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Janggi

Korea's traditional two-player strategy game: Cho (blue) and Han (red) each place 16 pieces on the points where 9 vertical and 10 horizontal lines cross, and try to trap the opposing general. Palace diagonals, a cannon that must jump exactly one piece to move, and a choice of elephant-and-horse setup before play give it a different feel from chess.

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👥 2–2 players age 8+⏱️ 60 min🎯 weight 3/5
Deduction & bluffingAbstract & puzzle

Rules

Korea's traditional two-player strategy game: on the points where 9 vertical and 10 horizontal lines cross, Cho (blue) and Han (red) each command 16 pieces and try to trap the opposing general. Animated diagrams show how every piece moves.

Edition: Per the Korea Janggi Association (KJA) official 'Piece Movement' and 'Game Rules' pages (kja.or.kr, checked 2026-10-18), with the timing of bikjang cross-checked against the Korea Janggi Federation (KOJF) rules. Covers only the basics needed to play a first game; openings and tactics are not coveredKorean/English edition checks complete

Components

For two players: one plays Cho (楚, blue) and the other Han (漢, red). Each side has 16 pieces, 32 in all.

PiecePer sideCharacterPoint value
General1Cho 楚 / Han 漢—
Chariot2車13
Cannon2包7
Horse2馬5
Elephant2象3
Guard2士3
Soldier5Cho 卒 / Han 兵2

The board is drawn with 9 vertical and 10 horizontal lines, and pieces sit on the points where lines cross, not inside squares. In the middle of each side's back area is a 3x3 zone with diagonal lines: the palace.

Pieces come in different sizes

The general is the largest, the chariot, cannon, horse and elephant come next, and the guards and soldiers are the smallest. The diagrams draw them at different sizes as well.

Setup and goal

車車馬象象馬士士士士象馬馬象車車楚漢包包包包卒兵卒兵卒兵卒兵卒兵ChariotHorseElephantGuardGeneralGuardElephantHorseChariotCannonSoldierSoldierCannon
The general goes in the centre of the palace, the guards on the two back corners of the palace, the chariots at the ends of the back line, the cannons on the third line, and the soldiers on the fourth line on every other point. The names under the board follow the files of the lower (Cho) pieces; Han has the same kinds on the same files. In this diagram Cho uses Horse–Elephant–Elephant–Horse and Han uses Elephant–Horse–Horse–Elephant.

The horse and elephant points on the back line are not fixed. Each player picks one of the four setups below. You may not put both horses, or both elephants, on the same side.

Horse–Elephant–Horse–Elephant: Right Elephant

車馬象士士馬象車

Elephant–Horse–Elephant–Horse: Left Elephant

車象馬士士象馬車

Horse–Elephant–Elephant–Horse: Inner Elephant

車馬象士士象馬車

Elephant–Horse–Horse–Elephant: Outer Elephant

車象馬士士馬象車
Each name reads from the player's own left. Only the order of the horse and elephant in the two points between the chariot and the guard changes (the gap in the middle is the file where the general stands one line ahead).
  1. 1Decide who plays Cho and who plays Han. In a KJA casual game, one player hides a 卒 soldier and a 兵 soldier in their two hands and the other picks Cho or Han by choosing a hand.
  2. 2Han (second player) sets up first, then Cho (first player) sets up after seeing it. Han may not change its horses and elephants once Cho has set up.
  3. 3Cho moves first. The goal is to leave the enemy general with no way to escape.

Turn flow

  1. 1Players alternate, each moving one of their own pieces once, following its movement rule.
  2. 2If an enemy piece is on the destination point, it is captured and removed from the board. You cannot move onto a point occupied by your own piece.
  3. 3If you have nothing useful to play, you may pass. Show it by lifting your general off the board and putting it back in place.

No take-backs

Once you lift a piece off its point you must move that piece, and once your hand leaves it the move stands. If you lift an enemy piece to capture it, you must capture it or pass. In tournaments, an illegal move loses the game (KJA game rules).

How the pieces move

PieceHow it movesWatch out
General & GuardOne point along a line, in any direction, inside the palaceCannot leave the palace. Diagonal steps only from points that have a diagonal line
ChariotAny number of points horizontally or vertically until blockedAlso uses the diagonal lines inside a palace. One direction per move
CannonLike the chariot, but must jump exactly one pieceA cannon can neither jump nor capture another cannon
HorseOne point along a line, then one point diagonally outwardIf the first point is occupied, it cannot go that way
ElephantOne point along a line, then two points diagonally the same wayBlocked if any point on the way is occupied
SoldierOne point forward or sidewaysNever backward. Inside the enemy palace it may also step diagonally forward

General & Guard

One point along a line inside the palace

楚

Chariot

Any distance horizontally or vertically

卒兵車

Cannon

Only by jumping one piece — never a cannon

卒車包包

Horse

One straight + one diagonal, unless blocked

卒馬

Elephant

One straight + two diagonal, unless blocked

卒象

Soldier

One point forward or sideways, never back

卒
Green dots are points the piece can reach, red rings are enemy pieces it can capture, and grey ✗ marks points it cannot reach because the way is blocked. The cannon jumps its own soldier to reach the points beyond, but cannot go right because the piece next to it is the enemy cannon. The horse and elephant cannot go in a direction whose turning point is occupied (the bent path is only there to show the route; in play you set the piece straight on its destination).

The horse and elephant start with a straight step

The first step of a horse or elephant always follows a horizontal or vertical line. It can never use a palace diagonal for that first step.

The palace diagonals

The diagonal lines in the palace are not only for the general and guards. Chariots, cannons and soldiers can also move along them while inside a palace. They are a shortcut toward the enemy general, so they matter in both attack and defence.

車卒包
The top area is the enemy (Han) palace. (1) The chariot runs diagonally through the empty centre to the opposite corner. (2) A soldier enters at a palace corner, then steps diagonally forward. (3) The cannon jumps the soldier in the centre to reach the opposite corner.
  • The chariot slides along a diagonal until blocked. It moves in only one direction per move, so it cannot turn from a diagonal onto a straight line.
  • The cannon moves diagonally only from a palace corner to the opposite corner, jumping the piece in the centre. It cannot jump a cannon there.
  • Soldiers may use the diagonals only inside the enemy palace, and then only forward.

Check, checkmate and bikjang

  • When your move threatens to capture the enemy general next turn, that is janggun (check). The checked player must move the general, block, or capture the checking piece. Such a reply is called meonggun.
  • If there is no way to escape the check, it is checkmate, and that player loses immediately.
  • In tournaments you do not have to say "janggun" aloud (KJA game rules).
  • Placing your general outside the palace means you resign.

Bikjang is when the two generals face each other on the same file with nothing between them. When one player calls bikjang, the other must break it; if they cannot, the game is a bik (draw). The player who is ahead has to play so as to prevent bikjang.

When bikjang may be called depends on the organisation

The KJA allows it at any time in casual games, but in point-scored games only when both sides have under 30 points of pieces. The KOJF allows it from the move after any piece has been captured. Some casual players leave bikjang out entirely, so agree on it before you start.

Point scoring: in tournaments, if no checkmate happens, the result is decided by the points of the remaining pieces. Chariot 13, cannon 7, horse 5, elephant 3, guard 3 and soldier 2 make 72 per side, and Han, who moves second, starts at 73.5 with a 1.5-point bonus. The half point means a point count can never tie.

Repetition of the same moves is also handled differently. The KJA forbids repeating the same move three or more times (allowed when both sides are under 30 points), while the KOJF treats the fourth repetition as a loss.

Basic strategy

  • In the starting position the cannons cannot move, because there is nothing to jump. Move a soldier or horse in front of a cannon first to give it a path.
  • The chariot is the highest-value piece. Develop it early, but don't leave it on a point an enemy cannon or horse can attack.
  • The palace diagonals are a shortcut for chariots and cannons. When the centre or corners of your palace are empty, check that no enemy chariot can come in.
  • Horses and elephants cannot move when their path is blocked, so a piece on the blocking point of an enemy horse or elephant can pin it down.

Common questions

Q. Can my cannon capture the enemy cannon?

No. A cannon can neither jump nor capture another cannon, whether it is yours or the opponent's. Any other piece, friendly or enemy, can serve as the piece it jumps.

Q. Can I move a cannon on the first move?

Not from the starting position. There is either nothing to jump, or the only piece in line is a cannon, which cannot be jumped. Move a soldier or horse first to give it something to jump.

Q. Can the general escape out of the palace?

No. The general and guards can never leave the palace. Placing the general outside the palace is how you signal resignation.

Q. Who sets up the horses and elephants first?

Han (the second player) sets up first, then Cho (the first player) sets up after seeing it. Cho then makes the first move. Han may not change its setup after seeing Cho's.

Q. Does a soldier change when it reaches the far end?

No. Janggi has no promotion. A soldier on the last line cannot go further forward, so it can only move sideways.

Q. Can I pass at any time?

You may pass on your turn. If your general is in check, though, you must get out of check, so you cannot pass.

History and today

Janggi shares its roots with Chinese xiangqi, so the board and pieces look alike, but there are many differences. The general starts in the centre of the palace, there is no river across the middle so elephants can roam the whole board, and the horse and elephant points are chosen as a setup.

When the game reached Korea is not certain. The KJA cites the 'Sanghuiji' in the Gyegok-jip, the collected writings of Jang Yu published in 1643, as already recording the same arrangement used today, with the general in the centre surrounded by guards, elephants, horses, chariots, cannons and soldiers.

Today several organisations, including the Korea Janggi Association and the Korea Janggi Federation, run tournaments and grade players. The movement rules are the same everywhere, but details such as bikjang and repetition differ slightly between them.

💡 Master tip

The cannon needs a piece to jump before it can move, so early on put a soldier or horse in front of it to open a path. The chariot is the highest-value piece, so check its lines before sending it out and don't lose it early; and remember that the palace diagonals are a shortcut chariots and cannons use to attack the general.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Point-count scorer

Adds up the remaining pieces at chariot 13, cannon 7, horse 5, elephant 3, guard 3, soldier 2, plus Han's 1.5-point bonus

Game clock

Keeps each player to a fixed time budget, as in tournament play

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