Chess Line Wars
Command the board

Simultaneous-turn tactical strategy

Chess pieces do not capture. They control.

Every legal move becomes a line of pressure. Enemy pieces take damage, allies receive healing, and both commanders reveal their orders together.

  • Plan
    Choose one order in secret
  • Reveal
    Both moves land together
  • Resolve
    Damage and support activate unit by unit

Tactical control prototype

Chess Line Wars

Round011 combat turn
Turn0

Planning phase

Select a unit, then choose its destination.

Core
Full damage and healing per target.
ObjectiveDestroy enemy king

Both kings operational

White command28 / 28
Black command28 / 28
Black influence
White influence
Keyboard & screen-reader board

Use arrow keys or a controller D-pad/stick to move. Press Enter, Space, or A to select/stage; B cancels selection and Y stages Hold.

No unit selected.

No unit selected

Choose an unlocked piece on the board.

White orderNo order staged
Black orderWaiting for Black
OptionalMatch intelCombat history, replays & rules

Combat feed

Live
Rounds run0
Next pulse1 turn

Last combat: none

Awaiting first resolution

Locked orders and combat effects will appear here.

Field manual Rules & values

Each side stages one move or Hold. Manual mode keeps it available for review; Quick submit secures a legal move as soon as its destination is chosen or released.

Local 1v1 alternates the first planner each round and hides that secured order during a device handoff.

Solo mode assigns Black to a tactical CPU. Queue and lock only White; the CPU responds automatically.

Standard rules: each source deals full damage to every enemy target and full healing to every allied target.

Each round applies one combat turn. Every source activates at most once; friendly influence heals and enemy influence damages.

Pieces activate one at a time from a frozen influence map. A unit that reaches zero HP is destroyed immediately, cannot be healed, and loses any queued activation.

Lower-value sources resolve first. Ties favor more instances, then healing before damage.

Sliding influence stops on the first unit. Movement itself never captures.

Castling moves king and rook together when neither has moved, the path is clear, and the king's route is outside enemy influence.

Legal move Threat Support Cooldown turn