopedia - Traditional culture - Request "2007 Chinese Chess New Rules".
Request "2007 Chinese Chess New Rules".
(2) Add seconds to the time system;
(3) Stick the time and the points;
(4) Eliminate "When there is an exchange of blows, the ping (pawn) call and the pawn are treated as a capture".
(4) Elimination of "In the event of an exchange of blows, the ping (pawn) call for a pawn is treated as a capture."
(5) Adding a rule for rapid games, in which the referee directly penalizes a natural move;
(6) Changing the phrase "occupying a point in the defense" to "occupying a point in the defense";
(7) Further clarifying the meaning of "capture".
(7) further clarifying the concept of "capture", when there is a case of chess, only look at the position where the dispute occurs, according to the nature of the judgment when the capture is idle;
(8) increasing the progressive points, breaking the same points;
(9) professional and amateur games in the implementation of the rules of the judgment and punishment scales have to be differentiated.
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Chinese Chess Rules
1. Board
The place where the pieces move is called the "board". On the rectangular plane, there are nine parallel vertical lines and ten parallel horizontal lines intersecting each other, *** ninety intersections, and the pieces are placed on these intersections. In the middle of the fifth, sixth two horizontal lines between the vertical lines of the blank area, called "river boundary", the entire board is "river boundary" is divided into two equal parts; the two sides of the generals sit in the town, painted with the "m" squares, called the "Nine Palaces".
2. Chess pieces
Thirty-two chess pieces***, divided into two groups of red and black, each with sixteen pieces, one for each of the two sides of the game. ), Bishop (2), Rook (2), Knight (2), Cannon (2), Pawn (5)
The rooks and generals, soldiers and bishops, phases and bishops, and pawns and pawns are identical, and only serve to distinguish between the red and black pieces.
3. In a game, the player with the red disc moves first, and both players take turns to move one move each, until a winner, a loser, and a draw are made, and the game is over. If it is the turn of the player to move a piece from one intersection to another, or to capture the opponent's piece and occupy its intersection, it is considered a move. A move by each side is called a turn.
4. Various moves
- Shuai (general): Shuai and general are the heads of the game, and are the targets for which both sides are fighting. It can only move within the "Nine Palaces", either up or down, left or right, and can only move one square per move on a vertical or horizontal line. You can only move one frame in a vertical or horizontal line each time you move. The commander and the general can not be directly opposite each other in the same straight line, otherwise the walking party will be judged negative.
- Shi: Shi is the bodyguard of Shuai (the general), and it can only move within the Nine Palaces. Its path can only be diagonal lines within the nine squares.
- Xiang (bishop): The main role of the Xiang (bishop) is to defend, to protect its marshal (general). It moves diagonally two squares at a time, commonly known as the "bishop walks the field". The range of motion of the bishop is limited to its own position within the "river boundary", it cannot cross the river, and if there is a piece in the center of the "field" where it moves, it cannot move, commonly known as "stuffing the bishop's eyes".
- Rook: The rook is the most powerful in chess, it can move on both horizontal and vertical lines, and as long as there are no discs in the way, the number of moves is not limited. Therefore, a rook can control seventeen points, so it is called "a rook with ten pieces".
- Cannon: Cannon moves in the same way as rook when it doesn't have any discs.
- Horse: The way the horse moves is always diagonal, i.e., it walks horizontally or straight for one frame, and then diagonally for a diagonal, which is commonly known as "Horse walks on the day". The horse can walk once to choose the point can reach eight points around, so there are "eight sides of the wind" said. If there are other pieces in the way, the knight can't get past them, which is commonly known as "crapping the horse's leg".
- Pawns: Before crossing the river, pawns can only move forward one step at a time. After crossing the river, they are allowed to move left and right, but only one step at a time, in addition to not being able to move backward.
5. Taking discs
When any piece moves, if there is an opponent's disc in the target position, you can take the opponent's disc out of the board and replace it with your own (i.e., "taking discs"). Only the cannon eats discs differently from the other discs: the cannon and the ejected disc must be separated by a disc for jumping eats, commonly known as "racking the cannon" or "cannon hitting the partitioned disc".
A piece of one side attacking the opponent's marshal (general) and trying to capture it on the next move is called a "general", or simply "general". The party being "generalized" must immediately "respond to the general", i.e., use self-defense moves to defuse the state of being "generalized". If the player who has been "generalized" is unable to "check", he is considered to have been "checkmated". If it is the turn of the player to move, and the commander (general) has not been "generalized" by the opponent, but is confined to a position with no way to move, and all the other pieces of his side cannot move at the same time, then it is considered to be "trapped and killed".
In a game, a player loses if one of the following occurs, and the opponent wins:
- The commander (general) is "generaled to death", i.e. he is generaled by the opponent but is unable to generalize;
- He is "trapped", i.e. not generaled by the opponent, but has no more moves;
- He declares that he concedes the game.
- One side's longest general remains unchanged, and the side with the longest general loses
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The latest rules of the Chinese Chess tournament are still the same as those drawn up in 1999
Article 1: Board and pieces
1.1 The chess board consists of nine straight lines crossed by ten horizontal lines. There are ninety intersections on the board*** on which the pieces are placed and moved.
The place in the middle of the board where there is no straight line is called the "river boundary"; the place where there is a cross line is called the "nine palaces".
The nine straight lines are represented by the Chinese numerals 1 to 9 from right to left for red, and the Arabic numerals 1 to 9 from right to left for black.
1.2 There are thirty-two pieces***, divided into two groups, red and black, each with sixteen pieces, each of seven types, with the following names and numbers:
Red pieces: one commander, two rooks, two knights, two cannons, two phases, five pawns.
Black discs: one general, two rooks, knights, cannons, bishops, sergeants and five pawns.
Article 2: Moves and Takes
2.1 In a game, the player with the red disc moves first, and both players take turns to move one move each, until a winner, a loser, or a draw has been made, when the game is over.
When it is the turn of the player to move, a move is considered to have been made if a piece is moved from one intersection to another empty intersection, or if the opponent captures a piece and occupies an intersection.
When each player makes a move, it is called a turn.
2.2. The moves of the various pieces are as follows:
The marshal (general) is only allowed to make one move per move, and can move forward, backward, or sideways, but not out of the "Nine Palaces". The commander and the general are not allowed to be directly opposite each other in the same straight line. If one side has occupied the line first, the other side must avoid it.
Soldiers are only allowed to take one step along the diagonal line of the "Nine Palaces" for each move, and they can advance or retreat.
The Xiang (bishop) cannot cross the "river boundary", and each move is two steps diagonally, allowing him to move in and out, which is commonly known as "Xiang (bishop) walking on the field. When there is another piece in the center of the field, commonly known as the "Xiang" (bishop) eye, it will not be walked over.
The knight can move in and out by going all the way (or across) on a diagonal, which is commonly known as "the knight going to the sun". If there are other pieces in the way of the direction you want to go, commonly known as a "lame knight's leg", you can't go through.
The rook can move straight in, straight back, or horizontally with no limit on the number of moves it can make.
When the cannon does not eat, it moves in the same way as the rook.
The pawns are allowed to move forward only one step before crossing the river border; after crossing the river border, they are allowed to move forward one step or horizontally one step, but not backward.
2.3 When making a move, if an opponent's disc exists in a square to which your disc can move, you may capture the opposite disc and occupy that square. Only if a cannon captures it, it must jump to capture it one disc away from the other (no matter which side's disc it is on), which is commonly known as "cannon capture".
Except for the marshal (general), all other pieces can be captured by the opponent, or sent to the opponent of their own accord.
Article 3: Death by checkmate and capture
3.1 When a piece of a player attacks the opponent's checkmate and tries to capture it on the next move, it is called a "checkmate", or simply "checkmate". It is not necessary to declare a "general".
The player who has been "generalized" must immediately "respond to the general", i.e., use self-defense moves to neutralize the generalized state.
If a player is "generalized" and is unable to "respond", he is "killed".
3.2 A player whose turn it is to move, and who has no discs left to move, is "trapped".
Article 4: Winning, losing, and drawing
4.1 A game is lost if one of the following occurs during the game:
4.1.1 A commander (general) is "killed" by the other player.
4.1.2 Forming a checkmate directly opposite one another.
4.1.3 Being "trapped".
4.1.4 Failure to move the full number of moves within the time limit.
4.1.5 Exceeding the time limit set for the competition for a late award.
4.1.6 A move which violates the rules of the game.
4.1.7 A move which violates the rules and should be a variation of a move.
4.1.8 Three "violations" in the same game.
4.1.9 Conceding defeat.
4.1.10 Refusing to follow the rules or committing a serious breach of discipline during a game.
4.2 A draw occurs in one of the following situations:
4.2.1 A simple situation in which neither player has a chance of winning.
4.2.2 One side proposes a draw and the other side agrees.
4.2.3 Both sides have made three cyclic moves, which is in accordance with the relevant provisions of the "Rules of Chess" on "Constant Draws".
4.2.4 Compliance with the natural limit of turns, i.e. neither player has taken a piece in 60 consecutive turns (or less depending on the level of the game).
Rule 5 Touching, dropping and correcting mistakes
5.1 A move shall be made with whichever disc on one's side is touched, unless the disc touched cannot be moved at all according to the rules of the game, in which case another disc may be moved.
5.2 When you touch an opponent's disc, you must capture that disc, and you may only move another disc if no disc on your side can be captured.
5.3 Touching one's own disc and then the opponent's disc, the order of dealing with them is as follows: the former must capture the latter - when it is impossible to do so, the former must be moved - when the former is impossible to move, the latter must be captured by some other piece --If the former cannot be captured, the latter must be captured with another piece - if the latter cannot be captured with another piece, the latter must be captured with another piece.
5.4 If you touch an opponent's disc and then touch your own disc, the order of treatment is as follows: the latter must capture the former - if it cannot, you must capture the former with another disc - if it cannot be captured, you must move the latter --The latter cannot move either, before another move is possible.
5.5 Simultaneous touching of both discs is dealt with in the same order as in 5.4.
5.6 Positioning of discs must be agreed to by the opponents in advance, and can only be done during one's own move, otherwise it is considered as touching. If a piece is clearly touched by mistake, it is not penalized as a touch.
5.7 Once a move has been made, it may not be changed. A move is defined as a move of the hand away from the disc.
5.8 Corrections of errors such as reversed sequences or accidental displacement should be made in a timely manner and will not be accepted after the game. If the error is a violation of the rules of the game, it is dealt with in accordance with paragraph 4.1.6.
Article 6 Timekeeping
For official games, a special clock with two faces is used to total the time of each side's moves. It is specified before the game that each side must complete a certain number of moves within a certain time limit. Both players must press the clocks only after they have made their moves. The referee will not remind you if you forget to ring the bell. According to the nature and scale of the game, and in favor of the game will not be closed, can choose the following timing scheme.
6.1 For the first time limit, each side must complete 40 moves within 90 minutes. After that, each side must complete 10 moves in every 15 minutes until the end of the game.
6.2 In the first time limit, each player must complete 30 moves within 60 minutes. Thereafter, 10 moves must be played every 10 minutes until the end of the game.
6.3 In the first time limit, each player must complete 40 moves within 10 minutes. Thereafter, 50 moves must be made in every 5 minutes until the end of the game. --Applies to rapid chess matches.
6.4 Each side must complete 30 moves in every 5 minutes until the end of the game. --Applicable to rapid games.
6.5 Each side's time is used in its entirety, without counting the number of moves, and the first player to exceed the time limit loses the game.
Article 7 Records
7.1 During the game, both sides shall record each turn, move by move, as clearly and accurately as possible. For every four consecutive missed moves, a foul is called.
7.2 If a player has less than 3 minutes remaining, that player may suspend the provisions of 7.1, but once the time limit has been reached, the omissions must first be made up before the game is played.
7.3 At the end of a game, the referee has the right to ask a player to make a correct transcript after the end of the game if, in his opinion, the transcript is not sufficiently clear and accurate.
7.4 If a player refuses to fulfill the provisions of 7.1, 7.2 and 7.3, the referee may award a loss by applying paragraph 4.1.10.
7.5 Records can be complete or abbreviated: Complete record
Complete record
Round Red and Black
1 Cannon 2 draws 5 Knight 8 to 7
2 Knight 2 draws 3 Rook 9 to 8
3 Rook 1 draws 2 Cannon 8 to 4
Abbreviated record
Round Red and Black
1 Cannon 2 draws 5 Knight 8 to 8
2 Knight 2 draws 3 Rook 9 to 8
3 Rook 1 draws 2 Cannon 8 to 4
Abbreviated record
Round p>1 Cannon 2, 5 Knight 8, 7
2 Knight 2, 3 Rook 9, 8
3 Rook 1, 2 Cannon 8, 4
Article 8: Instructions to the players
8.1 Dress neatly and generously, and refrain from unsightly and unmannerly behavior.
8.2 Understand all the provisions of these rules, the tournament program and regulations, as well as other temporary additions. Problems shall not be excused on the basis of "lack of understanding".
8.3 During a game, it is forbidden to leave one's seat at will or to talk to anyone, to consult any information, or to analyze the situation with a chess set or with the help of paper and pencil.
8.4 It is forbidden to interfere with or distract the opponent in any way, or to say or do anything that may hinder the normal progress of the game.
8.5 If you have a question during a game, you should ask it within your own time (except in the case of a foul by your opponent). In the event of a dispute, you should obey the referee, but reserve the right to appeal to the competition arbitration body afterwards.
8.6 The clock must be pressed with the moving hand, but not too heavily.
8.7 Discipline in sports is observed, and there must be no concessions or peacemaking.
8.8 A player who violates the above provisions may be given a warning, a loss, or be removed from the game, depending on the severity of the offense.
Article 9 Fouls
9.1 During a game, a player commits a foul if he/she does any of the following:
9.1.1 Raises a question without reason or commits any other act which constitutes a distraction to his/her opponent during his/her playing time.
9.1.2 Unauthorized stopping or starting of the clock while the game is in progress.
9.1.3 Making successive draws after the opponent has refused them.
9.1.4 Proposing a natural draw which is not true after examination.
9.1.5 Touching a disc which is impossible for the opponent to move.
9.1.6 Having touched an opponent's disc, no disc of his side can capture it.
9.1.7 Passing the rules by missing consecutive moves.
9.1.8 Violation of the rules in the Player's Guide, if the circumstances are not serious.
9.2 Whenever a "foul" is called, the referee shall announce it clearly on the spot and record it promptly.
Article 10 End of game
10.1 After the end of the game, the result of the game, the time used by both sides, and the fouls committed shall be recorded on a sheet of paper, and both players and the referee shall sign and recognize it on the spot as the end of the game.
10.2 At the end of the game, the players and the referee shall leave the court in a timely manner (except for those who have other duties for the game).
Article 11 Methods of Competition
11.1 Elimination System
If the number of players (teams) participating in the tournament is large and the time is tight, a single-elimination system, a double-elimination system, or other elimination methods may be adopted as appropriate, and qualifying matches and additional matches may be arranged appropriately.
11.2 Round robin system
This system can be used when the number of players (teams) is small and time permits. It is usually a one-game system, or a two-game system when the number of players (teams) is small.
11.3 Round-robin system
If the number of players (teams) is large and it is not convenient to use the round-robin system, the players (teams) can be "seeded" according to their rankings or tournament scores, and divided into a number of round-robin preliminary rounds, and then a certain number of players (teams) can be selected for the final rounds from each group.
11.4 Points system
If the number of players (teams) is large, the schedule is short, and the "seeding" is not easy to arrange, the points system can be considered.
Article 12: Types of Team Competitions
12.1 Table System
The competitions shall be held in table order. When each participating organization registers for the tournament, it must rank its players according to their skill level.
For national tournaments, the most recent published player rating shall be used as the basis for measuring the skill level of the players. The player with the highest rating shall be ranked first. Those without a rating are placed behind those with a rating.
12.2 Substitution system
Each participating organization is allowed to add a certain number of substitutes, and the principle of table arrangement is the same as 12.1. The players may be different in each round of the competition, but the order of stations cannot be reversed. For example, if the game is played on four tables and there are two substitutes, the order of appearance can be 1-2-3-4, or 1-2-3-5, up to 3-4-5-6, **** fifteen kinds of order, and each team can choose one from them in each game.
12.3 Provisional table system
Before the start of each game, each team will temporarily set up a table for its players to play against the opposing team's players of the corresponding table.
12.4 All-team rounds
For team-to-team matches, all the players of one team play against all the players of the other team one by one.
12.5 Total Team Score System
The team score is calculated by summing up the individual scores of the players of each team.
Article 13 Determination of precedence
13.1 Individual round-robin matches shall be determined according to the "Round-robin Match Order List", and the player whose number is listed in front of the number on the list in each round shall play with the red pieces.
13.2 For round-robin team games, the team whose number is listed in the round-robin game order list for each round will play with red on the odd-numbered boards, and the team whose number is listed on the even-numbered boards will play with black.
13.3 In point system games, the order of play is determined according to the relevant provisions. In a team game, the "first to go" team moves first with the red disc on the odd-numbered boards, and the black player on the even-numbered boards.
13.4 Elimination matches with "guessing". The order of precedence in team games is the same as in 13.2 and 13.3.
13.5 In two-game matches, whether individual or team, the first game shall be a guessing game, and the order of precedence shall be reversed in the second game.
Rule 14 Calculation of results
14.1 The result of each game shall be 1 point for the winner, 0 point for the loser, and 0.5 point for each draw.
14.2 The scores for team games are "game points" (team points) and "game points" (individual points). In each game, the winner is the one who scores more points. The player who scores more points will be awarded 2 points; the player who scores less points will be awarded 0 points; and the player who scores equal points will be awarded 1 point each.
Article 15 Determination of Ranking
15.1 In an individual match of one-game round-robin system, the rankings shall be arranged according to the points of the individual players, with the one who has the most points being ranked first. If the points are equal, the following order of precedence will be used to differentiate: minor points, winning games, straight wins, and fouls. If the points are equal, the following order will be used: points, wins, outright wins, fouls.
15.2 In individual matches with a one-game point system, the ranking is also based on the number of individual points. If the points are equal, the following order of precedence is used: opponent's points, game won, fouls. If this is not possible, then there will be a tie.
15.3 In a round robin team competition, teams are ranked according to the number of points they have scored, with the greatest number of points being ranked first. In the event of a tie, the teams are ranked in the following order: total team points, total team wins, straight wins, and total team fouls. If it is not possible to distinguish between the two, then the names will be tied.
15.4 In one-game point system team games, the teams are also ranked according to the number of points they have scored, with the greatest number of points being ranked first. In the event of a tie, the following order of precedence will be used: team opponent points, team total, team wins, team fouls. If the score is the same, the following order will be used: team opponent's score, team's win, team's fouls.
15.5 In matches played on a team point system (whether round-robin or points-based), the teams are ranked according to the sum of their players' individual positions, with the fewer players being ranked first. In the event of a tie, the following order of precedence is used: highest individual ranking, second highest individual ranking, and team fouls. If it is not possible to distinguish, the places will be tied.
15.6 Additional races shall be arranged or specified in the supplementary rules prior to the competition for winners or where ties are not desirable.
Rule 16 Competition Organization
16.1 In order to ensure the smooth running of the competition, competition organizations shall be established according to the needs of various competitions, to engage in the preparation of the competition, to draw up the relevant statutes and supplementary rules, and to deal with all the problems that do not fall within the scope of the referees during and after the competition.
16.2 The organizing body of the competition shall, according to the scale and conditions of the competition, designate or require an appropriate number of referees to manage the competition, and appoint one of the referees with a higher rank as the head referee, or one to several additional referees if necessary.
16.3 An Arbitration Committee shall be established for major matches.
Article 17 Duties of Referees
17.1 To familiarize themselves with the specific conditions of the competition, and to draw up the necessary supplementary regulations according to the requirements of the competition organization.
17.2 Conducting business study and refereeing practice seriously, and inspecting the competition venues, equipment and other necessary supplies in detail.
17.3 Strengthen the contact with the participants, and expose the spirit of the rules and enforcement of the law.
17.4 Seriously, conscientiously, justly and accurately implement the competition regulations and rules, and adjudicate problems arising in the competition.
17.5 According to the competition schedule, responsible for the organization and supervision of each game, announced the results.
17.6 Perform their duties to ensure that a good environment is maintained at the venue, so that participants are not disturbed by each other or by spectators.
17.7 The right to impose, or recommend to the superior to impose, appropriate penalties on players who violate discipline.
17.8 Accept the evaluation of the Organizing Committee's competition organization.
Article 18 Sanctions
18.1 The Supervisory Judge has the right to issue a "warning".
18.2 The head referee has the right to impose a "disqualification".
18.3 The competition organizer has the right to impose the penalty "Removal from the competition". The removal of a player from the competition shall be treated as a withdrawal.
18.4 In the event of a tie, the persons (teams) subject to penalties under paragraphs 18.1 and 18.2 shall be placed in the last positions, according to the severity of the penalties and the number of times they have been penalized.
Rule 19 RACE ENVIRONMENT
19.1 All persons entering the racecourse must keep the racecourse quiet and maintain good racing order.
19.2 Smoking is prohibited at the racecourse, and all behavior that hinders the civilized hygiene of the public ****place is prohibited.
19.3 Determination of the race course, should give full consideration to the scale of the competition, traffic conditions and ventilation, warmth, shade, lighting, no noise interference and other factors.
Article 20 Withdrawal from the Competition
20.1 A team or a player may not withdraw from the competition without reasons. In case of withdrawal, the team or player must give a valid reason to the organizing body of the tournament and obtain its consent.
20.2 If a team withdraws before the start of the match, it shall be re-drawn if it is a round-robin system with an even number of players remaining; if it is a point system, it may be considered to make up the even number of players.
20.3 If a player (team) withdraws during a round-robin tournament, the treatment is as follows: if less than half of the opponents have already played, all the results will be canceled; if the number of opponents reaches or exceeds half of the total number of opponents, the results will be valid, and the rest of the unplayed games will be forfeited, and the opponents will win the tournament.
20.4 In a points-based tournament, the results of all matches played are valid whether or not half of the matches have been played, and the remaining matches are forfeited in favor of the opposing team.
Rule 21 Late Arrival
21.1 If a player is late for the start of a match, he starts his game from his turn. If the time limit is exceeded, the game is lost.
21.2 If a player arrives before the time limit (as measured by arrival at the playing seat), he must complete the required number of moves within the time remaining.
21.3 If both teams are late, the time they were late will be deducted. If a team exceeds the time limit, it loses. If both players exceed the time limit, they will forfeit.
21.4 A win or loss due to the absence of a player is indicated by a "+" sign on the score sheet to indicate a win without an actual game, and a "-" sign to indicate a loss without an actual game. In the final tally, if the absentee is a team, the "+" sign equals 2 points; if the absentee is an individual, the "+" sign equals 1 point, and the "-" sign equals 0 points. are equal to 0 points.
Rule 22 Ruling on Time-Out
22.1 If a player fails to complete the required number of strokes within the time limit, he/she will be considered as having "exceeded the time limit".
22.2 If a clock with an obsolete sign (a small flag) is used, the fall of the sign is the basis for measuring "timeout".
22.3 If a chess clock without an obsolete flag is used, whether or not the minute hand crosses the half-frame of the last minute, and whether or not the second hand crosses the zero position. If both hands pass, the clock is considered "out of time"; if only one hand passes and the other does not, the clock is not considered "out of time".
22.4 If a clock is found to be malfunctioning during a game, it should be immediately reported and replaced by the referee. If the clock has a large error, the referee should make it clear to both players how the clock should be adjusted, and then replace the clock after agreement has been reached. If the flag falls early due to a faulty chess clock, the referee shall decide according to the supplementary regulations of the game.
22.5 If a player plays the last move within the time limit but does not have time to press the clock, thus exceeding the time limit, the game shall be declared a "time-out" unless there is a valid win or draw, such as a checkmate, a trap, or the opponent conceding or agreeing to a draw.
Rule 23 Ruling on Draws
23.1 A draw must be proposed after a move has been made, and the clock may only be rung after a draw has been proposed. Draws must be made in turn and neither player may make consecutive draws. A draw may not be withdrawn by the withdrawing player. A draw is refused if the opponent verbally disagrees, or if he moves out of his turn.
23.2 If there is a cycle of moves between the two sides, in accordance with the relevant provisions of the "Chess Reversal" rule, and if the cycle continues after three moves, the referee has the right to award a draw, even if neither side has made a draw.
23.3 If one of the sides proposes a draw by the "natural limit rule" and the referee finds it to be true by stopping the clock, he shall award a draw. If it is not true, the player who proposed it shall be penalized for one foul, and five minutes shall be added to his clock to continue the game, and if he exceeds the time limit, he shall be penalized for a loss.
The number of moves made by the proposing side against the non-proposing side's "general" during the review round is limited to a maximum of 10 moves.
When neither side has submitted a review, the referee may also award a draw after reviewing the number of points.
Article 24 Ruling on a position to be decided
A game in which the moves of both sides are repeated three times, and one player asks for a ruling, is called a position to be decided. It is ruled according to the following principles:
24.1 A player's "long check" is ruled to be a loser immediately.
24.2 If both players are allowed or forbidden to make a move, and if they meet the rules of unchanged draws, a draw is immediately awarded.
24.3 If one side has a forbidden move and the other side has a forbidden move, the move must be changed immediately, and if the cycle is repeated once more, the player is awarded a loss.
Rule 25 Interpretation of rules and regulations
25.1 The rules and regulations governing positions in which the moves of both sides are repeated in a game are called "rules and regulations".
25.2 Attacks such as long check, long kill, long capture, one check and one kill, one check and one capture, and one kill and one capture, etc., which are repeated in a cyclical manner, are collectively called "forbidden moves".
Idle moves (including: Tui, Xian, Zhai, Hei), counting a general and an idle, counting a kill and an idle, and counting a catch and an idle, regardless of whether they are repeated in a cycle or not, are collectively referred to as "permissible moves".
25.3 Rooks, knights, cannons, crossed pawns, sergeants, phantoms (bishops), are all considered to be tiles, and marshals (generals) and uncrossed pawns are not considered to be tiles. Zi force abbreviated as Zi.
The value of the sub-power is the measure of the sub-power gain or loss of the degree of exhaustion, but also one of the bases for judging whether to catch the sub. In principle, a rook is equivalent to two horses. In principle, one rook is equivalent to two horses, two cannons or one horse and one cannon; horses and cannons are equal; bishops are equal; pawns are of variable value, and a pawn for several pawns or a pawn for several pawns does not count as a capture.
It is also one of the bases for determining whether or not to capture a pawn.
Rule 26: General rules
26.1 Under no circumstances is a unilateral long checkmate allowed.
26.2 Both players are allowed to play, and both players do not make a draw.
26.3 If both players make a forbidden move (not including a long check), the draw remains unchanged.
26.4 If one player is forbidden to play and the other is allowed to play, the first player changes his position, but the second player does not change his position.
Article 27 General rules of chess
27.1 Allowing the marshal (general) to take his opponent's discs at every move is treated as a free move.
The capture of an opponent's disc by other discs at the same time as the checkmate, or by the checkmate's force, is treated as a capture.
27.2 When a pawn captures an opponent's disc (excluding generals and kills), it is treated as a capture. A pawn's capture of an opponent's piece (not a general's capture or a kill) is treated as a free move.
If a long position is formed, it is treated as a capture.
27.3 The capture of a bishop (or bishop) which results from a simple draw immediately after occupying a defensive position is treated as a free position.
27.4 When a move has more than one function, it should be treated more seriously
For example, if a kill is combined with a capture, then capture; if a capture is combined with a bishop, then capture, etc., and so on.
Article 28 Explanation of Terms
28.1 General
When a player attacks his opponent directly, he is called a general, or simply general.
28.2 Killing
When a player tries to kill his opponent in the next move or in successive moves, it is called a killing move.
28.3 Capture
A move which results in the capture of an opponent's unprotected piece on the next move (including the use of consecutive shogi or consecutive exchanges from the next move) is called a capture.
28.4 Play
General. Kill. The attacking means such as "kill" and "capture" are collectively called "hit".
28.5 Tui
When a move can be exchanged for a move of equal strength, it is called Tui for short.
28.6 Sacrifice
When an unsupported disc is given to the opponent, and the opponent does not suffer an immediate death or loss of value once the disc is taken by the same seed, it is called a sacrifice.
28.7 Blocking
When a disc blocks the movement of an opponent's discs, but does not have an attacking effect, it is called a blocking
28.8 Calling
When a disc stares at a rooted disc of the opponent and does not have an attacking effect, it is called a calling.
28.9 Idle
When a move is not of the nature of a general. Killing. and capture, they are all called "idle".
Tui. Offer. Stop. The following are the categories of "idle".
28.10 Long General
When the player keeps playing the game continuously, forming a cycle, it is called "long general".
28.11 Long Killing
When a player kills continuously, forming a cycle, it is called "Long Killing".
28.12 Long Capture
When a player captures one or more discs in a row, forming a cycle, it is called "Long Capture".
28.13 Changtsu
When a move continuously invites tsu, it is called "Changtsu". A similar explanation applies to "long dedication", "long blocking", "long tiles", "long tiles", "long tiles", "long tiles", "long tiles". long block"." Long Heel".
28.14 Long Strike versus Long Strike
When both players' moves are cyclic, with every move a strike, it is called "Long Strike versus Long Strike"
28.15 Long Strike versus Non-Long Strike
When both players' moves are cyclic, with one player's move being a strike with nothing in between, and the other player has something to play with in the center, it is called "Long Strike versus Non-Metal Strike"
. 28.16 Rooted and unrooted discs
A disc which is adequately protected by other discs of the side (including the darkroot) is called a rooted disc; conversely, it is called an unrooted disc
A disc which is formally a root but in fact does not have adequate protection is called a dummy root or a lesser root. Pseudoroots and rootlets are treated as rootless.
Article 29 - Concept of catch
The following conditions shall be met in order to constitute a catch:
29.1 A catch may be in the form of: the ability to eat directly; the ability to eat through continuous illumination; the ability to obtain a catch through the process of complete exchange.
29.2 Capture occurs on the move just made, when the previous move does not exist.
29.3 A capture is made directly or indirectly by a worthless disc with disc values (including: false discs. The lesser of these is the lesser of the two.)
29.4 The next move, after taking or winning a tsuko, does not result in death
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