Four Nations Military Chess
Junqi Rules
Junqi is a four-player hidden-information strategy game. This version is Four Nations Military Chess, also known by names such as Si Guo Jun Qi, Lu Zhan Qi, Luzhanqi, and Army Chess. Two allied teams arrange secret armies, move across roads and railways, protect their flags, and try to capture both enemy flags before the opposing alliance does the same.
Goal
The goal is to defeat the opposing alliance. In this web version, North and South play as one team against East and West. A team wins when both opposing flags have been captured. If the battle reaches 300 resolved moves without a team win, the game ends as a tie.
Players, Teams, And Turns
- There are four players: North, East, South, and West.
- Opposite players are allies: North with South, and East with West.
- Turn order proceeds clockwise: North, East, South, then West.
- Defeated players are skipped for the rest of the game.
Game Phases
- Setup phase: each player secretly places all pieces inside their own territory.
- Battle phase: players take turns moving, attacking, scouting, and defending their headquarters.
- Game over: the game ends when one alliance captures both enemy flags, or when the move limit creates a tie.
Ranked Scoring
Ranked scoring rewards participation and fair play. You need a signed-in account, and the match must be played in a Ranked room. Normal losses never deduct points.
- Ranked standard matches and ranked 1v1 shared-control matches affect score and ranked statistics. Guest, bot, single-player, practice, and casual matches do not count.
- Win: +3 points.
- Tie: +1 point.
- Normal loss: 0 points. No points are deducted.
- Surrender: 0 points and a recorded surrender loss.
- Escape: -2 points and a recorded escape loss.
- Surrender and escape override the team result, even if the player's ally later wins.
Piece Set And Rank Order
Each player controls 25 pieces. Normal ranked pieces defeat lower normal ranks and lose to higher normal ranks. Special pieces use their own rules and are not part of the normal rank ladder.
Setup Rules
- Each player places their own pieces secretly in their starting territory.
- All required pieces must be placed before battle starts.
- The Flag must be placed in one of that player's two headquarters spaces.
- Mines may only be placed in valid mine positions when the board layout marks them.
- Bombs may not be placed in the first or front row.
- Camps are protected movement spaces and are not valid setup spaces.
Board And Spaces
The board is a cross-shaped four-player battlefield. Each player has a 5-column by 6-row territory around a shared center. Territories contain stations, campsites, headquarters, roads, and railways.
- Stations: normal deployable and traversable spaces.
- Campsites: protected spaces that cannot be attacked while occupied.
- Headquarters: the Flag must begin in one headquarters, and pieces entering headquarters cannot move out again.
- Public center: shared spaces connecting the four territories.
- Roads: normal one-step connections.
- Railways: long-distance movement lines when the path is clear.
Visibility And Hidden Information
- A player can see their own piece ranks.
- Enemy ranks remain hidden during normal play.
- Combat does not reveal either combatant's rank to the player.
- If a player's General is removed, that player's Flag becomes revealed.
- Allied piece positions are visible, but allied ranks remain hidden in this version.
- When the game is over, replay or review mode can reveal all pieces.
Movement Rules
- Movable pieces may move to an empty connected space or attack an enemy occupied space.
- A piece may not move onto an allied occupied space.
- A piece cannot move through another occupied space.
- Flags and Mines cannot move.
- Bombs move like normal movable pieces in this implementation.
- A piece in headquarters cannot move out again.
Roads And Railways
Road movement is simple: a movable piece moves one connected step. Railway movement is more powerful and depends on the piece type.
- On railways, pieces may move multiple unobstructed spaces along valid railway lines.
- Non-Engineer pieces must move in a straight railway line.
- Engineers may turn freely through connected railway paths.
- Railway movement cannot pass through occupied spaces.
- A railway move may end by attacking an enemy piece if every space before the target is clear.
- Adjacent player railway corridors connect side columns directly when the path is clear.
- A piece cannot combine row-1 horizontal railway movement with an adjacent-player curved railway in the same move.
Camps And Headquarters
- An occupied camp is protected: enemy pieces cannot attack a piece inside a camp.
- A piece may enter an empty camp and may leave camp on a later legal move.
- Headquarters are valid setup spaces, and the Flag must occupy one of them.
- Enemy pieces may enter headquarters to capture the Flag.
- If a piece enters the wrong enemy headquarters and does not capture the Flag, it remains stuck there.
Combat Rules
- Combat happens when a piece moves onto a space occupied by an enemy piece.
- Higher normal rank defeats lower normal rank.
- Equal normal ranks eliminate each other.
- Bomb eliminates both itself and the opposing piece.
- Engineer defeats Mine.
- Mine defeats any non-Engineer attacking piece.
- Flag loses to any attacking movable piece.
- If the attacker survives, it occupies the target space. If both pieces are removed, the target space becomes empty.
Capturing Flags And Elimination
Capturing a player's Flag defeats that player. In this implementation, the defeated player's remaining pieces are removed from the board and that player's future turns are skipped. The defeated player's ally keeps playing if still alive. The alliance is defeated only after both allied Flags have been captured.