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Rules
♟️ Chess: Rifts of Chaos ♟️
Current Player: White
Game Phase: Setup - Place Rifts
D20
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Rolling...
Effect Name
Effect description will appear here.
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A
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Setup Phase
Place 4 rifts on rows 3, 4, 5, or 6. No two rifts can share the same row or column.
Rifts Placed: 0/4
Game Controls
Players in Room
Captured Pieces
White:
Black:
Active Field Effects
Game Log
Chat
Rift Effect
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Victory!
Join Multiplayer Game
Room:
Players:
Spectators:
Coin flip result:
Rifts of Chaos - Rules
Chess: Rifts of Chaos
A chaotic twist on classic chess where rifts alter the battlefield.
Table of Contents
1. Setup
1.1 Rift Generation
1.2 Rift Indicators
1.3 Piece Placement
1.4 First Player
2. Core Gameplay
3. Rift Effects
3.1 Rift Rankings
3.2 Types of Rifts
4. Additional Rules
4.1 Kings
4.2 Activation Limits
4.3 Victory Conditions
4.4 Priority Rule
5. Rift Effect List
1. Setup
1.1 Rift Generation
At the start of each game, the system can automatically select 4 rift squares on the board or each player can select 2 locations of the 4 rifts.
Rifts only appear on rows 3, 4, 5, or 6.
No two rifts will ever share the same row or column.
1.2 Rift Indicators
Rifts are visually marked on the board with glowing effects or animations, so players can always see their positions.
1.3 Piece Placement
All chess pieces spawn in their standard starting positions.
1.4 First Player
The system randomly selects who plays White (and therefore moves first).
2. Core Gameplay
The game follows standard chess rules, except when a piece lands on a rift square.
When a piece enters a rift square:
The system rolls a virtual D20.
The corresponding rift effect is triggered and applied automatically.
3. Rift Effects
3.1 Rift Rankings (☆ – ☆☆☆☆☆)
☆ — Purely negative for the activator, possibly positive for the opponent.
☆☆ — Negative for both players.
☆☆☆ — Neutral/equal effect on both players.
☆☆☆☆ — Mostly positive with some drawbacks.
☆☆☆☆☆ — Strongly positive for the activator, possibly harmful to the opponent.
3.2 Types of Rifts
Special Effects
Trigger once, then expire.
May apply to one or both players.
If a rift's activation requirements aren't met, the system auto-rerolls the D20.
After resolution, the turn continues normally.
Field Effects
Alter gameplay rules globally until replaced.
Only one field effect can be active at any given time.
Activating a new field effect automatically cancels the previous one.
If the same field effect is triggered twice in a row, both are canceled.
The currently active field effect is always displayed on-screen.
4. Additional Rules
4.1 Kings
Kings cannot directly activate rifts but can still be affected by their outcomes.
4.2 Activation Limits
A rift can only trigger once per turn.
If a rift effect moves a piece onto another rift during the same turn, the second rift will not activate.
4.3 Victory Conditions
Standard win: checkmate your opponent's king.
If a rift removes a king from the board, the affected player immediately loses.
4.4 Priority Rule
Field effects always override previous field rift activations and remain active until replaced or canceled.
5. Rift Effect List
Each rift effect corresponds to a D20 roll. The system resolves activation automatically and displays animations and outcome text for clarity.
One of the opponent's captured pieces is revived onto the rift.
Requirement: opponent must have a captured piece.
2. Archer's Trick Shot (☆☆☆☆☆, Special)
Choose a cardinal direction from the rift.
Up to 3 squares in the direction are scanned; remove the closest opponent's piece. Also remove any opponent's pieces that are to the left or right of the first removed piece.
Requirement: an enemy piece must be within range.
3. Sandworm (☆☆☆, Special)
Removes all pieces within 1 square radius of the rift, plus the activating piece.
4. Honorable Sacrifice (☆☆☆, Special)
Remove your activating piece and any one piece within 1 square.
Requirement: enemy piece within 1 square.
5. Demotion (☆, Special)
Remove your activating piece.
If it was a Castle, Knight, Bishop, or Queen, place a captured Pawn of yours on the rift.
Requirement: must have a captured Pawn.
6. Foot Soldier's Gambit (☆☆☆☆, Special)
The activating piece must immediately move again.
7. Famine (☆☆, Field)
Pawns cannot move while this effect is active.
8. Holiday's Rejuvenation (☆☆☆☆, Field)
Pawns may move two spaces forward.
Castles, Bishops, Queens can jump over 1 friendly piece (moving 1 space beyond).
Knights move 3 + 1 instead of 2 + 1.
9. Sandstorm (☆☆, Field)
Pawns cannot move.
Knights move only 1 square.
Castles, Bishops, Queens max range: 3 squares.
Kings cannot move unless in check.
10. Dragon's Breath (☆☆☆☆, Special)
Choose a direction; all enemy pieces up to 3 squares away in a straight line are removed.
Requirement: enemy piece within range.
11. Jack Frost's Mischief (☆☆, Field)
After moving a piece, the system auto-rolls a D20:
Odd = no effect.
Even = the piece slides 1 extra square forward.
If it collides with another piece, both are frozen next turn.
Sliding off the board removes the piece.
12. Portal in the Rift (☆☆☆☆, Special)
Move the activating piece to another unactivated rift.
If that rift is occupied, the occupying piece is removed.
13. Catapult Roulette (☆☆☆, Special)
Roll 2D8 to choose a random square (column A–H, row 1–8).
Remove any piece on that square.
14. Conqueror's Tale (☆☆☆☆☆, Special)
Your king permanently gains the ability to move twice per turn.
15. Medusa's Gaze (☆☆, Special)
The activating piece is frozen in place and cannot be moved/removed (except by other rifts).
16. Time Distortion/Stasis (☆☆☆, Field)
All pieces within a radius are frozen (cannot move).
Radius = D20 roll:
1–8 = 1 square, 9–14 = 2, 15–18 = 3, 19–20 = 4.
Kings inside radius may only move if checked.
17. Crossroad Demon's Deal (☆☆, Special)
You may decline this effect before rolling.
If accepted: remove your activating piece, roll a D20.
Odd = remove 1 more of your pieces (choice).
Even = remove 2 more of your pieces (choice).
Opponent chooses one of your non-Pawn captured pieces to place on the rift.
Requirement: you must have 1 non-Pawn captured piece and 2 non-King pieces on board.
18. Fairy Fountain (☆☆, Special)
Activating Pawn gains enhanced movement:
Forward 2 squares, or sideways 1 square.
Requirement: must be activated by a Pawn.
19. Eerie Fog's Turmoil (☆☆, Field)
At the start of your turn, the system rolls a D20:
3–20 = proceed normally.
1–2 = turn skipped.
20. Spring of Revival (☆☆☆☆☆, Special)
One of your captured pieces is revived onto a starting square.