that can capture the cannon if only they can get next to it, so a poorly placed Cannon is usually short-lived. Most players will readily sacrifice a horse, chariot, or elephant to capture a cannon. Hidden pieces – Play is often directed by the face-down pieces. Pieces are vulnerable in a dead-end "tunnel" (a sequence of empty squares one square wide, surrounded by face-down pieces), in which there is no escape from a pursuing enemy piece. If there is enough space between you and the attacker, you will have time to turn up some face-down pieces before the attacker closes on you. If you get to an open area at least 2 x 2 in size, you can use that "rotation space" to dodge a single enemy piece by sidestepping. You can sometimes create a rotation space by turning up a smaller enemy piece on the inside corner of a bend in the tunnel, or you might be able to punch through a wall of the tunnel to reach an open area on the other side. It is often important to keep track of what pieces are still face-down. Usually this is done by checking both the "graveyard" for dead pieces and the playing field for live pieces; by the process of elimination you can figure out what must still remain. Resignation – A player may simply resign if the game seems lopsided. Attrition – Exchanging equal pieces is usually to the advantage of the player who is ahead. When winning by a sufficient margin, even disadvantageous trades can accelerate victory if chosen carefully. Objective – Often, the move that will win most quickly (or break an impending stalemate) gives away the most valuable piece. Such moves are often overlooked. Evasion – Some players derive pleasure from making it as difficult as possible for the opponent to actually coerce the win. Others make a game of seeing how many opposing pieces they can capture before their demise. Some just resign when defeat becomes evident, and start a new game. Parity – Parity is important, especially in the end game. In situations where only an opposing King and pawn are left with one space between, turn order invariably determines the winner. The pawn's move will produce a stalemate, while the King's move will result in his inevitable capture. Pinning – It is fairly easy to pin a piece against the edge