Mechanics
The formulas below are the ones the game uses. Exact values for each producer or upgrade are in the reference pages.
Tempo is the currency. The game tracks three counters:
| Counter | Meaning | Reset on prestige? |
|---|---|---|
| Bank tempo | what you can spend | yes |
| Run tempo | everything earned since the last prestige; it unlocks upgrades | yes |
| All-time tempo | everything earned since the beginning; it sets Elo and crowns | no |
The click and the hero pawn
Section titled “The click and the hero pawn”Each click on the board (not on a rival piece):
-
earns the click value:
click = (click multiplier × crown bonus + production/s × % of production per click) × temporary click bonuses- click multiplier: 1 at the start, ×2 for each of “Touch-Move Rule”, “J’adoube”, “Snap Move”, and ×2 for the “Golden Fingers” legacy;
- % of production per click: +1% for each of the 10 upgrades from “En passant” to “Absolute click” (10% at most);
- the production used includes temporary bonuses: during a ×7 Zeitnot, clicks are worth much more too.
-
moves the hero pawn one square. It starts on the 2nd rank and is promoted on the 8th, so after 6 clicks (5 with “Two-Square Advance”, which moves it two squares on the first step, as in real chess).
-
On promotion you earn:
promotion = click × 10 × promotion multiplier + production/s × promotion seconds- promotion multiplier: ×3 (“Eighth rank”) and ×5 (“Extra queen”);
- seconds: +15 (“Underpromotion”) and +60 (“Lightning promotion”).
The pawn then reappears on a random file.
On average, a click is worth about click × (1 + 10 × promotion multiplier / 6).
Producers
Section titled “Producers”20 producers, from Pawn to Caïssa (full table: Producers).
- Price of the n-th copy:
base cost × 1.15^(n−1)(the same 1.15 factor as Cookie Clicker). - Output of one copy:
base output × 2^(tiers bought) × (1 + 0.10 × training level) × total multiplier
- Total multiplier (applied to every producer):
openings × full army × production legacies× (1 + 0.01 × trophy count)× (1 + 0.01 × crowns) ← 0.015 with “Laurel crown”× Π (1 + fervor × k) for each supporter bought× date bonuses (calendar cheats)
- A producer is revealed when you own one, when run tempo reaches 40% of its base cost, or when you own at least one of the previous producer.
The army on the board
Section titled “The army on the board”The first 6 producers are chess pieces. Up to 16 of them appear on the board (8 pawns, 2 knights, 2 bishops, 2 rooks, 1 queen, 1 king) and play legal moves. Pawns that reach the 8th rank get a decorative promotion and return to the 2nd rank. It is visual only: production is continuous, and the number shown on each move is the real production that piece accumulated since its last move. Lining up all 16 pieces unlocks “Full army” (+50%) and a trophy.
Upgrades
Section titled “Upgrades”317 upgrades, bought with tempo and lost on each prestige (list: Upgrades).
| Family | Count | Effect |
|---|---|---|
| Producer tiers | 13 × 20 = 260 | ×2 on one producer; they appear at 1, 5, 25, 50, 100, 150… 500 copies |
| Click | 13 | 3 × “click ×2”, then 10 × “+1% of production per click” |
| Promotion | 5 | multipliers and seconds of production for each promotion |
| Openings | 25 | +5% to +29% global production, getting more expensive (×60 each time) |
| Full army | 1 | +50% when all 16 pieces are on the board |
| Supporters | 7 | multipliers that grow with your trophies (see below) |
| Events | 5 | puzzles and rival pieces more often, longer, or more rewarding |
| Grand œuvre | 1 | the end of the game |
Supporters and fervor
Section titled “Supporters and fervor”The equivalent of Cookie Clicker’s “kittens”: fervor = 0.04 × trophy count (×1.25 with the “Trophy cabinet” legacy). Each supporter multiplies production by 1 + fervor × k, with k between 0.10 and 0.20. With 150 trophies (fervor 6), all 7 supporters together give about ×100.
Rival pieces
Section titled “Rival pieces”The equivalent of golden cookies.
- Appearance: once run tempo reaches 40, a timer starts (90 s the first time), then a rival appears every 3 to 7 minutes. The delay is divided by 2 with “Provocation” and by 1.5 with the “Flair” legacy.
- Duration: it stays 13 s (×2 with “Poisoned piece”, ×2 with the “Instinct” legacy). The timer is drawn around the square.
- Capture: click its square. An effect is drawn at random:
| Effect | Chance | Effect | Base duration |
|---|---|---|---|
| Zeitnot | 45% | production ×7 | 77 s |
| Fork | 40% | instant gain: min(15% of the bank, 15 min of production) + 13 | — |
| Blitz | 10% | click ×777 | 13 s |
| Discovered check | 5% | production ×66 | 6 s |
- Durations are multiplied by 2 with “Time trouble” and by 1.5 with “Instinct”.
- Different bonuses stack (they multiply). The same bonus does not stack: it is restarted at full duration.
Mate-in-1, 2 and 3 puzzles
Section titled “Mate-in-1, 2 and 3 puzzles”- You need the “Tactics Study” upgrade (25,000 tempo), or the “Pattern Memory” legacy, which turns them on at the start of every run.
- The first arrives after 2 min, then every 6 to 12 minutes (twice as often with “Exercise book”). The “Puzzle!” button stays for 45 s.
- White to move and mate in 1, 2 or 3 moves. In a mate in 2 or 3, Black answers on its own (its best defence), then it is your turn again.
- A real rules engine checks every move: a mating move is always accepted, even by another route. Before the mate, you must play the solution’s move. Any other move, or a window closed before the end, counts as a failure. The game then shows the line.
- Progression:
- for the first 5 puzzles, easy mates in 1;
- up to the 25th, 70% mates in 1 and 30% mates in 2, of medium difficulty;
- after that, 40% mates in 1, 35% mates in 2 and 25% mates in 3, of every difficulty.
- Reward:
multiplied by ×1.6 for a mate in 2 and ×2.2 for a mate in 3.(min(20% of the bank, 20 min of production) + 50 clicks + 100) × multiplier (×2 with “Exercise book”)
- 340 positions: 10 classics and 330 puzzles from the free Lichess database, checked by Stockfish and checked again by the game. Each can appear mirrored. Solutions are in Puzzles.
The chess clock (automatic clicks)
Section titled “The chess clock (automatic clicks)”A chess clock taps the board on its own; it shows up in the corner of the board with its rate.
- Unlock: the “Chess Clock” upgrade (2,000 tempo) appears once the run has earned 1,500 tempo.
- Rate: 1 click/s, then +1, +2, +4, +4 and +8 with “Classical Time Control”, “Rapid”, “Blitz”, “Bullet” and “Ultrabullet” (up to 20 clicks/s).
- Value: a clock click is worth the base value of a click (crown and click bonuses included), without the production-based part, at 50% to begin with. “Weighted Clock” ×2, “Swiss Movement” ×2, “Atomic Clock” ×3. Very useful early in a run, more modest later: the big gains stay with your own clicks.
- Its own pawn: the clock promotes an invisible pawn every 6 clicks. It does not touch your hero pawn, so it never steals a promotion from you.
- “Arbiter’s Clock” (7.7e8): the clock captures rival pieces after 2.5 s if you haven’t.
- Clock clicks do not count as your clicks (click trophies), but have their own trophies (1,000, 100,000 and 10 million clock clicks). The clock stops while the game is closed (offline gains: the army only).
Prices in Upgrades.
Analyses and training
Section titled “Analyses and training”The equivalent of Cookie Clicker’s sugar lumps: a resource tied to time, not money.
- You earn 1 analysis every 11 minutes of play (tab open).
- Offline, they accumulate at the same reduced rate as production: 25% by default, 50% or 90% with legacy, within the same time cap.
- A producer’s analysis button (the green eye followed by the level; gold frame from 10) trains it. Level n costs n analyses, and each level gives +10% to that producer (additive: level 10 is +100%, that is ×2).
- Analyses and levels are kept after a prestige.
- Taking one producer from level 0 to 10 costs 1 + 2 + … + 10 = 55 analyses. For all 20 producers you need 1,100, which is 201.7 hours of play. That is what guarantees the minimum length of the game.
Checkmate (prestige)
Section titled “Checkmate (prestige)”- Total crowns =
⌊ ∛(all-time tempo / 10¹²) ⌋: 1 crown at 1e12, 10 at 1e15, 100 at 1e18, 1,000 at 1e21… - The button turns on as soon as there is at least 1 crown to gain. The panel shows the all-time tempo required for the next crown.
- Each crown gives +1% production and click forever (+1.5% with “Laurel crown”).
- Crowns are also spent in Legacy (list), then in the skill tree. Spending crowns does not reduce their bonus.
| Reset | Kept |
|---|---|
| bank tempo, run tempo, producers, upgrades, active bonuses, hero pawn, run counters | all-time tempo (Elo), trophies, crowns, legacy, skill tree, analyses, training levels, record book, settings, play time, lifetime statistics |
The “Prepared opening” and “Grand preparation” legacies give free producers at the start of each run.
When to checkmate?
Section titled “When to checkmate?”The panel gives advice under the button, tuned with the simulator:
| Advice | Next mate | What to do |
|---|---|---|
| ◔ Too early | less than a quarter of your crowns | keep going: you would restart for almost nothing |
| ◑ Soon | less than your crowns | a little more patience |
| ● Good time | 1 to 4 times your crowns (you double) | checkmate: the button glows |
| ▲ Too late | more than 4 times your crowns | checkmate right now: every minute slows what follows |
For your first mate, aim for at least 3 crowns. Measured: checkmating as soon as you double your crowns gives the fastest ending (201.7 h); waiting to quadruple them pushes it to ~215-220 h, and mates that are too frequent delay the economic goal (Strategy).
The skill tree
Section titled “The skill tree”When the legacy is almost complete (15 of the 17 legacies), crowns get a new use.
- 4 branches of 7 nodes: Clock (clock rate and value, capturing rivals), Army (production, producer prices, offline gains, free producers every run), Tactics (rivals and puzzles), Crown (crowns earned, bonus per crown, achievement fervor).
- Prices: from 10 million to 10 billion crowns depending on the tier. Each node requires the node above it and a number of checkmates (12 to 30). Spending does not reduce the crown bonus, as with the legacy.
- Masteries: at the end of each branch, an endlessly upgradable node (+3 to +10% per level), from 30 checkmates. First level: 1e11 crowns, then ×10 per level.
- The tree is kept at every checkmate. The button appears from the first checkmate, locked until the 15 legacies are bought.
- Bonuses are deliberately measured: the tree extends the game past the ending without shortening it (the ending stays at ~200 h, locked by analyses).
Full list in Skill tree.
Offline gains
Section titled “Offline gains”When you open the game, time since the last save is compensated:
gain = base production (without temporary bonuses) × seconds away × offline rate| Situation | Rate | Maximum duration |
|---|---|---|
| Default | 25% | 8 h |
| “Blindfold analysis” legacy | 50% | 8 h |
| “Correspondence game” legacy | 90% | 24 h |
Analyses, however, only advance while the game is running (a background tab counts): the device clock has no effect on them. A message summarizes the gains at startup. The boost (see below) counts offline for the time it was still running: those hours earn double.
A tab left open (even in the background) counts as active play: when you return, the game catches up at 100%, up to 8 hours at once.
The shop: boost, gems and time warps
Section titled “The shop: boost, gems and time warps”The BOOST ×2 button, under the bank, opens the shop. Nothing in it is required: the game can be finished without paying, and the end (≈ 200 h, tied to analyses) does not move with purchases. They only make things faster.
| Item | Effect | How to get it |
|---|---|---|
| Boost | production ×2 for 2 h, stacks up to 8 h ahead | watch an ad (website and apps, never on Steam), 20 gems, or one click with “Boost at will” |
| Time warp | 1 h, 4 h or 24 h of your current production, at once | 15, 50 or 250 gems |
| Gems 💎 | shop currency | 5 per checkmate, or in packs of 100, 600, 1,500 |
| Boost at will | the boost with no ad and no gems | one-time purchase |
| Lifetime production ×2 | all production ×2, permanently | one-time purchase |
- The boost runs in real time, even while the game is closed, and doubles offline gains while it runs.
- It multiplies production (and so the production-based part of a click), not analyses or crowns.
- A time warp counts base production, without temporary bonuses (rival pieces, boost).
- Gems and perks are kept through checkmate, Erase everything and importing a save.
- Prices and terms: terms of sale. On the website, a purchase code brings your purchases to another browser; on iOS and Android, the Restore purchases button; on Steam, perks are DLC.
Elo and titles
Section titled “Elo and titles”Elo = 400 + 200 × log10(all-time tempo + 1)Each factor of 10 in tempo is worth 200 points. The final title, Caïssa, arrives at 7,400 Elo, which is 1e35 all-time tempo (table).
Trophies
Section titled “Trophies”214 trophies (list): all-time tempo, production per second, clicks, promotions, rivals, puzzles, counts of each producer (1, 50, 100, 200, 300, 400, 500), total producers, prestiges, crowns, analyses spent, clock clicks, skill tree nodes and masteries, finishing the game. Each gives +1% production and 0.04 fervor. Cheats are a separate record book, with no bonus.
The grand œuvre: the end of the game
Section titled “The grand œuvre: the end of the game”“Solving chess” requires three conditions, tracked on the panel of the same name:
- 1e37 tempo in the bank (it will be spent);
- at least 1 Caïssa recruited;
- all 20 producers at training level 10 (1,100 analyses, about 200 h).
The final button opens the ending screen (statistics, play time, Elo) and the trophy “Chess is solved”. You can then keep playing: nothing is locked.
The referee and the record book
Section titled “The referee and the record book”Each cheat you trigger is a yellow card, and every third card is red (purely decorative). Discovered cheats fill the record book. Details are in Cheats.