THE TABLE IS SETLOCAL TWO-PLAYER GAME

A LITTLE CHESS. A LOT OF WORDS.

Every move leaves a letter.

THE RULES

Make your move.
Make your word.

  1. Move like chess. Rooks, bishops, knights, kings, and pawns use their usual movement. There is no check or checkmate. Pawns promote to rooks at the far edge.
  2. Leave a letter. Choose a letter from your five-letter rack. When your piece moves off an unlettered square, your chosen letter stays there. Existing letters stay put.
  3. Score words. A new letter scores every valid horizontal or vertical word it completes, two to six letters long. Each word earns its letter values plus two points for each letter beyond two.
  4. Capture for points. Ordinary captures earn 2 points; a king earns 8. Play continues after a king capture.
  5. Win on points. Each player gets 12 turns. A player with no legal move passes automatically. If neither player can move, the match ends early. The highest score wins; equal scores are a draw.

English words are checked offline against a bundled SCOWL-derived word list. Letter strings that are not in the list stay on the board but score nothing.