Checkmate Domain

Chess against an AI that fights dirty. So can you.

機
The Engine
100

Malevolent Queen5.0s

Cursed energy100
Luck0/50
    How techniques work
    • You play white. Tap a piece, then a highlighted square. Pawns promote to queens.
    • Cursed energy: both sides start with 100 and regain 10 at the end of each of their turns, up to 100. Every technique costs energy as well as having a cooldown: domains 40; Hollow Purple and Uzumaki 35; Pure Love, World-Cutting Slash and summoning Mahoraga 30; Dismantle 30; Reverse Cursed Technique 25; Lapse Blue and Reversal Red 20; Cursed Speech, Swarm, Demon Dogs and Toad 15; everything else 10. Cleave and Infinity cost by the piece involved: 10 for a pawn, 20 for a knight or bishop, 25 for a rook, 40 for a queen (Cleave on Mahoraga 20). Copy costs whatever the copied technique costs. Mahoraga's auto-rise and intercepts are free. You cannot see the opponent's cursed energy: their bar shows only the value you last saw, so a domain clash is a gamble.
    • Limitless, Six Eyes: whenever a Limitless player gives check, they see the opponent's exact cursed energy and technique cooldowns for that turn only. Otherwise both stay hidden. The bar lights up blue while it lasts, and the opponent's own bar glows to tell them they've been read.
    • Before each game, pick your technique, then the Engine's, or roll the Engine's at random. Mirror matches are allowed.
    • Techniques unlock on turn 4 and domains on turn 8. After use, each technique goes on cooldown: Blue, Red and Cleave 3 turns, Dismantle 2, Hollow Purple 6, Reverse Cursed Technique 10. A domain recharges 8 turns after it ends. Every technique except a domain uses the whole turn, and none may leave your own king in check.
    • Reverse Cursed Technique (both sides): pick one of your captured pieces and restore it. Pawns return to your second rank, everything else to your back rank.
    • Limitless, Lapse Blue: pick one of your pieces, then any piece it can see in a straight line (not a king), then an empty square on the same half of the board as that piece. Blue pulls it there.
    • Limitless, Reversal Red: pick one of your pieces. Every enemy piece touching it, except the king, is blasted 2 squares straight away. Pieces blasted off the board, or pawns blasted onto the first or last rank, are destroyed.
    • Limitless, Infinity (7-turn cooldown): wrap one of your pieces, not your king, queen or Mahoraga, in Infinity for 3 turns. No enemy piece can move onto any square around it or capture it, and enemy techniques can't touch it. Your own pieces come and go freely. Whenever it ends a turn with enemy pieces beside it, they're pushed straight outward to the next open square. Infinity never shields a king from check, and a domain's sure-hit effect (Malevolent Queen) cuts straight through it.
    • Limitless, Hollow Purple: needs a fresh Lapse Blue and Reversal Red before every cast. Pick one of your pieces and a direction. Everything in that line except kings is erased, your own pieces included.
    • Limitless domain, Unlimited Pawns: a free action. For 3 turns, every empty square on the opponent's half fills with your pawns, refilling after each of your moves. Enemy pieces touching one can't move or capture, but kings are never locked, and a side in check is freed from the lock so it can answer the check. Domain pawns are drawn hollow and blue so you can always tell them from real pawns; they are for development, not for trapping kings. Your pieces pass straight through them. A side left with no legal moves passes.
    • Shrine, Dismantle (5-turn cooldown, 1 turn during Malevolent Queen): destroys an enemy pawn, knight, bishop or rook within 2 squares of one of your pieces (4 squares during Malevolent Queen). Never queens or kings. It can also hit Mahoraga.
    • Shrine, World-Cutting Slash: only during Malevolent Queen, once per domain. Pick a diagonal and cut the whole board along it. Every piece on that line except kings is cut down, yours included, but never the domain queen herself.
    • Shrine, Cleave: destroys an enemy piece, except the king, standing next to one of your pieces (within 2 squares during Malevolent Queen). Costs energy by the piece cut: 10 pawn, 20 knight or bishop, 25 rook, 40 queen, 20 Mahoraga.
    • Shrine domain, Malevolent Queen: a free action that lasts 3 turns. The moment it expands, and after every move by either side, any enemy piece on the 8 squares around your queen is cut down. Kings are immune. During it, that queen moves only like a king, it can't be captured or hit by any technique, and Dismantle and Cleave have a 1-turn cooldown. The opponent is also on a 5-second clock for every move: run out and one of their pawns is Dismantled for free and the turn passes straight back (if they were in check, the clock simply restarts).
    • Copy, Copy: mimic any of the opponent's last four techniques, ignoring their prerequisites (a copied Hollow Purple needs no Blue or Red). Infinity, Mahoraga, World-Cutting Slash, Reverse Cursed Technique and domains can't be copied. The pieces you've captured act as your curses for copied Cursed Piece Manipulation techniques. Every technique you copy is learned: it stays on your bar for the rest of the game, but learned techniques can only be cast while your shadow queen is manifested. 3-turn cooldown.
    • Copy, Cursed Speech: order one enemy piece (not the king) not to move. It can't move or threaten for 3 of its turns. 3-turn cooldown.
    • Copy domain, Authentic Mutual Mate: pick one of your pawns. A shadow queen manifests on the square right behind it (or diagonally behind, if that's taken) for 4 turns. Nothing can capture her and no technique can touch her, but she cannot give check or take the king, and she vanishes when the domain ends. While she's out you can fire Pure Love: a beam from her that destroys every enemy piece except kings in one line. 8-turn cooldown. Manifesting Rika refills your cursed energy to 100 and gives you every technique in the opponent's set for as long as she stands.
    • Cursed Piece Manipulation: every enemy piece you capture becomes one of your curses. Release (2-turn cooldown): spend a captured knight, bishop, rook or queen to let one of your pieces make a single move as that piece. Swarm (2 turns, 20 energy): spend pawn curses to devour an enemy piece, 1 for a pawn, 2 for a knight or bishop, 3 for a rook, 5 for a queen. Maximum: Uzumaki (6 turns): once you hold at least 6 curses, spend all of them to destroy an enemy piece and every enemy piece around it, except kings.
    • Cursed Piece Manipulation: you also gain a pawn curse at the end of every fourth turn.
    • Cursed Piece Manipulation domain, Procession of the Fallen: every curse you hold comes out onto your half of the board as your piece for 3 turns. When the domain ends, any that are still standing are banished: they're gone from your curses for good, but they go back to the opponent's captured pieces, so the opponent can still restore them with Reverse Cursed Technique. Summoned pieces fill the front rows of your half first; a pawn that lands on your back rank arrives as a queen. While the domain stands, the opponent's king cannot be put in check at all.
    • Ten Pieces, Demon Dogs (4-turn cooldown, none during your domain): summon a shadow knight onto any empty square on your half. It fights for 3 turns, then sinks back into the shadows. You can have 2 at once. Captured dogs don't count as lost pieces.
    • Ten Pieces, Shadow Step (3 turns): one of your pieces, not the king, sinks into the shadows and re-emerges on any empty square beside another of your pieces. During King's Shadow Board it becomes Shadow Sneak and can also surface beside enemy pieces, except their king and queen.
    • Ten Pieces, Toad (4 turns): any of your pieces summons the toad, whose tongue drags one of your other pieces (not the king) from anywhere on the board to an empty square beside the caster. During King's Shadow Board it can drag enemy pieces too, except the king.
    • Ten Pieces, Mahoraga: once you've lost 4 pieces, summon Mahoraga onto any empty square on your half. Summoning is a free action, so you still move that turn. He starts out moving like a king or a knight. Every technique hits him once, stunning him for a turn instead of destroying him, and then he adapts: that technique can never affect him again, and each adaptation makes him stronger. The first adds bishop movement, the second adds rook movement, which makes him a queen and knight in one. Domains work the same way: he suffers a domain for one turn, then adapts. While he stands you cannot be checkmated: if you would be, he intercepts, every piece giving check is cut down, he adapts to checkmate itself, and you keep the move. If you are ever checkmated before you have summoned him, he rises on his own beside your king, cuts down every piece giving check and adapts to checkmate, whatever your losses. If your king was ever put in check before he arrived, he adapts to Check the moment he lands, whether summoned or risen, and while a Check-adapted Mahoraga stands your king cannot be put in check at all. The only way to remove him is to capture him with a normal move.
    • Ten Pieces domain, King's Shadow Board: for 3 turns every piece you have except the king can move like a queen to any empty square, but each still captures and threatens only like its normal self. For the whole domain the opponent can no longer tell their own pieces apart: every one of their pieces looks like a pawn to them (they still move and capture as themselves), while you see the board normally. Demon Dogs has no cooldown. While it stands, Demon Dogs do not expire and can be summoned on any empty square, your king can Shadow Sneak, a decoy king appears beside your real one (it moves like a king, cannot capture, vanishes the moment an enemy piece attacks it or the domain ends, and only you can tell it apart), and the opponent's move log is blacked out.
    • Private Pawn Love Train, Luck: a meter from 0 to 50, shown under your techniques. Dice Roll hits add 20, Pachinko hits add 2 to 10 by the piece struck. Luck adds to your Higher or Lower odds (+luck%), to every Idle Death Gambit spin (+half your luck, so 58% at full luck; the odds are shown on the reels) and to Dice Roll itself (+half). Hitting a jackpot resets it to 0.
    • Private Pawn Love Train, Dice Roll (10 energy, 4-turn cooldown): roll the dice, 50% plus half your luck. Hit: +20 luck. Miss: lose 15 energy and 15 luck. Either way you still take your turn afterwards.
    • Private Pawn Love Train, Higher or Lower (10 energy, 4 turns): bet on one of your pieces, not the king. Odds: pawn 70%, knight or bishop 60%, rook 50%, queen 25%, plus your luck. Win and it goes higher: pawn to knight, knight or bishop to rook, rook to queen; a queen that hits becomes uncapturable for 3 turns. Lose and it goes lower: queen to rook, rook to bishop, knight or bishop to pawn, and you lose 15 energy and 10 luck. A losing pawn stays a pawn but costs 20 luck instead.
    • Private Pawn Love Train, Train Doors (3-turn cooldown, one set standing at a time): slam the doors onto an empty square (15 energy) or onto an enemy piece other than the king (20 energy). They hold for 3 turns: nothing can move onto or through them, they block lines of attack, and a piece under them is locked in place and threatens nothing. Techniques ignore them, and a piece placed on empty doors by a technique smashes them.
    • Private Pawn Love Train, Pachinko Balls (20 energy, 3-turn cooldown): pick an enemy piece other than the king within 2 squares of one of your pieces. Your nearest piece fires a ball that knocks it up to 2 squares straight away from the thrower, stopping at the first piece or doors in the way. Knocked off the board (or a pawn onto its last rank), it is destroyed. Every hit builds luck: pawn +2, knight or bishop +5, rook +7, queen +10.
    • Private Pawn Love Train, Rough Cursed Energy (passive): Train Doors slammed onto an enemy piece drain 10 of the enemy's cursed energy. Whenever an enemy technique or domain effect destroys one of your pieces, the enemy loses 10 energy on the spot. Normal captures don't count. Both drains are doubled during a Jackpot.
    • Private Pawn Love Train domain, Idle Death Gambit (30 energy, castable only at full cursed energy like every domain): a free action. The slot machine spins when it expands and again at the end of your following turns while it stands, with a 1 in 3 chance of a jackpot each time, plus your luck. Cast it into a standing enemy domain and the reels spin first: a jackpot wins the clash outright, whatever the energy totals, and pays out immediately. Otherwise the clash is decided by energy as usual. The reels never spin when an enemy casts into your domain. Jackpot: the domain ends, the last 2 pieces the enemy took from you return to their starting squares (or the nearest free square on your half), your luck resets, your cursed energy refills to 100 and every technique is free while it lasts, and for 3 enemy turns you are untouchable: no piece of yours can be captured or hit by techniques, your king can't be taken and check can't bind it. Only a Mahoraga that has adapted to the jackpot can reach you. The jackpot can't manufacture a checkmate: if the enemy's only defence would have been to capture one of your shielded pieces, they pass instead and the check stays on the board. A position that would be mate without the shield is still mate. When the jackpot ends, Idle Death Gambit is ready to cast again immediately. Reverse Cursed Technique has a 10-turn cooldown for this set, except during a Jackpot, where it has none. No en passant captures happen while a jackpot stands, and a queen that won Higher or Lower is immune to techniques for its 3 turns, like a jackpot piece.
    • Domains can only be cast at full cursed energy (100), and still cost their usual price. Every technique button shows its cost; hover one to see where your energy would land after casting.
    • Expanding a domain while the other one is active starts a domain clash. The challenger's strength is the energy they hold after paying for their domain; the defender's is the energy they hold right now. Higher wins, and ties go to the domain already standing. The loser's domain shatters, and the challenger pays either way. A fresh domain is safe to hold; a domain whose owner has been spending inside it is the one to break.
    • Mahoraga and domains: if he is summoned (or rises on his own) while the enemy domain stands, he shatters it on arrival and adapts to it. From then on, casting that domain while he is on the board shatters it the moment it forms, and the caster still pays its energy and cooldown.
    • There is a seventh technique set. The code that unlocks it is hidden in the video.
    • Heavenly Restriction (Toji): no cursed energy, ever. No domain, no clash, no Reverse Cursed Technique. Nothing drains him and Six Eyes reads nothing. Until he uses his first tool, the opponent sees him as a different technique set. The first tool reveals him.
    • Heavenly Restriction, domains: a domain cast against Toji shatters the moment it is cast. The caster still pays and still burns the cooldown. The first time, the Inverted Spear of Heaven breaks it on screen and reveals him.
    • Heavenly Restriction, control: his pieces can't be bound, pulled, pushed or shut in (Cursed Speech, Lapse Blue, Reversal Red, Toad, Pachinko Balls and Train Doors all fail on them). Cursed spirits struggle to perceive him: Swarm needs twice the curses to devour one of his pieces. Maximum: Uzumaki and every other killing technique still work normally. Infinity means nothing to him: his pieces walk up to it, and the moment one stands next to an Infinity piece the Infinity breaks. His pieces obey Infinity like anyone else until he is revealed.
    • Toji, Inverted Spear of Heaven (3-turn cooldown): one of your pieces captures an adjacent enemy piece through every protection in the game, and dispels anything a technique made, Mahoraga included. Never the king.
    • Toji, Playful Cloud (every other turn): pick one of your pieces, then up to three enemy pieces next to it. All of them are struck down. Not kings. Mahoraga can adapt to it.
    • Toji, Chain of a Thousand Miles (every other turn): one of your pieces captures an enemy piece up to three squares away in a straight, clear line, without moving. Normal capture rules apply, so protections hold. It can never take a queen.
    • Toji, High Sense (4-turn cooldown, a free action): secretly mark one of your pieces for the next two enemy turns. If a normal capture takes it, the capturer dies instead and your piece stays. Any enemy piece standing next to it can see the mark. Techniques still kill it, and a king is never countered. Setting the mark does not reveal you; the counter does.

    Checkmate Domain is an unofficial, non-commercial fan game. It is not affiliated with or endorsed by the creators or publishers of Jujutsu Kaisen.

    術式

    Checkmate Domain

    Choose your technique

    You play white.

    Engine difficulty
    or play a friend online
    Room code…

    Opening a room…

    You
    The Engine
    VS