Handicap xiangqi explained: giving a horse, two horses, a cannon or a chariot, the iron soldier and forest chariot rules, and how to give extra moves.
Handicap xiangqi, 让子 (ràng zǐ) in Chinese, is a game in which the stronger player starts a piece or more down, or lets the weaker player make extra moves at the start. The common versions give away a Horse, two Horses, a Cannon or a Chariot, and each comes with small protective rules that keep the game playable.
Handicaps exist because an even game between players of very different strength is not much fun for either of them. The stronger player wins without effort and the weaker one learns little. A sensible handicap puts the result back in doubt, and that is when both players start to improve. This guide covers the usual piece handicaps, the special rules attached to them, the move handicaps called 让先, and how to agree terms before you start.
Who gives what
In the arrangement described by both Chinese and English sources, the stronger player takes Red and removes the agreed pieces from the starting setup. Since Red moves first under modern rules, the player giving the handicap also opens the game, which softens the gift a little.
Chinese references list four main piece handicaps: a single Chariot, a single Cannon, a single Horse, and both Horses. The Horse handicaps are the ones most often played, and giving up both Chariots or both Cannons is rare. Going by the usual piece values, a single Horse or Cannon suits a moderate gap in strength, while two Horses or a Chariot is a much bigger gift that suits a large gap.
Much larger handicaps turn up in exhibitions. One widely reported game saw the grandmaster Xu Yinchuan face the Go champion Nie Weiping with nine pieces removed from his own side: all five Soldiers, both Advisors and both Elephants. Games like that are entertainment more than training, but they show how far the idea can stretch.
The iron rules
Removing a piece leaves a hole, and some holes would make the handicap far bigger than intended. Traditional handicap play patches the worst of them with protective rules. The pieces they protect are called iron, because they cannot be captured while they stay on their starting points.
In a Chariot handicap, the Horse beside the missing Chariot is covered by the iron horse rule, 铁马 (tiě mǎ): the opponent may not capture it until it has moved. The reason is easy to see on a board. Normally that Horse is guarded by the Chariot next to it. Without the Chariot it has no defender at all, and Black's Cannon on the same file could capture it straight from the starting position by jumping over Red's own Cannon. Some players use a stricter version that protects the Horse, the Cannon and the edge Soldier on the weakened wing until each of them has moved.
In a Cannon handicap, the remaining Cannon gets the same treatment under the iron cannon rule, 铁炮 (tiě pào), and cannot be captured until it moves.
In a Horse handicap, whether one Horse or two, the protected piece is Red's central Soldier, under the iron soldier rule, 铁兵 (tiě bīng). In a normal game a Horse usually steps forward early and guards that Soldier. Remove both Horses and nothing in Red's camp covers it, so a Black Cannon swung to the middle file could simply jump its own central Soldier and take it. The iron soldier rule says the central Soldier may not be captured while it is unmoved, with one exception: the capture is allowed if it gives check. Once the Soldier has moved, the protection ends.
The forest chariot
The two-Horse handicap has one more special rule, and it has a lovely name. With both Horses gone, the stronger side often opens by sliding a Chariot one point sideways into an empty Horse square, R1=2 or R9=8 in WXF notation (车一平二 or 车九平八). From there the Chariot can come out quickly, but it also stands on a file where Black's Cannon could capture it by jumping over Red's Cannon. Tradition says Black may not. A Chariot that has made that move is called the forest chariot, 出林车 (chū lín chē), and the rule is 不打出林车: do not strike the chariot leaving the forest.
Chinese sources also describe a curious drawn ending that belongs to this handicap. With the iron Soldier still unmoved and a single Elephant left, the handicap giver can hold off a lone Chariot by tucking the General behind the protected Soldier and flicking the Elephant from one side to the other, so that the Chariot can never trap it. Players call the pattern 风摆柳, the willow swaying in the wind.
Giving moves instead of pieces
The other family of handicaps gives time rather than material. In 让先 (ràng xiān), the stronger player lets the weaker one move first, or move more than once before the stronger side replies.
The mildest form, 让一先, simply means the weaker player always has the first move across a series of games instead of alternating colours. Giving two or three moves is a real head start, and it needs restrictions, because unrestricted extra moves could end the game at once. With three free moves Red could play C2+2, C2=5 and C5+5: the second move already puts Black in check through Black's own central Soldier, and the third captures the General.
So the conventions add limits. Accounts differ in detail, but the commonly quoted versions say that two extra moves must be made with different pieces (some versions say different kinds of piece) and may not capture anything. With three extra moves the same applies, with one further condition: none of those moves may cross the river. Giving more than three moves is unusual and turns up mainly in exhibitions by strong masters.
Handicaps in the old books
Handicap play is not a modern invention. Taolüe Yuanji (韬略元机), a Qing collection that survives in editions dated 1707, ends with complete games that include games played at piece and move handicaps. The Plum Flower Springs (梅花泉), another early opening manual, is reported to have had a whole volume of handicap positions, although that part of the book has not survived. A Qing collection of the games of one player, Wu Shaolong, includes a game in which he gave his opponent two moves.
These books treat handicap games as serious chess with their own opening ideas. When the stronger side starts without Horses, for example, its Chariots and Cannons can come into play much faster, and the receiving side often has to spend the early moves defending rather than cashing in the extra material.
Agreeing the terms
Most arguments in handicap games come from rules nobody mentioned. Before the first move, settle these points out loud: which pieces come off and from which wing, whether the iron rules and the forest chariot rule apply, who takes Red, and, for move handicaps, exactly which restrictions you are using. House rules vary between clubs and regions, so do not assume your opponent learned the same ones.
It also helps to agree how the handicap will change. A simple system is to reduce it after the weaker player wins two games in a row and increase it after two losses. That keeps games close, and the day the handicap disappears altogether is a proper milestone.
Handicaps work best on a physical board or in unrated games. Rated online play is built around the standard setup, so treat any handicap game as practice rather than competition.
Why both players gain
A handicap game is a lesson for each side. The weaker player gets to practise converting an advantage, which is mostly about trading sensibly, keeping the extra material safe and heading for an endgame that wins. The stronger player has to create chances from a worse position, which is excellent training in active play and in making the most of the initiative.
If there is nobody nearby to give or take odds, the computer opponent on XiangqiPlay is a good stand-in. With eight levels from Easy to God, you can pick the one that gives you close games, then step up a level whenever the results start to feel easy. All you need is a free account.
XiangqiPlay Team
XiangqiPlay newsroom