Official Combine Chess Rules

Complete rulebook for the revolutionary chess variant with hybrid piece mechanics

1. Foundation Rules

Combine Chess is built upon standard chess with additional mechanics:

  • All FIDE chess rules apply unless specifically modified
  • Standard 8x8 board with traditional starting position
  • Same objective: checkmate the opponent's king
  • All traditional moves (castling, en passant, promotion) remain valid
  • Additional mechanics: piece combination and decombination

2. Piece Combination Rules

2.1 Eligible Combinations

  • Rook + Bishop → Rook-Bishop Hybrid (RB)
  • Rook + Knight → Rook-Knight Hybrid (RN)
  • Bishop + Knight → Bishop-Knight Hybrid (BN)
  • Queen + Knight → Queen-Knight Hybrid (QN)

2.2 Combination Requirements

  • Both pieces must belong to the same player
  • Pieces must be within each other's movement range
  • The player must not be in check
  • The combination square must be unoccupied or contain an opponent piece (capture)
  • The resulting position must not leave the king in check

2.3 Combination Process

  1. Select the first piece (becomes the anchor)
  2. Select the second compatible piece within range
  3. Choose the destination square (either piece's current position)
  4. Both original pieces are removed, hybrid piece is placed
  5. If an opponent piece is captured, it's removed from the board
  6. Turn passes to the opponent

3. Hybrid Piece Movement

Rook-Bishop (RB)

Moves like both Rook and Bishop - combines horizontal/vertical with diagonal movement (essentially a Queen)

Rook-Knight (RN)

Moves like Rook (horizontal/vertical) OR Knight (L-shaped jumps)

Bishop-Knight (BN)

Moves like Bishop (diagonal) OR Knight (L-shaped jumps)

Queen-Knight (QN)

Moves like Queen (any direction) OR Knight (L-shaped jumps) - the most powerful piece

4. Decombination Rules

4.1 Decombination Process

  • Select a hybrid piece to decombine
  • Choose an adjacent empty square for one component
  • The other component remains on the hybrid's square
  • Player chooses which component goes where
  • Cannot decombine if it would leave the king in check

4.2 Decombination Restrictions

  • Must have at least one adjacent empty square
  • Cannot decombine while in check
  • Cannot decombine if it exposes the king to check
  • Decombination counts as one move

5. Special Situations

5.1 Check and Checkmate

  • Hybrid pieces can give check using any of their movement abilities
  • Kings can be checkmated by hybrid pieces
  • Combinations and decombinations can be used to escape check
  • Standard checkmate and stalemate rules apply

5.2 Pawn Promotion

  • Pawns can promote to any standard piece (Q, R, B, N)
  • Pawns cannot promote directly to hybrid pieces
  • Promoted pieces can immediately be used for combinations

5.3 Castling

  • Standard castling rules apply
  • Hybrid pieces cannot castle (they're not kings or rooks)
  • If a rook becomes part of a hybrid, castling rights are lost

Tournament Play

For competitive play, standard chess tournament rules apply with these additions:

  • Time controls follow standard chess formats
  • Combination and decombination each count as one move
  • Players must clearly announce hybrid piece movements
  • Standard notation extended to include combination symbols