About FlyingChess
Flying Chess Rules. Game Mode: The player selects one color from Red, Yellow, Green, or Blue. The other three colors are controlled by robots. Turn order is Red -> Yellow -> Green -> Blue, then repeats. Controls: Press R, Y, G, or B, or click the color indicator to select the player's color before rolling. Press Space or click the dice button to roll the dice on the player's turn. Press 1, 2, 3, or 4, or click a piece to move the corresponding piece. Robot players roll and move automatically. Takeoff: A piece in its home base can only take off when its color rolls a 6. On takeoff, the piece moves from its home slot to that color's outer path start. Outer path start points: Red: Waypoint_0, Blue: Waypoint_14, Green: Waypoint_28, Yellow: Waypoint_42. Outer Path: The board has 56 outer path points, numbered Waypoint_0 through Waypoint_55. Every color moves clockwise along the same outer path order. Each color owns a 14-point color section. The color section starts two points before that color's takeoff start point. Safety Path And Finish: After completing one full outer lap, a piece enters its own safety path. Safety path entrance is two points before the color's takeoff start point: Red enters after Waypoint_54, Blue enters after Waypoint_12, Green enters after Waypoint_26, Yellow enters after Waypoint_40. Safety path nodes are named in order, for example Safe_Red_1 through Safe_Red_5. After the last safety path node, the piece reaches the center finish. Collision Rule: After a piece finishes moving on the outer path, the game checks whether that destination path point already has pieces from other colors. Every opponent piece on that same outer path point is sent back to its own home slot. Collision only happens on the outer path. Pieces on home slots, safety paths, or the center finish are not collided with by this rule. Pieces of the same color are not sent home by this rule. Robot Rule: Robots roll automatically on their turn. A robot first tries to move a piece that is already on the board. If no active board piece can move, the robot tries to take off when it has rolled a 6. If no legal move exists, the turn advances automatically.