The Screen Horse is the classic and deepest answer to the Central Cannon. It does not rush to counter-attack; it first builds a solid structure, then looks for the moment to hit back.
1. The basic shape
The signature of the Screen Horse is two horses side by side — Black plays Horse 8 to 7 and Horse 2 to 3, each covering one side of the centre. The immediate effects:
- the centre pawn is protected, so Red's cannon cannot win anything quickly;
- the key squares in front of the palace are controlled, blocking Red's central horse;
- space is kept for the chariots and cannons to manoeuvre later.
Combined with the cannons, this structure produces an enormous number of variations — which is why it has stayed at the top of professional play for so long.
2. Typical move order
Against Red's Central Cannon, Black usually plays:
- Horse 8 to 7 (or Horse 2 to 3) to establish the screen;
- Chariot 9 to 8 onto an open file, ready to support the centre or swing to a wing;
- Pawn 3 or Pawn 7 forward to free a horse and prepare the counter.
Which horse and which chariot move first changes the direction of the coming play. Beginners should not memorise move orders — the principle is what matters: secure first, coordinate always.
3. Standard counter-attacking plans
The Screen Horse is not passive. Typical counters:
- Pawn 7 forward — frees the 7-file horse, preparing Horse 7 to 6;
- Cannon 8 up 4 — hits Red's centre soldier or prepares a cannon slide against a horse;
- Chariot 8 up 6 — crosses the river to support the centre pawn and combine with cannon and horse;
- Horse 7 to 6 — steps out through the centre and attacks Red's cannon or soldier directly.
The common thread: hold the centre, then trade wing activity for the initiative.
4. Practical points and mistakes
- Do not throw pawns forward for the sake of it. Every pawn push must serve the horse or the chariot, and must not weaken the centre.
- Watch Red's cross-river chariot. Decide whether to drive it back or leave it alone; attacking it carelessly with horse or cannon usually backfires.
- Mind the horse leg. The centre is crowded, so your horses are easy to block; pawn moves should leave the horses a route.
- Keep the horses connected. They should defend each other so Red cannot pick them off one at a time.
The Screen Horse is a large system: learn one fixed move order first, then expand. Play it against the AI's Central Cannon repeatedly until the positions are familiar, then start varying.
Read next: the Central Cannon guide for Red's logic, and Reverse Palace Horse for a different elastic defence.