Keys "s"=save "l"=load "b"=back once
Dice Roll #1:
Dice Roll #2:
Move any unit to escape check, or on the move after you have checked. Pass if you have no move. Castling is a king move.
I set this up so that checkmates are conventional.
These are simple illustrations rather than strong opponents.
Bug Reports -- Thank you! Keep them coming!
Written by Ed Friedlander