© epikur draft version 0.5

Realtime standard two player chess rules


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This is the rule definition of the standard realtime two player chess game.

Game objective and gameplay

Realtime chess is a RTS game. There are no turns, you can move when you want.
The objective of the game is to win by capturing your opponents King.

You play in the same setup as traditionel chess; the pieces, the board and the position are the same.
You use standard chess rules to move your pieces.

When a piece is moved, it will traverse to the destination.
When it has arrived at the destination, a delaytime starts for that current piece.
The piece can then be moved again when the delaytime for the current piece has expired.


Rule 1: Traditional:
  1. Traditional chess setup is used
  2. Traditional chess movement rules of the pieces are used
Rule 2: Modification from traditional chess rules:
  1. It's not turnbased, you may move any piece at any time
  2. Your pawn will always promote to a Queen
  3. There is no check or checkmate, you can move your King where you want and when you want, and you can castle disregarding the check rule.
  4. There are no autodraws or claimed draws based on repetion of moves or number of moves
Rule 3: Moving rules:
  1. You cannot move a piece, if it has a delaytime.
  2. You are allowed to move a piece if it is under attack. - Dodging
  3. If any piece is moving to the field X.
    You cannot move a piece to the same field X. - Same destination blocking
  4. If an opponent piece has started a move to a field Y before you.
    You cannot start a move of your piece X to a path through that field Y. - Move blocking
    This rule is ignored if and only if the piece X is a knight, they jump.
  5. You may move your piece X through your own piece Y, if it's already moving.
    Only if the piece X's destination doesn't go though the piece Y's destination.
    This rule is ignored if and only if the piece X is a knight, they jump.
  6. You can only do the enpassant move if the opponent pawn still has a delaytime
  7. When it's possible to capture two pieces by enpassant move and a normal capture by the same pawn, the enpassant capture will not happen
Rule 4: Collition rules:

Definition of collition:
There is a collition if two dissimilar colorpieces's pivot points are in same fieldarea

For knights, only if they are 'landing' or 'just taking off'
This rule is from chess, knights can't be blocked, they jump.

Pivot point of a piece, is the center of the piece.
A not moving piece has it's pivot point in the center of the field it's in.

  1. If there is a collition between a moving and a standing piece, the standing piece is removed. - Capture
  2. If there is a collition between two moving pieces, the one moved last is removed. - Inmove
  3. If there is a collition between a moving and a standing piece and the moving piece moves though the opponent piece, the standing piece is removed. - Inmove-capture
  4. If there is a collition between two moving pieces and they both moved at the exact same time, they dodge each other, none is removed. - Double dodge
Rule 5: Ending rules:
  1. When a King is taken the owner of that King loses the game.
  2. When a player resigns og leaves the game, that player loses the game.
  3. When both players agree on draw, the game is a draw.
  4. If no piece has been taken for 5 minutes, the game autodraws.
Rule 6: Time conditions:

Definition of tick:
1 tick is defined as 1 second in standard realtime chess.
In faster games 1 tick can be as low as 100 milliseconds.

  1. A moving piece is traversing the chessboard with the speed: 1 field per 1 tick.
  2. A move from one field to the next field either diagonal or straight takes exactly 1 tick.
    In standard realtime chess this is 1 second.
  3. When a piece has been moved, it will receive a delaytime of 10 ticks starting when the piece has arrived to the destination.
    In standard realtime chess this is 10 seconds.

Timing and precision

Time precision for movement and delaytime is in milliseconds

In standard realtime chess:
When a piece is moved at time 0 millisecond, it is still in the same field at time interval 0 to 500 milliseconds.
At time interval 501 to 1000 milliseconds it is in the next field. Next field is either diagonal or straight.

E.g. Next fields are the blue dots, same field is the red dot.

Duration of moves

  1. Castling: Kingside or Queenside takes 2 ticks.
  2. A knight move takes 2 ticks.
  3. A one field rook, bishop, king, queen or pawn move takes 1 tick.