Chess variant sandbox

This is my vibe-slop project. There are many like it, but this one is mine.
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the hydra

8 × 8 board · 8 kinds of piece

Chess with a monster in the middle of the board. A hydra stands on d4 and another on d5, and neither ever walks; instead, any piece that ends its owner's move attacking a hydra, pawns included, is eaten at once by a new head that grows onto its square. A head is a hydra in every way, so the monster spreads along the lines its attackers came from, and a head grown on your piece's square can be taken at once by an enemy piece that was guarding that square: feeding the hydra is an exchange, and a sacrifice that opens a line can be one too. No more than six heads may stand at once; past that, a head lunges onto the piece that attacks it instead, and leaves its post. A hydra cannot harm a king, so the king is the one piece that may walk up to a head and take it, and the king becomes the hydra-slayer. Four hounds walk short three-square loops on the wings, and after every move a hound takes a piece of the player who has just moved that stands next to it, then waits where it landed until it can pounce again or finds itself back on a loop; the hounds by Black's camp walk one move behind those by White's, so each army meets the hounds at its door after its own second move. So the centre is a minefield in which a careless knight or a long-range piece feeds the monster, and the question all game is when to open lines through the middle, and when to send the king to clear it. Checkmate wins; a game that reaches its move limit, or fifty moves a side without a capture or a promotion, goes to the side with more material.

Score 0.845 out of 1, the average of four runs, under scoring rules version 12, measured 27 October 2026. The score is how interesting a game looks when the computer plays it, out of 1.

Play it here in the browser, against the computer, with no account needed.

3 proven positions to solve: wins the computer proved for the side to move

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