01
Objective and ordinary play
The objective is still to checkmate the opponent’s king. The board, pieces, turn order, promotion, castling, and en passant otherwise follow standard chess rules.
You may not capture the king. A game ends through checkmate or another normal terminal result, not by removing a king from the board.
02
The Double Move ability
White and Black each begin with one Double Move. It is optional and can be activated only before making the first half of a turn.
- Activate Double Move.
- Make one legal move. The ability is now spent, but the turn does not pass.
- Make a second legal move with the same color. The turn then passes normally.
The two moves may use the same piece or two different pieces. You cannot activate the ability between the two halves, stop after the first half, or use it again later in the same game line.
03
Every half-move must be legal
Every half of a Double Move must be legal at the position where it is played. In particular, neither half may leave your own king in check. The position after the first half is a real intermediate position; the board is not allowed to pass through an illegal state.
The first half may check the opponent’s king. The opponent does not reply between the two halves, and checkmate is not evaluated until the turn is complete. You must still make a legal second move. It may continue the check, change it, or remove it, but it may not capture the opponent’s king.
This legality requirement is also why an unused Double Move cannot provide a two-step escape from checkmate. To begin a Double Move, the player must have a legal first half. In checkmate there is no legal move at all, so there is no legal first half and the second half can never be reached. The goal remains checkmate.
Worked example
Check first, mate second
White activates Double Move and plays Qg8+ Qh7#. Giving check with Qg8+ is legal because it is still White’s turn between the halves. After Qh7#, Black has no legal move—and therefore no legal first half with which to begin a Double Move.
Black cannot answer with Kxh7, Kh8: the first move, Kxh7, walks into the pawn on g6. Nor can Black try Qg8, Qxh7 or Bxg6, Bxh7: Qg8 and Bxg6 each leave the king in check after the first half. Every proposed first half is illegal, so none of these sequences can begin. That is precisely why the position is checkmate even though Black’s Double Move remains unused.
Starting FEN
r2q3k/ppp3p1/2np2Pp/5b2/3P1B2/1Q4P1/PPP2P2/3R2K1 w - - 0 1 WB
04
Captures and special moves
- Captures
- Either half may capture an ordinary opposing piece if the resulting move is legal. A piece captured in the first half is gone before the second half.
- Promotion
- A pawn may promote on either half. If it promotes on the first half, the promoted piece exists immediately and may be used for the second half if it has a legal move.
- Castling
- Castling may be one half of the pair if all normal castling requirements are satisfied at that moment. Rights lost on the first half remain lost on the second.
- En passant
- An en passant capture already available at the start of the turn may be used as the first half. A two-square pawn move creates an en passant opportunity for the opponent only when it is the second half and therefore ends the turn. If the pawn moves first, the second half clears that temporary opportunity before the opponent can respond.
Move-order example
Double Move can bypass en passant
Both lines begin with White’s king on h1, pawn on e2, and Black’s pawn on d4. They finish with identical piece placement. Only the order of White’s two moves changes the en passant right.
Consequently, a player may deliberately use Double Move to avoid offering en passant: make the two-square pawn move first, then complete the turn with another legal move.
Starting FEN
7k/8/8/8/3p4/8/4P3/7K w - - 0 1 WB
05
End of game and draws
When a turn passes—after an ordinary move or after the second half of a Double Move—the other side must have a legal move. If its king is in check and no legal move exists, that is checkmate. An unused Double Move does not change this because there is no legal first half with which to activate it. An intermediate position between the two halves does not itself end the game and is not counted as a completed-turn repetition. Normal stalemate, insufficient-material, fifty-move, and repetition rules otherwise apply.
06
Clocks and takebacks on this site
With a clock, the moving player’s time continues to run between the two halves. The increment is added once, after the entire turn is complete. Unlimited games have no running clock.
A takeback is a site feature rather than a rule of the variant. It restores the previous human decision point and is recorded in the saved game, including the number of takebacks used.
07
Double Move FEN
The Analysis board and Advanced game setup accept normal FEN plus an optional seventh field describing which abilities remain:
WBBoth abilities availableW-Only White available-BOnly Black available--Neither availableAn m suffix marks that the side to move is between the two halves, for example -Bm. In such a position that side’s ability must already be spent.