RULES

Chess Maze game mechanics

This page is the written ruleset for Chess Maze puzzles. It matches how the live game resolves a move: where a piece can land, what blocks it, and what happens after it arrives. Use it while you play official chapters or while you design a community level. For first-session controls, see How to Play.

The board is not always a rectangle

Each level stores a layout of playable squares and holes. A hole is empty space. Pieces cannot land there. Sliding pieces (bishop, rook, queen) treat a hole like a wall: the ray stops. Knights jump over holes. That is why a ring-shaped board or a split island can still be legal for a knight and impossible for a rook.

Finish squares, coins, keys, locks, plates, and transform tiles all sit on playable squares. The flag does not float in a hole.

Piece movement

Movement follows chess, with maze-specific blocking:

  • A friendly piece blocks landing. Sliders stop on the square before it.
  • An enemy piece can be captured by landing on its square. You cannot move past it.
  • A closed lock blocks the square until that color is open.
  • Pressure plates and transform squares do not block movement by themselves.
  • Pawns keep forward steps, diagonal captures, and a double-step from their starting square on that level.

You choose which piece to move. There is no alternating white/black turn cycle. The move counter goes up by one each time a piece lands.

Collectibles

Coins, gems, and letters are collectibles. They are picked up when a piecelands on the square — not when it slides through. Keys are not collectibles. Keys unlock; coins feed collect objectives.

If a level has a collect objective, every coin must be gathered before the finish is valid. Gems use the same pickup flow but are not auto-wired into the default coin objective in the editor. Letters belong to spell objectives: collect the word in order or the attempt is marked as a misspelled word.

Keys and locked squares

Locks come in four colors: blue, red, yellow, and green. A locked square stays closed until that color is unlocked. Collecting a key of that color opens matching locks for the rest of the attempt. There is at most one key per color on a well-formed level.

A color is allowed to use either a key orpressure plates, not both. That keeps a maze readable: you either find a permanent key, or you choreograph pieces onto plates.

Pressure plates

A plate unlocks its color only while a piece occupies a plate of that color. Leave every matching plate and the locks close again.

Two details matter in hard levels:

  • The piece standing on a plate cannot “ride” that same plate’s unlock onto a lock unless another piece also holds the color. If you are the only holder, the lock you hoped to enter stays closed to you.
  • If a lock closes while a piece is still on it, that piece can get stuck with no legal moves.

Plates are how a two-piece level becomes a timing puzzle instead of a fetch quest.

Transform squares

Transform tiles change a piece’s type when it lands on them. Sliding across without stopping does nothing. Pawn is never a transform target. A tile lists between one and five allowed types (knight, bishop, rook, queen, king).

  • One allowed type that matches the current piece: nothing happens.
  • One allowed type that differs: the piece changes automatically.
  • Two or more allowed types: you pick, including keeping the current type if it is in the list.

Transforms are optional flavor, not a win condition. The same tile can be used again later. Official and community levels cap transforms at five per board, and a transform square does not share its tile with coins, keys, locks, plates, or the flag.

Finish and other objectives

The reach objective is the flag. Dependencies can require coins or a spelled word first. A move-limit objective fails the level if you exceed it. Capture-the-piece objectives exist in the data shape but are not used in live play.

After a move settles, if no piece has a legal move, the level fails as a dead end. That check does not run before your first move or while a transform choice is open.

Builder overlap in short

If you are placing entities in the editor, the strict version is: one collectible per square; keys do not share with collectibles, plates, finish, or same-color locks; transform squares are exclusive; finish cannot sit on a piece. Pieces are looser at click-time and can replace another piece. The level editor guide walks through the workflow. For routing advice once the rules are clear, see strategy tips.