Open World Chess › Guide
The complete guide

How to play Open World Chess

Open World Chess is a free multiplayer strategy game played in the web browser on phone and desktop. The whole world is one endless, shared chessboard: players build an empire, raise an army of chess pieces, and win land from other players and monster camps, and every battle is a real game of chess with a clock.

This guide is the game's own rulebook: every rule with every number, and tips on how to play it well. It's the same text players read in the game's Help, written from the rules themselves, so it is always up to date.

Quick start

  1. Open openworldchess.com and choose a name. You start as a guest with an Emperor (your gold-crowned king), a second king, four pawns and a field. No account or password is needed.
  2. Build a house beside your crops. Houses raise pawns; stables raise knights; temples raise bishops; barracks raise war elephants (rooks); palaces raise kings and queens.
  3. Scout the wilds and raid a camp. Monster camps live between the cities. Send a troop; the fight is a real game of chess.
  4. Grow towns, seize crowns, follow the Chronicle. The 15-chapter campaign takes you from Settler to High King.

Buildings and the pieces they raise

BuildingRaisesCostsNeeds nearbyBuilds in
Housepawn30 woodcrops20 s
Stableknight80 woodcrops45 s
Templebishop60 wood + 40 stoneore45 s
Barrackswar elephant (rook)60 wood + 80 stonestone1 min
Palaceking, queen120 wood + 150 stoneore and stone2 min

Decorations (streets, walls, gates, bridges, gardens, lamps, wells and more) cost a little wood or stone and are drawn with a stroke; see City building.

Your crown

The Emperor

Your Emperor (the gold crown) is your empire itself. Keep it home; send kings to fight.

Tips. Keep your Emperor in your best-built town, behind your walls, with pieces around it: an attack on it is a siege, and your defenders fight from the whole town. Never lead a hunt with your Emperor. Hunting is what plain kings are for.

Kings

Kings are your commanders and your land-holders. Send your king, never your Emperor.

Tips. A king alone is a target. Walk kings with their army, and keep a spare king at home to hold your town while another is away.

Reach

Buildings work only while one of your kings stands within 10 squares.

Tips. Plan towns as circles around where a king will stand. Two kings a little apart can hold a long town.

Leading a king away

When a king leaves, its buildings rely on another king staying near. That's why your Emperor stays home.

Tips. Before a long march, leave a king (or your Emperor) home. Bigger settlements forgive longer absences: grow your hearth into a village early.

Land and buildings

Resources stay where they grow

Each building works the resource within 3 squares of it. Build beside what it needs.

Tips. Spread buildings over different fields and veins rather than stacking them on one. A rich ore vein beside rock is a palace site worth fighting for.

Building

A building's cost is taken from trees and rock near its site, and it rises on its own.

Tips. Build your first house where crops, trees and your king all meet. Save rock for barracks and palaces: it never grows back.

Production

Buildings make pieces on their own, one after another, while a king is near.

Tips. Put production where it counts: pawns are cheap and quick, knights and elephants slow. A barracks on rich rock is worth two on poor land.

Room for pieces

Each kind of piece has its own room, made by the buildings near your kings.

Tips. Stuck making only pawns? Build a stable or barracks: each makes its own room. A king with 4 houses carries a whole pawn line.

Hurry bubbles

Pop the bubbles over your buildings to make them work faster.

Tips. When you log in, sweep your towns: three bubbles on every building is a lot of free production.

Each king holds a dozen

A king can hold at most 12 buildings; to build more, bring another king.

Tips. A second king doesn't just double your army: it doubles how much you can build.

Pieces and war

Moving pieces

Tap a king and its army is selected; tap the ground (or drag) to march.

Tips. Knights and elephants make fast raiding parties; pawns are slow but make up most of any army.

Every battle is chess

Attack an enemy king, and both sides play a real game of chess. Checkmate wins.

Tips. Look for checks, captures and threats every move. Your clock matters: don't spend two minutes on move three. Attack when the defender is away from home: a field battle has a short countdown and no town to defend.

The Arena

An Arena is a full chessboard in your town. Tap it to play a practice match there, while the town watches.

Tips. Lay your Arena where your streets meet, so it reads as the town square. Practise an opening a few times before you march on a rival: the clock is the same in a real battle.

Your army is who you bring

A side fights with the pieces near its king: at most one chess set.

Tips. Before attacking, gather a full set around your king: two elephants and a queen win more games than twelve pawns. Keep extra pieces a little away if you don't want them captured as reserves.

What a battle costs

The loser's king falls, its fighters flee, and the pieces it held nearby join the winner.

Tips. Only bring the pieces you mean to risk: every reserve standing near your king is a prize if you lose.

Rest after battle

Pieces that fought must rest before they fight again.

Tips. Win cheaply: every piece you lose lengthens your whole army's rest.

The wilds

Camps of creatures live in the wild. Beat their king to scatter them and take their hoard.

Tips. Hunt camps a little weaker than your army, and hunt them young. A hoard of ore is a palace site ready-made.

Troops

Pieces you send out of your cities hold where you sent them, together, as a troop.

Tips. Park a small troop near a camp you mean to hunt, then call a knight or two out to it when you are ready: the army is already in place. Keep kings home to hold your towns; send troops out. A troop without a king can raid the wilds, but it can be attacked by other empires too.

Raids and troops without a king

Any troop with a pawn can raid a wild camp without a king: a pawn commands.

Tips. Send a knight-and-pawn raiding party at small camps while your kings stay home holding your towns.

Masterless pieces and ruins

Pieces and buildings that belong to no one can be claimed by any king that comes near.

Tips. When a neighbor falls, march a king through their old town: their buildings and pieces are yours for the taking.

Settlements

Settlements

Buildings close together make a settlement: 3 a village, 6 a town, 10 a city.

Tips. One strong town beats three hamlets: it holds itself for hours while your kings are away.

Holding a town

A settlement keeps working a while without a king: the bigger, the longer.

Kings are scarce

Kings are made in palaces, each slower than the last; your title caps how many you hold.

Tips. Every king is a new town, a new army and more room: getting your first palace up early pays for the whole game.

Ore is precious

Temples and palaces work ore, and ore never grows back.

Tips. Claim ore early and hold it with a king. When a vein runs dry, move on: a new town by fresh ore is worth the march.

Trade

Two of your towns near each other send merchants between them, and both work faster.

Tips. Keep your towns within a merchant's walk of each other, and pave the road between them.

City building

Building your town your way

Put buildings anywhere near a king, move or demolish them, and draw streets, walls, bridges and gardens.

Tips. Plant a field beside a house you placed for looks, and it starts making pawns. A wall with one gate funnels raiders onto your street.

Elephants haul stone and ore

Select only war elephants, tap Haul, tap a rock or ore deposit, then tap where to set it down.

Tips. Carry ore and stone together to found a palace where you want it.

Works

Elephants clear land

Select only war elephants, tap Clear land, and drag over the area.

Tips. Clear building sites and roads, not the forest your houses need for wood.

Knights pave roads

Select only knights, tap Pave, then tap where the road should go.

Tips. Pave between your towns and toward the frontier: every march down the road afterwards is half again as fast.

Altars

A bishop raises an altar anywhere; while a bishop tends it, a few buildings nearby work without a king.

Tips. Put an altar on a rich field far from your towns: a free farm, as long as you can defend its bishop.

The wider world

Rival empires

Other players are empires too. Beat their kings and you take what those kings held.

Tips. Scout before you attack: count the pieces near their king. Strike troops caught away from home; besiege towns only with a full set.

The land has a rating

Every place has an Elo rating. Richer land works faster and holds stronger camps and neighbors.

Tips. Move up as you get stronger: a town in rich land out-produces two in poor land.

Your rating

Your Elo rating goes up when you win battles and down when you lose, as on chess.com.

Promotion is borrowed

A pawn that reaches the far rank fights as a queen for that battle, then walks home a pawn.

Tips. Promotion wins endgames: push passed pawns when the pieces come off.

Sieges and walls

Attacking a king in its town is a siege: win, and the town's buildings are yours.

Tips. Besiege with more than you think you need: the defender fields its whole nearby garrison.

Hoards and captives

A scattered camp leaves a hoard; raider camps hold captives who join you when freed.

Tips. Build a palace on an ore hoard: it's a ready-made vein.

Relics

The rarest beasts leave relics that stand in your capital and speed it.

Your capital

Name one town your capital: it holds itself forever and crowns faster.

The Wonder

One per empire, in your capital: a monument the whole world can see.

Renown and titles

Quests, hunts and victories earn Renown; chapters earn titles.

The whole world is a chessboard.

Free in your browser, on phone and desktop. No download, no account needed.

Play Open World Chess