Skip to content
← Back

Rules Reference

General Rules

Fairy Chess follows the same fundamental rules as standard chess: White moves first, players alternate turns, the goal is to checkmate the opponent's King.

Board Sizes: Boards can range from 7x7 to 12x12 squares. Larger boards may include fairy pieces to fill the back ranks.

Promotion: Promotable pieces (Pawn, Rebel, Lancer, Scout) promote upon reaching the last rank or landing on a promotion tile. Each pawn type has its own fixed set of promotion targets.

Draw Conditions: Games can end in a draw by stalemate or the 50-move rule (100 half-moves without a pawn move or capture).

Leapers vs Riders: Leapers jump directly to their destination, ignoring pieces in between. Riders slide step-by-step and are blocked by intervening pieces. Hoppers must jump over exactly one piece to land.

Pieces

Orthodox Pieces

King
Move Capture Both Piece

King

OrthodoxK

Moves one square in any direction (orthogonal or diagonal). Royal piece -- if checkmated, the game is lost.

  • Moves 1 square in any direction (like a King)

Royal piece — must be protected from check and checkmate.

Queen
Move Capture Both Piece

Queen

RiderValue: 9Q

Slides any number of squares in any direction (orthogonal or diagonal). The most powerful orthodox piece.

  • Rides along 1 straight lines, unlimited range
Rook
Move Capture Both Piece

Rook

RiderValue: 5R

Slides any number of squares along ranks or files (orthogonal directions).

  • Rides along 1 straight lines, unlimited range
Bishop
Move Capture Both Piece

Bishop

RiderValue: 3B

Slides any number of squares diagonally. Stays on its starting color.

  • Rides along 1 diagonal lines, unlimited range
Knight
Move Capture Both Piece

Knight

LeaperValue: 3N

Leaps in an L-shape: 2 squares in one direction and 1 square perpendicular. Jumps over other pieces.

  • Leaps in a (2,1) pattern — 8 squares
Pawn
Move Capture Both Piece

Pawn

OrthodoxValue: 1P

Moves one square forward, captures one square diagonally forward. Can move two squares on its first move. No en passant. Promotes to Queen, Rook, Bishop, or Knight.

  • Moves forward
  • Captures diagonally forward
  • Double step forward on first move

Pawn Variants

Rebel
Move Capture Both Piece

Rebel

Pawn VariantValue: 1BP

Inverse pawn: moves one square diagonally forward, captures one square straight forward. Can move two squares diagonally on its first move. Promotes to Bishop, Archbishop, Nightrider, or Nomad.

  • Moves diagonally forward
  • Captures forward
  • Double step diagonally forward on first move
Lancer
Move Capture Both Piece

Lancer

Pawn VariantValue: 1LP

Aggressive pawn: moves one square forward, captures forward and diagonally forward. Can move two squares forward on its first move. Promotes to Rook, Chancellor, Cannon, or Ambusher.

  • Moves forward
  • Captures forward and diagonally forward
  • Double step forward on first move
Scout
Move Capture Both Piece

Scout

Pawn VariantValue: 1SP

Multi-directional pawn: moves one square in any diagonal direction (including backward), captures one square straight forward only. No double step. Promotes to Camel, Zebra, Halberdier, or Ranger.

  • Moves diagonally forward and diagonally backward
  • Captures forward

Compound Pieces

Chancellor
Move Capture Both Piece

Chancellor

CompoundValue: 8H

Combines the powers of a Rook and Knight. Slides along ranks/files and makes knight leaps.

  • Rides along 1 straight lines, unlimited range
  • Leaps in a (2,1) pattern — 8 squares
Archbishop
Move Capture Both Piece

Archbishop

CompoundValue: 7A

Combines the powers of a Bishop and Knight. Slides diagonally and makes knight leaps.

  • Rides along 1 diagonal lines, unlimited range
  • Leaps in a (2,1) pattern — 8 squares
Amazon
Move Capture Both Piece

Amazon

CompoundValue: 11Z

Combines the powers of a Queen and Knight. The most powerful piece in fairy chess.

  • Rides along 1 straight lines, unlimited range
  • Leaps in a (2,1) pattern — 8 squares

Leapers

Advisor
Move Capture Both Piece

Advisor

LeaperValue: 2F

Leaps one square diagonally in any direction. A weak diagonal leaper.

  • Leaps in a 1 diagonal pattern — 4 squares
Sentinel
Move Capture Both Piece

Sentinel

LeaperValue: 2W

Leaps one square orthogonally in any direction. A weak orthogonal leaper.

  • Leaps in a 1 straight pattern — 4 squares
Elephant
Move Capture Both Piece

Elephant

LeaperValue: 1E

Leaps exactly two squares diagonally, jumping over any piece in between.

  • Leaps in a 2 diagonal pattern — 4 squares
Catapult
Move Capture Both Piece

Catapult

LeaperValue: 1D

Leaps exactly two squares orthogonally, jumping over any piece in between.

  • Leaps in a 2 straight pattern — 4 squares
Camel
Move Capture Both Piece

Camel

LeaperValue: 2C

Leaps in an extended L-shape: 3 squares in one direction and 1 square perpendicular. Jumps over pieces.

  • Leaps in a (3,1) pattern — 8 squares
Zebra
Move Capture Both Piece

Zebra

LeaperValue: 3Z

Leaps 3 squares in one direction and 2 squares perpendicular. Jumps over pieces.

  • Leaps in a (3,2) pattern — 8 squares
Halberdier
Move Capture Both Piece

Halberdier

LeaperValue: 2G

Leaps 4 squares in one direction and 1 square perpendicular. Jumps over pieces.

  • Leaps in a (4,1) pattern — 8 squares
Ranger
Move Capture Both Piece

Ranger

LeaperValue: 1T

Leaps exactly three squares orthogonally, jumping over any piece in between.

  • Leaps in a 3 straight pattern — 4 squares

Riders

Nightrider
Move Capture Both Piece

Nightrider

RiderValue: 5I

Rides along knight lines: makes consecutive knight-leaps in the same direction. Blocked by intervening pieces.

  • Rides along (2,1) lines, unlimited range
Nomad
Move Capture Both Piece

Nomad

RiderValue: 4M

Rides along camel lines: makes consecutive camel-leaps (3,1) in the same direction. Blocked by intervening pieces.

  • Rides along (3,1) lines, unlimited range

Hoppers

Ambusher
Move Capture Both PieceHurdle

Ambusher

HopperValue: 3S

Moves along queen lines but must hop over exactly one piece, landing on the square immediately after it.

  • Hops over a piece in 8 directions
Lion
Move Capture Both PieceHurdle

Lion

HopperValue: 5L

Moves along queen lines, hopping over exactly one piece then landing on ANY square beyond it (not just the first). Much stronger than the Ambusher.

  • Hops over a piece in 8 directions
Cannon
Move Capture Both PieceHurdle

Cannon

CompoundValue: 4O

Slides along ranks/files without capturing (like a rook). Captures by hopping over exactly one piece along ranks/files (Chinese chess cannon).

  • Rides along 1 straight lines, unlimited range (move only)
  • Hops over a piece in 4 directions (capture only)

Special

Mage
Move Capture Both Piece

Mage

SpecialValue: 3MG

Moves one square in any direction (like a King) but cannot capture. Can swap positions with any friendly piece except the King. Powerful for repositioning.

  • Moves 1 square in any direction (like a King) — cannot capture

Swap

Can swap positions with any friendly piece (except the King). Cannot capture enemies.

Shield
Move Capture Both Piece

Shield

SpecialValue: 3SH

Moves one square in any direction (like a King) but cannot capture. Passively protects the square directly in front of it -- pieces there cannot be captured. Cannot protect the King.

  • Moves 1 square in any direction (like a King) — cannot capture

Shield Aura

Protects the square directly in front — pieces there cannot be captured (does not protect the King). Cannot capture enemies.

Special Tiles

Wall

Impassable obstacle. No piece can enter or pass through a wall square. Leapers can jump over walls.

Protected

Pieces on protected squares cannot be captured. They can still move away voluntarily.

Promotion

Pawns that land on promotion tiles are promoted, even if not on the last rank.

Teleporter

Teleporter tiles come in pairs. A piece that lands on one is instantly transported to the linked tile.

Trapped

A piece on a trapped tile has a limited number of turns before it is destroyed. The counter ticks down each turn.