Chess Football Mobile Vertical

How to Play — Quick Start

Goal of the Game

Chess Football is a football game played with chess-style movement. The goal is to move the ball as far past the line of scrimmage as possible, score touchdowns, and finish with more points than the other team.

A touchdown is 7 points. A field goal is 3 points.

Teams and Pieces

  • You control the Wildcats. The computer controls the Longhorns.
  • Each football player moves like the chess piece shown on it.
  • The Queen is the quarterback. On offense, the QB starts with the ball and may move like a queen while staying behind the line of scrimmage before the pass.
  • After the pass is completed, the QB no longer has the ball and may cross the line of scrimmage to help block or capture defenders.
  • The two Horses/Knights are receivers. They are the only pieces that can catch a pass.
  • The other pieces move like normal chess pieces and are used to block, protect, attack, or capture.

Basic Flow

  1. Use Easy Setup for quick placement, or manually place pieces. If you place manually, you place Wildcats pieces and the computer places Longhorns pieces.
  2. Click Start Play. The offense begins with the ball on the quarterback.
  3. Each team gets 30 seconds to move. If the timer reaches 0, the turn switches to the other side. The play does not automatically end.
  4. Click one of your pieces, then click a legal square to move it.
  5. Turns alternate during the play, so after you move on offense, you are immediately on defense from that new position.

Quarters and Plays

Each quarter has 8 total plays: 4 offensive plays and 4 defensive plays for each side. Unlike regular football, possession rotates after each play. The line of scrimmage is based on where the previous play ended.

Passing

  1. Only the offense can pass, and only before the QB is captured.
  2. The current pass card shows the exact spacing needed between the quarterback and one receiver.
  3. For example, a 6 x 11 card means the QB and receiver must be exactly 6 squares by 11 squares apart, or 11 squares by 6 squares apart.
  4. Only a receiver horse/knight can catch the ball.
  5. If the spacing matches, click Make Pass and the receiver gets the ball.
  6. After a completed pass, the offense cannot throw another pass on that play. The receiver must run with the ball while teammates block or capture threats.

How a Play Ends

  • If the QB is captured before the pass, the play ends and possession changes.
  • If the receiver with the ball is captured after the pass, the play ends at that square and possession changes.
  • If both receiver horses are captured before the pass is made, the play ends because no legal receiver remains.
  • If the ball carrier reaches the gray end zone, it is a touchdown.

Kicking

Click Kick Ball to roll a 1–12 kick result. If the kick reaches the gray end zone area, it counts as a field goal for 3 points. Otherwise, the line of scrimmage moves by the kick number and possession changes.

Computer Opponent

The computer controls the Longhorns. It chooses its pass card secretly, reveals it when it throws, tries to protect its pieces, anticipates receiver movement, blocks escape squares, and runs for extra yards when the ball carrier is in danger.

Floating Timer and Score

The floating timer can be moved around the screen. It shows the time, score, quarter, and play count. Use the sound button to turn countdown sounds on or off, and choose the tone style you prefer.

Quarter: 1 of 4
Quarter Move: 1 of 8
Timer: 30s
Phase: Setup
Offense: Wildcats
Turn: Wildcats
Line of Scrimmage: Row 10
Wildcats: 0
Longhorns: 0
Status: Wildcats place first.
MOVE TIMER
30s
Turn: Wildcats
Wildcats0
Longhorns0
Q1 • Play 1 of 8
Kick: -
Sound off

Current Play Card

Wildcats see their random card. Longhorns keep it hidden until the pass.