CODYGAMING PRESENTS
ANIMECHESS
CODYGAMING ONLINE
MULTIPLAYER
Use 2–20 letters or numbers. No account needed.
You are the challenger. Choose the game mode.
PLAYERS
MATCHES · WATCH LIVE
PLAY AGAINST CPU
CHOOSE A MODE
More modes unlock as they are implemented.
CLASSIC
Tap a piece, then tap a highlighted square.
NO NAME MARKED
HOW TO PLAY
Eight pawns each. All move up to 3 tiles along straight or diagonal lines, but never capture. Your red-outlined pawn is your secret Note User.
MARK an adjacent enemy (diagonals count) for free, before moving. Your private M mark follows that pawn. Another mark replaces it.
WRITE NAME, then click your marked enemy anywhere to eliminate it instead of moving. Eliminate the rival Note User or every enemy to win.
HOW TO PLAY
Three random monsters each. Pick an attack or a reserve, then READY. Both sides choose secretly before actions resolve. Switching uses your turn and happens before attacks; otherwise priority, then Speed, decides who acts first. Speed ties are random.
Your King is a trainer, not a target. The active monster battles from C3 (CPU: F6). Reserves wait beside each King. No chess moves or captures. Defeat all three enemy monsters to win; replacing a knocked-out monster is free.
PP is uses left this battle. The first attack is unlimited. Switching preserves HP and PP, and clears effects. Guard: next hit −8. Focus: next successful attack +8. Expose: next incoming hit +8. Jam: next attack −8. Bleed: 4 HP at each of two round ends. Effects never stack. Pierce ignores and consumes Guard. All attacks cause damage, including healing and protection moves.
CHOOSE A FIGHTER
HOW TO PLAY
Six fighters each, using six chess silhouettes. Defeat all six to win. Tap either team to inspect a fighter. Tap your own fighter, then a yellow circle to move up to 2 tiles in a straight or diagonal line. Pieces block movement; there are no chess captures or check.
Activate up to 3 different fighters per team turn. Each may move once and attack once, in either order. You can return to an activated fighter to finish its actions. Transforming replaces that fighter’s attack. END TEAM TURN hands control to the CPU.
MELEE hits one adjacent enemy. KI: choose an aiming tile, inspect the yellow area, then confirm. Beams travel in straight/diagonal lines; blast attacks hit the aiming tile and its four direct neighbors. Ki can hit your own team. Ki has a one-own-turn cooldown after use.
Charged attacks root the caster and leave a red striped warning. The enemy has a full turn to dodge or defeat the caster. At the start of the caster’s next team turn, the attack fires down its original lane or at its original area. It counts as one of that turn’s 3 activations. Goku hits the whole line; Piccolo/Gohan hit the first body; Frieza hits the first two bodies.
Only ONE fighter per team may transform per match, into its single available form. Forms have explicit damage, movement, defense or HP-drain tradeoffs. The choice remains used even if that fighter is defeated. Red tiles show the previous move; red STRIPES show a pending attack.