How to play

Chesskers is chess with extended rules. The pieces move as they do in chess, and checkmate wins the game. But pieces can also capture checkers-style: they jump enemy pieces, and keep jumping in a chain. And a knight sweeps up every enemy piece on its way.

Replacement captures

Every piece captures as in chess: it moves onto an enemy piece's square, and the enemy piece leaves the board. This is a replacement capture.

. . . . . . . .   8
. . . . . . . .   7
. . . P . . . .   6
. . . * . . . .   5
. n * R * * * *   4
. . . * . . . .   3
. . . * . . . .   2
. . . * . . . .   1
a b c d e f g h
The rook on d4 moves to the squares with a dot, as in chess, and can capture the knight on b4 by replacement. Its own pawn on d6 blocks it.

Jump captures

A rook, bishop, queen, king or pawn can also make a jump capture: it passes over an enemy piece along one of its lines of movement, and lands on the empty square just beyond it, its landing square. The jumped piece leaves the board.

  • A rook, bishop or queen may come from any distance along a clear line. It jumps only the first piece on the line, and lands just beyond it, going no further.
  • A king jumps an enemy piece next to it, in any direction. A pawn jumps one diagonally forward only.
  • Your own pieces block your jumps, and a jump needs its landing square empty.
  • A knight never jumps.
. . . * . . . k   8
. . . p . . . .   7
. . . . . . . .   6
. . . . . . . .   5
* n . R . . b *   4
. . . . . . . .   3
. . . r . . . .   2
K . . * . . . .   1
a b c d e f g h
The rook on d4 can jump any of the four Black pieces, landing on d8, a4, h4 or d1. On the board, a landing square shows as a dot in a ring.

Chains

After a jump capture, the same piece may jump again from its landing square, and again after that: a chain, all in one turn.

  • Each jump after the first is over an enemy piece right next to the piece, with an empty square beyond it: a piece, a space, a piece, a space.
  • The direction can change from one jump to the next, along the piece's own lines: a rook turns corners, a bishop zig-zags, and a chain may even turn back the way it came.
  • Each jumped piece leaves the board as it is jumped.
  • A chain is made only of jump captures, and you may stop it after any jump. A pawn that lands on the last rank promotes, and its chain ends there.
. . . . . . . .   7
. . 3 . . . . .   6
. . p . . . . .   5
1 p 2 . . . . .   4
p . . . . . . .   3
. . . . . . . .   2
R . . . . . . .   1
a b c d e f g h
The rook on a1 jumps the pawn on a3 to a4 (1), then the pawn on b4 to c4 (2), and turns the corner to jump the pawn on c5 to c6 (3). It could stop on a4 or on c4 instead.

To make a chain, tap the piece, then each landing square in turn. The move ends by itself once no jump is left. To stop early, tap the piece again; to undo a jump, tap the square it last jumped from.

Sweep captures

A knight has a capture of its own. Each of its moves has a leg: the two squares it passes straight over, along the long side of its L, before its step to the side.

  • A knight that lands on an empty square captures every enemy piece on the leg of that move: a sweep capture. It isn't a choice.
  • Its own pieces on the leg stay where they are, and don't block it.
  • A knight that lands on an enemy piece captures that piece only, by replacement.
b * . . . . . .   3
p . . . . . . .   2
N . . . . . . .   1
a b c d e f g h
The knight on a1 moves to b3. The leg of that move, shaded, is a2 and a3, so it captures both the pawn and the bishop.

Check

A king is in check when the opponent could capture it with their next move, by any kind of capture: by replacement, by a sweep capture, or by a jump at any point in any chain. You may never leave your own king in check, and that is judged on the position after your whole move: in a chain, a king may pass over squares under attack, as long as it ends the move safe.

. . 3 . . . . .   6
. . k . . . . .   5
1 p 2 . . . . .   4
p . . . . . . .   3
. . . . . . . .   2
R . . . . . . .   1
a b c d e f g h
Black's king on c5 is in check: White's rook could jump the pawn on a3 to a4 (1), the pawn on b4 to c4 (2), and then the king, landing on c6 (3).

Checkmate wins, as in chess. But a king can escape check by a jump, too, so some of chess's mates are not mate here.

The knight mate

In chess, a king and a knight can't checkmate a lone king. In Chesskers they can.

. . . . . . . k   8
. . . . . K . .   7
. . . . . . . N   6
a b c d e f g h
The knight's move to g8 would sweep its leg, h7 and h8, shaded, so Black's king on h8 is in check, and can't step to h7. White's king covers g7 and g8, and Black's king can reach neither White piece: checkmate.

The rest is chess

  • Castling is as in chess, but the king's square, the square it passes over and the square it lands on must each be safe from every kind of capture.
  • En passant is as in chess: a replacement capture only, never a jump or part of a chain.
  • Promotion: a pawn that reaches the last rank, by a step, a replacement capture or a jump, becomes a queen, rook, bishop or knight, whichever you choose.
  • Draws: stalemate, threefold repetition and the 50-move rule, where every kind of capture starts the count again. The game is drawn for insufficient material only when two kings are left, or two kings and a bishop: a king and a knight can mate, so they play on. In an Online game you may also offer a draw: it stands until your opponent accepts or declines it, or moves instead.
  • You may resign at any time. In Pass-and-play and Bot games, moves can be taken back: in a Bot game, back to your last turn.
  • In an Online game, a player who leaves the table mid-game has 10 minutes to come back, counted while their opponent waits there. If they don't, they forfeit, and their opponent wins.

The move list

Moves are written in chess notation, extended for the variant:

  • Rxa5 is a replacement capture,
  • Ra1:a6:a8 a chain: its start square, then each landing square,
  • N~b3 a sweep capture, with the pieces it captured shown beside it,
  • and + marks check, # checkmate.

The pieces are Colin M.L. Burnett's, used under the 3-clause BSD licence: its notice.