(These are the exact rules the AI models have access to.)
Chess
Chess is a game that takes place on an 8x8 board. One player, White, controls the white pieces, and another, Black, controls the black pieces. Each player moves one piece per turn until the game ends. White moves first.
Objective: Checkmate the opponent's King.
Capture: You may move a piece into another piece on your turn to capture it. The captured piece is removed from the board.
Threatened: A piece is threatened if it may be captured by the threatening piece next turn.
Check: A player is in check if their King is threatened. A player cannot make moves that would leave their King in check.
Checkmate: King is in check with no legal moves to escape.
The game ends when one player is in checkmate. That player loses. The game may also end in stalemate if a player has no legal moves but the king is not in check. Stalemate is considered a draw. A draw may also occur if a board state is repeated for a third time, or if 50 turns (100 player moves) have passed without a Pawn being moved or a piece being captured.
Piece rules:
King (K/k): 1 square in any direction.
Rook: (R/r): Any distance orthogonally (up/down/left/right).
Bishop (B/b): Any distance diagonally.
Queen (Q/q): Combines rook + bishop movement.
Knight (N/n): Can move 2 squares one orthogonal direction, then 1 square in a perpendicular direction, in an L-shape. Unlike other pieces, can jump over pieces.
Pawn (P/p): One square forward (two on its first move). Cannot capture by moving forward. Instead, if doing so would capture a piece, the Pawn may move one square diagonally forward.
Special moves:
Castling: If neither a player's King nor that player's Rook has yet been moved, and the King is not in check, and castling would not move the King through or into check, then the player may move the King 2 squares toward the Rook, and the Rook to the other side of the King, to the second square the King crossed.
En passant: If the opponent's Pawn moves 2 squares landing beside your Pawn, you can capture it as if it had only moved 1 square.
Promotion: If your Pawn reaches the end of the board, it immediately becomes a Queen. (This implementation of Chess is simplified to only allow Queen promotion, but other versions may allow promotions to other pieces.)
When viewing a text representation of the board state, lowercase = White pieces, Uppercase = black pieces.
Fantastical Chess
The rules of Fantastical Chess are based on the regular rules of chess. Here are the rules of chess:
Chess is a game that takes place on an 8x8 board. One player, White, controls the white pieces, and another, Black, controls the black pieces. Each player moves one piece per turn until the game ends. White moves first.
Objective: Checkmate the opponent's King.
Capture: You may move a piece into another piece on your turn to capture it. The captured piece is removed from the board.
Threatened: A piece is threatened if it may be captured by the threatening piece next turn.
Check: A player is in check if their King is threatened. A player cannot make moves that would leave their King in check.
Checkmate: King is in check with no legal moves to escape.
The game ends when one player is in checkmate. That player loses. The game may also end in stalemate if a player has no legal moves but the king is not in check. Stalemate is considered a draw. A draw may also occur if a board state is repeated for a third time, or if 50 turns (100 player moves) have passed without a Pawn being moved or a piece being captured.
The rules of Fantastical Chess are the same as chess except:
No piece can be captured en passant.
Castling does not exist (there are no Rooks in Fantastical Chess).
Threefold repetition rule and check/checkmate/stalemate rules are still in effect.
The 50 move rule is still in effect, but does not count Pawn moves, as there are no Pawns in Fantastical Chess.
Instead of the regular chess pieces, there are new pieces with new rules.
Piece rules:
Lame King (K/k): Same as chess king but cannot move at all. Can still be in check/checkmate.
Wizard (W/w): Can move diagonally up to 2 squares, ignoring obstructing pieces. OR can swap places with your own king (special ability).
Bowman (B/b): Moves 1 square orthogonally (up/down/left/right). Can capture pieces 1 or 2 squares directly forward, or both simultaneously. Does not ever move when capturing. Cannot capture 2 squares forward if a friendly piece is 1 square forward.
Ninja (N/n): Moves diagonally any distance, then horizontally (left/right) any distance (a two-part move). Cannot move through pieces at any point during movement. Special capture rules: can only capture pieces by moving backward or diagonally backward into the piece (attacking from behind). Backward for a piece is toward the 1 rank if that piece is white, or toward the 8 rank if that piece is black. For example, a white Ninja on b7 could capture a black Bowman on a6.
Alchemist (A/a): Moves and captures 1 or 2 squares orthogonally (up/down/left/right) in any direction. When captured, destroys all pieces within 1 square (except for Lame Kings), but does not destroy the capturing piece (unless the capturing piece was a Bowman 1 square away).
Catapult (C/c): Moves exactly 1 square orthogonally (cannot capture while moving). Can capture any piece 7+ squares away (measured by king moves, that is diagonal counts as 1 square), ignoring obstructions. Does not move when capturing. Since diagonal counts as 1 square not 2, this means a Catapult can only ever capture pieces if they are very far away.
Fish (F/f): Moves horizontally (left/right) 1 square. Can capture when moving. Can move onto a friendly Fish to remove both Fish and create a Shark.
Shark (S/s): Moves horizontally or vertically any distance. Is not obstructed by other pieces.
Important:
The only pieces that can move through other pieces are the Wizard, and the Shark.
Special move notations (using long algebraic notation):
Normal moves (for example, Aa5a6 indicates an Alchemist moving from a5 to a6).
Captures (for example, aa5xa6 indicates an Alchemist moving from a5 to a6 and capturing a piece).
Captures without moves (for example, Cb1xd8 indicates a Catapult on b1 capturing a piece from across the board on d8 without moving)
Multiple captures without moves (for example, ba5xa6xa7 indicates a Bowman on a5 capturing a piece on a6 and another piece on a7 in one move. The Bowman does not move.)
Merges (for example, Fc4d4M indicates a Fish on c4 merging with a Fish on d4 to create a Shark on d4.)
Swaps (for example, Wh1c1S indicates a Wizard on h1 swapping positions with a Lame King on c1.)
When viewing a text representation of the board, lowercase = White pieces, Uppercase = black pieces.
Go (9x9)
Go (9x9) rules (simplified area scoring):
The board starts empty. Black moves first; players alternate.
A move places a single stone of your color on any empty intersection, or you may pass.
A connected group is formed by stones of the same color connected orthogonally (up/down/left/right).
A liberty is an empty intersection next to a group of stones.
Capturing: If all intersections adjacent to a group are occupied by the opponent (i.e., the group has no liberties), that group is captured and removed immediately.
Suicide is not allowed: you may not play a stone that would leave your own group with no liberties, unless the move first captures adjacent enemy stones, thereby creating liberties.
Ko/superko: You may not play a move that recreates any previous board position.
Two consecutive passes end the game.
Scoring: Each player's score is the number of intersections they occupy (stones on the board) plus the number of empty intersections that are completely surrounded by only their stones. Empty regions bordered by both colors are neutral and score for neither player. At the end, any stones with no liberties are removed as captured before scoring.
When viewing a text representation of the board state, B = black, W = white, and . = empty.
Shove
Shove (7x7) rules:
The board starts empty. Black moves first; players alternate.
A move places a single stone of your color on any empty intersection, then choses a legal direction to shove the stone. Shoving makes the stone and any connected group of stones of the same color move one cell in the chosen direction, pushing other stones out of the way.
A connected group of stones is formed by stones of the same color connected orthogonally (up/down/left/right).
Pushing cascades: if a destination is occupied, that stone is pushed one cell further in the same direction, and so on. Stones pushed off the board fall into the gutter and are removed.
Boulders (a 2x2 same-color grouping of stones) are not counted as part of a connected group. If any shove would need to move a boulder, that shove direction is illegal. A stone placed with no legal shove direction is placed without shoving.
Instead of moving, a player may pass their turn.
Two consecutive passes end the game. The game also ends if the board is full, or if the only remaining legal moves are placing stones and then immediately shoving them into the gutter. After 50 turns, the game ends. A turn is two moves: one by Black followed by one by White.
Ko/superko: You may not play a move that recreates any previous board position.
Scoring: the player with the greatest number of stones on the board wins. Draws are possible.
When viewing a text representation of the board state, B = black, W = white, and . = empty.
Hugs and Kisses
Hugs and Kisses is a game where each player tries to build matches of three discs of their color while preventing the other player from doing the same. The game takes place on a grid with 7 columns and 6 rows, and discs are inserted from the top, similarly to Connect 4.
Player 1 places red discs marked with an 'O', and Player 2 places yellow discs marked with an X. Players alternate turns, with Player 1 (red Os) going first. You can drop discs in any column unless the column is full.
If three X discs are placed diagonally in a row, they form a match, and become "locked in". If three O discs are placed horizontally in a row, they form a match, and become "locked in". Locked in discs cannot change. Vertical 3-of-a-kind does not count for either player.
If three discs diagonally would form an XXX match, but the middle disc is an O, the middle disc flips to an X, forming an XXX match.
If three discs horizontally would form an OOO match, but the middle disc is an X, the middle disc flips to an O, forming an OOO match.
Locked in discs cannot be flipped, so an XOX match will not become an XXX match, and an OXO match will not become an OOO match, if the central tile is locked in. Locked in tiles can become part of other matches, however. For example, OOOO counts as two matches.
If a disc would flip to both an X and an O in the same turn, it becomes an "infinity" disc, which is locked-in and cannot change. Infinity discs counts as both X and O for the purposes of matching.
At the end of the game, the player with the most locked-in discs wins the game. If equal, the game is a draw.
When viewing a text representation of the board state, X = red X, O = yellow O, I = infinity, and . = empty.
4 in a Row
4 in a Row (same rules as Connect 4) is a game where each player tries to build a row of four discs of their color, while preventing the other player from doing the same. The game takes place on a grid with 7 columns and 6 rows, and discs are inserted from the top.
The first player to build a row of four discs horizontally, vertically, or diagonally wins. If the board is full and no player has won, the game is a draw.
One player, Red, controls the red discs, and another, Yellow, controls the yellow discs. Each player plays one disc per turn until the game ends. Red moves first.
On your turn, you may place a single disc of your color in any column. The disc will fall to the lowest available row in that column. If the column is full, you may not place a disc there. Play alternates until one player wins or the board is full.
When viewing a text representation of the board state, R = red, Y = yellow, and . = empty.