Magic Chess Rules
Magic Chess Rules
Background:
Long ago in medieval fantasy land, the White & Black Kingdoms were tired of the endless
conflict and have decided enough is enough. Both monarchs agree to a pitched battle consisting
of only them, their wives, a few of their most skilled warriors, their support staff, and their court
wizard aiding them behind the front lines. Whoever wins the battle rules both kingdoms. Which
kingdom will prevail is up for you to decide.
Threefold repetition and fifty move rule can be enabled or disabled by the game settings.
At the beginning of a ranked match, a coin is flipped to determine who will pick teams. The
White Team gets the first move in the game and the Black Team gets to pick and ban pieces first.
First, the substitutions are picked and banned. If a substitution is banned, neither team can pick
it, but picked substitutions are allowed for any player that picks it. Picked pieces cannot be
banned. Ditto for magic abilities. Black Team gets to ban a substitution, and then picks one.
Then White Team gets to ban a substitution before picking one. This alternates until all available
substitutions are made. Next up, flip a coin. Whoever wins the coin flip gets to ban a magic
ability, and then picks one. Then the other team bans a magic ability, and then picks one. This
alternates until all available magic abilities are picked.
When a player chooses to substitute a piece, they can choose to substitute as many pieces as
are available. For example, if a player chooses the Checker King as their substitute, they may
choose to substitute zero, one, or two bishops with a Checker King piece instead. And they may
choose whether the western or eastern bishop gets substituted. If a player substituted only one
of their bishops to a Checker King and wants to promote a pawn to a bishop-equivalent, they
can choose to either upgrade their pawn to a regular bishop or a Checker King. If a player
substituted both of their pawns into Checker Kings, then a player can only promote their pawn
to a Checker King if they want to promote their pawn to a bishop-equivalent.
Magic Abilities
Magic abilities allow a player to cause a change in the game state. They can only be used during
that player’s turn unless stated otherwise and must be used before a move is made. Only one
magic ability can be invoked by the same player per turn. Players start each match with four
points. Players can gain points by fulfilling certain tasks like the following:
● Points equal to capturing a piece’s value.
● 2 points for promoting a piece
● 1 point for placing an enemy king in check
● 1 additional point for capturing the first piece of the game.
● 3 points after you have less than 50% of your maximum time of your game clock left.
Game Modes
Before a match begins, players determine how many substitutions are allowed, how many
magic abilities are allowed, and what type of board will be played on. With the exception of
Orthodox Chess, a non-pawn piece cannot capture or check another piece within the first two
turn cycles of the match. Any Rook-equivalent can castle with the king equivalent as long as the
king-equivalent has the ability to castle. Each setup has variables that can be modified but here
are the most common setups the base game has.
Name: Spellcaster
Board: 8x8
Substitutions: none
Magic Abilities: five
Time Limit: 20 minutes
Additional Rules: A focus on magic instead of different pieces.
The chessboard is made up of eight rows and eight columns for a total of 64
squares of alternating colors. Each square of the chessboard is identified with a
unique pair of a letter and a number. The vertical files are labeled A through H,
from White´s left (i.e. the queenside) to White´s right. Similarly, the horizontal
ranks are numbered from 1 to 8, starting from the one nearest White´s side of the
board. Each square of the board, then, is uniquely identified by its file letter and
rank number. In the initial position setup, the light queen is positioned on a light
square and the dark queen is situated on a dark square.
● King can move exactly one square horizontally, vertically, or diagonally. At most
once in every game, each king is allowed to make a special move, known as castling.
● Queen can move any number of vacant squares diagonally, horizontally, or
vertically.
● Rook can move any number of vacant squares vertically or horizontally. It also is
moved while castling.
● Bishop can move any number of vacant squares in any diagonal direction.
● Knight can move one square along any rank or file and then at an angle. The knight´s
movement can also be viewed as an “L” or “7″ laid out at any horizontal or vertical
angle.
● Pawns can move forward one square, if that square is unoccupied. If it has not yet
moved, the pawn has the option of moving two squares forward provided both
squares in front of the pawn are unoccupied. A pawn cannot move backward. Pawns
are the only pieces that capture differently from how they move. They can capture an
enemy piece on either of the two spaces adjacent to the space in front of them (i.e., the
two squares diagonally in front of them) but cannot move to these spaces if they are
vacant. The pawn is also involved in the two special moves en passant and
promotion.
Castling is the only time in the chess game when more than one piece moves
during a turn. This chess move was invented in the 1500´s to help speed up the
game and improve balance of the offense and defense. During the castling, the king
moves two squares towards the rook-equivalent he intends to castle with, and the
rook moves to the square through which the king passed. Castling is only
● Neither king nor rook involved in castling may have moved from the original
position;
● There must be no pieces between the king and the rook;
● Both the King and the Rook are capable of moving horizontally
The king may not currently be in check, nor may the king pass through or end up
in a square that is under attack by an enemy piece (though the rook is permitted to
En Passant may only occur when a pawn is moved two squares on its initial
movement. When this happens, the opposing player has the option to take the
moved pawn “en passant'' as if it had only moved one square. This option, though,
only stays open for one move. The En Passant move was developed after pawns
were allowed to move more than one square on their initial move. The idea behind
this rule was to retain restrictions imposed by slow movement, while at the same
time speeding up the game.
If a pawn reaches the opponent's edge of the table, it will be promoted – the pawn
may be converted to any of the pieces you started the game with, as the player
desires. The choice is not limited to previously captured pieces. Thus it's
theoretically possible to have up to nine queens or up to ten rooks, bishops, or
knights if all pawns are promoted.