01 · A different perspective
The Board
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- The game is played on a cube with six 6x6 chess faces.
- Each square is labeled by face and coordinate, such as A-D2.
- White starts on face A. Black starts on face B.
- The current default rule set lets pieces move on their current face and cross onto one connected face in the same move.
02 · Familiar moves, a new dimension
Pieces
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- Pieces keep their normal chess identities: king, queen, rook, bishop, knight, and pawn.
- Rooks move in straight lines across rows and columns, including across legal cube edges.
- Bishops move diagonally and stay on their starting square color, just like standard chess.
- A bishop or a queen moving diagonally can travel at most five square-to-square steps in one move, counted across both faces together. Crossing the edge counts as one step, and a move can cross only one edge.
- At the edge, enter the square directly across if it matches your starting color; otherwise choose either nearest square of that color along the adjoining edge. The whole diagonal move allows only one direction change, including the edge entry: if you turn to reach that entry, you cannot turn back afterward. Continue straight along the chosen diagonal. At a cube corner, you may choose either adjoining face. Pieces block the path, and capturing ends the move.
- Queens combine rook and bishop movement, so they can attack along straight or diagonal paths.
- Knights jump in L-shapes and can jump over occupied squares.
- Kings move one square in any legal direction, but may not move into check.
03 · The journey across the cube
Pawns
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- Pawns move only in the direction they are facing.
- A pawn can move one square forward, or two squares from its starting position if clear.
- Pawns capture diagonally forward, never backward.
- When a pawn reaches the 4x4 elevation zone on the opposite main face, choose queen, rook, bishop, or knight.
04 · Every move has a purpose
Winning
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- Check, checkmate, and stalemate work like chess.
- If your king is in check, your move must remove the check.
- Checkmate wins the game when the checked player has no legal escape.
- In timed games, the player whose clock reaches zero loses on time.