Qi Men Dun Jia has exactly eight doors (八门) — Rest, Life, Injury, Block, Scenery, Death, Shock and Open — one for each outer palace of the Lo Shu grid. Three are the classical auspicious doors, three are the difficult ones, and two sit in between. Where the 9 Stars say what kind of decision a moment supports, the doors say what kind of action it supports. This piece gives every door’s home palace, trigram, element and classical use in one table, explains why an "inauspicious" door is a tool rather than a verdict, and covers the Duty Door and the classical rule of door compulsion.
The eight doors in one table
Every door has a home palace, and from the palace it inherits a direction, a trigram and an element. The palace assignments and the auspice classes below are the ones our Qi Men engine uses; the uses are the classical ones.
| Door | Home palace | Element | Auspice | Classical use |
|---|---|---|---|---|
| Rest 休门 | 1 · North · Kan 坎 | Water | Auspicious | Recovery, quiet negotiation, meeting patrons |
| Death 死门 | 2 · Southwest · Kun 坤 | Earth | Inauspicious | Endings, demolition, funerals |
| Injury 伤门 | 3 · East · Zhen 震 | Wood | Inauspicious | Chosen confrontation: claims, debts, sport |
| Block 杜门 | 4 · Southeast · Xun 巽 | Wood | Neutral | Concealment, retreat, closing gaps |
| Open 开门 | 6 · Northwest · Qian 乾 | Metal | Auspicious | Openings, official business, a new role |
| Shock 惊门 | 7 · West · Dui 兑 | Metal | Inauspicious | Alarm, debate, litigation, unsettling a rival |
| Life 生门 | 8 · Northeast · Gen 艮 | Earth | Auspicious | Growth, wealth, property, long projects |
| Scenery 景门 | 9 · South · Li 离 | Fire | Neutral | Visibility: announcements, exams, documents |
Palace 5, the centre, has no door of its own. That is not a gap in the table: the doors belong to the eight trigrams, and the centre is not a trigram.
The three auspicious doors: Open, Rest and Life
Open (开门) is the Metal door of the Qian palace in the Northwest — the "heaven gate". It favours official and public action: opening a business, starting a role, signing formal agreements, dealing with institutions. Where a plan needs a door to be opened by someone with authority, the Open Door is the one to look for. Our Open Door guide goes further.
Rest (休门) is the Water door of the Kan palace in the North. Its name is literal: rest, recovery, restoration. It also favours the quiet side of business — negotiation off the record, meeting a patron, accumulating slowly without drawing attention. See the Rest Door guide.
Life (生门) is the Earth door of the Gen palace in the Northeast, and the most consistently auspicious of the eight. 生 means birth, life and growth, and the door was used for anything meant to compound: new ventures, property, the foundation of a long project. See the Life Door guide.
The three difficult doors, and what they are for
The difficult doors are the most misread part of the system. The classification describes what an ordinary intention — a launch, a wedding, a first meeting — meets there. It does not mean the door is useless.
Injury (伤门) is the Wood door of the Zhen palace in the East, thunder. It is the door of chosen confrontation: pressing a claim, collecting what is owed, competing. For a peace talk it is the wrong door; for a contest you have decided to win it is the right one. See the Injury Door guide.
Death (死门) is the Earth door of the Kun palace in the Southwest. It is the door of endings, and classical practice used it for exactly that — closing things down, demolitions, funerals, hunting. It is the last door you would choose for a beginning, which is the whole of its meaning. See the Death Door guide.
Shock (惊门) is the Metal door of the Dui palace in the West. It is the door of alarm and argument: litigation, debate, and deliberately unsettling an opponent's composure. Note the character — 惊 jīng, first tone — which is a different word from the Scenery Door's 景 jǐng. See the Shock Door guide.
The two doors in between: Block and Scenery
Block (杜门) is the Wood door of the Xun palace in the Southeast. 杜 means to stop up. It favours concealment, retreat, secrecy and closing gaps — the moment to protect something rather than show it. Our engine classes Block as neutral. Some lineages count it among four inauspicious doors (Injury, Block, Death and Shock) rather than three; the difference is one of classification, not of what the door is for. See the Block Door guide.
Scenery (景门) is the Fire door of the Li palace in the South. It is the door of visibility: announcements, publicity, examinations, documents, anything whose point is to be seen. That is why it is neutral rather than good — being seen is exactly what you do not want in some situations. See the Scenery Door guide.
How the doors move, and the Duty Door
The table shows where each door lives. In a chart, the doors leave home. Every two-hour window the chart is cast again, and where each door lands depends on the hour, the day and the structure of the current solar term. That is why a door reading is always for a particular two-hour window and a particular direction.
One door leads each window: the Duty Door (值使, zhí shǐ), paired with the Duty Star (值符). It is the door whose home palace is the Duty Star's home palace. When that palace is the centre, which has no door, the door of Kun — the Death Door — stands in, the same rule by which the centre's star is lodged in Kun. Reading the Duty Door first gives the character of the whole window before you look at any single direction.
Door against palace: door compulsion
The classical refinement every serious reading adds is door compulsion (门迫, mén pò). A door carries its home element wherever it lands. When that element overcomes the element of the palace it lands in, the door is said to be compelled, and the classical line is blunt: an auspicious door under compulsion does not deliver its good, and a difficult door under compulsion gets worse.
The cases follow directly from the controlling cycle of the five elements — Water over Fire, Fire over Metal, Metal over Wood, Wood over Earth, Earth over Water:
- Open and Shock (Metal) are compelled in the Wood palaces, 3 and 4.
- Injury and Block (Wood) are compelled in the Earth palaces, 2 and 8 — and in the centre, which is also Earth, when a Flying Plate chart puts a door there.
- Rest (Water) is compelled in the Fire palace, 9.
- Scenery (Fire) is compelled in the Metal palaces, 6 and 7.
- Life and Death (Earth) are compelled in the Water palace, 1.
So an Open Door in the East is a weaker Open Door than one in the West, even though both are auspicious on paper.
Reading a door in practice
- Name the action. Starting, resting, confronting, hiding, being seen, ending. Match it to the door whose use it is.
- Find the direction and the window. Pull up the chart for the two-hour window you are acting in and find the palace for the direction that matters — where you are going, where the other party is, where the thing happens.
- Read the door with its neighbours. Check the door for compulsion, then read it together with the star and the deity in the same palace. We explain why the four-part reading matters in classical Qi Men versus modern apps.
The Qi Men hour chart casts the current window with every door, star and deity in place, so you can run these three steps on a real chart. The doors do not tell you whether to act. They tell you which kind of action the moment is built for.
For reflection, education and entertainment. Qi Men Dun Jia is a traditional timing system, not a prediction of outcomes.
Frequently asked questions
How many doors are there in Qi Men Dun Jia?
Eight: Rest (休门), Death (死门), Injury (伤门), Block (杜门), Open (开门), Shock (惊门), Life (生门) and Scenery (景门). Each has a home palace among the eight outer palaces of the Lo Shu grid — Rest in the North, Death in the Southwest, Injury in the East, Block in the Southeast, Open in the Northwest, Shock in the West, Life in the Northeast and Scenery in the South. The centre palace has no door of its own.
Which doors are auspicious?
Open, Rest and Life are the three classical auspicious doors (三吉门). Injury, Death and Shock are the three difficult ones. Block and Scenery sit in between: our engine classes both as neutral, while some lineages count Block among the inauspicious doors. The class describes what the door suits, not whether an hour is good or bad for you.
Is the Death Door always bad?
No. The Death Door is the door of endings, and classical practice used it for exactly that: closing things down, demolitions, funerals, hunting. It is the wrong door for a launch, a wedding or a first meeting. The same logic runs through all three difficult doors — Injury suits confrontation you have chosen, Shock suits deliberately unsettling an opponent — which is why the doors are read against the intended action.
What is the difference between the Shock Door and the Scenery Door?
They share a syllable in pinyin but nothing else. The Shock Door is 惊门 (jīng mén, first tone), Metal, home palace 7 in the West, and difficult. The Scenery Door is 景门 (jǐng mén, third tone), Fire, home palace 9 in the South, and neutral: good when being seen is the goal, poor when discretion is.
What is the Duty Door?
The Duty Door (值使, zhí shǐ) is the door that leads the chart for a given hour, paired with the Duty Star (值符). It is the door whose home palace is the Duty Star’s home palace; when that palace is the centre, which has no door, the door of Kun, the Southwest palace, stands in. Many practitioners read the Duty Door first to judge the character of the whole two-hour window.
What is door compulsion (门迫)?
Door compulsion is the classical refinement in which a door’s element overcomes the element of the palace it lands in — for example the Open Door, which is Metal, landing in the East or Southeast, which are Wood palaces. The classical line is that an auspicious door under compulsion does not deliver its good, and a difficult door under compulsion becomes worse.
References
- Qimen DunjiaWikipedia
- Lo Shu SquareWikipedia
- BaguaWikipedia
- Wuxing (Five Elements)Wikipedia