There are two ways to take the arena, and either one ends the match immediately:
If the ten minutes run out before either happens, the highest-ranked piece alive wins. When only two pieces remain, a Final Showdown warning fires before the endgame resolves — a deliberate cue that the match is about to be decided.
Before a match you pick a class: rock, paper or scissors. Your class decides exactly one thing — quick duels (see section 4). It has no effect on ordinary combat, so do not expect your class to help you in a normal capture.
| Class | Beats |
|---|---|
| 🪨 Rock | ✂️ Scissors |
| 📃 Paper | 🪨 Rock |
| ✂️ Scissors | 📃 Paper |
The comparison runs one way. Attacking with a class that loses to your opponent's is a guaranteed duel loss — there is no draw and no luck.
Every piece starts as a pawn and climbs the same ladder: Pawn → Knight → Bishop → Rook → Queen → King. You gain XP from three sources: kills, orbs, and duel wins.
| Rank | XP to promote |
|---|---|
| ♟ Pawn | 8 |
| ♞ Knight | 10 |
| Bishop | 12 |
| ♜ Rook | 15 |
| ♛ Queen | 20 |
| ♚ King | — (you win) |
Reaching Queen fires the big "Checkmate!" banner — a warning to everyone else that you are one step from winning. Reaching King ends the match instantly.
What happens when you attack an occupied square depends entirely on how your rank compares to theirs. This is the single most important rule in the arena.
You win outright — no duel, no uncertainty:
That second point shapes the whole game. High ranks are hard to remove. You have to grind them down a rank at a time rather than delete them in one hit. Killing a piece outright is worth 3 + its level XP.
If you attack something higher than you, rank does not decide it. Your class does. This triggers a quick duel, which locks both pieces into an animation for a moment and reveals both classes to the arena.
| Duel result | What happens |
|---|---|
| Your class wins | You survive and gain a large XP reward. The higher piece is not killed — it is stunned for 10 seconds and cannot move. You get a short cooldown. |
| Your class loses | You are eliminated on the spot. The defender walks away untouched. |
The headline: you can never kill a higher-ranked piece. Best case, you freeze it. But if the class matchup goes against you, you die. Attacking uphill is always a gamble — and a pawn with the right class can absolutely hit a king.
Orbs spawn across the map continuously. Collecting one gives you either XP or a trap item. XP is the most common by a wide margin — levelling is the game, and everything else is a detour from it.
| Orb | What you get |
|---|---|
| 🟡 Experience | Straight XP toward your next rank. |
| ❓ Shuffle | Forces an enemy to swap to a class that is weak against you. |
| 💜 Cramp | Cramps the target for 10 seconds — frozen, but undamaged. A setup, not a payoff. |
| 🚀 Cooldown | Launches a homing rocket that locks onto the nearest enemy and stuns it. |
| 👥 Bounty | Summons bounty hunters — allied pieces that hunt nearby enemies and farm kills for you. |
| 💥 Explosive | A hidden mine that instantly eliminates any enemy who steps on it. The rarest orb, because it is the only unconditional kill in the arena. |
Orb rates are tuned for balance and may change between updates.
You start every match with one of each trap, and orbs restock them.
| Trap | Effect |
|---|---|
| 🚀 Cooldown | A homing missile that locks onto the nearest enemy and stuns it, re-aiming as the target moves. |
| ❓ Shuffle | Forces an enemy to switch to a class that is weak against you. |
| 💥 Explosive | Places a hidden mine. Any enemy who steps on it is eliminated instantly. |
| 👥 Bounty | Summons bounty hunters to hunt nearby enemies on your behalf. |
| 💜 Cramp | Freezes the target for 10 seconds. No damage — it is there to set up a kill, not be one. |
Fog tiles are not just visual. Standing in fog builds up a meter, and after 8 seconds the fog eliminates your piece. Some tiles are ghost tiles, which hide any piece standing on them. Fog is a genuine danger, not an inconvenience — do not park in it.
In online matches in the browser you can talk to players near you. It is positional: you hear people within roughly eight tiles, at full volume within about two, and the sound fades with distance. Move closer to be heard clearly.
New to the arena? Your first three priorities in order: grab every XP orb you can safely reach, never fight uphill without checking the class matchup, and stay out of the fog.