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Chess Arcade

Game History

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Puzzles

Saved Puzzles

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Saved on this device.
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Puzzles

Puzzle History

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Chess Arcade

Game

Moves
PGN
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Right-click-drag: arrow · plain right-click: highlight · left-click: clear
Drill 08

Spot the Loose Piece

Side to move
Only the side NOT on move has anything to find — you're hunting for what they've left hanging. The board turns to face whoever's moving.
How to tag
⌘+Right-click Tag loose — undefended, not under fire yet
⌥+Right-click Tag hanging — undefended and attacked right now
Right-click the same combo on a tagged square to untag it. Kings are never targets.
Position complexity
More pieces on the board, more relationships to track.
Clock
Reveal marker
How tagged squares are marked once a round ends. Missed pieces always show as a dashed outline.
WHITE TO MOVE
Find Black's loose pieces · Round 1
0:30
⌘+Right-click → loose ⌥+Right-click → hanging
Right-click-drag: arrow · plain right-click: highlight · hold ZRFC for color · left-click: clear
0 tagged
caught mislabeled false alarm missed loose missed hanging
0
Rounds
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Accuracy
0
Streak
0
Best streak
Drill 05

Knight's Tour

A bare board, one knight. No clock pressure — just click a lit square to hop there. A running stopwatch tracks your time for bragging rights only.
Mode
Reach the marked square in the fewest hops possible — the board tells you exactly how many.
Position complexity
Easy: 1–2 hops. Medium: 3–4. Hard: 5–6, the longest distance a knight can be from anything on this board.
REACH THE TARGET
Round 1
0:00
Click a lit square to hop there · right-click-drag: arrow · right-click: highlight
Move 0
target square visited
0
Rounds
0
Streak
0
Best streak
Drill 06

Sneaky Checks

Your king is in double check, so it has to move — nothing can block two checks at once. Three steps: see the checks, work out which escapes are traps, then commit to the one square that ends the attack.
Three phases
1 Right-click-drag a yellow arrow from each checking piece onto the king
2 Then a purple arrow from the king to every flight square that runs into another check
3 Finally walk the king to the square that's left
Every flight square looks frightening. On all but one the attacker still has a check waiting and the assault rolls on. The right square leaves them with nothing — the attack is simply over.
Position complexity
Harder boards put more attackers around your king, so more escape squares run into a follow-up check.
Show how many checks
A scaffold worth dropping once the pattern lands — with it off you have to trust your own count.
Clock
seconds per position
DOUBLE CHECK
Round 1
0:35
1 Show the checks → 2 Mark the traps → 3 Walk the king
Right-click-drag: arrow · left-click: clear
0 arrows drawn
Draw an arrow from each checking piece to the king.
check on you escape that's a trap the safe square
0
Rounds
0
Streak
0
Best streak
Drill 07 · Arcade

Endgame Reflexes

A passed pawn is running. Draw the square from the pawn to its promotion square — if the defending king is inside it, the pawn is caught. That's the whole skill, and it should be instant. The other king is parked too far away to matter.
How to play
C Call caught — the king runs it down
P Call promotes — the pawn gets there first
Three lives. Every correct call builds your combo and speeds the clock up. Miss one and the board draws you the square.
Margin
How close the race is. Hard decides every position by a single tempo — the ones you actually misjudge.
Starting clock
seconds per position
The clock tightens as your combo climbs — down to 1.2s, or your own number if you set it faster.
Score
0
Combo
×1
Best
0
Solved
0
Lives
Caught, or does it promote?
Right-click-drag: arrow· left-click: clear
Drill 01 · Arcade

Kiss of Death

A white queen is touching the black king — a contact check. The only squares the king can ever run to are the two diagonally behind it, away from the queen. If those are covered and the queen is defended, it's mate. Call it before the bar empties.
How to play
M Call mate — the king has nowhere to go
E Call escape, then click the square it runs to
Three lives. Every correct call builds your combo and speeds the clock up. The board tells you why whenever you miss.
Position complexity
Harder boards add decoy pieces — including defenders whose line is quietly blocked.
Starting clock
seconds per position
The clock tightens as your combo climbs — down to 1.2s, or straight to your own number if you set it faster than that.
Score
0
Combo
×1
Best
0
Solved
0
Lives
Mate, or does it escape?
Right-click-drag: arrow· left-click: clear
Drill 09 · Basic Arcade

Coordinates

A bare board, one square name, one click. This is the skill under everything else — if you have to count files to find d5, every other drill is doing extra work it shouldn't have to.
Board view
Random picks one side and holds it for the whole run — the board doesn't flip mid-run.
Rank & file labels
Hidden is the real drill. Shown is just for warming up.
Starting clock
seconds per square
The clock tightens as your combo climbs — down to 1.2s, or your own number if you set it faster.
Score
0
Combo
×1
Best
0
Solved
0
Lives
Get ready…
Right-click-drag: arrow· left-click: clear
Drill 02 · Arcade

Ghosts!

A position flashes for under a second and then it's gone. Some are real threats. Some just look like one — a fork the knight can't reach, a pin on the wrong diagonal, a "hanging" piece with a defender standing right behind it. The question isn't "can you solve this." It's "does this deserve your attention." Answer wrong by calling a ghost real, and it costs you more than answering slow.
How to play
SPACE Call threat — something real is happening
— Do nothing — it's a ghost, let it pass
Call a real threat and you'll have a moment to tap where the danger actually is — not to solve it, just to prove you saw it. Three lives. The window shrinks as your streak grows.
Packs
Knight forks, hanging pieces, and bishop/rook/queen lines — each with a real version and a ghost that shares its shape. Turn any off to drill one pattern at a time. More packs are coming.
Starting pace
seconds per flash
New to the pattern? Give yourself a few seconds to start — every window still tightens toward 0.5s as your streak climbs, no matter where it starts.
Score
0
Combo
×1
Best
0
Solved
0
Lives
Danger, or nothing?
Right-click-drag: arrow· left-click: clear
Drill 04 · Arcade

CheckStorm

Your king is in check. The question isn't "what's the best move" — it's "what's even on the table." Tag every response type that's actually available. A knight check makes block impossible before you calculate anything; that has to become instant.
How to play
C Capture — something can take the checking piece
P Protect — a piece can block the line
R Run — the king has a safe square to step to
There can be more than one right answer — tag every option that's really there, not just the best one. Hit ENTER (or Lock it in) the moment you're sure, or just let the clock run out and whatever you've tagged is your answer. Three lives. The window shrinks as your streak grows.
Starting pace
seconds per check
New to this one? Give yourself more time to start — every window still tightens as your streak climbs, no matter where it starts.
Score
0
Combo
×1
Best
0
Solved
0
Lives
CHECK!
Right-click-drag: arrow· left-click: clear
Drill 03 · Arcade

King's Ground

Kings can never stand next to each other — so the eight squares around your king are squares the enemy king simply cannot enter. That rule is the whole game. Stand in the right place and the enemy has to walk around you. You'll feel opposition and shouldering long before anyone names them.
Mission
Hold the line. The enemy king is trying to reach the bottom row — keep him out until the clock runs out.
How to play
WASD Move your king — arrow keys work too
SPACE Push the pawn (Escort only)
One action per beat. Miss the beat and you forfeit the turn — the enemy still moves. Forcing him onto a longer route scores DETOUR.
Beat
seconds per beat
The beat tightens as you clear rounds. Start slow while the geometry is still new.
Score
0
Detour
0
Round
1
Beats
0
Lives
Hold the line
WASD / arrows: move your king
Drill 10

Puzzles

Real puzzles pulled live from Lichess, filtered by theme. Drag the piece you think solves it — a wrong try just flashes red and resets, no strikes, no clock.
Theme
What kind of tactic to train.
Difficulty
Play as
Which side's puzzles to solve. The board always faces whoever is on move.
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to move
Your Rating
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YOUR MOVE
Loading puzzle…
Drag a piece to make your move. · Right-click-drag: arrow · plain right-click: highlight · hold ZRFC for color
🎯
Puzzle —
Rating — · Played — times
♔
Your turn
Find the best move.
 
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Puzzles
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Streak
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Best streak
Moves
Drill 11 · Arcade

Puzzle Rush

Solve as many puzzles as you can. They start easy and get harder with every one you finish — from under 1000 up past 2000. One wrong move is a strike and sends you straight on to the next puzzle, no retries; three strikes ends the rush. Puzzles come live from Lichess and never touch your Lichess puzzle rating.
Mode
Five minutes on the clock. Three strikes and you're out.
Personal bests
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Get ready
GET READY
Loading puzzles…
0
5:00
Right-click-drag: arrow · plain right-click: highlight · hold ZRFC for color
5 Minute
5:00
Score
0
Strikes
 
Puzzles
Every puzzle you attempt lands here. Once the rush is over, tap any of them to open it on Lichess and see the answer.
Play Online

Find an Opponent

A real Lichess game against a random opponent near your rating, played on this app's own board. Leaving this screen while seeking cancels the search.
Time control
Rated
Rated games count toward your real Lichess rating.
Play as
Show ratings
Hide your opponent's (and your own) rating number next to their name during the game.
Play Bot

Play the Lichess AI

A real game against Lichess's own AI, played on this app's own board — the fastest way into a live game, no waiting on a human opponent. Never rated.
AI level
1 barely resists. 8 plays near master strength.
Time control
Play as
SEEKING
Looking for an opponent…
Waiting for a game to start… · Right-click-drag: arrow · plain right-click: highlight · hold ZRFC for color