Knights of Mobius
“One board. A thousand stories. The next one is yours.”
From sixth-century India, through Persia and across the world: chess conquered with imagination. Now it’s your move.
Discover the history of chessDo you have what it takes?
Challenge a friend to a timed battle on any device
Six taps. One verdict.
Which faction is yours?
Question 1 of 6
Midnight. A door stands open in the street.
Your friends argue about the plan.
A rival offers you a deal.
The last move of a long game.
How big is your army?
A storm rolls in.
Pick a tutor
Each one teaches the same game, none the same way.



Many worlds. Find your next obsession.
Open a world. Meet its legends.
Lanterns and a thousand windows
Bucharest
Dare. Take the side of the night army and win without losing your queen.
Read on
Bucharest is a board lit by lanterns: boulevards for long diagonals, hidden courtyards for sneaky knight forks, and a lake meadow where nobody trusts the dark squares. Its six armies play like six openings: one strolls, one dances, one charges like a dragon. Every crossroads is a fight for the centre.
Press an army
Rooftops, sea, sunshine
Barcelona
Dare. Stack your rooks like a living tower and see who dares to knock it down.
Read on
Barcelona is a board with the sea along one edge: sunny avenues for bishops, narrow lanes for pawn storms, and a harbour where the rooks line up. Nine armies, nine neighbourhoods, nine ways to open. Here the festivals are attacks: fire, giants, human towers.
Press an army
Order of the Rose and Dragon
Giants’ Court
Tower-Builders
Hounds of Count Arnau
The Nine Ships
Fire Beasts
Windmill Knights
Duende
Al-Andalus Geometry
Seven towns, red earth, sea caves
Cyprus
Dare. Leave your king on the wall, send everything else across the sea, and win.
Read on
Cyprus is a board the size of an island: seven towns, seven corners to hold, and a sea that never stops offering you a gambit. Salt, copper, carob and old legends become seven armies that play slow, deep endgames. Whoever holds the walls holds the tempo.
Press an army
Bastion and Shadow
Salt and Flamingo
Carob and Sweet Wine
Mosaic and Myth
Copper and Spring
Sea-foam and Cave
Windmill Iron and Red Earth







Realm · Soon
Thessamor
Rumour. Six courts keep the fires of a far planet. Check back soon: even a sealed board has its first move.
Armies on the way
- Astral Court
- Ember Hive
- Prism Dominion
- Rust March
- Iron Choir
- Verdigris Brood
City · Soon
Tokyo
Rumour. Six crafts and spirits guard the moat wards. The pieces stand set behind a sealed door. Nobody has made the first move yet.
Armies on the way
- Edo Fire Brigades
- Hundred Yokai
- Forty-Seven Ronin
- Kabuki Troupe
- Kiriko Glasscutters
- Sumida Boatmen
City · Soon
London
Rumour. Six crews keep the river and old guild halls. Players whisper that the opening here is unlike any in the books.
Armies on the way
- Gog and Magog
- Livery Guilds
- Ravens of the Keep
- Frost Fair Watermen
- Whittington's Cats
- Detective's Irregulars
City · Soon
New York
Rumour. Six crews work the harbour and the high iron. The board is waiting. Whoever opens this door first writes the theory.
Armies on the way
- New Amsterdam Burghers
- Headless Horseman's Riders
- Bowery Fire Companies
- Girder Walkers
- Harbour Pilots
- Vaudeville Troupe
City · Soon
Paris
Rumour. Six guilds haunt the island and the river. Check back soon: even a sealed board has its first move.
Armies on the way
- Gargoyles
- Musketeers
- Opera Phantom
- Lutetia Boatmen
- Catacomb Keepers
- Bouquinistes
City · Soon
Kyoto
Rumour. Six houses keep the lattice streets and hills. The pieces stand set behind a sealed door. Nobody has made the first move yet.
Armies on the way
- Tengu of Kurama
- Oni of the Mountain
- Nishijin Weavers
- Tea-Bowl Potters
- Bridge Duellists
- Court Diviners
City · Soon
Prague
Rumour. Six legends walk the towers and gables. Players whisper that the opening here is unlike any in the books.
Armies on the way
- Libuše's Court
- Blaník Knights
- Rudolfine Alchemists
- Vodník Goblins
- Marionettists
- Glassmakers
City · Soon
Buenos Aires
Rumour. Six crews keep the port streets dancing. The board is waiting. Whoever opens this door first writes the theory.
Armies on the way
- Tango Orquestas
- Gauchos
- Fileteado Painters
- Riachuelo Shipwrights
- Lobizón Pack
- Murga Carnival
City · Soon
Rome
Rumour. Six crews keep the seven hills awake. Check back soon: even a sealed board has its first move.
Armies on the way
- She-Wolf Founders
- Legions
- Gladiator Schools
- Talking Statues
- Tiber Boatmen
- Aqueduct Engineers
City · Soon
Istanbul
Rumour. Six crews work two shores of one strait. The pieces stand set behind a sealed door. Nobody has made the first move yet.
Armies on the way
- Bazaar Guilds
- Mehter Drummers
- Shadow Puppeteers
- Hezarfen's Flyers
- Iznik Tilers
- Caique Boatmen
City · Soon
Seoul
Rumour. Six crews guard the walls and the hills. Players whisper that the opening here is unlike any in the books.
Armies on the way
- Dokkaebi
- Haetae Guardians
- Mask Dancers
- Gate Guards
- Gumiho Court
- Lacquer Crafters
City · Soon
Marrakech
Rumour. Six circles gather in the rose-red maze. The board is waiting. Whoever opens this door first writes the theory.
Armies on the way
- Storytellers
- Acrobats
- Tanners and Dyers
- Zellige Masters
- Lantern Smiths
- Tbourida Riders
City · Soon
Rio De Janeiro
Rumour. Six crews dance carnival between sea and peaks. Check back soon: even a sealed board has its first move.
Armies on the way
- Bateria Drummers
- Standard Bearers
- Float Builders
- Feather Crafters
- Street Blocos
- Masked Revellers
City · Soon
Cairo
Rumour. Six crews work the river and the lantern lanes. The pieces stand set behind a sealed door. Nobody has made the first move yet.
Armies on the way
- Mamluk Cavalry
- Thousand and One Nights
- Coppersmiths
- Tentmakers
- Lantern Makers
- Felucca Boatmen
City · Soon
Lima
Rumour. Six crews keep the balconies and the shore. Players whisper that the opening here is unlike any in the books.
Armies on the way
- Tapadas
- Paso Riders
- Marinera Dancers
- Balcony Carvers
- Adobe Mound Builders
- Pacific Fishermen
City · Soon
Hanoi
Rumour. Six guilds trade along the lake and lanes. The board is waiting. Whoever opens this door first writes the theory.
Armies on the way
- Silversmiths
- Silk Traders
- Water Puppeteers
- Woodblock Printers
- Potters
- Lion Dancers
City · Soon
New Orleans
Rumour. Six crews parade the iron balconies at night. Check back soon: even a sealed board has its first move.
Armies on the way
- Bayou Privateers
- Rougarou
- Feu-Follet
- Carnival Krewes
- Brass Second Line
- Riverboat Gamblers
City · Soon
Sydney
Rumour. Six crews work the coves and the sandstone. The pieces stand set behind a sealed door. Nobody has made the first move yet.
Armies on the way
- Rocks Larrikins
- Harbour Ferrymen
- Whalers
- Sandstone Masons
- Swagmen
- Pilot Station
City · Soon
Mexico City
Rumour. Six legends gather on the old lake floor. Players whisper that the opening here is unlike any in the books.
Armies on the way
- La Llorona
- Viceregal Ghosts
- Calaveras
- Mariachi
- Masked Wrestlers
- Trajinera Boatmen
City · Soon
Jaipur
Rumour. Six crafts colour the rose-pink grid. The board is waiting. Whoever opens this door first writes the theory.
Armies on the way
- Puppeteers
- Blue Potters
- Block Printers
- Gem Cutters
- Court Astronomers
- Kite Fighters
City · Soon
Cape Town
Rumour. Six tales haunt the harbour bowl and the cape. Check back soon: even a sealed board has its first move.
Armies on the way
- Flying Dutchman
- Van Hunks' Smokers
- Penguin Wardens
- Lighthouse Keepers
- Salvors
- Noon Gunners
City · Soon
Xi'an
Rumour. Six crews keep the old walls and caravan road. The pieces stand set behind a sealed door. Nobody has made the first move yet.
Armies on the way
- Silk Road Caravaneers
- Clay Legion
- Tang Poets
- Shadow Play Troupe
- Paper Cutters
- Wall Archers
City · Soon
Muscat
Rumour. Six crews keep the forts, the port and souk. Players whisper that the opening here is unlike any in the books.
Armies on the way
- Frankincense Traders
- Dhow Builders
- Khanjar Smiths
- Fort Wardens
- Falaj Keepers
- Pearl Divers
Realm · Soon
Hell
Rumour. Six crews keep the river and the iron gates. The board is waiting. Whoever opens this door first writes the theory.
Armies on the way
- Ferrymen of the Dark River
- Hounds of the Three Heads
- Wardens of the Iron City
- Giants of the Well
- Keepers of the Frozen Lake
- Centaur Archers
Realm · Soon
Heaven
Rumour. Six guilds tend the lamps of the high spheres. Check back soon: even a sealed board has its first move.
Armies on the way
- Lamp-Bearers
- Cloud Masons
- Harpers' Guild
- Star Wardens
- Gate Keepers
- Crystal Gardeners
Realm · Soon
The Sun
Rumour. Six courts ride the fire of the day star. The pieces stand set behind a sealed door. Nobody has made the first move yet.
Armies on the way
- Flare Riders
- Corona Weavers
- Sunspot Smiths
- Helios' Charioteers
- Phoenix Court
- Prominence Dancers
Realm · Soon
Black Hole
Rumour. Six watches keep the edge of the dark. Players whisper that the opening here is unlike any in the books.
Armies on the way
- Horizon Wardens
- Accretion Smiths
- Photon Ring Riders
- Singularity Court
- Jet Lancers
- Slow Clock Sentinels
Realm · Soon
Mars
Rumour. Six crews wake the red world's dunes. The board is waiting. Whoever opens this door first writes the theory.
Armies on the way
- Canal Dreamers
- Dust Devil Riders
- Olympus Climbers
- Dune Nomads
- Ice Cap Miners
- Rover Wardens
Realm · Soon
Proxima b
Rumour. Six crews walk the ring between fire and ice. Check back soon: even a sealed board has its first move.
Armies on the way
- Twilight Walkers
- Dayside Glassmakers
- Nightside Ice Keepers
- Storm Shelter Guild
- Ring Wind Riders
- Signal Listeners
Into the unknown.
Spin the black hole. See who comes back.

Bucharest
Boulevard Promenaders
Gala hosts, parasol queens and lamplighters. Powder rose, sapphire and silver-gilt turn the boulevard into a celebration.
Meet this armyFate has spoken
Climb the challenge ladder
Prove it. Mate in one.
Your move. Tap a piece, then a square.

Royal drama. Real tactics.
Dracula’s Night Court meets the Boulevard Promenaders. Your move.
An invitation to the Night Court.
Boulevard Promenaders face Dracula’s Night Court across an 8×8 table. Rose enamel and crimson cloaks give familiar chess pieces two very different personalities.
Rose armyBoulevard Promenaders
Night CourtDracula’s Night CourtQuick battle
Plain 8×8 chess against the computer. Pick a city, an army and how hard it bites.
Campaign battles
Story fights can bend the rules. What you see depends on the fight.
Trust your eyes?
Switch the view. Move the rook. Watch the truth change.

The rook begins on d3.
Full view
Every piece is in view. You can identify each position and type.
Fog
Your pieces reveal their own squares and the eight neighbouring squares, including diagonals. Enemies outside that sight disappear from view. A faded remembered sighting marks where a piece was seen before; it may have moved since.
Ghosts
Every enemy position is visible. Distant enemies use the same anonymous figure, so their piece types stay secret until one of your pieces comes near. Sighted enemies reveal their types automatically.
High Fog
Enemy sight centres on the destination of the opponent’s latest qualifying move and its eight neighbours. Your own pieces remain visible.
The rules available can vary by campaign encounter.
Illustrative example. Move the friendly rook to see how sight changes.
In this example
Full view identifies every piece.
Fog identifies enemies near your pieces; a faded mark shows an earlier sighting.
Ghosts shows every enemy position, while distant identities stay secret.
Find your crew.
22 factions. Pick the attitude. Discover the story.





































































