Tamerlane Chess is a much larger and more complex strategy game than standard chess. With a 10x11 board, 28 pieces, and unique rules, it offers a deep strategic experience.
Rules at a glance
A plain-text summary of the tabs above: the board, the pieces, the special rules and the ways to win. Handy to print or share.
The board and the setup
- The game is played on a 10 rows × 11 columns board (a-k, 1-10). Each side has one citadel square jutting out of the board: White's is off the right end of rank 2 (beyond k2), Black's is off the left end of rank 9 (beyond a9).
- IMPORTANT: The citadels are two extra squares outside the board — to the right of k2 for White and to the left of a9 for Black. If your king reaches the opponent's citadel, the game ends in a draw.
- White pieces start at the bottom (ranks 1-3) with their citadel on the right, on rank 2. Black pieces start at the top (ranks 8-10) with their citadel on the left, on rank 9. White always moves first.
- Each player: 1 King, 2 Rooks, 2 Knights, 2 Elephants, 2 Camels, 2 War Engines, 2 Talias, 2 Giraffes, 1 Ferz, 1 Vizir (17 major pieces) + 10 different pawn types and 1 Pawn of Pawns (11 pawns) = Total 28 pieces
The pieces and how they move
- King
- Moves 1 square in any direction. The most important piece - if checkmated, you lose.
- Ferz
- Moves only 1 square diagonally. Weak but strategic piece.
- Vizir
- Moves only 1 square orthogonally. Weak but strategic piece.
- Rook
- Moves unlimited squares orthogonally (horizontal/vertical). Powerful long-range piece.
- Knight
- Moves in an L-shape (2+1). Can leap over other pieces.
- Elephant
- Leaps exactly 2 squares diagonally. Can jump over pieces in its path (doesn't need a clear path).
- Camel
- Leaps 1 square diagonally then 2 squares orthogonally (3 total). Can jump over obstacles.
- War Engine (Dabbaba)
- Leaps exactly 2 squares orthogonally (up/down/left/right). Can jump over pieces in its path.
- Talia
- Moves diagonally, but must move at least 2 squares. Cannot move just 1 square diagonally.
- Giraffe
- Moves 1 square diagonally, then at least 3 squares straight on (orthogonally), always away from where it started: it never turns back. Cannot leap: the diagonal square and every square on the way must be empty.
- Pawn
- Moves 1 square forward, captures diagonally. Each pawn type promotes to its corresponding piece when reaching the last rank (e.g., Rook's Pawn → Rook).
- Pawn of Pawns
- Special pawn - moves like a normal pawn but must reach the last rank 3 times. On the 3rd promotion, it becomes the powerful Adventitious King and moves like a king.
Pieces that come from promotion, and the pieces of the larger variant
- Prince
- Moves 1 square in any direction, like the King. A King’s Pawn becomes a Prince on the last rank. It is a royal piece.
- Adventitious King
- Moves 1 square in any direction, like the King, and can shelter in its own citadel. A Pawn of Pawns becomes this piece on its 3rd promotion.
- Sea Monster (Lukhm)
- Moves only 1 square orthogonally. Even weaker than the vizier, but a unique piece.
- Lion
- Can leap up to 3 squares in any direction. Jumps over all obstacles - an extremely powerful piece.
- Bull
- Leaps 1 square orthogonally then 2 squares diagonally. Versatile and powerful leaper.
- Revealer
- Leaps exactly 3 squares diagonally. Moves unseen past enemies.
Special rules
- King Swap
- Once per game, when your king is in check, you can swap its place with any friendly piece. It cannot be used while your king is safe.
- Citadel Draw
- If your king reaches the opponent's citadel square, the game ends in a draw. A way to salvage a losing position.
- Stalemate = Loss
- Unlike standard chess, a player with no legal moves loses the game. Stalemate is a loss, not a draw!
- Pawn Promotion
- Each pawn type promotes to its corresponding piece when reaching the last rank. For example, Rook's Pawn → Rook.
- Pawn of Pawns
- The Pawn of Pawns is unique: it moves like a normal pawn but must reach the last rank 3 times. Each time it promotes, it retreats and advances again. On the 3rd promotion, it transforms into the powerful Adventitious King - a piece that now moves like a king!
Winning and drawing
- Checkmate
- Put the opponent's king in check with no escape. The most fundamental way to win.
- Stalemate (Loss)
- Force your opponent into a position with no legal moves. In Tamerlane Chess, stalemate means losing.
- Resignation
- Force the opponent to resign. Players may choose to resign in hopeless positions.
- Citadel Draw
- If your king reaches the opponent's citadel, the game ends in a draw. A way to escape a losing position.