A NEW CHAPTER IN CHESSThe golden rules.
All ordinary chess rules apply, with one powerful addition.
- Unite your knights. Make a legal knight jump onto your own ordinary knight. The two clear glass knights become one filled golden knight. Fusion uses your turn.
- Always jump twice. On later turns, the golden knight must make two consecutive knight jumps. It can capture on each jump, or return to where it started. Only two things end the turn after one jump: the first jump gives check, or no legal second jump exists.
- Protect your king. Your king must be safe after every jump. A pinned knight cannot expose your king, and an illegal first jump cannot be repaired with a second jump. A golden knight gives check on the same attack squares as an ordinary knight. It can still move twice, but any first jump that gives check ends the turn. Friendly pieces block landing squares.
Castling, en passant, promotion, checkmate and stalemate are included. Draws can be claimed after threefold repetition or 50 moves without a pawn move or capture. Fivefold repetition and 75 moves are automatic draws.
Drag a piece onto a highlighted square, or click or tap the piece and then its destination. During your opponent’s turn, drag or tap up to three moves ahead to queue premoves; each plays the moment it becomes your turn, only if still legal, and an illegal one clears the queue. Tap an empty square, right-click, press Escape or use ✕ to clear them. A queued promotion becomes a queen; queue both golden knight jumps one after the other. Use Tab and Enter to play by keyboard. “Try the golden knight” opens a two-player practice position. The computer is a casual practice opponent. The golden background and quiet music are personal to the side with a golden knight. In two-player mode, the view follows the current turn; against the computer, it stays with White.