BREACH

Invite an opponent

Cards are dealt once both players are seated.

OR

How to play

  1. Your card gives any of your checkers its chess movement for one turn.
  2. Capture by landing on an opponent. Knights jump; sliding pieces need a clear path.
  3. Pawns move forward only onto empty squares and capture only diagonally. Any checker that has never moved (marked with a small dot) can use a pawn card to move two squares forward only when the intervening square is empty. On the next turn only, an adjacent checker using a pawn card can capture it en passant by moving diagonally onto the square it passed through.
  4. Reach your opponent’s back rank (the far shaded row) with three checkers to win. Back-rank checkers can move again. Occupying a back-rank file blocks the opponent from breaching in that same file. Leaving it releases the claim and reduces your breach count.
  5. You lose the moment you have fewer than three checkers, counting any on the far rank. If the player to move has no legal move with any card in hand, the game is a draw.
  6. Timed games give every move a fixed allowance; time beyond it comes out of a pool, and an empty pool loses. Bullet is 15 seconds with a 1:00 pool, Blitz 30 seconds with 3:00, Rapid 40 seconds with 5:00, or set your own. Your first move is untimed. Ranked games are always timed and match players at the same pace; for casual and local games the host chooses.
  7. Each played card is replaced from your deck. Both hands are open, as in the original game.

White goes first. In local play, both players share this device and the board turns after each move. Local games last until you leave or reload this page.