Teleportation Chess
Each piece begins with a one-use teleport ability. Instead of moving normally, a piece may relocate to any empty square on the board, but it can never teleport again.
Teleportation Chess — starting position
https://engine.moddable.games/play/?family=chess&variant=teleport-chess
Setup
Board: Standard 8×8.
Setup: Standard chess setup. A checker or counter is placed beneath every piece except pawns and the King. The checker marks that the piece has not yet used its teleport.
FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1
Rules
- Each piece begins the game with a teleport token. Physically this is a checker or counter placed beneath the piece.
- Instead of making a normal move, a player may teleport one of their pieces that still holds its token: remove the token and relocate that piece to any unoccupied square on the board.
- A piece that has teleported has spent its token and may never teleport again.
- Teleporting is a complete turn. It does not capture, and the destination must be empty.
- Pawns and the King cannot teleport. They have no token at setup.
- A teleported piece may deliver check or checkmate on arrival.
- A piece may teleport to block a check.
- All other rules follow standard chess.
Win Condition
Checkmate the opponent’s King.
Strategy
The one-per-piece limit means teleportation is distributed across the army, not pooled. Early teleports sacrifice future flexibility for that piece. Common threats: teleporting a Rook or Queen into a mating net, repositioning a Bishop to an open diagonal, or teleporting a piece to block an attack. Because the King cannot teleport, king safety relies entirely on conventional defence.
Attribution
Variant of unknown origin. Rules transcribed from chessvariants.com/diffmove.dir/teleportation.html, whose author states: “I found [this] in a library book at some point. Most unfortunately, I can remember neither the title nor the author.”
