Captures explode nearby pawns. Earn 1 mana per turn and spend it on
Fireball, Freeze, Teleport or Shield instead of moving.
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Wizard's Gambit β rules
Normal chess, plus explosions and magic. Win by checkmate β but magic can save a lost king.
π₯ Exploding captures
Every capture detonates on the landing square: all pawns (yours too!) on the 8 surrounding squares are destroyed. Kings and bigger pieces shrug it off. If the blast would expose your own king, the capture is illegal.
Mana & spells
You gain 1 mana at the start of each of your turns (max 10). On your turn, either move a piece or cast one spell β casting uses up your whole turn.
Fireball(6 mana) β obliterate any enemy piece (not the king). The blast also torches pawns next to the target.
Freeze(4 mana) β an enemy piece is locked in ice and can't move for its owner's next 2 turns. It can still be captured.
Teleport(5 mana) β blink one of your pieces (not the king) to any empty square, straight through anything. Pawns can't land on the first or last rank.
Shield(3 mana) β one of your pieces can't be captured, fireballed, frozen or blasted until the start of your next turn.
Fine print
Kings are immune to all magic β no fireballing, freezing, shielding or teleporting them.
A spell may never leave your own king in checkβ¦ which means a spell can rescue you from "checkmate" β fireball the attacker or teleport a blocker in.
How to cast: tap a spell button, then tap the glowing target square (Teleport: piece first, then destination). Esc or tapping elsewhere cancels.