Xiangqi perpetual chase (长捉) is forbidden, just like perpetual check. Learn what counts as a chase, what is allowed, and who must change the move.
A xiangqi perpetual chase (长捉, traditional 長捉, cháng zhuō) is a repeating sequence in which one player keeps threatening to capture the same enemy piece, usually an unprotected one, move after move. Like perpetual check, it is forbidden: the chasing side must change its move, and if it refuses, it loses the game rather than earning a draw.
That surprises many players who come from Western chess, where a threefold repetition is simply a draw. Xiangqi (象棋, cờ tướng in Vietnamese) asks a sharper question: who is forcing the repetition, and is that kind of forcing allowed? This guide explains perpetual chase alongside its better-known sibling, perpetual check, and shows you how to stay on the right side of both.
Check, chase, and idle moves
Every move inside a repeating cycle falls into one of three broad categories. A check (将, traditional 將, jiāng) attacks the enemy General. A chase (捉 zhuō) threatens to capture a particular enemy piece on your next move. An idle move (闲着, traditional 閒著, xián zhāo) is everything else: a quiet shuffle, a retreat, a defensive move, or a threat that the rules do not count.
Perpetual check (长将, traditional 長將, cháng jiāng) means giving check on every one of your moves in the cycle. Perpetual chase means threatening the same piece on every one of your moves in the cycle. Both are forcing, because your opponent has to answer them, and using force to lock the game into an endless loop is exactly what the rules forbid.
Idle moves force nothing. A cycle in which both players are only making idle moves is a legal repetition, and the game is drawn. So the whole system rests on one principle: the side that keeps forcing a repetition with a forbidden move must deviate, while a repetition nobody is forcing is a fair draw. The checking half of this story is covered in our guide to perpetual check, and every other kind of drawn result in our guide to xiangqi draw rules.
What counts as a chase
A chase is not simply having one of your pieces attack an enemy piece. It is a move that creates a real threat to win material, renewed on every turn of the cycle against the same target. The target usually runs from point to point while your attacker follows it. The rules track the piece, not the square, so a Horse that flees back and forth is still the same Horse being hunted.
The classic example is a Chariot hounding a loose Horse. The Horse steps away, the Chariot slides across to attack it again, the Horse steps back, and the Chariot slides back too. The position repeats, and every one of the Chariot's moves was a threat against that same Horse. That is a perpetual chase, and the Chariot's owner is the one who has to find something else.
Notice who is not at fault. The Horse's owner is only running away, which is an idle response. The rule protects the defender here, because otherwise a player facing defeat could harass a loose piece forever and claim a draw that the position never offered.
Protected pieces and the higher-value exception
In most rule sets, threatening a piece that is properly protected is not a chase. Chinese players describe a protected piece as having a root (根 gēn). A rooted piece (有根 yǒu gēn) can be recaptured if it is taken, so attacking it only offers a trade. A rootless piece (无根, traditional 無根, wú gēn) is genuinely at risk, and hounding it is what the chase rule is aimed at.
The protection has to be real. If the defender could not legally recapture, for example because it is pinned against its own General, or because recapturing would leave the two Generals facing each other on an open file, the target is treated as unprotected even though a defender appears to be watching it.
There is one important exception to the protection test. When a lower-value piece attacks a higher-value one, protection does not help. A Horse or a Cannon that keeps attacking a Chariot counts as chasing it even if the Chariot is protected, because giving up a Chariot for a Horse or Cannon is a losing trade, so the threat is real either way.
Some attackers are also exempt. In most rule sets, including those of the Asian Xiangqi Federation, attacks made by the General or by a Soldier are not counted as chases, so those two pieces may keep threatening without breaking the chase rule.
Who must change the move
When a position starts repeating, compare what the two sides are doing. If one side is checking and the other is making idle moves, the checking side must change. If one side is chasing and the other is idle, the chasing side must change. If both sides are idle, the repetition is legal and the game is a draw.
If both sides are doing the same forbidden thing, such as both giving perpetual check or both chasing, neither is more to blame and the result is normally a draw. The harder case is check against chase: one player keeps checking while the other, in answering each check, keeps chasing a piece. In most formal rule sets check is treated as the heavier offense, so the checking side is the one that must change first.
Mixed cycles exist as well. A player might alternate one check with one chase (一将一捉, traditional 一將一捉, yī jiāng yī zhuō), or mix checks with idle moves. These combinations are handled by the detailed clauses of each rule book, and in over-the-board events the arbiter applies them to the exact position. The Asian Xiangqi Federation and the Chinese Xiangqi Association each publish their own rules, and they do not treat every edge case identically, so the rules chosen for the event always decide.
How online platforms enforce it
An arbiter can weigh the whole position. Software needs something more mechanical, so online platforms usually encode a simplified version of the rules. The common approach is to wait until the same position has appeared a set number of times, then look back over the moves that produced the loop and classify each side's moves as checks, chases, or idle moves.
On XiangqiPlay, the third occurrence of the same position triggers that review. If exactly one side gave check on every one of its moves in the cycle, or threatened the same piece on every one of them, that side loses. If both sides were forcing, or neither was, the game is drawn. Attacks by the General or a Soldier, threats against properly defended pieces, and threats against Soldiers that have not yet crossed the river are not counted as chases.
This is deliberately simpler than a tournament rule book. A protected Chariot hounded by a Horse or Cannon, for instance, is not scored as chased, a cycle in which one side checks while the other chases is scored as a draw, and rarer clauses also fall through to a draw. That is the safe direction to err, because it never takes a point from a player who did nothing wrong. Other platforms may count repetitions differently, so if a result matters, read the rules of wherever you are playing before you rely on a repetition.
Practical advice at the board
If you notice you are attacking the same piece for the second time in a loop, stop and look for a new plan before the position repeats again. Ask whether the threat can become something concrete: bringing in a second attacker, switching the pressure to the General, or using the tempo to improve another piece. If it cannot, your chase was never a real threat, only a delay.
If your piece is the one being chased, the rule is usually on your side. Keep making safe replies and let the chaser run out of ways to continue. Just make sure your replies really are idle. If your escaping piece starts threatening something on every move, you can become a chaser too, and a mutual chase is normally a draw rather than a win.
Use protection deliberately. Giving a threatened piece a genuine root often ends the chase question entirely, because attacks on a protected piece usually count as idle. Remember the exception, though: a Chariot hunted by a Horse or Cannon is still being chased even when it is protected, and that works in the Chariot owner's favor.
Finally, know which rules you are playing under. Casual games, club events, and online platforms may simplify the repetition rules in different ways, and when a result matters, the organizer's rule book decides.
Practice on XiangqiPlay
Repetition rules feel abstract until you have watched one decide a game. Play the computer at beginner, intermediate, or advanced level, or challenge a friend, and pay attention to every moment the position starts to loop. Playing on XiangqiPlay requires a free account, and the repetition rules are applied automatically in your games.
To sharpen the attacking side of the same skill, work through the free puzzle library of 5,000 engine-proven mate puzzles. Each one rewards a real, forcing finish rather than a check or threat that goes nowhere, which is exactly the habit that keeps you clear of perpetual check and perpetual chase.
XiangqiPlay Team
XiangqiPlay newsroom