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Decachess

What's Different From Standard Chess

This is the short version, written for players who already know how a King, Queen, Rook, Bishop, Knight, and Pawn move. Decachess plays on a wider board and adds one new piece, plus four changes to rules you already know. Everything else — check, checkmate, stalemate, how captures work — is exactly as you'd expect.

The Board

10×10 instead of 8×8 — files a through j, ranks 1 through 10. Two extra pawns per side, and one new piece (the Archer) slotted in beside each Rook.

Back rank: Rook, Archer, Bishop, Knight, Queen, King, Knight, Bishop, Archer, Rook.

New Piece: The Archer

The Archer has a short walk and a separate ranged shot, and never does both in the same turn.

Worth remembering mid-game

The Rook immunity is the rule people forget most often — the geometry can look completely valid and the shot still won't be offered, because the target is a Rook specifically.

Castling

Same underlying rule as standard chess — unmoved King and Rook, clear path, King not in/through/into check — but the wider board means more has to be cleared first.

Castling early is rarely realistic here; it tends to be a mid-game payoff once you've actually developed.

Pawns: The Triple Leap

A pawn's first move can be 1, 2, or 3 squares forward (path must be fully clear). This exists purely because a 10-wide board is a lot of ground to cover — without it, the center takes too long to contest. Every move after the first is a single square, same as always.

En Passant

Works exactly like standard en passant, extended to cover the 3-square leap. The window still lasts exactly one move — miss it and it's gone.

Promotion: Graveyard Reinforcement

The single biggest departure from standard chess. There is no automatic queening. A pawn reaching the far rank can only come back as a piece your opponent has already captured from you.

Why it matters

This turns "push the pawn to the back rank" from a free bonus into a real decision. Arrive with nothing to reinforce with, and you may be donating a piece — or setting a trap, if something's guarding it from behind.

The Controls

A quick reference for the control panel — a couple of these don't behave quite how the button label alone would suggest.

Game Mode / Play As

Two dropdowns controlling who plays which side, and whether the opponent is the built-in AI or a second human. Changing either one immediately restarts the game — neither is a live mid-game toggle.

AI Level

Novice, Veteran, or Master. This one is safe to change mid-game — the new setting applies to the AI's very next move, without resetting the board.

Manual Move Entry

Type a move directly instead of clicking — format is fromSquare-toSquare, e.g. e2-e5 or b1-b3. File letters aren't case-sensitive.

Undo Move

Steps back up to 4 plies at once — your last move and your opponent's reply, twice over — or as far back as the game actually goes if it's shorter than that. It is not a single-step undo.

Copy Moves / Paste Moves

The portable way to save or restore a game as plain text. Copy Moves puts the full move list on your system clipboard. Paste Moves reads directly from your system clipboard — there's no text box to paste into, so copy a move list first. Pasting always replaces the current game entirely.

Save State / Load State

A separate, simpler mechanism — stores one exact snapshot locally in your browser (a single slot; saving again overwrites the previous save). Instant, but only lives on this device.

Reset Board

Immediately restarts to a fresh game. No confirmation prompt.

Quick Reference

The Archer
Moves 1 square to empty only. Shoots exactly 2 squares in a straight line, no blocking. Silenced if an enemy is adjacent. Cannot ever harm a Rook.
Castling
Same safety rules as standard chess. Kingside needs 3 pieces cleared; queenside needs 4.
Pawns
First move only: 1, 2, or 3 squares. Every move after: 1 square.
En Passant
One-move window, same as standard — extended to cover both the 2- and 3-square leap.
Promotion
Resurrect from your own graveyard, your choice. Empty graveyard = pawn freezes until you lose something. Returned piece waits one turn before it can act.