Mandem · Chess workshop
A bigger board.
A familiar army.
FIRST PLAYABLE · LOCAL ONLY
Two players · one device
Two players · one device
Stepped circle
Legal moveCaptureGold edge: last move
Tap a piece, then a marked square. On phones, use Large tiles and pan for precise taps. Flip manually when passing the device.
Provisional rules & controls
This is a workshop variant, not FIDE-standard chess or an approved ruleset. The saved army study supplied the shapes and proposed placement; the rules below are implementation choices for this first test.
- White starts in the south; Black starts in the north. Each has the standard 16 pieces, on files E–L. Queens H, kings I; back ranks 3/14, pawns 4/13.
- Rooks, bishops, queens, kings and knights use their familiar square-grid movement. Missing cells are off-board: sliding rays stop there; knights may jump, but must land on a cell. No wrapping.
- Pawns move forward toward the opposite rim, capture one square diagonally, and may move two on their first move only from the original pawn rank with both squares clear.
- Promotion: on reaching the last playable square of that file in the pawn's forward direction, choose queen, rook, bishop or knight. A sloping rim may promote earlier than rank 1/16. No castling or en passant.
- You must protect your king. Kings cannot be captured or stand adjacent. Checkmate wins; no legal move without check is stalemate.
- Automatic draws: the same position and player to move three times; 100 half-moves without a pawn move or capture; or bare kings only. Other material-draw cases are not adjudicated.
- Undo takes back one half-move, including captures, promotion and a game result. New game and shape changes ask before discarding moves. No clock, AI, network or saved game: refreshing closes this game.
Keyboard: Tab to the board, arrow keys to navigate, Enter/Space to select or move, Escape to clear selection. Large tiles provides squares at least 44px wide with scrolling. No auto-flip.