How to play
Play chess as usual. Each turn you also draw a card, and you may play one: some cards replace your move, others come on top of it.
Spellmate is chess with cards. Chess stays at the heart of the game: pieces move and capture as usual, and checkmate wins. Cards bend the rules, for one turn or for the rest of the game. This page covers all the rules; every card is listed on the Cards page.
Rather learn by playing? Six short lessons against the bot introduce every card type (free account needed). Open the tutorial
Goal
You win by checkmating the opponent's king, just like in regular chess. A game can also end if a player must draw while their deck AND hand are both empty ("deck out") — they lose immediately.
Card types
Every card belongs to one of four types. The type tells you when you can play the card and how long its effect lasts.
Counter — to cancel a card before it takes effect. A card never takes effect the moment it is played: it waits on the stack, where either player can respond to it — whatever is played in response resolves first, last card in, first out. A countered card goes to its owner's graveyard and does nothing.
Edict
A one-time effect, strong enough to cost you your chess move.
- When:
- On your turn, instead of your chess move.
- Can it be countered?
- Yes, until it takes effect. If it is countered, you get your move back.
- Example:
- Teleportation: move one of your pieces (not a pawn or the king) to an empty square.
Maneuver
A one-time effect that comes on top of your chess move, not instead of it.
- When:
- On your turn, before your chess move.
- Can it be countered?
- Yes, until it takes effect. You still make your move.
- Example:
- Overtime: make two chess moves in a row this turn, then none on your next turn (unless your king is in check).
Relic
Stays on the board and keeps working every turn, until it is destroyed.
- When:
- On your turn, instead of your chess move. You set it on an empty square of your back rank.
- Can it be countered?
- Yes, while it is being played. Once it is on the board, it can no longer be countered, only destroyed: an enemy piece can capture it, and some cards destroy it.
- Example:
- Sidestep: as long as it stays on the board, your pawns can also step one square to the side.
Flash
A one-time effect you can play at almost any moment, even on your opponent's turn — often to counter their card.
- When:
- Whenever you have priority, in any Flash window, on your turn or your opponent's. One Flash per player per turn; on your own turn, it uses up your card for the turn.
- Can it be countered?
- Yes, by another Flash, while it waits to take effect — Denial and Time Zone included: a counter can itself be countered.
- Example:
- Denial: counter a card on the stack.
Game zones
- Deck: the cards you haven't drawn yet. Always hidden from your opponent. You don't know the order of your deck, except for cards you have seen and arranged yourself (mulligan, or an effect that looks at or rearranges the top of the deck) — you know those until they are drawn or rearranged again.
- Hand: your cards in hand, never visible to your opponent (who only sees how many you hold). 6 cards at most: above that, you discard the excess, at the latest at the end of your turn. Once your deck is empty, this limit drops by 1 each time you can't draw.
- Board: the chessboard, shared by both players. It also holds the relics set on ranks 1 and 8.
- Card graveyard: where cards go once played and resolved. Relics end up here too when they are destroyed. Public zone.
- Card exile: cards removed from the game for good by some effects — unlike the graveyard, nothing comes back from it. Public zone.
- Piece graveyard: pieces lost to ordinary chess captures. Public zone.
- Piece exile: pieces removed by card effects (N55, Dragon's Breath, Fusion, Bodyguard…) — not by ordinary captures. Public zone.
Deck building
- Each card costs points; your whole deck must cost 100 points or less.
- You can include up to 3 copies of the same card. You can also pick one "signature" card per deck (free of charge), and include up to 4 copies of it.
- Your deck needs at least 20 cards. There is no maximum.
- You build your decks in the Deckbuilder (free account needed). Three starter decks are ready to play.
Start of the game: the mulligan
- Both players do their mulligan at the same time, in private (your opponent sees nothing).
- You look at the top 5 cards of your deck and can put them back on top in any order.
- You can mulligan again: you then see one card fewer each time (5, then 4, then 3…).
- There is no limit on the number of mulligans — but each one shows you fewer cards.
- The game starts with no cards in hand: your first card comes from the draw on your first turn.
How a turn unfolds
- Flash window 1 (before the draw): either player may play their Flash for the turn here.
- Draw: the active player draws 1 card.
- Flash window 2 (after the draw): same as window 1.
- Main phase: the active player may first play a Maneuver (optional, on top of the move), then must make their chess move OR play an Edict or a Relic instead. After each action, the other player gets priority: they may respond with their Flash, or pass. The turn ends once the main action is done and the stack is empty.
- Resolution: the game checks for check, checkmate and stalemate, then it is the other player's turn.
How many cards per turn?
- Active player: 1 card at most, of any type (a Maneuver, a Relic, an Edict, or a Flash played in one of the windows) — unless a card explicitly grants an extra action.
- Opponent: 1 Flash at most, in any window, to respond or on their own initiative.
The stack
A card you play doesn't take effect right away: it waits on the stack. Either player can respond with a Flash, which goes on top — a counter included, and a counter can be countered too. A counter targets the card of your choice on the stack, one of your own included. Playing a card doesn't count as passing: when your opponent passes, priority comes back to you, and you can still respond to your own card. When both players pass one after the other, only the top card resolves; then each player can respond again before the next one. A counter whose target has already left the stack does nothing. The only limits: how many cards you may play per turn, and your card for the turn (Maneuver, Edict, Relic) or your chess move, which wait for an empty stack.
Relics on the board
A relic is a card that stays in play: its effect applies every turn, for as long as it stays on the board. It sits on an empty square of your back rank (rank 1 for White, rank 8 for Black) and never moves. It takes up its square like a piece: no piece can move through it. An enemy piece can capture it by moving onto its square, which destroys it — it goes to its owner's graveyard and its effect stops. At the start of the game your back rank is full, so you can only set a relic down once a square has been freed.
End of the game
- Checkmate: the player whose king is in check with no legal move out of it loses the game.
- Deck out: if you must draw while your deck AND hand are both empty, you lose immediately.
- Draw: stalemate (no legal move while not in check), or the other classic chess draw cases.
Clock
Each player has a limited amount of thinking time (15 minutes by default). Some cards affect it directly — for example Reprieve, which adds 15 seconds to the clock of the player of your choice (yours or your opponent's).