Chessception Academy

Game rules, stats & ranking explained

Everything you need to play, understand your performance, and climb the ranked ladder.

Overview

Chessception is a tactical chess variant where pieces have hit points (HP) and deal damage instead of capturing instantly. Pieces survive attacks, can hit areas-of-effect, and gain buffs from auras. The first King to reach 0 HP loses.

If you can play chess, you can play Chessception. Movement is identical — pawns push, knights leap, rooks slide. The new layer is what happens when one piece attacks another.

Quickstart
  1. White moves first. Click your piece, click a legal square.
  2. If your move ends on an enemy piece, combat resolves: damage, AoE, counter-attacks.
  3. Survivors stay. Dead pieces are removed.
  4. First King at 0 HP loses. Five draw conditions exist.

HP & Damage

Every piece has a max HP and a base damage value. Damage is dealt from attacker to defender on every move that ends on or hits an enemy piece.

PieceHPDamageAoE DamageSpecial
♙ Pawn 22Counter-attacks if it survives a hit
♖ Rook 422 × 2 squaresPerpendicular AoE from destination
♘ Knight 42Offensive aura ×2 per stack
♗ Bishop 422 × 4 squares4-corner diagonal AoE
♕ Queen 442 × 3 squares3-square cone AoE
♔ King 42Defensive aura ½ damage

Tip: Hover any piece in-game to see its current HP, damage, and active buffs.

Combat resolution

When you move onto an enemy piece, the engine resolves combat in this exact order:

  1. Primary damage — the destination piece takes your base damage (modified by buffs).
  2. AoE damage — splash squares (Bishop / Rook / Queen) take secondary damage.
  3. Pawn counter-attacks — any pawn that took damage and survived strikes back at the attacker.
  4. Death cleanup — pieces at 0 HP are removed.
  5. Position resolution:
    • Direct kill only → attacker moves to destination square.
    • 1 AoE kill only → attacker auto-moves to that empty square.
    • Multiple kills (direct + AoE) → green dots highlight options; you pick.
    • No kills → attacker returns to their original square.

Rook AoE — Perpendicular cleave

The Rook hits two squares perpendicular to its movement direction.

Vertical move → hits left + right

AoETGTAoE

Horizontal move → hits up + down

AoE TGT AoE

Bishop AoE — Diagonal splash

The Bishop hits all four diagonal squares around its destination — devastating against clusters.

AoEAoE TGT AoEAoE

Queen AoE — Cone sweep

The most dangerous attack in the game: 4 base damage to target + 2 damage to a 3-square cone in the movement direction. Both are amplified by Knight buffs.

Vertical move

AoEAoEAoE TGT

Diagonal move

AoE AoE TGTAoE

Knight buff — Offensive aura

Knights project an offensive aura on themselves and friendly pieces within 1 square. A lone Knight always has 1 stack (×2 damage). Each additional adjacent friendly Knight adds another stack.

  • Each stack doubles damage. 1 stack = ×2, 2 stacks = ×4, 3 stacks = ×8.
  • Buff is consumed when the buffed piece makes a damaging move.
  • If the Knight moves out of range first, the buff drops immediately.
  • Visual: red glow with one red dot per stack.

Strategy: A Queen with 2 Knight stacks deals 16 base + 8 AoE damage. Stacking knights around your Queen is a one-shot king-killer setup — but leaves you vulnerable elsewhere.

King buff — Defensive aura

All friendly pieces within 1 square of the King take half damage (rounded down). The King always benefits from its own aura permanently.

  • For other pieces, the buff persists until the piece moves or has been outside the aura for one full round (both players move).
  • Stack with formation: Pawns + King in a corner = a fortress.
  • Visual: blue glow with a blue dot indicator.

Pawn counter-attack

Any pawn that takes damage — direct hit or AoE — and survives immediately strikes the attacker for 2 damage. This applies even if the attacker returned to their original square (no kills made).

If the pawn kills the attacker via counter-attack, the pawn stays in place. Multiple surviving pawns counter-attack in sequence.

Promotion

When a pawn reaches the last rank, you may promote it to any piece type you're currently missing (cannot exceed starting counts: 1 Queen, 2 Rooks, 2 Bishops, 2 Knights). If all major slots are filled, you may promote to a second Queen.

The promoted piece enters at full HP.

Castling

Standard chess castling rules apply: king moves 2 squares toward a rook, rook jumps to the other side. No combat occurs. Requires:

  • Neither the King nor the chosen Rook has moved.
  • All squares between them are empty.
  • The King is not currently in check.

To trigger: click the highlighted square next to the rook.

En passant

If an enemy pawn moves two squares forward and lands beside your pawn, you can capture it on your very next turn by moving diagonally to the square it passed through. In this variant, the enemy pawn takes 2 damage — if it survives, it remains on the board.

Winning

The game ends immediately when any King reaches 0 HP. There is no checkmate concept — only HP. Push your king carefully; he is mortal.

Draw conditions

Five draw conditions prevent stalling:

  1. Kings only — both sides reduced to only their kings.
  2. 50-move rule — 50 full turns with no pawn move and no damage dealt.
  3. Threefold repetition — same exact board position seen 3+ times.
  4. 150-turn limit — hard cap on total turns.
  5. King-repeat forfeit — same king moves to the same square 3 times in a row without anything else happening.

Online matches also have a 60-minute time limit per game.

Advanced strategy

Knight-stacking

2 adjacent Knights + any piece = ×4 damage. A piece with ×4 damage can oneshot any piece including the King. Setting this up however will take a lot of moves and combining with a direct hit on the king will be nearly impossible.

King-fortressing pawns

Pawns adjacent to your King take ½ damage. A castled King with 3 nearby pawns is nearly impenetrable to direct attacks — force the enemy into AoE only.

Bishop sniping

Bishops hit 4 diagonals. Position them to threaten clustered enemy back rows after the opponent has castled. Even surviving pieces leave the king's defensive aura weakened.

Pawn structures matter more

Damaged pawns still counter-attack. Don't waste moves trading minors into a pawn cluster — the surviving pawns will hurt you back.

Rooks open the file twice

A rook on an open file threatens not just the back rank but both adjacent files via AoE. They're worth more than in standard chess.

Glossary

  • AoE — Area of Effect. Splash damage to nearby squares.
  • Aura — A passive effect projected by Knights (offensive) and Kings (defensive).
  • Buff — A temporary modifier (×2 damage from a Knight aura, ½ damage from a King aura).
  • Stack — Number of overlapping Knight buffs. 1 stack = ×2, 2 = ×4.
  • Counter-attack — A pawn's automatic retaliation when it survives a hit.
  • Direct hit — Damage to the destination square.
  • HP — Hit points. The piece's life total.
  • Landing — Where the attacker ends up after combat resolves.
  • Cone — Queen's 3-square AoE pattern in the movement direction.
  • King-repeat — Draw condition triggered by 3 identical king moves in a row.

Grade system

Every performance metric is compared against the full ranked player pool to produce a percentile score, which is then converted to a letter grade. Grades tell you at a glance whether a stat is a strength or a weakness relative to your competition.

Grade Percentile Meaning
S Top 20% — 80th percentile and above Elite performance. A clear strength to lean into.
A 65th–79th percentile Above average. Consistent and reliable.
B 50th–64th percentile Average. Room to improve, no urgent weakness.
C Below 50th percentile Below average. A weakness worth addressing.

Grades are recalculated daily as the ranked pool shifts. A season reset will recalibrate all baselines.

Kill Efficiency

Kill Efficiency Free
Kill Efficiency = (enemy pieces eliminated ÷ total damaging moves) × 100

Measures how often your attacks result in a piece being removed from the board. A high score means you're converting damage into kills efficiently — low HP targets, decisive AoE, clean follow-through. A low score indicates you're dealing chip damage without finishing the job, letting opponents heal the tempo advantage back.

Tracked separately for direct attacks and AoE hits. The displayed value is the combined rate across all damaging move types.

Clutch Rating

Clutch Rating Free
Clutch Rating = wins from losing positions ÷ total losing positions entered

A "losing position" is defined as having fewer total HP across all your pieces than your opponent. Clutch Rating measures how often you recover from being behind on HP to win the game. A high Clutch Rating marks you as a comeback specialist — dangerous even when losing. A low rating means you're solid when ahead, but struggle under pressure.

AoE Accuracy

AoE Accuracy Free
AoE Accuracy = AoE hits on enemy pieces ÷ total AoE-capable moves made

Tracks how often your Rook, Bishop, and Queen moves connect with enemy pieces via splash damage. A move counts even if only 1 of the possible AoE squares is occupied. High AoE Accuracy shows strong positional play — you're setting up AoE pieces where the board is dense, not moving them into empty areas.

Queens contribute double weight since their cone AoE covers 3 squares instead of 2.

Piece Survival

Piece Survival Free
Piece Survival = pieces alive at game end ÷ pieces alive at game start

Measures how many of your pieces make it to the end of the game. A high Piece Survival rate indicates patient, defensive play — you preserve material while eliminating threats. A low rate is not automatically bad: Aggressor and Gambler archetypes often trade freely and still win decisively. Interpret this metric alongside your archetype.

Multi-Kill Rate

Multi-Kill Rate Free
Multi-Kill Rate = average enemy pieces eliminated per move across all games

A signature stat that captures how explosive your offense is. A score above 1.0 means you're regularly eliminating more than one piece per attacking move — a hallmark of AoE-heavy play. Leaders in this stat are usually Queen or Bishop specialists who position for multi-hit opportunities.

Sacrifice Rate

Sacrifice Rate Free
Sacrifice Rate = intentional piece losses ÷ total pieces lost

An intentional sacrifice is a piece lost on a move you initiated (not a counter-attack or AoE you were caught in) that opened a position or set up a follow-through. The system infers intent from the board state: if the piece had a legal retreat available, the loss is marked as a sacrifice. High sacrifice rate identifies Gambler and Aggressor archetypes who trade material for tempo.

Deadliest Piece

Deadliest Piece Free
Deadliest Piece = piece type with highest (kills ÷ games played) ratio

Identifies the piece type that accounts for the most kills per game on average across your history. This is a signature stat — it reveals your preferred weapon. Knight specialists appear here often because their damage multiplier makes them explosive finishers even with moderate positioning.

Combat Breakdown Premium

A per-piece breakdown of attack efficiency. For each piece type (Pawn, Rook, Knight, Bishop, Queen), you see:

  • Kill rate — kills per game for that piece type.
  • Damage dealt vs. damage absorbed — net HP swing attributable to that piece.
  • Survival rate — how often that piece type makes it to game end.

Use this to find hidden inefficiencies — e.g., a Rook you move frequently that rarely makes contact, or Bishops that are dying before you've used their AoE.

Tempo & Time Pressure Premium

Tracks how your decision speed and time pressure affect outcomes:

  • Avg. decision time — median seconds per move, split by early/mid/late game.
  • Time pressure win rate — your win rate in games where you used more than 80% of your clock.
  • Post-loss tilt rate — how often a losing streak is followed by a significant drop in decision quality (detected via move-time spikes and blunder rate increase).

Post-loss tilt rate is a unique Chessception metric. Because games are shorter than traditional chess, it's easier to detect tilt patterns within a single session.

Endgame & Clutch Premium

Three metrics measuring your performance in high-stakes moments:

  • Comeback rate — win rate from positions where opponent had ≥2× your total remaining HP.
  • Conversion rate — win rate from positions where you had ≥2× opponent's total remaining HP.
  • Longest comeback streak — most consecutive games won after entering a losing HP position.

Conversion rate is where strong players separate themselves most — consistently winning dominant positions is harder than it looks when the opponent still has King aura and counter-attacking pawns.

Archetypes

Your archetype is calculated from the weighted combination of your stats at the end of each session. It reflects your dominant playstyle, not just a single game. If your secondary stat cluster is within 15% of your primary, a secondary archetype is shown alongside your main one.

Archetypes are also visible on the leaderboard, letting you filter and compare players by playstyle — not just rating.

⚔ Aggressor

The Aggressor plays fast and hits hard. Games end early — either with a dominant multi-piece wipe or a risky trade that backfires. This archetype prizes offense over material safety.

What drives this archetype
  • High Kill Efficiency (converts attacks into eliminations)
  • High Multi-Kill Rate (hits multiple pieces per move)
  • Low Piece Survival (trades freely, doesn't protect material)
  • High Sacrifice Rate (gives up material for tempo)

🧠 Tactician

The Tactician wins through calculated precision. Every move serves a plan. They maximise AoE impact by setting up positions where splashes hit multiple targets and never waste a move on unfavourable trades.

What drives this archetype
  • High AoE Accuracy (positions AoE pieces where they connect)
  • High Kill Efficiency (doesn't waste damaging moves)
  • Above-average Piece Survival (doesn't expose pieces unnecessarily)
  • Low Sacrifice Rate (rarely gives up material voluntarily)

🛡 Defender

The Defender outlasts opponents through superior resource management. They use the King's defensive aura and pawn fortresses to drain the enemy's offensive potential, then strike when the opponent overextends.

What drives this archetype
  • High Piece Survival (keeps pieces on the board)
  • High Clutch Rating (performs well when under pressure)
  • Low Sacrifice Rate (defensive and patient)
  • Low Multi-Kill Rate (selective attacker, not explosive)

🎲 Gambler

The Gambler thrives on high-risk setups. Knight-stack combos, sacrifices that open the King, moves that win big or lose immediately. Erratic stats are part of the profile — variance is the weapon.

What drives this archetype
  • Highest Sacrifice Rate (gives up material routinely)
  • High variance Kill Efficiency (feast or famine)
  • Low Piece Survival (material is fuel, not an asset)
  • High Clutch Rating (used to playing from behind)

👑 Strategist

The Strategist converts advantages methodically. They enter the endgame with a structural edge and convert without drama. Rarely behind on HP, high conversion rate, minimal waste.

What drives this archetype
  • High Piece Survival (maintains material advantage)
  • High Kill Efficiency (every attack counts)
  • High AoE Accuracy (structured, position-based offence)
  • Low Clutch Rating (rarely needs comebacks — stays ahead)

👻 Ghost

The Ghost is elusive and unpredictable. They avoid damage, reposition constantly, and strike from unexpected angles. Hard to read, hard to pin down — opponents burn moves chasing them.

What drives this archetype
  • Highest Piece Survival (pieces rarely die)
  • Low AoE Accuracy (moves to reposition, not to commit to a fight)
  • Low Multi-Kill Rate (strikes are surgical, not explosive)
  • High Clutch Rating (patient under pressure, strikes when the moment comes)

Free vs. Premium

All stats are tracked for every player. Free accounts see the four performance grades plus all signature stats. Premium unlocks the deeper analytics sections with per-piece breakdowns, time pressure data, and endgame conversion metrics.

Free — included for everyone

  • Kill Efficiency grade
  • Clutch Rating grade
  • AoE Accuracy grade
  • Piece Survival grade
  • Rating history chart (season)
  • Archetype + secondary archetype
  • Multi-Kill Rate
  • Sacrifice Rate
  • Deadliest Piece
  • Mode breakdown (Ranked / Casual / AI)

Premium — deeper analytics

  • Rating history (all-time, not just current season)
  • Combat Breakdown by piece type
  • Per-piece kill rate, damage dealt, survival rate
  • Decision time by game phase
  • Time pressure win rate
  • Post-loss tilt rate
  • Comeback rate
  • Conversion rate
  • Longest comeback streak

Premium is available on the Pricing page. Stats from before your upgrade are retroactively calculated — you won't lose historical data.

How Elo works

Chessception uses a standard Elo rating system — the same mathematical model used in chess, tennis, and competitive gaming worldwide. Your rating is a single number that estimates your skill relative to every other ranked player. Win against stronger opponents and you gain more. Lose to weaker ones and you lose more.

Expected score

E = 1 / (1 + 10 ^ ((opponentRating − yourRating) / 400))

Before each game the system calculates the probability that you will win, based on the rating difference. If you and your opponent are equal, E = 0.5 (50/50). A 200-point advantage gives you roughly a 76% expected win probability.

Rating change

ΔR = K × (S − E)

S is your actual score: 1 for a win, 0.5 for a draw, 0 for a loss.
E is your expected score from the formula above.
K is the K-factor — how many points are up for grabs per game (see below).

Starting rating: All new players begin at 1200 Elo. This places you in Novice tier from game one. Your rating will move quickly during the provisional period as the system calibrates to your true skill level.

K-Factor

The K-factor controls how fast your rating can change. A high K-factor means bigger swings — important when you're new and the system is still learning your skill. A low K-factor stabilises the rating of established players.

ConditionK-FactorReason
Fewer than 30 ranked games played 40 Provisional — high volatility to reach true skill quickly
Rating ≥ 2000 (Advanced tier and above) 10 High-skill ratings are hard-earned and stabilise faster
All other players 20 Standard — balanced between responsiveness and stability
Why does this matter? A new player (K=40) who upsets someone rated 200 points above them gains roughly +33 Elo in a single game. The same upset by a settled player (K=20) earns only +16 Elo. Your first 30 games are your fastest path to your true tier. Once you reach Advanced (2000+), K drops to 10 — ratings become very stable.

Rating examples

Concrete numbers to show how Elo moves in practice. Both players below are standard-K (K=20, more than 30 games played).

Your ratingOpponent ratingResultYour ΔR
12001200Win+10
12001200Loss−10
12001200Draw0
12001400Win (upset)+16
12001400Loss (expected)−4
14001200Win (expected)+4
14001200Loss (upset)−16

Beating stronger opponents always rewards more than beating equals. Losing to weaker opponents always costs more. This is what makes the Elo system self-correcting.

Placement games

When you enter ranked play for the first time, your first 10 games are placement games. They determine your initial settled rating before you appear on the leaderboard.

1

You start at 1200 Elo. Your rating is calculated normally (K=40) from game one — it just isn't shown publicly until placements are complete.

2

During placements you are matched against other players normally via the Elo matchmaking system. Your placement result depends on whether you win or lose, not on some fixed placement bracket.

3

After game 10 your rating is published to the leaderboard. You will still have 20 more K=40 games (up to 30 total) before the system considers you settled.

Season resets: At the start of each season all ratings are soft-reset toward 1200 — specifically, the gap between your rating and 1200 is halved. A player at 2400 (Master) resets to 1800 (Skilled). This compresses the ladder and gives everyone a fresh climb.

Provisional period

The provisional period covers your first 30 ranked games. During this window:

  • K-factor is 40 — your rating moves roughly twice as fast as a settled player.
  • A "provisional" badge appears on your profile to signal to opponents that your rating is still calibrating.
  • Your rating does count for matchmaking from game one — you will be matched against players near your current rating, whatever it is at the time.
  • Elo cannot go below 100 during the provisional period to prevent new players from bottoming out from a rough start.
Tip: The fastest way through your provisional period is to play consistently and avoid long breaks between sessions. Rank quickly, then your rating stabilises with K=20.

Rank tiers

Your tier is a label that corresponds to your current Elo rating. It updates instantly — there is no "promotion series" or lock-in. If your rating crosses a threshold, your tier changes on the next page load.

⚙️
Beginner
< 1200
Learning the game. Focus on mechanics over results.
K = 40 / 20
🪵
Novice — starting tier
1200 – 1399
Where all new players land. Developing fundamentals.
K = 40 / 20
🥉
Apprentice
1400 – 1599
Growing tactical awareness. Basic AoE usage emerging.
K = 40 / 20
🥈
Intermediate
1600 – 1799
Consistent play. AoE timing and buff management are reliable.
K = 40 / 20
🥇
Skilled
1800 – 1999
Above average. Multi-kill setups and deliberate pawn structures.
K = 40 / 20
💠
Advanced
2000 – 2199
High-skill. Deep strategic play and endgame precision. K-factor drops here.
K = 40 / 10
💎
Expert
2200 – 2399
Elite. Near-perfect AoE reads and opener execution.
K = 10
🔮
Master
2400 – 2499
Top 1%. Tournament-level positioning and adaptation.
K = 10
👑
Grandmaster
2500 – 2699
Peak rated. Highly stable rating — hard to gain, harder to lose.
K = 10
Legendary
2700 +
The absolute top of the ladder. Fewer than a handful of players.
K = 10

K values show provisional (first 30 games) / settled. The K=10 settled rate kicks in at 2000+ (Advanced and above).

Rating decay

To keep the ladder competitive, inactive Platinum+ accounts slowly lose rating over time.

Inactivity periodAction
14 days without a ranked gameWarning shown on dashboard
21 days (Intermediate – Skilled, 1600–1999)−10 Elo per additional 7 days of inactivity
21 days (Advanced and above, 2000+)−20 Elo per additional 7 days of inactivity
Floor protection: Decay cannot push you below the floor of your current tier. A player at Intermediate (1600) will not decay below 1600, even after months away. Novice, Apprentice, and Beginner have no decay at all.

Queue algorithm

When you click Online Match, the server immediately fetches your current Elo from the database and starts searching for an eligible opponent. Matching is skill-first — the system always selects the closest Elo candidate within your tolerance window, never the player who has been waiting longest.

How a match is made

  1. DB lookup — your Elo is retrieved (or a 1200 default used if the DB is temporarily unavailable).
  2. Immediate scan — the queue is scanned for any player whose Elo is within ±100 of yours. If multiple qualify, the closest is selected.
  3. Match created — both players receive a matchFound message with their colour and the opponent's rating. Colours are randomised 50/50.
  4. If no match found — you are added to the queue and receive a waiting message with your current Elo and the initial search range.
Closest-Elo selection: If three players are waiting — 1150, 1220, and 1300 — and you are 1200, the system picks 1220 (difference of 20) over 1150 (difference of 50) even though 1150 joined the queue first. Queue age only matters as a tiebreaker.

Tolerance expansion

If no match is found immediately, your search window expands automatically every 15 seconds so you always find a game — even at extreme ratings with few concurrent players.

t = 0 s
± 100 Elo
Initial window. Very well-matched games.
t = 15 s
± 150 Elo
First expansion. Still tightly matched.
t = 30 s
± 200 Elo
Roughly one full tier difference.
t = 45 s
± 250 Elo
Still within two tier boundaries for most.
t = 75 s
± 350 Elo
Wide net — most players in queue will qualify.
t = 90 s +
± 500 Elo (cap)
Maximum range. At this point you will match anyone in the queue.

Expansion formula

tolerance = min(100 + floor(secondsWaiting / 15) × 50, 500)

The formula applies to both players. A match is made if your tolerance window overlaps with the other player's — meaning either player's expanded range covers the gap.

The background matching tick runs every 5 seconds, so in practice you may be matched up to 5 seconds after your range expanded enough to cover a waiting opponent.

Queue signals

The game client receives live updates while you wait so you always know what's happening.

Message typeWhen sentContents
waiting Immediately on joining the queue Your Elo, initial search range (±100)
queueStatus Every 5 s while waiting Seconds waited, current search range, your Elo
matchFound When a pairing is made Your colour (white/black), room ID, opponent's Elo
Disconnection handling: If you disconnect mid-queue, the server detects your closed connection within 5 seconds (next background tick) and removes you automatically. Re-joining starts a fresh queue entry.

Turn timer & time bank

Every ranked game is governed by a per-move clock and a small personal time bank. Both are server-enforced — the client cannot manipulate them.

SettingValueNotes
Turn time 30 s Resets to 30 s at the start of each new turn
Time bank 15 s Personal reserve drawn when the 30 s turn clock hits zero
Match limit 60 min Hard wall on total game length — drawn if reached (rare)

How the clocks interact

  1. When your turn begins the turn clock starts counting down from 30 s.
  2. If you move before it expires, the clock resets for the next turn. Your time bank is untouched.
  3. If the turn clock hits 0 s, the server draws from your time bank one second at a time. The turn display shows the bank draining from 15 → 0.
  4. When both the turn clock and time bank are depleted, a timeout fires (see Strikes below).
Time bank does not regenerate. Once spent, those seconds are gone for the rest of the game. Use it deliberately on genuinely complex positions — don't bleed it on move 5.

Timer signals sent to the client

MessageFrequencyContents
timerUpdateEvery 1 sCurrent turn, seconds left on turn clock, time bank remaining for both players
timeoutOn clock expiryWhich color timed out, strike count, text message
strikeDecayEvery 10 turnsUpdated strike counts for both players

Strike system

Timeouts don't end the game immediately — they add a strike. Three strikes and you lose. This gives players a small buffer for occasional lapses without enabling indefinite stalling.

EventEffect
Turn clock + time bank both reach 0 +1 strike. Server executes a random legal move on your behalf.
3 strikes accumulated Automatic loss. Opponent wins as if they won normally (Elo applied).
Every 10 complete turns (both players moved) −1 strike from each player (minimum 0). Strike decay rewards sustained play.

What happens during a timeout

  1. The strike is recorded and both players receive a timeout message.
  2. The server selects a random legal move for the timed-out player from all valid moves on the board. This is server-side only — the client cannot influence which move is chosen.
  3. The turn advances normally. The timer resets to 30 s for the next player.
  4. If 3 strikes are now total, the game ends before the random move is executed.
Strike decay example: You pick up 2 strikes in the early game. Over the next 20 turns both strikes are erased (one removed at turn 10, one at turn 20). You start the endgame clean. This prevents one bad stretch from defining the whole match.

Disconnect handling

The server detects a dropped WebSocket connection within its next tick (≤5 s). It immediately pauses the timer and opens a 60-second reconnect window.

PhaseWhat happens
Connection drops Server pauses the turn timer. Opponent receives an opponentDisconnected message and waits.
0 – 60 s Reconnect window open. Player can re-join using the same player ID and will be restored to the game mid-turn.
Reconnect within window Full game state sent to the returning player. Timer resumes from where it paused. No strike added.
Reconnect window expires +1 strike added. If the game was the disconnected player's turn, a random move is executed. Game resumes for the opponent. 3 strikes total still ends the game.
Intentional disconnecting is not a viable strategy. Each failed reconnect costs a strike. Two disconnects in one game leave you one timeout away from an automatic loss.

Reconnection procedure

When you reconnect to the game, the server sends a gameState message containing the full board, all piece HP values, turn number, both players' time banks, and current strike counts. The client rebuilds the game exactly as it was — no information is lost.

Common questions

Why did my rating barely change after a win?

You beat someone with a much lower rating than you. Elo rewards beating opponents who are expected to beat you — if E was 0.9 and you won, you only gain K × 0.1 points. Beating equal-rated opponents gives the most consistent gains.

Can I lose rating from a draw?

Yes, if you were the heavy favourite. Drawing against someone rated 400 points below you loses you points because your expected score was nearly 1.0 and you only achieved 0.5.

Does the queue factor in anything other than Elo?

No. The matchmaking system uses only Elo and queue time. Mode (Ranked vs Casual), connection quality, and region are not currently factored into pairing.

What happens if my opponent disconnects?

If an opponent disconnects mid-game, their clock continues. They have a 30-second reconnection window. If they don't reconnect, the game is forfeited and you receive the full Elo gain as if you won from the current board position.

Is there a ranked season?

Yes. Each season runs for approximately 3 months. At the end of a season, the leaderboard is locked and top finishers receive a permanent season badge on their profile. All ratings then soft-reset toward 1200 at the start of the next season.

Can casual games affect my rating?

No. Only Ranked mode games count toward your Elo and tier. Casual and AI games are tracked for stats and archetypes but have zero impact on your rating.