The Rules of Joker's Chess

A variant born on 20 August 2026

The Battlefield

Joker's chess is an asymmetric variant with two kings on black's side, and two queens on white's side

The Joker Reserve & Respawns

When captured, pawns, knights, and bishops respawned on home squares from the reserve (or go to Joker's Bench in certain conditions.)

Winning Conditions:

To win the game, white must capture both the kings within 200 half-moves(which is 100 moves. The max move limit, currently set for 100 moves.) For black, they have four conditions: running white out of legal moves (stalemate), capturing all of white's pieces to the point it can't capture black kings anymore (insufficient material), surviving till max move limit, and the 14-halfmove (7-move) rule explained below.

Drawing Conditions:

Draw Conditions do not exist.

Promotions & Limitations

Below is the promotion rule for each side:

The Game Balance Philosophy

Check-Minimization: Black is not allowed to make a move that strictly increases the number of checks against their Kings.

The 14-Halfmove (7-move) Rule: To prevent endless, stagnant gameplay, Black wins if 14 half-moves pass without a pawn push or a capture.

Castling and En Passant: Castling and En Passant does not exist.