Chess2

10×10 · the Checker piece
Black
White
White to move
Even material

Moves

No moves yet

Chess2

10×10 chess · the Checker jumps to capture

Choose a mode

Single player

Play as
Bot strength

Settings

Board theme

Piece colours

Preview

How to play

The board

10×10, files a–j, ranks 1–10. Ten pawns a side. The back rank is R N C B Q K B C N R — the Checker (C) sits between knight and bishop on both wings. Squares are shaded so each queen starts on her own colour.

Pawns

On its first move a pawn may advance one, two or three squares, provided every square along the way is empty. It can be captured en passant on any square it crossed, so a three-square dash cannot slip past a defending pawn.

Castling

The king still travels two squares toward the rook and the rook hops to the square it crossed: O-O puts the king on h1 and the rook on g1; O-O-O puts the king on d1 and the rook on e1.

Keyboard

Single player and White in hot seat use W A S D to move the cursor and Space to confirm. Black in hot seat uses the arrow keys and ,. Esc clears a selection, F flips the board.

The Checker

  • Moves one square in any of the eight directions, like a king.
  • It cannot capture by moving — it captures only by jumping, and only diagonally.
  • To jump: an enemy piece sits diagonally adjacent and the square directly beyond it is empty. The Checker lands there and the jumped piece is removed.
  • Chain jumps: if another jump is available from the landing square, you may keep going. Pick each landing square in turn; press End turn to stop early.
  • Jumping is never forced, and you may stop a chain at any point — this is chess, not draughts.
  • Jumped pieces stay on the board as blockers until the whole chain finishes, and none can be jumped twice.
  • A Checker cannot jump a king. Instead, a Checker that could jump your king is giving check — including via a chain. If stopping a chain would leave your king in check, you must keep jumping.
  • Pawns may promote to a Checker.

Everything else is ordinary chess: promotion, the fifty-move rule, threefold repetition, stalemate, checkmate.

Promote to