No. 18: Toying with the Hand of Fate
"No. 18: Toying with the Hand of Fate" is a Xiangqi (Chinese Chess) puzzle from the collection Elegant Pastimes (Shiqing Yaqu, 1570). Red moves first and wins in 15 moves; the key first move is R2=4. Below you will find the full solution, what each move achieves, where it could go wrong, and the alternative defences.
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Pieces on the board
Red has a General, 2 Chariots, 2 Cannons, a Soldier. Black has a General, a Advisor, a Elephant, 2 Chariots, 2 Horses, a Cannon, 5 Soldiers.
Solution move by move
- 1. Red R2=4Why it works
- Creates an immediate mating threat that must be answered.
- Takes away the General's escape squares.
What to watch out for1. Black R7=61. Black R7=6 - 2. Red C8=4Why it works
- Creates an immediate mating threat that must be answered.
- Takes away the General's escape squares.
What to watch out for- Not forcing: the defender has 4 replies, so compare each one before playing it.
- The Cannon stands where it can be captured.
2. Black R6=72. Black R6=7 - 3. Red C4=3Why it works
- Creates an immediate mating threat that must be answered.
- Takes away the General's escape squares.
What to watch out for3. Black R7=63. Black R7=6 - 4. Red C9=4Why it works
- Takes away the General's escape squares.
What to watch out for- Not forcing: the defender has 4 replies, so compare each one before playing it.
- The Cannon stands where it can be captured.
4. Black R6=74. Black R6=7 - 5. Red C4=2Why it works
- Wins material: takes the Soldier.
- Creates an immediate mating threat that must be answered.
- Takes away the General's escape squares.
What to watch out for5. Black R7=65. Black R7=6 - 6. Red C3=4Why it works
- Takes away the General's escape squares.
What to watch out for- Not forcing: the defender has 4 replies, so compare each one before playing it.
- The Cannon stands where it can be captured.
6. Black R6=76. Black R6=7 - 7. Red C4=1Why it works
- Wins material: takes the Soldier.
- Creates an immediate mating threat that must be answered.
- Takes away the General's escape squares.
What to watch out for7. Black R7=67. Black R7=6 - 8. Red C2=4Why it works
- Takes away the General's escape squares.
What to watch out for- Not forcing: the defender has 4 replies, so compare each one before playing it.
- The Cannon stands where it can be captured.
8. Black R6=78. Black R6=7 - 9. Red C4=8Why it works
- Creates an immediate mating threat that must be answered.
- Takes away the General's escape squares.
What to watch out for9. Black R7=69. Black R7=6 - 10. Red C1=4Why it works
- Takes away the General's escape squares.
What to watch out for- Not forcing: the defender has 4 replies, so compare each one before playing it.
- The Cannon stands where it can be captured.
10. Black R6=710. Black R6=7 - 11. Red C4=7Why it works
- Creates an immediate mating threat that must be answered.
- Takes away the General's escape squares.
What to watch out for11. Black R7=611. Black R7=6 - 12. Red R4+7Why it works
- Forcing: the opponent has only one reply, so the line cannot be avoided.
- Wins material: takes the Chariot.
- Creates an immediate mating threat that must be answered.
- Takes away the General's escape squares.
What to watch out for12. Black C2=612. Black C2=6 - 13. Red C8+5Why it works
- Forcing: the opponent has only one reply, so the line cannot be avoided.
- Creates an immediate mating threat that must be answered.
- Takes away the General's escape squares.
What to watch out for13. Black A4+513. Black A4+5 - 14. Red C7+5Why it works
- Forcing: the opponent has only one reply, so the line cannot be avoided.
- Creates an immediate mating threat that must be answered.
What to watch out for14. Black K6+114. Black K6+1 - 15. Red R1+8Why it works
- Ends the game: no legal reply remains.
What to watch out for15. Red R1+8
Variations and alternative defences
What if Black defends differently? The alternatives below were checked with the rules engine; lines marked with a mating move lose at once, the others are worth trying on the analysis board.
- 1. Black R7=6
- If Black plays +P=6 instead: no immediate mate; the attack continues. Try it on the board
- 2. Black R6=7
- If Black plays R6=8 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6=9 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6+3 instead: Red mates immediately with R4+4. Try it on the board
- 3. Black R7=6
- If Black plays +P=6 instead: no immediate mate; the attack continues. Try it on the board
- 4. Black R6=7
- If Black plays R6=8 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6=9 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6+3 instead: Red mates immediately with R4+4. Try it on the board
- 5. Black R7=6
- If Black plays +P=6 instead: no immediate mate; the attack continues. Try it on the board
- 6. Black R6=7
- If Black plays R6=8 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6=9 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6+3 instead: Red mates immediately with R4+4. Try it on the board
- 7. Black R7=6
- If Black plays +P=6 instead: no immediate mate; the attack continues. Try it on the board
- 8. Black R6=7
- If Black plays R6=8 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6=9 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6+3 instead: Red mates immediately with R4+4. Try it on the board
- 9. Black R7=6
- If Black plays +P=6 instead: no immediate mate; the attack continues. Try it on the board
- 10. Black R6=7
- If Black plays R6=8 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6=9 instead: no immediate mate; the attack continues. Try it on the board
- If Black plays R6+3 instead: Red mates immediately with R4+4. Try it on the board
- 11. Black R7=6
- If Black plays +P=6 instead: no immediate mate; the attack continues. Try it on the board
Final position
Red wins after 15 moves. The General has no legal move.
Questions about this puzzle
Who moves first in "No. 18: Toying with the Hand of Fate"?
Red moves first, as in every puzzle of Elegant Pastimes (Shiqing Yaqu, 1570).
How many moves does the solution take?
15 moves. The main line is shown above; alternative defences are covered in the variations section.
What is the key move?
The first move R2=4 starts the combination. Everything that follows depends on it.
Can I play this position myself?
Yes. Open it on ChessZing, where the board checks your moves and shows the solution if you get stuck.
Nearby puzzles
- No. 15: Deftly Ringing the War Bell
- No. 16: Reflect and Mend One's Faults
- No. 17: Retreat at an Easy Pace
- No. 19: Withdrawn from the World, Unseen
- No. 20: Curb the Strong, Aid the Weak
- No. 21: Perfect to the Very End
More from Elegant Pastimes (Shiqing Yaqu, 1570) →
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