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The Goal: Checkmate
Trap the enemy king so it has no safe square to escape to and no way to block or capture the attacker. That's checkmate, and it ends the round in your favor. Everything else is in service of this.
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Tap a Piece, Tap a Square
Tap one of your moonlit pieces to light up its legal moves: quiet dots for empty squares, glowing rings for captures. Tap a highlighted square to play the move. White moves first, then players alternate.
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The Pawn
Pawns step one square straight forward, or two from their starting row. They never move backward. They capture only diagonally forward (the ringed squares), never straight ahead.
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The Knight
Knights leap in an L: two squares one way, then one square at a right angle. They're the only piece that jumps over others, landing on any of up to eight squares.
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The Bishop
Bishops glide any distance along diagonals, until a piece blocks the way. Each bishop is stuck on one square color for the whole game.
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The Rook
Rooks slide any distance along ranks and files, straight lines across and up and down, until something blocks them.
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The Queen
The queen combines rook and bishop: any distance in any straight line, across, up, down, or diagonally. The most powerful piece on the board.
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The King
The king moves one square in any direction. It can never step onto a square attacked by an enemy piece, and it can't be captured, only trapped.
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Check Must Be Answered
When your king is under attack, the HUD flashes CHECK and you must respond immediately: move the king to safety, block the line of attack, or capture the attacker. You can't leave your king in check or make a move that exposes it.
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Castling
Once per game, if neither the king nor a rook has moved and the squares between them are empty, tuck the king to safety: move the king two squares toward the rook and the rook hops to its far side. The king can't castle out of, through, or into check.
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Promotion
Push a pawn all the way to the far rank and it transforms. Choose what it becomes: queen, rook, bishop, or knight. Almost always a queen.
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En Passant
When an enemy pawn dashes two squares to land right beside yours, your pawn may capture it on the very next move as if it had only stepped one square. It's the only capture that lands on an empty square, and it's offered automatically when it's legal.
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Stalemate Is a Draw
If the player to move has no legal move but their king is NOT in check, the round is a stalemate, a draw. So when you're far ahead, leave the enemy king a safe square: trapping it with no legal move and no check throws away the win.