Tactical control prototype
Chess Line Wars
Saved operation available
Continue your previous match
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Planning phase
Select a unit, then choose its destination.
Both kings operational
Position repeated twice
Field training
Movement is not capture
Selected unit
No unit selected
Choose an unlocked piece on the board.
Combat feed
Resolving orders…
Locked orders and combat effects will appear here.
ArchiveMatch intelCombat history, replays & rules
Battle record
Combat feed
Last combat: none
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.
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.