

Steps forward on green, bites diagonally on yellow, and can slip ahead with a purple shadow move. Simple, hungry, everywhere.

Start the story with Episode 1 and play it offline.
"You! You're wanted at the court, IMMEDIATELY! There's no time to waste. Now hop on!"
Somewhere in the suburbs of Plotville, a bedroom window glows purple. Paja wakes on a checkered green hill with no way home, swept off to the court of the Creatures of the Light. Meanwhile, in the darkest corner of the checkered wastelands, the Wolfkid is planning his attack on chess land, and the all-seeing eyes have told him about a certain kid.

No kings here, just kids. Capture the enemy kid to win. Golems, trees, eyes, snakes, zombie heads and cats each have their own movement and attack patterns, and keeping your pawns in a row when you castle earns you a bonus golem.

The campaign plays out between battles: training on the green hill, an audience at court, mini battles against the Wolfkid's scouts, and the main battle at the end of every episode.

The Knight walks you through each piece, lesson by lesson, so you never need to know chess before you start. Jump back into any lesson from the menu.

Set up any position you like from the sideline, load a preset or a saved game, and pit the light and dark armies against each other with either side on the computer.

Want a normal game? Regular Chess puts the classic pieces on the standard 8x8 board, against a friend or the computer at the level you pick.
Select any monster, yours or the enemy's, and its movement pattern appears beside the board: a map of every square it can reach from the skull at its centre. Each colour is a different kind of move, with its own rules.


Steps forward on green, bites diagonally on yellow, and can slip ahead with a purple shadow move. Simple, hungry, everywhere.


All orange: every square is move-or-attack, empty or not. The best of both worlds, in a ring of heavy steps.


Its roots reach far. Long green moves need empty, unblocked squares, and orange squares let it strike where it lands.


Red jumps soar right over holes and blockers, and white squares let it partner the kid in a castle.


A huge web of purple shadow moves. Powerful, but every leap leaves a shadow behind, and an enemy that lands on it takes the cat.


Guards the corners. Its white squares land on the kid's reflections, which is how the two of them castle.


Lose your kid and you lose the battle. Short steps around him, plus cyan reflection moves that set up a castle.

A piece in the way doesn't just block its own square. It throws a wedge of blocked squares away from the mover, widening with distance. Straight ahead it fans both ways, on a diagonal it splits into two wedges, and in between it opens to one side: 16 ways in all. Friend or foe, a body is a body.
Red and purple moves ignore blocking. Everything else respects it.

A purple move leaves a shadow on the square below where the piece lands, so that square has to be free. While the shadow lingers, land a yellow or purple move on the shadow and you capture the piece that cast it.
"Here's the secret: land on a shadow, and you capture the piece that cast it!"

When the kid steps two squares sideways, reflections of him appear on either side. If the snake or the eye lands on one with a white square, you get a second move in the same turn. But a reflection can be captured, and taking it takes the kid.
"We castled! Neat trick, right?"
Press SPACE before you commit. The board goes dark blue and arrows show every capture either side could make, each one starting at a white dot on the attacker and pointing at its target. The selected monster's moves it can't play right now are striped.


Red: you lose material
Green: you win material
Blue: an even swap
Yellow: potentially hazardous, not imminent
Red: they can check your kid
Ringed red: checkmate
Orange: your tree is left open
Purple: your cat is attacked
SPACE inspection on and off
RGBY step through each colour
Click a square to see just its lines
H the full legend
A checkered world ruled by a King and his Bishops, guarded by a Knight who never stops shouting. It is under threat, and the all-seeing eyes have named the one soul who could foil the Wolfkid's plans.
A quiet suburb where nothing happens, until one bedroom window starts glowing purple.
Summoned through his closet by the Things of Darkness, then redirected mid-spell by a bishop. He lands on a green hill with no way home.
Eighteen monsters recruited by the King for Paja to command. "Monsters, though, really," as the court gasps.
Lord of the Things of Darkness, ruling the checkered wastelands with a cat in his lap and trees for bodyguards. He wanted Paja captured. Now he wants him gone.
"You have his personality. A sort-of mirror reflection, if you will." The bishops say Paja is somehow tied to the Wolfkid himself.
The zombie heads opened the portal on the Wolfkid's orders. A bishop broke the circle and sent the kid to Chessland instead. "FORGET CHESSLAND! TOMORROW WE FIGHT THE LIGHT!"