No turns. No check. No mercy.

How to play GUNCHESS

It is chess, in real time, and the pieces are armed. Nobody waits for a turn. Everything below is how the game actually behaves — the numbers are the ones the engine runs on.

Back to the game

The only way to win

Kill the enemy King. That is the whole victory condition. If both Kings die, the match is a mutual destruction — a draw.

There is no check, no checkmate, and no stalemate. Nothing warns you that your King is in danger, nothing stops you moving it into a firing lane, and no rule forbids leaving it exposed. Guarding it is entirely your job.

Nobody takes turns

The board advances twenty times a second and both sides act at once. You do not wait for an opponent; you wait for cooldowns.

Controls

InputDoes
Left click / tapSelect one of your pieces, or move it to a highlighted square
Right click / holdFire the selected piece at that point
EscCancel a rook's charge, then deselect
SRaise your King's shield — finds your King for you
VArm the explosive vest; press again to bring the blast forward
Q R B NChoose what the selected pawn promotes into
PPause — solo play only

You do not have to aim precisely. Click roughly where you mean and the shot snaps to the nearest lane that piece can actually fire along.

Moving

Pieces move exactly as they do in chess — including castling and en passant. Castling is issued as an ordinary two-square King move; both pieces slide at once and both can be shot on the way. There are no check-related restrictions on it.

Arriving on an occupied enemy square kills whatever is standing there. That is a melee kill, and it is the one attack in the game that cannot hurt your own side — and the one the King's shield cannot stop.

An en passant window stays open for 1 second after a pawn's double step, on the square it skipped.

A pawn reaching the far rank promotes. The default is a queen, but with a pawn selected you can press Q, R, B or N to set its choice ahead of time, per pawn. A promoted piece gets a full magazine and its gun is live immediately.

The weapons

PieceWeaponAmmoGun cooldownRange
PawnPoint-defense — forward diagonals only61.2 sabout 2 diagonal squares
KnightExplosive lob — no line of fire needed35 s2 squares, any direction
BishopDiagonal rifle — fast and very quick to re-fire30.12 sunlimited, 4 diagonals
RookRailgun — charges before it fires220 sunlimited, 4 orthogonals
QueenOmni rifle82 sunlimited, all 8 lines
KingRoyal rifle63 sunlimited, all 8 lines

Friendly fire is always live. Bullets, grenades, railgun beams and the vest kill your own pieces exactly as readily as the enemy's. Only a melee capture checks whose piece it is.

Things worth knowing

The King's two tricks

Each is usable once per match. There is no second charge.

Shield — S

For 2 seconds the King absorbs one lethal hit of ranged damage — a bullet, a grenade, a railgun beam, a blast — and then it is gone. It stops exactly one. It does not stop a piece walking onto the King's square, and there is no visible effect: the only sign it worked is that your King is still alive.

Explosive vest — V

Pressing V arms a fuse on your own King. Arming is committing — there is no disarm, and it will go off. You get 3 seconds, and pressing V again cuts that to 0.6 seconds. When it blows it kills everything in a 5×5 square around the King, your pieces included, and the King's own shield will not save it.

The fuse follows the King while he lives, and stays where he falls if he dies. Killing the wearer does not defuse it — and the match will not be declared over while a fuse is still burning. Your opponent can see the whole thing counting down.

Playing someone else