The Codex

All modifiers and their effects.

Classic
Ninja bishops
Ninja bishops

Your bishops can swap places with one of your pieces standing in their line of sight.

Classic
Pawn hop
Pawn hop

Your pawns can jump over the piece directly in front of them, and capture on the landing square.

Classic
Accelerated promotion
Accelerated promotion

Your pawns promote from your 6th rank onwards.

Classic
Threatening knights
Threatening knights

While one of your knights threatens the enemy king, it cannot be captured.

Classic
Ghost rooks
Ghost rooks

Your rooks can pass through your other pieces.

Classic
Symbiotic pawns
Symbiotic pawns

Your pawns permanently transform into the first piece they capture.

Classic
Wall jump
Wall jump

Your bishops can bounce off the edges of the board and continue their diagonal move along the perpendicular diagonal (thus staying on squares of the same colour).

Classic
Amalgam
Amalgam

As soon as you take this card, choose one of your pawns: it now moves like a queen and loses its pawn properties. You lose all your other pawns.

Classic
Collateral damage
Collateral damage

Every time you capture a pair of your opponent's pieces (pawns excluded), or their queen, you choose one of their pawns, which is captured.

Classic
Stale stale stale
Stale stale stale

If you manage to draw the game, whatever the cause, you win. As soon as you take this card, capture an enemy pawn of your choice.

Classic
Cannon pawns
Cannon pawns

One of your pawns orthogonally adjacent to another can move like a rook along the axis they form (this counts as a move).

Classic
Paaaaaawns
Paaaaaawns

Your pawns advance 2 squares (3 from their starting square). They can be captured en passant on each of these moves.

Classic
Speedking
Speedking

Your king can also move 2 squares per turn, optionally changing direction. It must not be put in check along the way and cannot capture on the intermediate square.

Classic
Agile pawns
Agile pawns

Your pawns can also move one square diagonally forward.

Classic
Carriage
Carriage

When you move a pawn forward, you may also move a piece that was orthogonally adjacent to it the same number of squares forward.

Classic
Siege towers
Siege towers

One of your pawns orthogonally adjacent to one of your rooks can climb on top of it. The rook moves normally, carrying the pawn along. The pawn can climb down onto an unoccupied orthogonally adjacent square. Each of these actions counts as a move.

Classic
Kamikaze pieces
Kamikaze pieces

All your pieces (king excluded) can sacrifice themselves, capturing every piece they threaten (this counts as a move).

Gold
War knights
War knights

When one of your knights moves over an enemy piece, it captures it (the orthogonally adjacent square in the direction of the first 2 squares of the L). If it can capture the enemy king this way, that king is put in check.

Gold
Unicorn knights
Unicorn knights

Your knights can also move 3 squares in a straight line; they can jump over pieces during these moves.

Gold
Zombie queen
Zombie queen

When your queen is captured for the first time, you may put her back on any unoccupied square of your first rank on the turn of your choice (this counts as a move). She can then only move up to 3 squares away (diagonals or straight lines).

Gold
Lancer pawns
Lancer pawns

Your pawns can also capture one square straight ahead.

Gold
Drifting bishops
Drifting bishops

At the end of their diagonal move, your bishops can move one extra square along a perpendicular diagonal, if they did not capture a piece on the first move.

Gold
Close-combat bishops
Close-combat bishops

Your bishops can also move like a king.

Gold
Zombie pieces
Zombie pieces

When a pair of your pieces (pawns excluded) is captured, you may put one of them back on any unoccupied square of your first rank on the turn of your choice (this counts as a move). It can then only move up to 3 squares away. The zombie knight can no longer jump over pieces orthogonally adjacent to it.

Gold
I SEE YOU
I SEE YOU

Your pawns can also capture backwards the same way they capture forwards.

Gold
Fuuuu-sion
Fuuuu-sion

If one of your rooks moves onto a square occupied by one of your bishops (or the other way round), you may merge the two pieces: remove the bishop and turn your rook into a queen.

Gold
Travelling bishops
Travelling bishops

Your bishops can teleport to any unoccupied square of the same colour as the square they stand on (this counts as a move).

Gold
Bodyguards
Bodyguards

Your king can bring any one of your pieces to an unoccupied square adjacent to it (lines and diagonals). This counts as a move.

Gold
Zombie pawns
Zombie pawns

Your captured pawns reappear on your first rank, in the file where they were captured, as soon as that square is unoccupied at the end of your turn. They can only move 2 squares from your 2nd rank.

Gold
Rock'n'roll
Rock'n'roll

The enemy king is sent back to its starting square. If a piece is there, they swap. It can no longer castle. You can castle as many times as you like, from any square, even while in check. This is possible as long as the castling destination squares are neither occupied nor under attack.

Gold
Trojan horse
Trojan horse

If your knights reach the last rank of the board, they may be promoted to queen.

Gold
Close-combat rooks
Close-combat rooks

Your rooks can also move like a king.

Gold
Capture the flag
Capture the flag

If at the end of 5 consecutive turns of yours you have strictly more pieces than your opponent in the central square (the 4 central squares), you win the game.

Gold
Grapple rooks
Grapple rooks

Your rooks can pull a piece (friendly or enemy) standing in their line of sight to the square orthogonally adjacent to them (this counts as a move).

Radiant
Thief pawns
Thief pawns

Your pawns can also perform "en passant" captures on every enemy piece except knights.

Radiant
Akimbo
Akimbo

Your pawns can also capture 2 squares diagonally forward if the line of sight is clear.

Radiant
Training centre
Training centre

Your pieces (pawns and king excluded) standing on the central square (the 4 central squares) can also move like a queen while they remain there.

Radiant
Poisoned checks
Poisoned checks

If you check the enemy king 8 times, you win the game (double checks count twice).

Radiant
Brothers in arms
Brothers in arms

If 2 of your pieces are adjacent on the same rank, they protect each other. If an enemy piece captures one of them, the other may, on the following turn, recapture it by moving to the square where the capture took place, even if its normal move would not allow it (this counts as a move).

Radiant
Winged knights
Winged knights

Your knights can also move in an "L" of 3 + 1 squares (3 squares in one direction and 1 square perpendicular).

Radiant
Cylindrical board
Cylindrical board

If your pieces can reach the side edges of the board, they can continue their move from the opposite edge, as if the board were a cylinder.

Radiant
Legionary pawns
Legionary pawns

Your pawns can also capture one square straight ahead and move one square diagonally forward.

Radiant
Knightly queen
Knightly queen

Your queens can also move like a knight.

Radiant
Ghost pieces
Ghost pieces

All your pieces can pass through your other pieces.

Radiant
Centaurs
Centaurs

Your bishops can also move like knights.

Radiant
Close-combat knights
Close-combat knights

Your knights can also move like a king.

Radiant
Royal dojo
Royal dojo

You lose your queen. Your knights, bishops and rooks can also move like a king.

Radiant
Watchtowers
Watchtowers

Your pieces (pawns and king excluded) adjacent (lines and diagonals) to your rooks can also move like a rook.