"Is this trade good for me?" is one of the most common questions in any game. In xiangqi, as in chess, players use rough piece values to answer it quickly. They are not rules — the position always comes first — but they stop you from making bad trades out of habit.
This guide gives a commonly used set of values, explains how they change during the game, and shows when to ignore them.
A common rough scale
Different authors use slightly different numbers. A widely used rough scale, measured in soldiers, looks like this:
| Piece | Rough value |
|---|---|
| Chariot (Xe) | about 9 |
| Cannon (Pháo) | about 4.5 |
| Horse (Mã) | about 4 |
| Elephant (Tượng) | about 2 |
| Advisor (Sĩ) | about 2 |
| Soldier before the river | 1 |
| Soldier after the river | about 2 |
The general has no material value: losing it loses the game. In endgame play it acts as a real piece, though, because it controls files through the flying general rule.
What the numbers tell you
The chariot is in a class of its own
A chariot is worth roughly two horses or two cannons. Trading a chariot for a single horse or cannon is almost always bad unless it wins more material or leads to a forced win.
Cannon and horse are close
They are near each other in value, and the difference depends on the stage of the game:
- Opening: the cannon is usually a bit stronger. Many pieces are on the board, so it has screens everywhere, and the horse is often hobbled.
- Endgame: the horse is usually a bit stronger. Legs are free, and the cannon lacks screens.
So trading your cannon for the enemy horse early costs a little; trading your horse for their cannon late may cost a little. A common strategic plan is to steer the trades so that you keep the piece that suits the coming phase.
Defenders are cheap in numbers, expensive in endgames
Advisors and elephants score low because they never attack. But losing them makes your general much easier to mate. In endgames, attacker plus full defenders versus attacker with one defender missing is often the difference between a draw and a loss. Treat the 2 as a minimum.
Soldiers double after the river
A soldier that has crossed the river can move sideways and approach the palace. It becomes a real attacker and is often counted as twice a home soldier. An "old soldier" stuck on the last rank is worth much less again.
Typical trades and how to judge them
Chariot for horse plus cannon. Roughly even. With many pieces on the board the two minor pieces often coordinate well; with few pieces, the chariot usually prefers the open board.
Horse for cannon. Nearly even. Look at the stage of the game and the pawn structure.
Horse or cannon for two soldiers. Often slightly favorable for the side getting the horse or cannon, unless the soldiers are crossed and close to the palace.
Elephant for a crossed soldier. Depends on who is attacking. The attacker gladly trades a soldier for a defender; the defender gladly removes a dangerous crossed soldier.
When to ignore the numbers
When the general is in danger
Material means nothing if you get mated. Many attacks sacrifice a chariot or a cannon to break the palace. If the attack is real, the "loss" is irrelevant.
When a piece is trapped or passive
A chariot stuck in the corner behind its own horse is not worth 9 at that moment. A cannon with no screens in a bare endgame may be worth less than a crossed soldier.
When tempo matters
In the opening, a few moves of development can be worth more than a soldier. Grabbing a soldier while your chariots are still at home is a classic beginner mistake.
Values and endgame knowledge
Xiangqi endgame theory is often written as "material versus material with these defenders". Some well-known tendencies:
- A lone chariot usually beats a lone horse or cannon when the defender is missing defenders, but a full set of two advisors and two elephants can hold many positions.
- Chariot against chariot with defenders on both sides is usually a draw; an extra crossed soldier often changes that.
- Horse and soldier against a bare general wins; against full defenders it is much harder.
These examples show why the table is only the start. Endgame study turns the numbers into real judgment. See the pieces section for how each piece is used.
A quick decision routine
Before you trade:
- Count using the table.
- Adjust for the stage of the game (cannon early, horse late, crossed soldiers up, old soldiers down).
- Check the generals. Does the trade weaken your palace or theirs?
- Check activity. Which remaining pieces will be better after the trade?
If steps 3 and 4 say something different from step 1, trust steps 3 and 4.
Values in practice: three short scenarios
Scenario 1 — early chariot for horse. In the opening your opponent offers their horse for your chariot, with a threat against your general if you refuse. Count: 9 against 4, a loss of about five soldiers. Unless refusing loses more, or the trade leaves their general exposed, decline and defend the threat another way.
Scenario 2 — cannon for horse in the late middlegame. Half the pieces are gone, and your opponent's cannon has few screens left. Trading your horse for their cannon now costs almost nothing on the table, but it leaves you with a horse in a position where horses are usually better. That is a small strategic gain rather than a loss.
Scenario 3 — a soldier for an elephant. Your crossed soldier can capture an elephant, and the defender will recapture with an advisor. On the table you trade a 2 for a 2. In reality, the defender's palace is now thinner, and your remaining attackers — especially a cannon — become more dangerous. This kind of "even" trade often decides endgames.
The lesson of all three: use the table to spot obvious mistakes, then think about what the remaining pieces will be able to do.
Frequently asked questions
Which piece is the strongest in xiangqi?
The chariot, by a clear margin.
Is the cannon better than the horse?
Usually slightly in the opening and slightly worse in the endgame. The position decides.
Why are advisors and elephants valued low?
They never attack across the river. Their value shows up in defense and endgames.
Should beginners memorize exact numbers?
Remember the order and the big gaps: chariot far above everything, cannon and horse close, defenders and soldiers lower, crossed soldiers worth more than home soldiers.