TURNWhite
MOVE1
W–B PIECES15–15
QUIET0/120
Your move
White wins
📖 Rules of Shatranj
The ancestor of chess. Same 8×8 board and the same aim: checkmate the enemy king. But three pieces are different and the game is slower and more about patient attack.
The pieces
- King (♚) and Rook (♜) and Knight (♞) move as in chess. There is no castling.
- Ferz (♛ symbol) is the “queen” of the time, but weak: one step diagonally only.
- Alfil (♝ symbol) is the “elephant”: it leaps exactly two squares diagonally, jumping over anything. So it only ever reaches 8 squares of the same colour.
- Pawn (♟) steps one square forward (no double step, no en passant) and captures diagonally. At the far end it becomes a Ferz.
- Set-up: Rook, Knight, Alfil, King, Ferz, Alfil, Knight, Rook. The kings face each other on the d-file.
How you win
- Checkmate.
- Stalemate: in the classical rule, the player with no legal move (and not in check) loses. A setting turns it into a draw.
- Bare king: take all of the enemy’s other pieces and you win, unless the bared player can answer on the very next move by taking your last piece too (then it is a draw).
Draws in this version
- The same position three times, or 120 half-moves (plies) with no capture and no pawn move.
Playing here
- Tap a piece and then a square, or drag it. Dots show legal moves. Tap a piece to see what it does.
- Pass and play lets two people share the screen. The computer is a casual player: Easy makes mistakes, Hard thinks about 1.5 seconds per move.
- Shatranj rules differed by time and place; this is the common modern reconstruction.