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
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
Slides any number of squares in any direction (orthogonal or diagonal). The most powerful orthodox piece.
- •Rides along 1 straight lines, unlimited range
Rook
Slides any number of squares along ranks or files (orthogonal directions).
- •Rides along 1 straight lines, unlimited range
Bishop
Slides any number of squares diagonally. Stays on its starting color.
- •Rides along 1 diagonal lines, unlimited range
Knight
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
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
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
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
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
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
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
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
Leaps one square diagonally in any direction. A weak diagonal leaper.
- •Leaps in a 1 diagonal pattern — 4 squares
Sentinel
Leaps one square orthogonally in any direction. A weak orthogonal leaper.
- •Leaps in a 1 straight pattern — 4 squares
Elephant
Leaps exactly two squares diagonally, jumping over any piece in between.
- •Leaps in a 2 diagonal pattern — 4 squares
Catapult
Leaps exactly two squares orthogonally, jumping over any piece in between.
- •Leaps in a 2 straight pattern — 4 squares
Camel
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
Leaps 3 squares in one direction and 2 squares perpendicular. Jumps over pieces.
- •Leaps in a (3,2) pattern — 8 squares
Halberdier
Leaps 4 squares in one direction and 1 square perpendicular. Jumps over pieces.
- •Leaps in a (4,1) pattern — 8 squares
Ranger
Leaps exactly three squares orthogonally, jumping over any piece in between.
- •Leaps in a 3 straight pattern — 4 squares
Riders
Nightrider
Rides along knight lines: makes consecutive knight-leaps in the same direction. Blocked by intervening pieces.
- •Rides along (2,1) lines, unlimited range
Nomad
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
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
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
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
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
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.