The main board has 11 files (a–k) and 10 ranks. Two extra squares are citadels: ivory’s lies just right of k2; obsidian’s lies just left of a9. The other spaces outside the rectangle are not playable.
Each army begins with 28 pieces. Ivory (White) moves first and advances toward rank 10. Obsidian (Black) advances toward rank 1. The opposing army is a 180° rotation, not a vertical mirror.
Capture by landing on an enemy piece. You may not land on a friendly piece, except through a permitted special exchange or pawn relocation. Pieces that leap ignore intervening occupants; sliding pieces do not.
Ivory’s starting formation
Read left to right, a through k. Dots are empty squares.
Rank 1
E · C · D · D · C · E
Rank 2
R N T G F K V G T N R
Rank 3
p D C E F K V G T N R
Rank 3 is all pawns: the letters show their promotion identities. p is the special pawn of pawns.
At the online board: select a piece, then a highlighted destination. Arrow keys move focus; Enter or Space selects. Special choices appear when available. There is no castling, double pawn move or en passant.
02 / KNOW YOUR ARMY
Eleven kinds of possibility.
These diagrams show movement on an otherwise empty board. The piece begins in the center. Filled dots are destinations; amber rings are pawn captures. Lines continue beyond the diagram when the rule allows.
03 / THE PAWNS’ JOURNEYS
Not every pawn dreams of a queen.
Each ordinary pawn immediately promotes to its assigned piece on reaching the farthest rank, even if that piece already survives. The king’s pawn becomes a Prince. Its identity travels with it, regardless of its current file.
The pawn of pawns: three journeys
1
Reach. Wait. Relocate.
On its first final-rank arrival, it becomes immobile, non-attacking and immune to capture.
On a later own turn, relocate it to a main-board square where its pawn attack forks two enemies or traps an enemy nonroyal. This consumes a whole turn.
An ordinary friendly or enemy occupant is removed. A royal or immune piece may never be removed this way.
2
Return to the beginning.
Advance on the second journey. On reaching the last rank again, it immediately resets to the original king-pawn square: f3 for ivory, f8 for obsidian.
An ordinary occupant is removed. If a royal or immune piece blocks the reset square, the pawn waits immune on the last rank. A later permitted reset consumes a turn.
3
Become a royal.
After the reset, advance on the third journey. Reaching the last rank now makes it an Adventitious King.
It moves like the Shah, joins the royal succession, and has the unique right to enter its own citadel.
How this app defines a trap: at least one attacked enemy nonroyal has no legal move of its own that escapes the relocated pawn’s attack, including capturing that pawn. This is a documented operational interpretation, not a full forced-capture search. Fork targets may include royals. Relocation itself does not count as another final-rank arrival.
04 / THE ROYAL HOUSE
A dynasty, not just a king.
One royal: protect it.
With exactly one surviving royal, it cannot be captured or left in check. Checkmate wins. Stalemate is also a loss for the player with no legal action, unlike modern chess.
Several royals: capture is possible.
With two or more friendly royals, check restrictions are suspended and those royals may be captured normally. When only one remains, the single-royal protection applies again.
The Shah’s emergency exchange
Once per side, a Shah that is checked, or has no other legal action, may exchange positions with a friendly nonroyal on the main board. Immune pawns cannot be exchanged.
This uses a whole turn. If the result leaves just one friendly royal, it must be safe. The engine considers this escape before declaring mate or stalemate. If the exchange carries a pawn to its last rank, promotion applies.
05 / THE TWO CITADELS
A refuge. A route to peace.
Entering the enemy citadel
Only your highest-ranking surviving royal may enter: Shah → Prince → Adventitious King. Entry is a normal one-square royal move, including diagonal adjacency.
Choose one of the actions offered:
Claim draw: the game ends in a draw.
Exchange and continue: once per side, swap the entrant with a surviving lower-ranked friendly royal. The lesser royal occupies the citadel and the entrant takes its old square.
Entering your own citadel
Only your Adventitious King may enter it. Once there, it is immune and blocks the opponent’s citadel entry.
Its immunity continues even if it becomes your only royal. This reconstruction does not invent a forced evacuation.
OBSIDIAN CITADEL← a9IVORY CITADELk2 →
PRACTICE / AN OPPONENT AT ANY HOUR
Meet the computer.
Choose Vs Computer before creating a table. You play Ivory and move first; the native assembly engine plays Obsidian. The same rules and legal actions apply. Your game and its difficulty survive a server restart.
Set the Elo: 400–2400 slider in steps of 100. Approximate difficulty, not a measured Elo rating. These numbers are not calibrated against standard chess or a Tamerlane rating pool; they label the engine’s difficulty settings.
You may still invite up to twelve spectators. There is no opponent invitation in computer games. Difficulty stays fixed for that game; start a new table to change it.
You can resign, and legal citadel draw claims remain available. Negotiated draw offers are available only when playing another person. The board displays when the computer is thinking; there is no need to refresh.
06 / A TRANSPARENT RULESET
Timur playable reconstruction v1.
Historical descriptions are not perfectly uniform. This app implements the standard 28-piece Tamerlane game, not the disputed “Full Tamerlane” variant. This edition uses timur-playable-v1.
White starts. Pawn relocation consumes the owner’s turn; it never interrupts the opponent.
Relocation and reset stay on the main board and never remove a royal or immune pawn.
The emergency swap is Shah ↔ nonroyal, once per side, with the safety conditions above.
Citadels use normal king adjacency. Own-citadel immunity persists for the last Adventitious King.
There is no automatic fifty-move, repetition or bare-king draw. Citadel draw claims are available when legal. Players may also agree to a draw or resign using the online controls; these are modern interface conveniences.
These are explicit, deterministic adjudications, not a claim that one surviving manuscript settles every case. The downloadable source includes the complete RULES.md.