How do you know if a cannon is good or bad in a given position?

These answers restate the rules implemented by our open-source engine, which follows the WXF laws and is regression-tested against the official 110-diagram repetition casebook. Where an answer refers to a specific position, that position lives on the linked reference page, where the build verifies it against the engine before publishing.

Direct answer

Count screens and real targets, not squares. A cannon that can reach far along an empty line is not doing anything if nothing sits one piece away from a genuine target; a cannon boxed in close to home but sitting exactly one screen from the enemy general is doing a great deal. Raw mobility is close to meaningless for this piece.

The quick test

Ask two questions of every cannon on the board: which of its lines currently has exactly one piece on it, and what sits beyond that piece. A cannon that answers "none" to the first question is contributing nothing right now, however open its other lines look.

Watching it change move to move

Because any piece landing on a line can switch a cannon's threat on or off, in the same way moving requires a clear line while capturing needs exactly one piece on it, a cannon's quality is not fixed the way a chariot's is. Reassess it after every move nearby, not just once at the start of your calculation.

Related questions

Is a cannon with no screens simply worthless?

Temporarily weak, not worthless; the position can change with the very next move on either side.

Should I judge a cannon by how many squares it controls?

No, that measures its potential to move, not its ability to threaten anything, which is a different question entirely.

Try it on a real board

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