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Ninjas Chess

Real chess in a lantern-lit dojo. Meet four computer rivals, explore 96 short learning challenges or share one board with a friend. Untimed, with beginner support that fades as you improve.

Chess tacticsStrategic planningSpatial reasoningCoordinates
Game guide

Plan. Discover. Think ahead.

Ninjas Chess

A lantern-lit dojo for real chess. Meet a computer rival, explore short tactical challenges, or share the board with a friend. No clock. Take your time.
0 / 96dojo lanterns lit on this device

Your next move starts here.

Learn the pieces. Spot the threat. Make a plan.

Preparing your chess settings…

Your lantern journey

Progress stays on this device. Replaying is welcome; it does not manufacture new mastery evidence.

  1. First Moves0 / 12 · Not seen
  2. Safe King0 / 12 · Not seen
  3. Watchful Ninja0 / 12 · Not seen
  4. Twin Threats0 / 12 · Not seen
  5. Hold the Line0 / 12 · Not seen
  6. Hidden Threats0 / 12 · Not seen
  7. Mate Patterns0 / 12 · Not seen
  8. Master Dojo0 / 12 · Not seen

Choose your promotion

Your pawn reached the last rank. Choose its new piece.

Chess essentials

Win with checkmate. The king is attacked and has no legal escape. Never capture a king.

Pawn
Forward one; two from its starting rank if clear. Captures diagonally. Reaching the last rank promotes to queen, rook, bishop or knight.
Knight
Two squares along, one across. Can jump blockers.
Bishop
Any clear diagonal.
Rook
Any clear rank or file.
Queen
Rook and bishop paths combined.
King
One safe square in any direction. Cannot enter check.

Castling: move your king two squares towards its rook, with clear squares and neither piece moved. The king cannot castle out of, through or into check.

En passant: immediately after an adjacent enemy pawn advances two squares, your pawn may capture it as though it moved one.

Casual draw rules: stalemate, insufficient material, threefold repetition and the fifty-move condition are automatic here. Tournament claim procedures and exhaustive dead-position adjudication are not implemented.

Keyboard: focus the board, use arrows and Enter/Space. Escape cancels selection. The Move tool offers the same moves with larger controls. Flip never changes White moving first.

Pause at the dojo

Your position is safe while this menu is open. Exit saves a resumable match on this device when storage is available; it is not a win or a completed game.

Resign this match?

White will resign. This finishes the match; simply saving and exiting does not.

Replace your saved match?

There is one saved match on this device. Starting a new match or puzzle set replaces it. Your completed dojo lanterns are kept.

Do both sides agree to a draw?

The other player must agree. Declining keeps the position unchanged.

Ninjas Chess guide

How Ninjas Chess supports strategic thinking

Proper chess for spatial reasoning, planning and tactical thinking. Choose Dojo Challenge against a computer, a five-puzzle Puzzle Path set, or Classroom Duel on one screen. No clock, account or arithmetic interruptions.

How to play

  1. Choose your mode, opponent or unlocked dojo, and learning support. Fade as I improve is on by default. Match length varies; a full match can take 10–30 minutes or longer.
  2. Tap a piece and its destination, or use the large Move from/Move to controls. Focus the board for arrow keys and Enter/Space. Escape cancels selection.
  3. White moves first. Make your king safe when in check; win with checkmate, not material points. Promotion offers queen, rook, bishop and knight.
  4. Tools provides Undo, Flip, legal-move help and rules. Puzzle clues progress from an idea to a piece cue to a demonstrated move. Restart restores the same puzzle.
  5. Light five distinct lanterns in a dojo to open the next. Guided completions count for access, but independent first-attempt evidence is separate.
  6. The current library contains 96 introductory positions. Recommended sets favour unseen positions; you can choose any unlocked position yourself. Recent retries offer guidance without automatically changing your support.
  7. Exit opens a pause menu, away from moving controls. Save and exit preserves one resumable match locally if storage is available. Resigning is a separate deliberate action.
  8. Replay is at the top of results. Optional bounded-engine review is not an accuracy rating; retrying a reviewed position is separate practice, not another match win.

Skills practised

  • Piece movement and coordinates
  • King safety and legal responses to check
  • Forks, pins, discovered attacks and short mating plans
  • Comparing plans against an opponent’s reply

Teacher notes

  • Chess is a scoped expansion into strategy and spatial reasoning, not a claim of arithmetic fluency. Use paired discussion or a five-puzzle starter; full matches are untimed and resumable.
  • Support and opponent difficulty are independent. A slow thoughtful move is not weak reasoning. Legal-move highlights teach movement, not which move is best.
  • Ready for a harder challenge needs six independent first attempts among eight distinct new positions across at least two sets. Repeated, corrected, hinted and demonstrated work cannot manufacture mastery.
  • Casual draws automatically include stalemate, insufficient material, threefold repetition and the fifty-move condition. This is not full FIDE tournament claim procedure or exhaustive dead-position adjudication.
  • Computer rivals are bounded-search game levels, not Elo ratings or perfect-play claims. The board remains usable during searches. A failure preserves the position and offers Retry or two-player continuation.
  • Progress, one resumable match and the latest compact result stay on this device and are clearable from Privacy. No pupil identities or completion counters. Open-source notices are at /open-source-credits.