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 chess

Do you have what it takes?

Challenge a friend to a timed battle on any device

Challenge a friend

Six taps. One verdict.

Which faction is yours?

Question 1 of 6

Midnight. A door stands open in the street.

Or let the wheel choose

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

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

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.

15 kings, one fate
Bucharest
Boulevard Promenaders
Boulevard Promenaders — Army king

Bucharest

Boulevard Promenaders

Gala hosts, parasol queens and lamplighters. Powder rose, sapphire and silver-gilt turn the boulevard into a celebration.

Meet this army

Fate has spoken

Climb the challenge ladder

Prove it. Mate in one.

Your move. Tap a piece, then a square.

Climb the challenge ladder

MATE IN ONE MOVE

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
Dracula’s Night CourtversusBoulevard Promenaders
Boulevard Promenaders and Dracula’s Night Court in the opening position. Game artwork.
Night CourtDracula’s Night Court

Quick 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.

Full view: friendly king b2 and rook d3; enemy pawn e4, rook c7, knight g6, and king h8.

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.

Bucharest · 6 factions

  • Boulevard Promenaders

    Boulevard Promenaders

    Stylish, calm, always one step ahead.

    Pick me
  • Iele

    Iele

    Beautiful, quick, and not to be crossed.

    Pick me
  • Călușari

    Călușari

    Light feet, loud bells, and an oath they never break.

    Pick me
  • Balauri of the Reed Delta

    Balauri of the Reed Delta

    Loud, fierce, all fire and no fear.

    Pick me
  • The Rebels

    The Rebels

    Free, proud, and never asking permission.

    Pick me
  • Dracula’s Night Court

    Dracula’s Night Court

    Dark manners, deep plans, a long memory.

    Pick me

Barcelona · 9 factions

  • Order of the Rose and Dragon

    Order of the Rose and Dragon

    Charge first, bloom later.

    Pick me
  • Giants’ Court

    Giants’ Court

    Big, loud and impossible to ignore.

    Pick me
  • Tower-Builders

    Tower-Builders

    We climb together and nobody falls.

    Pick me
  • Hounds of Count Arnau

    Hounds of Count Arnau

    Hunt by night, strike under the moon.

    Pick me
  • The Nine Ships

    The Nine Ships

    Set sail and trust the crew.

    Pick me
  • Fire Beasts

    Fire Beasts

    All sparks and drums, never quiet.

    Pick me
  • Windmill Knights

    Windmill Knights

    Dreamers who charge anyway.

    Pick me
  • Duende

    Duende

    Raw feeling, fast feet, no plan B.

    Pick me
  • Al-Andalus Geometry

    Al-Andalus Geometry

    Precise, patient, perfectly patterned.

    Pick me

Cyprus · 7 factions

  • Bastion and Shadow

    Bastion and Shadow

    Hold the wall, then strike from the dark.

    Pick me
  • Salt and Flamingo

    Salt and Flamingo

    Light feet, bright wings, gone before you blink.

    Pick me
  • Carob and Sweet Wine

    Carob and Sweet Wine

    A slow feast with a hidden trick.

    Pick me
  • Mosaic and Myth

    Mosaic and Myth

    Every move tells a story.

    Pick me
  • Copper and Spring

    Copper and Spring

    Forge it, tune it, make it flow.

    Pick me
  • Sea-foam and Cave

    Sea-foam and Cave

    Quiet tides, sudden waves.

    Pick me
  • Windmill Iron and Red Earth

    Windmill Iron and Red Earth

    Stubborn as iron, steady as the wind.

    Pick me
The seven towns, up close
  • Bastion and Shadow — Chess set — game artworkBastion and Shadow — Board — game artworkLefkosia (Nicosia)
  • Salt and Flamingo — Chess set — game artworkSalt and Flamingo — Board — game artworkLarnaka (Larnaca)
  • Carob and Sweet Wine — Chess set — game artworkCarob and Sweet Wine — Board — game artworkLemesos (Limassol)
  • Mosaic and Myth — Chess set — game artworkMosaic and Myth — Board — game artworkPafos (Paphos)
  • Copper and Spring — Chess set — game artworkCopper and Spring — Board — game artworkPolis
  • Sea-foam and Cave — Chess set — game artworkSea-foam and Cave — Board — game artworkAgia Napa (Ayia Napa)
  • Windmill Iron and Red Earth — Chess set — game artworkWindmill Iron and Red Earth — Board — game artworkProtaras
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