Official Rules beta v1.1
This rule set was last updated on October 12, 2026. The rules are in beta and subject to change.
Introduction
Football Chess combines the strategic depth of chess with the excitement of American football. This innovative game merges the tactical movement of chess pieces with the objective-driven mechanics of football, creating a unique and engaging gameplay experience.
Section 1. Game Overview
Section 1.1. Objective
The objective of Football Chess is to score more points than your opponent by advancing the football into your opponent's end zone while preventing them from scoring in yours. The game merges chess-style piece movement with football concepts like downs, tackles, and passing plays.
Section 1.2. Game Structure
Standard uses four 2-minute quarters; Blitz uses two 2-minute halves. Each period can contain multiple drives and plays. Unlimited games use four drives without a clock. Teams take turns in offense and defense, with possession changing after scoring events or turnovers.
Section 2. Game Components
Section 2.1. Field
- Chess Board: The primary field has 12 rows and 8 columns. Classic 8×8 is available through Custom game for bot games and friend invitations.
- Columns are labeled A-H (from left to right)
- Rows are numbered 1-12, or 1-8 for classic (from bottom to top)
- A1 is at the bottom left from white player's perspective
- End Zones: Two rows at each end on 12×8 (1-2 and 11-12); one row at each end on classic (1 and 8)
- Yard Lines: Each row represents 5 yards on a football field
- Line Of Scrimmage: A visual indicator showing where the ball was last controlled
- Sidelines: Each player has a sideline to the left of their position, containing 16 chess pieces
- Direction of Play: White always moves upward, and black always moves downward
Section 2.2. Game Pieces
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Chess Pieces: Each player has a full set of chess pieces on their sideline, consisting of:
8 Pawns: Limited forward movement, can move diagonally to tackle (Linemen)
2 Rooks: Move horizontally or vertically any number of squares (Offensive Tackles)
2 Knights: Move in L-shapes, can pass over other pieces (Tight Ends)
2 Bishops: Move diagonally any number of squares (Wide Receivers)
1 Queen: Combines rook and bishop movement patterns (Runningback)
1 King: Moves one square in any direction, special ball-handling abilities (Quarterback)
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Active Pieces: For each play, you select up to 7 pieces from your sideline to form your active lineup (at least 2 pawns required)
Section 2.3. The Football
- A separate piece that can be carried by chess pieces, thrown across the board, or rest on the ground
- The football has different visual representations based on its state:
Carried by a piece
In flight during a throw
On the ground after an incomplete pass
Loose and recoverable (fumble)
Section 3. Setup and Formation
Section 3.1. Initial Setup

- At the start of the game, the playing field is empty
- Each player has 16 chess pieces on their respective sidelines
- New possessions use the field's starting line; returned interceptions and fumbles use the spot where the return ended
- The scrimmage line is positioned at the ball's location
- Players will select and position up to 7 pieces from their sideline for each play
- White drives toward the top of the board, and black toward the bottom
Section 3.2. Setup Phase
The Setup Phase is where players position their chess pieces to prepare for the upcoming play.
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Formation Rules:
Offense Formation Requirements:
- May have up to 7 pieces on the board selected from your sideline
- Must include at least 2 pawns
- All pieces must be positioned behind the line of scrimmage
- A pawn must be positioned on the ball to serve as the "snapper"
Defense Formation Requirements:
- May have up to 7 pieces on the board selected from your sideline
- Must include at least 2 pawns
- All pieces must be positioned in front of the line of scrimmage
- A king is allowed in the defensive formation
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Formation Procedure:
- Offense places their pieces first and indicates when they are "ready"
- Defense has additional time to continue placing pieces after offense hits "ready"
- Defense indicates they are "ready" when their formation is complete
- If a team hits "ready" with pieces on the wrong side of the scrimmage line, it results in an "Offsides" penalty (5 yards)
Section 3.3. Motion Phase
After both teams have completed their formations, the offense can initiate optional pre-snap movement.
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Offensive Motion:
- Offense may move a single piece to any open space behind the line of scrimmage
- The piece can be moved freely as long as it remains behind the scrimmage line
- Moving a piece beyond the line of scrimmage results in an "False Start" penalty (5 yards)
- This motion can be skipped if the offense chooses to snap immediately
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Defensive Reaction:
- After offensive motion, defense may move a single piece to any open space in front of the line
- Moving a piece behind the line of scrimmage results in an "Offsides" penalty (5 yards)
- This reaction is optional and can be skipped
- Defense must complete their reaction within a limited time window
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Repeated Motion:
- Offense may continue to move different pieces one at a time
- Each offensive motion allows for a defensive reaction
- This process continues until the offense snaps the ball or the play clock expires
Section 3.4. The Snap
The snap officially begins the play and transitions from the pre-snap phase to the action phase.
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Snap Requirements:
- A pawn must be positioned on the ball to serve as the "snapper"
- A snap receiver must be positioned directly behind the snapper or one square behind that position
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Snap Execution:
- When the offense indicates a snap, the ball moves from the snapper to the receiver
- If there is no eligible receiver in position, the snap results in a fumble
- The fumble places the ball two squares behind the snapper's position
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Post-Snap Sequence:
- Immediately after the snap, the offense takes the first turn
- Teams then alternate turns moving one piece at a time during the action phase
Section 4. Game Mechanics
Section 4.1. Movement
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All pieces move according to standard chess rules with the following modifications:
- Pieces cannot move through occupied squares during play
- Pieces can push friendly and opposing pieces under certain conditions
- A piece carrying the ball follows normal movement rules for its piece type
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Pushing:
- Moving into a square occupied by another piece may result in a push
- The pushed piece moves one square in the same direction as the pushing piece
- Pushes cannot force pieces off the board or into occupied squares
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Tackle and Truck:
- Tackle: Defensive piece moves onto the ball carrier's square, stopping play
- Truck: Ball carrier moves onto a defensive piece's square, stopping play
- Both tackles and trucks result in a pile and end the current play, with the ball carrier maintaining possession
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Knight Route Selection:
- For each valid knight move, there are two possible L-shaped routes
- The chosen route determines both the direction of pushes and handoffs
- If the route passes over a ball carrier, a handoff occurs in the direction of movement
Section 4.2. Ball Carrier
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Ball Possession:
- A piece maintains possession when moving to a new square
- If the ball is on the ground, any piece can pick it up by moving onto its square
- Possession can only change through:
- Passing the ball to another piece
- Handing off the ball to a friendly piece
- Picking up a fumbled ball
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Handoff:
- When a piece moves over a friendly ball carrier, it automatically receives the ball
- The handoff occurs as the piece passes through the ball carrier's square
- If the receiving piece trucks an opponent on the same move, it results in a fumble
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Fumbles:
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A fumble occurs when:
- A backward or lateral pass is incomplete
- A piece trucks an opponent on the same move as receiving a handoff
- A snap is missed due to improper positioning
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Fumble Recovery:
- A fumbled ball is recovered by moving a piece onto the ball's square
- Once a piece occupies the ball's square, the ball becomes "in contention"
- The opposing team may contest by moving their piece to the same square
- Contention continues as long as pieces can be placed on the square in alternating turns
- The fumble resolves when a turn passes without a new piece contesting the ball
- If only a single piece is contesting the ball and a turn passes without challenge, that piece gains possession and play continues, for either team
- When multiple pieces form a pile, the team with the most pieces gains possession and the play ends
- In case of equal pieces from both teams, the team with the topmost piece gains possession
- Note: When an offensive piece trucks after receiving a handoff, the trucking piece retains possession if the fumble is not immediately contested
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Section 4.3. Throwing
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Basic Throwing:
- To throw, select the ball then select the target square
- The king can throw to any square on the board
- Other pieces can only throw in directions they can move
- Throwing counts as a move for the throwing team
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Direct Throws:
- Throwing to a square occupied by a friendly piece
- Opponent can attempt to defend by tackling the receiver on their turn
- If not defended, receiver automatically catches the ball and can move on the next turn
- Throwing directly to an opponent results in an immediate interception
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Indirect Throws:
- Throwing to an empty square
- If an opponent moves to this square on their turn, they intercept the ball
- If not intercepted, your team can move a piece to the square to catch the ball
- If no piece reaches the square, the ball falls incomplete
Long throws on 12×8: Forward passes covering six or more rows give the defense two responses. Sideways distance does not count, and backward passes and laterals keep normal timing. The target is fixed when the ball is released.
After the throw, defense moves, offense moves, and defense moves again before arrival. A piece waiting on the target can catch or intercept only when the ball arrives. If the target is empty at arrival, offense gets the normal receiving move: this permits a two-step route. Moving onto the target early does not catch the ball early or change an indirect throw into a direct throw. A contested pile on the target breaks up the pass; a lone defender there intercepts.
A two-step defender reaches arrival before a two-step receiver gets its final catch move. Coverage alone is not an interception: the defender must act on the target or legally block the receiving route. Use the offensive move during flight to get a receiver in place or protect its route; normal contact and interference rules still apply.
New 12×8 online, bot and campaign games use this timing. Classic games retain normal pass timing. Existing online matches preserve the pass policy they started with; a fresh 12×8 rematch uses long throws.
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Incomplete Passes and Fumbles:
- When a direct throw is batted or an indirect throw hits the ground:
- If it was the first legal forward pass, it's an incomplete pass
- If it was a lateral or backward pass, it's a fumble
- An incomplete forward pass returns the ball to the original spot
- When a direct throw is batted or an indirect throw hits the ground:
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Pass Restrictions:
- A piece cannot catch its own throw, including a backward or lateral pass
- Only one legal forward pass is allowed per play
- Handoffs and backward/lateral passes may precede that forward pass; they do not reset it
- Once the ball crosses the line of scrimmage, returning it behind the line does not permit a forward pass
- A forward pass is also illegal after possession changes teams, even if the original offense regains the ball
- Forward passes cannot be made after crossing the line of scrimmage
- Violating these rules results in an "Illegal Forward Pass" penalty (5 yards)
Section 5. Scoring and Game Progression
Section 5.1. Downs and Yardage
- Teams have four attempts (downs) to score a touchdown
- Gaining 15 yards (three rows) earns a first down on 12×8. Classic uses 20 yards (four rows). Near the opposing end zone the target is capped at the goal line: goal to go.
- Each play uses one down, regardless of outcome
- The line of scrimmage moves with the ball after each play
- If all four downs are used without scoring or earning a first down, possession changes (turnover on downs)
Section 5.2. Scoring Methods
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Touchdown (6 points):
- Scored when a piece has possession of the ball while in the opponent's end zone
- Followed by a choice: Kick Extra Point for 1 point or Go For Two for 2 points
- Older saved games created under the previous rules retain automatic 7-point touchdowns
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Field Goal (3 points):
- A successful kick during a regular possession scores 3 points and ends that possession
- See Section 5.4 for the two-dice distance rules
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Safety (2 points):
- Scored when the ball carrier is tackled in their own end zone
- Possession changes after a safety
Section 5.3. Turnover Mechanics
- Incomplete Pass: Ball is placed back at the previous spot, down advances
- Interception: Defense catches a pass, immediately gains possession
- Fumble: Ball is loose, either team can recover it
- Turnover on Downs: After four unsuccessful downs, possession changes
- After Turnover: An interception or recovered fumble can be returned. When the returner is tackled, the next possession starts at that spot. Turnovers on downs and kicking outcomes use their own possession placement rules.
Section 5.4. Field Goals
The offense may choose Kick before the snap during its setup or motion phase, on any down. A kick cannot be selected from an end zone, while a penalty decision is pending, or after the period has expired. Punts and fake kicks are not part of this beta.
- Choosing Kick brings in fixed pawn-only special teams for both sides. You cannot rearrange this formation.
- Cancel restores the ordinary lineup before the kick. Kick Ball commits the attempt, snaps to the holder, and moves the kicker forward.
- The game rolls two fair six-sided dice and adds them. A total equal to or greater than the displayed target makes the kick. There is no aiming input.
- Distance is measured from the snap row to the opponent's end-zone row, not from the kicker's position. The target is distance + 3. Each row farther back adds 1.
| Rows from end zone | Required total | Chance |
|---|---|---|
| 1 | 4+ | 33/36 (91.7%) |
| 2 | 5+ | 30/36 (83.3%) |
| 3 | 6+ | 26/36 (72.2%) |
| 4 | 7+ | 21/36 (58.3%) |
| 5 | 8+ | 15/36 (41.7%) |
| 6 | 9+ | 10/36 (27.8%) |
| 7 | 10+ | 6/36 (16.7%) |
| 8 | 11+ | 3/36 (8.3%) |
The primary 12×8 field has eight playable rows; classic 8×8 has six. Measure distance to the front edge of the opposing end zone, so the extra end-zone row does not make a kick harder. A miss scores no points and ends the possession. Double ones (snake eyes) cause a botched snap that the defense recovers; the play ends. Other misses may go wide or short, with the animation reflecting how far below the target the roll was. The animation does not change the result, and reconnecting does not roll again.
Section 5.5. Extra Points and Two-Point Conversions
After a touchdown and any pending penalty decisions, the scoring team must choose one attempt:
- Kick Extra Point: a kick worth 1 point, from one row out. It needs 4+ on two dice, the same odds as a field goal from that distance. A miss or botched snap earns 0 points.
- Go For Two: one offensive play from two rows out, worth 2 points if the scoring team reaches the end zone. A failed play or change of possession ends the attempt with 0 points. There is no new set of downs and no defensive return score on the conversion.
The period clock does not run during a conversion, and a touchdown at the end of a period still receives its conversion attempt. In timed games, decision and action timers keep the attempt moving; letting the conversion-choice timer expire selects the extra-point kick. Penalties are resolved before an attempt is finalized. Once the attempt ends, the opponent receives the next possession, subject to the period and match-ending rules.
Section 6. Clock Rules
Section 6.1. Clock Types
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Play Clock:
- Limits time for offense to snap the ball
- Includes both formation and motion phases
- Expiration results in a "Delay of Game" penalty
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Game Clock:
- Tracks overall time for each quarter
- Runs continuously except during timeouts and specific stoppages
- Play continues until completion even if clock expires during play
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Reaction Clock:
- Limits time for defense to respond after offensive actions
- While running, the game and play clocks pause
- Expiration results in a missed turn for the defense
Section 6.2. Clock Expirations
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Play Clock Expiration:
- Results in "Delay of Game" penalty (5 yards)
- Ball is moved back and down is replayed
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Reaction Clock Expiration:
- During defense setup: Formation is locked in as-is
- Illegal formations result in appropriate penalties (offsides, too many men, etc.)
- During defense reaction/turn: Defense misses their turn
- Offense gains opportunity to act again
- During defense setup: Formation is locked in as-is
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Game Clock Expiration:
- Between plays: Period ends immediately
- During play: Play continues until stoppage
- Critical in late-game situations where clock management becomes strategic
Section 6.3. Play Stopping Events
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Clock-Stopping Events:
- Incomplete passes
- Tackles in sideline columns A & H (entering these columns alone does not end the play)
- Scoring plays
- Timeouts
- Certain penalties
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Free Play Situations:
- Some defensive penalties allow play to continue as a "free play"
- Offensive penalties may nullify progress and require replay of down
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Post-Play Timing:
- After stopped play: Play clock begins immediately
- Offense controls pace by choosing when to initiate "Next Play"
- Special situations include brief intermissions:
- Penalty decisions: Time to accept/decline
- Turnovers: Time for teams to switch roles
- Scoring: Brief celebration period
Section 6.4. Timeouts
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Timeout Allocation:
- Each team receives 3 timeouts per half
- Unused timeouts do not carry over between halves
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Timeout Rules:
- Can only be called before the snap
- Cannot be called during stopped play
- Stops game clock but not play clock
- Allows strategic planning without game clock running
- Permits formation reset by returning all pieces to sidelines
- Preserves the current down, field position, possession, score, and quarter
Section 6.5. Time Modes
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Blitz Mode:
- Short, fast-paced games
- Reduced clock durations
- Emphasizes quick decision-making
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Standard Mode:
- Balanced approach with time as strategic element
- Moderate clock durations
- Similar to traditional football timing
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Unlimited Mode:
- No game or play clock pressure
- Focus on positional strategy over time management
- Defense setup and reactions are untimed too; use Ready or Skip to advance
- Timeouts primarily used for formation resets
Section 7. Penalties

Section 7.1. Pre-Snap Penalties
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False Start (5 yards):
- An offensive piece moves beyond the Line of Scrimmage during motion
- Does not apply to initial piece placement during setup
- Stops play immediately
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Offsides (5 yards):
- A team declares Ready with pieces on the wrong side of the Line of Scrimmage
- Stops play immediately
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Encroachment (5 yards):
- A defender crosses the line of scrimmage during reaction before the snap
- Stops play immediately
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Too Many Men on Field (5 yards):
- Having more than 7 pieces on the field during setup
- Prevents play from starting until corrected or penalty accepted
- Applies to both offense and defense
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Illegal Formation (5 yards):
- Offense fails to meet formation requirements:
- Not having at least 2 pawns on the field
- Not having a pawn (snapper) positioned on the ball
- Prevents play from starting until corrected or penalty accepted
- Offense fails to meet formation requirements:
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Delay of Game (5 yards):
- Offense fails to snap the ball before play clock expires
- Can also apply if a team fails to make a selection in allotted time
- Stops play immediately
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Illegal Substitution (5 yards):
- Moving a piece to or from the sideline after pressing Ready
- Stops play immediately
Section 7.2. Post-Snap Penalties
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Illegal Forward Pass (5 yards & Loss of Down):
- Second forward pass during the same play
- Forward pass after ball carrier crosses Line of Scrimmage
- Penalty assessed after the play
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Holding (10 yards):
- Counter-pushing an opponent (pushing back after being pushed)
- If defensive holding, also results in automatic first down
- Penalty assessed after the play
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Illegal Contact (5 yards & Automatic First Down):
- Defensive piece makes contact with an eligible receiver beyond 5 yards from the Line of Scrimmage
- Only applies before the ball is thrown
- Does not apply after the ball is in the air (that would be Pass Interference)
- Penalty assessed after the play
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Pass Interference:
- Defensive Pass Interference:
- Ball placed at the intended pass target (or the last playable square if in the endzone)
- Automatic First Down
- Offensive Pass Interference:
- 10 yards from previous spot
- Loss of Down
- Applies when pushing a piece in position to make a catch
- Pushing a receiver to deflect a direct pass is allowed; this interference rule protects indirect forward passes
- Penalty assessed after the play
- Defensive Pass Interference:
Section 7.3. Penalty Enforcement
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Timing of Penalties:
- Pre-snap penalties are checked during formation and motion phases
- Post-snap penalties are checked after each action during play
- Some penalties stop play immediately, others are assessed after play completion
- A live-ball foul pauses the game clock while the play continues
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Enforcement Rules:
- Penalties move the ball specified yards in the appropriate direction (one square is five yards)
- Non-penalized team may choose to decline penalty if advantageous
- Multiple penalties on same play: only one can be enforced
- Offsetting penalties result in replay of down
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Special Situations:
- Automatic first downs are awarded with certain defensive penalties
- Procedural penalties replay the down. Illegal forward passes and offensive pass interference lose a down; on fourth down, possession changes.
- Field boundaries cap penalty yardage; an end-zone pass-interference target is placed at the last playable square.
Section 8. Special Rules
Section 8.1. Special Situations
- Fumble Recovery: First player to move onto the loose ball gains possession
- Out of Bounds: Plays that would push pieces off the board are illegal Penalty yardage stops before the offense’s own end zone, retaining one row behind the snapper for a receiver. This is the grid equivalent of limiting enforcement near the goal line.