An ivory king quarterback passes toward a bishop receiver, with charcoal defenders downfield.

3. Catching and Throwing

Passing the ball lets you cover big chunks of the board in a single play. The quarterback can target any square, while other pieces may only throw along the paths they normally move. A direct throw to a teammate is safe unless the receiver is tackled before gaining control.

Throwing to an empty square is riskier. Defenders can intercept by reaching the landing square. A missed forward pass is incomplete and ends the play; a missed lateral or backward pass is a live fumble that either team can recover.

Throwing rules

  1. The quarterback may throw in any direction to any distance.
  2. Other pieces throw only along their legal movement patterns.
  3. A backward pass that touches the ground is a live ball, just like a fumble.

Long throws on 12 by 8

A forward pass of six or more rows takes longer to arrive. Sideways distance does not count. After release, defense moves, offense moves, then defense moves again before arrival. If the target is empty at arrival, offense gets the normal catch move. This lets a receiver run a two-step route to the fixed target.

The timing applies to both throws directly to a receiver and throws into space. Moving onto the target early does not catch the ball early. A contested pile on the target breaks up the pass; a lone defender there intercepts. Classic 8 by 8 uses normal pass timing. Existing online matches retain their original timing.

Selecting the ball shows a light long-throw area beyond the six-row boundary. The X marks the landing square; an airborne long throw stays halfway along the arc during the added exchange.

Catching pointers