Daqin is a masterpiece of abstract thinking, blending strategy with mystery and transforming every match into an intellectual adventure. Set on a 10×10 battlefield, Daqin challenges players to navigate hidden identities, shifting alliances, and dynamic tactical maneuvers. Inspired by both Eastern and Western philosophies, this game invites players to balance logic with intuition, control with uncertainty. Every move is a step toward mastering the unknown, making Daqin more than just a game—it is a journey of strategic discovery.
The Origins of Daqin
The name Daqin carries an air of mystery and historical depth, steeped in the ancient world’s cross-cultural connections. Traditionally, Daqin was thought to be the Chinese term for the Roman Empire, a distant land that symbolized the farthest reaches of the known world. However, another intriguing interpretation links the name to Dacia, an ancient region (modern-day Romania) celebrated for its gold reserves. The Chinese valued gold above all Western goods, and Dacia’s wealth may have inspired the term “Daqin” in ancient records.
Setup

Daqin is played on a 10×10 board, with each player controlling an army of 24 pieces. The setup follows a structured placement:
- Pawns: All 10 Pawns are placed face up on the third row of each player’s side.
- Neutral Stones: Four neutral Stones are positioned in the central 4 squares of the board.
- Remaining Pieces: The other 14 pieces (Knights, Rooks, Bishops, Queens, and King) are placed face down within the first two rows of each player’s territory, concealing their identities at the start of the game. This ensures that no two games begin the same, requiring players to adapt their strategies dynamically.
Pieces
All pieces are checker pieces representing chess pieces on the other side. Daqin consists of three main types of pieces:
- Regular Pieces
- 10 Pawns
- 5 Knights
- 3 Rooks
- 3 Bishops
- 2 Queens
- 1 King
- Riders and Carriers
- All pieces, except for the Kings, can become Riders and Carriers.
- A Rider is a piece stacked on top of another, gaining the movement capabilities of the Carrier beneath it.
- A Carrier is a piece that moves normally while carrying a Rider, but it loses the ability to capture while part of a Stack.
- Only the Rider can capture, and it must leave the Stack to do so.
- A Rider can dismount at any time along the way if the Carrier is a long-range piece (Queen, Rook, Bishop). If riding a Pawn or a Knight, the Rider can only dismount at the destination square.
- A Pawn cannot land on the promotion line while acting as a Rider.
- Neutral Stones
- These uncapturable elements are placed in the board’s center at the beginning of the game.
- They move one square in any direction.
- They can push other pieces or stacks in the direction of their movement.
- Stones can also swap places with nearby friendly pieces or stacks, introducing further unpredictability.
Rules
- Movement and Hidden Identities – Pieces (except Pawns and Stones) begin face down, and their identities are only revealed when they move or are captured. This mechanic encourages deception and forces opponents to make strategic guesses.
- Stacking Mechanics – Pieces, except Kings, can form Stacks where one piece rides on top of another. The top piece is the Rider, and the bottom is the Carrier.
- Forming and Disbanding Stacks – A Rider can mount a Carrier by moving onto its square. Riders can dismount during the Carrier’s movement, providing strategic depth and surprise opportunities. If the Carrier is a long-range piece (Queen, Rook, Bishop), the Rider may dismount at any point along the movement path. If riding a Pawn or Knight, the Rider must dismount at the destination square.
- Neutral Stones – Can block movement and threats, push pieces and Stacks (both friendly and enemy), and swap places with nearby friendly pieces.
- Capturing – Standard capturing rules apply once a piece’s identity is revealed. When a piece moves onto an opponent’s revealed piece, it captures that piece and removes it from the board. Carriers cannot capture while part of a Stack; only Riders may capture by leaving the Stack.
- Promotion and Reinforcement – Pawns that reach the opponent’s back row may promote to a more powerful piece, adding another layer of strategic depth. However, a Pawn acting as a Rider cannot land on the promotion line.
- Victory Conditions – The game is won by checkmating the opponent King, or by bringing his own King on the first rank of the opponent.
Conclusion
Daqin masterfully fuses Eastern mysticism with Western logic, offering a game that is both intuitive and deeply complex. The interplay of hidden identities, dynamic movement, and abstract strategy makes it an unparalleled challenge for players at every level. Whether you are a seasoned strategist or a curious newcomer, Daqin invites you to think differently, embrace the unknown, and challenge your mind in new and exciting ways.
Recent Comments