Xiangqi Checkmate Patterns: Chinese Chess Tactics and Winning Strategies for Beginners
The end of a Chinese Xiangqi game is to capture the opponent's General (将) or Marshal (帅). Check (将军) is made when a piece is placed so that it is an enemy's General's next threat. The opponent must then do one of the following: Block - move another piece to block the General's way, Capture - move attacking piece behind another piece, Evade - move the General out of position. The defender may also move the piece that "screens" the cannon if it is being checked by a cannon and it may also block the "leg" (蹩马腿) of a horse if the horse is being checked by another piece.
Checkmate (将杀) also known as “将死”, “绝杀”, is the situation in which the General is being checked and none of the following defensive moves can be used. The General is not allowed to retreat from the attack, no piece can capture the attacker, and no piece can block the attacker. If the player who has checkmated his General, a game is ended and Checkmate pronounced.

There are three concepts closely related but different that need to be distinguished:
| Concept | Definition | Is the General in Check? | Outcome |
|---|---|---|---|
| Check (将军) | A move that threatens to capture the General on the next move | Yes | Game continues; opponent must respond |
| Checkmate (将杀/将死) | The General is in check and cannot escape, block, or capture | Yes | Game ends; checkmated side loses |
| Stalemate (困毙) | It is a player’s turn, the General is not in check, but every possible move would put the General in check or is illegal | No | In Xiangqi, stalemate is a loss for the stalemated side |
An important distinction between international chess is that a stalemate is won in international chess, and it is a draw. No legal move (even if not in check) is a losing move in Chinese Xiangqi. Stalemate situations are most frequently formed in endgame situations with a reduction of material.
What is the reason why mastering checkmate techniques is so important to improve your chess strength?
Study of checkmate patterns is not limited to learning how to end a game, but it also helps you to learn the game. It changes your chess knowledge in a fundamental way in three aspects.
First of all, it makes you more aware of your attacking skills. As you learn about mating patterns, your mind will be able to see the opportunities that might be available for you in a tactics way that you otherwise wouldn't see. Not only are you able to see where your pieces are, but where they may be and how they might work together to capture the opponent's General.
Secondly, it enables you to find out your adversary's strengths and weaknesses. Each checkmate is based on a weakness in the opponent's defense, whether it's an unguarded General, a gap in the defending line or an impediment to their retreat. The ability to identify these weaknesses will come in handy throughout the game.
Thirdly, it's the link between “know how to move” and “know how to win.” Many new players are able to take decent shots but aren't able to turn the corner and turn the advantage into a win. Checkmate knowledge can be used to translate positional advantages into full points, with the concrete finishing skills.

Essential Chinese Xiangqi Common Basic Check mate Techniques for beginners
1. Rook Checkmate: Winning by using the Rook's Powerful Control.
The rook (车) is the most powerful piece in Xiangqi, and can move any number of squares horizontally or vertically. A rook checkmate usually is a rook that moves to a square and checks the General on an open file or rank with other pieces filling the general's escape squares.
The basic pattern is very simple: the rook is on the same file or rank as the opponent's General with no pieces in between, AND the General cannot move to a safe square, block the attack, or occupy the square where the rook is. Rook checkmates are generally coordinated with other pieces to block the General's escape routes.
2.Beating Horse Behind Cannon (马后炮): An Ancient Xiangqi Mating Skill.
One of the most popular and successful patterns in Xiangqi is the Horse-Behind-Cannon (马后炮). In this formation the cannon and the horse are on the same file or rank as the opponent's General, but between the cannon and General is the horse. The General is unable to step sideways because the horse is controlling the General's movement and the cannon uses the horse as a screen to shoot check.
The attack of the cannon can't be blocked by normal pieces, only by capturing the horse (which is protected) and/or moving the screen, making it very difficult to defend. The horse is in good control of the horses' only escape squares and effectively paralyzes the General.
The Horse-Behind-Cannon setup can be done with the horse in place first, and then having the cannon go behind the horse, or the cannon in place first, and then jumping the horse into place behind the cannon. The distance between the horse and cannon may be any distance as long as they are on the same line as the General!
3. Double Cannon Checkmate (重炮)—Double Deadly Attack with Two Cannons.
Double Cannon checkmate (重炮, also known as 双炮) is when two cannons line up on the same line with the opponent's General. The front cannon is used as the screen for the check to be delivered by the rear cannon.
In this checkmate the position is based on the two cannons being on the same file (or rank) and the General being beyond. The front cannon is safely covered by the rear cannon, so that the opponent's pieces, such as elephants and advisors, can not block the invasion. To defend, it's only possible to place a piece between the two cannons, or capture the rear cannon.
Double Cannon checkmates are possible both vertically and horizontally. In reality they tend to be accompanied by other pieces to dominate important squares and limit the General's mobility.
4.Iron Gate Bolt Checkmate (铁门栓)—A Classic Technique of Blocking and Attacking.
The Iron Gate Bolt (铁门栓) is a strong mating pattern that has a cannon on the centre file pinning the opponent's advisors and elephants (or other pieces), and a rook or pawn attacking from the side of the palace. Uses the name as an allusion to a heavy iron bolt closing up—attack is locked once it is in, opponent can't get out of it.
These are the key structural elements: a cannon in the central file controlling the opponent's defensive pieces and a rook or pawn on the side file (the “General's gate”) that is ready to penetrate the opponent's defence. It usually calls for one additional attacking piece than the defender has to defend the gate.
If the General is on the side file and the cannon is in place and cannot be moved or traded, it is as if the General is trapped. The rook/pawn then rushes into the palace and strikes the final death-blow.
5. Horse-in-the-Trough Checkmate (卧槽马)—Control the Movement Space of the General.
The Horse-in-the-Trough (卧槽马) is a horse that is placed in the 3·9 square or 7·9 square on the board, that is, on the opponent's side that is one square in front of the bottom elephant. This piece can then move directly to threaten the opponent's General, and directly to attack the opponent's rook, making it very versatile in attacking.
With the horse in this “trough”, the opponent's General must move from the center of the palace, providing openings for the other pieces on the board, especially rooks and cannons, to checkmate the General. The horse can also mate with a cannon to create a Horse-Behind-Cannon mate.
This is a very common checkmate in practical play since the position of the horse can pose a threat to the General, while at the same time it can attack other valuable pieces.
6. Fishing Horse Checkmate (钓鱼马) which is the use of the Horse's Special Attack Path.
The Fishing Horse (钓鱼马) is one square inside from the Horse-in-the-Trough position on the board, at 3·8 or 7·8. From here, the horse is able to move the General and block his movement, and a rook or other piece can attack the General.
This checkmate is also known as “Side Tiger” (侧面虎) as the horse's attack comes from the side like a tiger in ambush. The General's escape is effectively blocked leaving the horse open to a rook attack from the same side.
7. Side Tiger Checkmate (侧面虎)—General's Escape Route Control.
Side Tiger (侧面虎): This is a variation of the “horse based checkmate” in which the horse is placed at 3·7 or 7·7 on the board. A horse is placed in one of half the palace with the opponent's General and this horse can control the critical escape squares, which are the ones on the same half of the palace, and a rook on the same half will provide the checkmate.
In this checkmate, the important thing is that the General is ‘exposed’; the advisors and other defense pieces no longer cover the General. The position of the horse at 3·7 or 7·7 includes the possible moves of the General and the rook attacks along the open file.
8. Pincer Rook and Cannon Checkmate (夹车炮)—A Powerful Combined Attack.
Pincer Rook and Cannon (夹车炮) is a combination attack to control opponent's General using Rook and Cannon. The rook and cannon take turns to check the General, forcing him into a situation with no way to get away.
The attack is normally started using the rook and the cannon in teamwork to block the escape routes of the General and the subsequent checks are given alternately, each one further limiting the movement options of the General. The opponent's weaknesses, especially the vulnerable advisors, or the squares he cannot escape from, are attacked one by one.
Ten Xiangqi (Advanced Section) Combined Checkmate Patterns in Chinese.
Combination of horses and cannons.
An attacking duo with a horse and a cannon is one of the most versatile in Xiangqi. The cannon can shoot from a distance and the horse controls important squares around the General. The horse may actually be the screen for the cannon (as in Horse-Behind-Cannon), or the two pieces might be attacking from different angles, so that there are two different threats the defender is unable to cover at once.
Compositions of rooks and horses.
The rook-horse is very hazardous as the rook can control the long range and the horse can attack from a random direction. The rook is usually placed to block the General as much as possible with the help of blocking files and ranks; the horse should then be able to check the escape squares. This is a combination that is very hard to defend because the horse can attack squares which are not accessible to the rook.
Rook and Cannon Combinations.
This is the rook-cannon combination, which combines the attack of the rook with the attack through screens of the cannon. As usual, the rook and the cannon take alternating checks to force the General into a corner where they can't move. This formation can be found in endgames with one player's rook and cannon versus one player's General or poorly defended position.
Double Rook Alternating Checkmate (双车错).
Double Rook Alternating Checkmate (双车错) is a checkmate done by two rooks in alternating moves. The alternating attacks from both sides of the palace eventually enclose the General, as the General can't be in two places at once.
The idea is to place all the rooks on different files and use them to make checks, forcing the General to move back and forth until it is unable to move to a safe square. This is a checkmate that works best when the General is out in the open and there is insufficient defensive coverage.
Heaven and Earth Cannon Checkmate (天地炮).
Heaven and earth cannons (天地炮) is a game with two cannons firing from opposite side files (or ranks) of the board, one generally on the central file (the “heaven” cannon), and the other on a side file or rank (the “earth” cannon). The defender has only one cannon that can defend against two threats at once.
This checkmate is quite common in midgame game situations where the opponent is weaker on defense. The General can have no safe square as the two cannons control him both from center and from side.

A Step-by-Step Method: The Basic Approach to Finding Checkmate.
Step 1: Identify the Opponent’s General’s Weaknesses.
You cannot checkmate the opponent if you don't know where the opponent's General is weak. Take a look at the following three areas:
The palace's weaknesses: Each of the nine-square palace has its unique weaknesses in terms of which advisors and elephants are left. Without advisors, there are ways to escape which can be taken advantage of.
The advisor and elephant protection: The advisors (士) protect the General’s diagonal moves. Without advisors to pin and restrict their movements, the General has to make do with what he can find.
The General's gate: The files to the left and right of the General are the General's “gates.” If there is an open gate (no piece of the board has control of that file), then there is an invitation to attack.
Step 2: Determine whether you've placed your attacking pieces.
For each piece that attacks, there are certain requirements for checkmate:
The rook must be able to move into an open file or rank to attack the General. A rook which is covered by its own pieces or the opponent's pieces cannot give an effective check.
The horse must be placed close to the opponent's palace, preferably at one of the important squares (3·7, 3·8, 3·9, 7·7, 7·8, 7·9). A horse that is too far, can't contribute to the attack.
The cannon has to have a clear line of sight to the General, through a screen. The screen does not have to be of your own or the opponent's, but must be in place.
Step 3: Check if there is a Forcing Sequence.
A forcing sequence, also known as “checking sequence” or “连将杀”, is one or more checks which the opponent cannot skip. A check requires a predetermined answer and when a number of checks are performed, the General is "trapped".
A forcing sequence is a combination of checks that does two things: restricts the General's movement and adds an attacking piece to the action. If a sequence of forcing only yields checks and no progress, it will eventually at some point stall.
Step 4: Analyze All the Opponent's Defenses.
You need to determine each and every defensive option prior to attacking:
Taking the attacking piece: Can the opponent just take your checking piece? If yes, attack fails unless its attacking piece is protected.
Evading with the General: Does the General have a safe square to move to? If so, you need to control that square with another piece.
Can the opponent check back, taking you out of your attack? This is a defensive move that is something that is easy to overlook.

Practical Play: Common Checkmate Opportunities.
Finding Quick Attacking Opportunities in the Opening.
In the early game, it is extremely unlikely but not impossible to occur with a checkmate. Look for:
An opponent with undeveloped center pieces: In the middle file, the opponent may be weak and the middle file may be a target for a cannon attack.
An Exposed General: Where there are some openings that leave General exposed. The General is vulnerable if the opponent did not move their advisors or did an inadequate move.
Slow piece development: If one has less developed pieces then they may have a temporary advantage in attacking power that would be converted into a mating attack.
In the Midgame, making Checkmate Opportunities.
Most checkmates are set up in the midgame. The key principles:
Focus your forces: Attack one point with more pieces than the defender can bring to the point. This basic concept of all good attacks.
Create weaknesses: Move pieces in such a manner as to make the opponent vulnerable. For instance, a forced advisor may create an escape path for you to use.
Highways to victory are control key lines—the files and ranks that connect to the General. The person holding these lines, has control of the game.
Turning Endgame into Checkmate.
In Endgames, it's important to have the right technique as there are fewer pieces to work with:
Rook and pawn endgames: If the pawn is moved sufficiently, a rook with a single pawn may be able to force checkmate on a single General.
Horse and cannon endgames: They need to be worked out. The horse has the ability to move over the square, the cannon can shoot from afar, and they can deal with the defender's limited resources (together).
Single rook vs. single advisor and elephant: Classic endgame test. If the defender knows the correct defensive formation, the rook can draw the game if he/she plays it right.

The best Training Methods to play the game of Checkmate quickly.
Daily practice Classic Checkmate Positions.
The best way to get better at checkmate is to practice it carefully:
Begin by playing the one-move checkmates: These are positions in which a single check checkmates the opponent. Continue to practice until you can see them at a glance.
Move to two-move checkmates: These are the checkmates that necessitate giving a check, forcing a certain reply, then giving a final checkmate.
As you get more proficient, use more than one move in a sequence. It is common to have training materials segmented into the number of moves required for an exercise, for example, one to two moves, three to four moves or five to six moves.
Develop "Checkmate Calculation Ability".
The essence of the checkmate skill is calculation. Train yourself to:
See the checking lines clearly: Pre-Movement—Prior to moving, visualize where the General will be after each check.
Determine opponent's necessary replies: Each question demands a reply. Determine what that reaction will be and then determine what your response will be.
One unique solution: In most checkmate positions, there is one correct sequence of moves. Practice finding it.
Beginner's Recommended Learning Sequence.
A systematic instruction on learn how to play the game of checkmate:
Basic rules: Rules of each piece's movement, capture and the special rules of Xiangqi (the palace, the river and the cannon's jumping capture).
Basic checkmate patterns: Master the eight checkmate patterns listed above. Practice each until you can see the pattern at-a-glance.
Standard endgame checkmates: Learn the basic ones (rook vs. advisor, horse vs. advisor etc.).
Attacking techniques in the middle of the game: How to create checkmate opportunities on the middle of the game.
Combinations: After mastering the fundamentals, learn the classic checkmate combinations from the old books such as Orange Grove Secret (橘中秘).
Typical Erring Novices Do in Learning Checkmate.
Attack Only, Defense No.Not paying attention to defense.
Beginners often make the error of attacking blindly and not take into account their own weaknesses. Successful attacks are rare, thus leaving the attacker in a worse situation – or better, the opponent with a mating attack of their own.
Immediately checking on seeing an opportunity.
It is not too late to give a check – unless it is too soon. Many beginning writers don't think about whether or not the check does anything. A check that doesn't result in mate or material gain merely helps the opponent to get their General to a safer square.
Not being able to figure out how to get away from the opponent.
A checkmate is only a checkmate, if the General can't move. Even for beginners, it is easy to miss escape squares, especially diagonal moves in the presence of advisors, or side moves in the event of a gate being open.
Deems an attacking piece to be protected if it is attacked by another attacking piece.
A piece which is not protected can be taken by an attacking piece. Before giving checkmate, make sure that all pieces that are attacking this piece are safe, or that if you can capture it, the General is in check by another piece.
Undesirable periods of exchange of pieces.
Checkmate may take many forms, such as exchanging pieces to take out defenders and/or to open lines. Noob players tend to overcontrol their pieces and fail to sacrifice the pieces for an attacking opportunity.
The next level of Checkmate: Amateur to Expert.
History of Games – Classic Checkmate Positions.
Much of the checkmate knowledge is available in the ancient manuals. One of the two great classical manuals of Xiangqi is the Ming Dynasty written The Orange Grove Secret (橘中秘), written by Zhu Jinzhen. It is dedicated to central cannon openings, and has a lot of checkmate patterns.
In the famous “Sacrifice the Horse in Thirteen Moves” (弃马十三着) in the Orange Grove Secret, the opponent is overpowered after a few moves with a well-prepared attack of the checkmate. Learning these classical jobs is a way to learn the patterns that have been successfully used for centuries.
How to build your own Checkmate Database?
During the study and play, note down the check mate positions which you encounter:
Record typical formations: Record where pieces are placed and sequence of moves.
Evaluate failures: If you fail to take a checkmate, review why you failed. Do you have a maths mistake? Not being able to see the pattern? A lack of patience?
Discuss your wins: If you succeed in delivering a 'checkmate' then be sure to know why. What was your weakness and how did you take advantage of it ? Which defense was the opponent missing?
Enhancing the depth and positional awareness in calculations.
Train how to choose which move to make when it's your turn: During every turn, decide all of the possible checking moves and then consider them. This systematic strategy will help you not to miss the best move.
Be able to predict an opponent's intentions: Before attacking, think about what the opponent is going to do. Are they getting ready to defend themselves? Are they threatening some sort of counter-attack? A good checkmate player will think of what moves his opponent can make as well.
Conclusion.
Checkmate in Chinese Xiangqi is no easy task of giving checks. It's all about how you are able to limit the movement space of General and how you move your pieces to set up a position where the General can't get out of.
The best checkmates involve several pieces to perform multiple functions: One rook on one file, one horse on key squares, one cannon on the distance, and one pawn on the General's options. Every piece has a function and a checkmate is achieved when all the pieces play their part at the same time.
Keep in mind that the situation of stalemate does not translate to international chess as "draw", but rather "win" in Xiangqi. It is possible to be in a position to win even though you don't give them a conventional checkmate; just by confining their pieces so that they have no legal moves.
Taking time and practice will be required to master checkmate techniques. Use simple patterns first and get them down pat then increase to advanced patterns. You will find that with some practice you will be not only playing a better game of chess, but that you are winning more games and the satisfaction of having a well-executed checkmate.