Spherical Chess

2026 · Interactive, networked
3D board, online multiplayer, bot opponent, ranked play

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Marked in red: a8 and e8 — two squares on opposite sides of the board, joined to each other through the north pole.

I. The topology

The standard 8×8 board is mapped onto the surface of a sphere, after the variant recorded at chessvariants.com.1 Two identifications do all the work.

First, the files wrap: the a-file and the h-file are adjacent, so ranks become circles, as on a cylinder.

Second, the poles. A piece leaving the top of the board does not fall off; it crosses the north pole and re-enters on rank 8, four files over, now heading south. The eighth rank is stitched to itself —

a8 ↔ e8   b8 ↔ f8   c8 ↔ g8   d8 ↔ h8

— and rank 1 does the same at the south pole. The shift of four files is even, so a bishop crossing a pole stays on its own colour. There are no edges anywhere on this board, and no corners.

II. Consequences

Every square has the full complement of neighbours, which quietly rewrites the strategy handed down for the flat board.

III. The game as played

This is not a sketch of the idea but a complete, working game.

Every rule survives the wrapping: check and checkmate arrive through the poles, en passant works across the a–h seam, pawns promote, and a sliding piece may not lap the sphere back onto its own square.3

The board is a sphere you spin and zoom by hand. Play online in real time — quick matchmaking, or private rooms by code; play a bot opponent that looks a few moves ahead and can be dialled down to lose gracefully;4 or hand the screen back and forth for a local game. Ranked play has Elo ratings, a leaderboard, and Google sign-in. Ten-minute clocks are kept by the house, so they cannot be cheated.

Notes

  1. The "standard board wrapping" spherical variant, not the version with pentagonal cells at the poles. 
  2. In this implementation the king starts on the d-file, so the standard castling rule does not apply and no replacement has been defined yet. Castling is switched off. 
  3. Draws by stalemate and the fifty-move rule are in; threefold repetition is not currently implemented. 
  4. Its losses at the friendlier settings are deliberate blunders, chosen on purpose — not incompetence.