Chess with a hand of cards.
Pick a mode, then play the next person who looks for a game or challenge someone.
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Chess, but you never choose freely. Each turn you play a card, and the card decides what you get to do.
Capture the enemy king. There is no check or checkmate, so a king can walk into danger and you'll want to keep yours covered. Pawns promote to queens. A pawn that moves two squares can be taken en passant by an enemy pawn beside it, on that player's very next turn, if their card lets a pawn move and capture.
It takes two to take a king. You can only capture the king with a piece when another of your pieces attacks the king too. A piece lined up right behind the attacker on the same line counts, like a queen behind a rook on the king's row. A king that only one piece attacks shows a gold shield: it's safe until a second attacker joins in. So a lone raider can't win on its own, and bringing more pieces out pays off.
In Classic, tap one of the three cards in your hand (or press 1, 2 or 3). In Luck of the draw, tap the deck (or press Space). The card says what you may do this turn.
Each time a card leaves you with no legal move, your blocked counter charges (the three lights by your name). The third block makes you super charged: the whole board except your opponent's two starting rows is swept, and if any enemy pieces stand there, one of them, picked at random, switches to your side. The king never switches. If no enemy piece stands there, you get a pawn instead.
Swap cards (Classic and Blitz): at the start of your turn you can spend one charge to throw away 1, 2 or 3 cards from your hand and draw new ones, then play your turn as usual. Tap Swap cards under your hand, pick the cards, and tap Swap. Once a turn. A charge you spend comes off the meter, so it no longer counts toward the super charge.
Play a card of the same color as your last card and its moves are powered up. The dot by your name shows the color to match, and in Classic a matching card in your hand is marked COMBO.
Rooks, bishops and queens can first step one square in any direction, like a king, onto an empty square, and then make their regular move. Knights can also leap two forward and two to the side. Pawns and kings move twice. Tap Stay here to stop after the first step.
A +2 played as a combo becomes a +3: three pieces come back. If a combo card leaves you blocked, your charge meter fills by 2 instead of 1.
It works on 1, 2, piece (pawn to king), Block and +2 cards. Bolt and Promotion have no color, so they break a run. A combo pops a big COMBO! for both players, so your opponent always knows.
A combo only powers up the card's first move. On a combo 2 card the second move is a regular one, by the same piece or a different one: a pawn can move twice and then once, or twice and then another piece moves.
When the card lets you move your king or a rook, and both are on your back rank with nothing between them, you can castle, even if they have moved before. Pick one of them, then tap the other. They land where they would in normal chess: king on g and rook on f toward the h-file, king on c and rook on d toward the a-file. On a 2 card, castling can be either of the two moves.
108 cards: in each of four colors a 0, two of each number 1 to 9, two Block, two +2 and one Reverse, plus eight Bolt and four Promotion cards. Drawn cards stay out, and the deck never reshuffles. When it runs dry, the players play out the cards left in their hands (in Luck of the draw there are none), and if nobody has captured a king by then, the game is a draw. The card counter next to the board shows which cards are still in the deck and how likely each one is next.
Classic: hold three cards and choose which one to play each turn, then draw a new one to fill your hand. Its deck has four 2-move cards instead of eight (104 cards).
Luck of the draw: draw one card each turn and do what it says.
Blitz: Classic rules, but each player has 3 minutes on a chess clock for the whole game. Your clock runs only while you can act, thinking or making your move: it stops while a card flies in, pieces move, or a banner or COMBO! plays. If it reaches 0 you lose. White's first turn is free: the clocks start once White has moved. Each mode has its own Elo and leaderboard.
Online, at your own pace: in Classic and Luck of the draw you have 48 hours to make each move. If you don't move in time you lose the game, and it counts for Elo like any other loss. The time left shows under the turn, and in your list of games.
Pick a name, then post a challenge or take one from the list.
Your username, picture and record are public. No email needed. Privacy
Type your username above, then the recovery code you got when you made your account. Lost it? Ask the game's owner for a reset code. Nobody can see your old password, so you pick a new one.
With an account your wins and losses against other players are saved, and your matches wait for you: come back and make your move whenever you have time.
If you ever forget your password, this code lets you set a new one. Write it down or save it somewhere safe. It is shown only now, and it works once.
You'll play the next person who looks for a game in this mode. Keep this page open.
Waiting for your opponent. You play White and move first.
They get the challenge in their games and play it whenever they like.
Your friend needs a Claude account and edit access to this page. Open Share on this page and invite them by email as an Editor. People who only have a view link can watch a game but can't play.
You don't have a recovery code yet, so a forgotten password would lock you out. if you lost yours. The old one stops working.
Classic, Luck of the draw and Blitz each have their own Elo, record and leaderboard. Elo works like in chess: everyone starts at 1000, beating a stronger player gains more than beating a weaker one, and new players move faster (K = 32 for your first 20 games in a mode, then 16, so one unlucky game can't swing your rating much). Your first 10 games in a mode are placement games: your Elo counts, but you only appear on that mode's leaderboard once you've played 10, so two lucky (or unlucky) games can't put you above players with a real record. Only games between two accounts are rated.
Only for the game's owner: every action needs the admin key (the ADMIN_KEY secret on the Worker). Type it and a player's username, then pick what to do.
Make reset code: a one-time code for a player who forgot their password and lost their recovery code. Give it to them privately; it works once, for 24 hours. Reset ratings: their Elo, record and history in every mode go back to the start. Reset coins: their coins go to 0 and everything they bought in the store is taken away. Ban: they're logged out everywhere, can't log in or reset their password, and drop off the leaderboard (they can still play as a guest). Press it again to unban.
The 10 highest rated players. Every finished game between two accounts counts.
Earn coins by playing, unlocking achievements and winning tournaments.
Log in to earn coins and shop. Your coins and everything you buy are kept on your account, on every device.
Four knockout matches against the CPU, and every opponent plays better than the last. Reach the final to unlock the next tournament. Lose a match and you start that tournament again.
Eight players, three knockout rounds, one week. Win gold, silver or bronze for your profile.
Every card you've seen, played or in your hand, stays out until the deck runs dry. Count them and you know what's coming.
The enemy king has fallen.