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_— & | = | C 40] | TO Ln <0 2 +0 Ke) A > Lo Rultelooolk DRIgQinal Manuscrot - The manuscript which these rules are taken from is in classical chinese written in Korea in the 1700's. It is unclear on a lot of points, but I have done my best to translate it using a few other translations (one in Korean and one in Chinese), but at some points had guess as to the meaning of the phrases based on my understanding of Janggi rules. - The first point to address is the setup positions. I have seen several variations based on the same text, and have made my own slightly different setup based on my own understanding of the text. - The second point to addess is the movement of a few pieces. The pieces found in Janggi move the same as in Janggi (the generals, +, 5%, 75,3 Wa) and 4+(2,4A)) A few of the other pieces are difficult to figure out. I will note which ones on their respective pages. - The third point is the rule about capturing enemy camps. I will come to that in its own section. BAMA. APRA RMA a2. Aish. THis. 1+ Ris. A_BATS. Aiet. «ST ATE. Bis. PS M+As, RO-+—-tRAS. MCRBI MY. RSERPASRAS. MEM. ToRbES. Lott. BCA 2 Sima. AR Be 4th. atZea. Boise. BRZAA. Woe BS, WAVE Zhe. MRA. BRA tm. ANSH_ TOS Rs. wits wes. ais Eie test. SaPIth. —RiM a. RAP i _ its. PE. RAbILER— (Ke. ARH. BIS 2i—-P RS. SRE. SSR. WIZE A. RR. fhe (h PREAH. SN. HABE ras, SAP. ALPE. MEM. APH. tert Zk. BARS. CZ. BMS. SVE ZAM Res. ASSAM ee. AiTepth. TCAD THE ZR. ARS th. ATCA. PER Bo ko RAMAN. THMRA ATRIMBRRI HBF PAYA. SATA RR. EAT OOS. AGTH. BAD FR. PUTO AFEHH. | HEtQEte-MAFE. I-MER. Fe {7-H RITZ A. MERE TA. RAR TRA. DRIgQinal Manuscrot EME. STH. STS. MAA. KoA tie JHITA. BRFOMT. AZAR. FERS. A WETK. BAA. BSS ey. ARDS. CA TASER, ARCHES. UR AB. HAS. BE ABZESE. ARS Z. MPBEE. AHA 2. BUSSAMBAR. UESEDME Zit, BRAS YD. FPA, - If anyone has a better understanding of the text, or corrections to my translation please let me know. I'd love to have this game played perfectly as it was meant to be. - That being said, I think I have presented a fairly well thought out translation of the rules and it should be an enjoyable game to play. Thre hoarol The board is 14x15 (the spaces being on the intersections of the lines as in Janggi and Xiangqi), and has 210 spaces. Additionally the board has 6 palaces, 3 on each side. Each palace has 9 spaces. The outer camps (in green) are 15 spaces each. =n e The board is setup like below. There are a few variations of the setup I have seen. My interpretation is between the two. 4 ol eas 7 a hy Sol ia $= EG ete Ee E— su (\2 eee Ti ee ee reed The fii! moves within the palace in any direction. It cannot leave the confines of the palace. Thet and 4 likewise move in the same manner and are also confined to their respective palaces. F ano & The 5 moves one space and one space diagonal as in Janggi. If blocked it cannot jump another piece. The && moves one space and two space diagonal as in Janggi. It as well cannot move if blocked. =m meio The orthogonally without restriction. moves 4 The f@ moves like the #3 however it must have a mount to move or capture. This means it must have an piece between its self and where it wants to go. | Also a 4@ cannot capture another fd or use it as a mount. FASO VAS The $i? moves two spaces diagonally like the elephant in Xiangqi. Cannot move if ; blocked. The 4K moves one space diagonally and it cannot be captured. It can capture and return to its previous space. (Kinda like the Ji in Chu- shogi, but less powerful) *The special rules for this piece I'm not certain of, but it makes sense based on its name and what I translated it to mean. tT ! tT qT t The 4 cannot leave the three rows that the palaces are on. Within those three rows it has unrestricted diagonal and orthongal movement. * This piece was a bit hard to figure out, but that is what makes sense to me based on the text. Special rule: If both 23 join together at the space of a lost piece (where it starts) they can transform into that piece. ye omen T} The # and Bij both have the same horizontal unrestricted movement. Special rule: The Bil can if it chooses move forward as a footsoldier (4, one space forward or sideways). It cannot be captured. However, it cannot regain its original movement after that. ome Oe The 5a moves sideways or one space diagonally. The 4 moves sideways or one space forward. Neither of them can move backwards. *The movement is pretty clear for these pieces, however the setup is slightly unclear. I have seen them arranged in groups of six and also groups of three. The text says groups of three, and I think alternating then 8a from west to east as indicated in the text, and opposite on the opposing side. INO MOM IMeme Colts -The game ends when one of the i) are checkmated. -If both Biff are checkmated, the larger force wins the game. Special Rules: - Like Janggi you can use the Bi to put your opponent's ff in check. *This isn't written in the text, but since the game is based on Janggi, I would assume that is the case. - Ifyou capture an opponent's 4$ you also capture all the pieces within the camp of the captured #4. * The text implies that you also get to return those captured pieces to the board if you don't have them anymore in the camp opposite the one of the captured 48. *I think this also means only the pieces in the palace at the time, not the pieces that belong to that palace at the beginning.

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