Pickup Chess
Pickup ChessOfficial Rulebook · 5-on-5 ball
© 2026 Jamie Straz / Studio 3 · studio3.space · All rights reserved
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THE OFFICIAL RULEBOOK

Pickup Chess

Basketball, played on a chess board. Your chess pieces are the players, and there is no capturing a king. Bring the ball up the court and score on the basket you are attacking.

11

First team to 11, win by 2.

This book runs on two tracks over one page. Read Track A top to bottom to learn the game step by step. Use Track B to look up any single ruling by number. Search from the box on the left, and hover any underlined term for its definition. Every idea has one diagram, and four of them are small playable exercises: tap a real choice and the game's own engine decides what happens, not a script.

Now playableLook for the TRY IT tag: the possession loop, bringing the ball up, a safe-vs-risky pass, and an open-vs-contested shot are real micro-exercises now, not step-throughs. Want the full guided course instead of one exercise at a time? Play Pickup Chess University, the game's own tutorial mode.

Game and rules by Jamie Moshe Straz AIA, Studio 3.

Step 1 of 11 · The idea

The pitch, and how you win

Pickup Chess is basketball on an 8x8 board. Each team fields chess pieces as its players. There is no capturing and no king to checkmate; the only goal is to put the ball in the basket.

Whoever holds the ball is on offense and can score. The team without the ball plays defense. You attack the basket at the far end of the court and defend the one behind you.

To win a game: reach 11 points and lead by at least 2. If the score reaches 11 without a two-point margin (say 11-10), the game keeps going: each side gets one final possession, then it is sudden death, where the next go-ahead point wins.

The finish lineGet to 11 and lead by two. A tie at the top goes to a last possession each, then sudden death.
On the floorHold the ball, score on the far basket, get to 11 by two. Simple to start, deep once you draft your squad.

Everything else in this track fills in how you make that happen. Next: what you bring to the court.

Step 2 of 11 · The pieces

What you bring

Each team owns the full chess set: one King, one Queen, two Rooks, two Bishops, two Knights, and eight Pawns. That is your 16-piece roster for the whole series.

Your rosterOne King and Queen, two each of Rook, Bishop, and Knight, and eight Pawns.

There is one ball in play at a time, and one ball handler holding it. The defense never holds the ball; it can only take it away by a steal or a block.

Every piece keeps its normal chess movement, with one change: the Pawn.

One change from chessThe Pawn moves like a King, one square in any direction, plus a once-per-possession burst of two squares. No forward-only pawns here. You will see it move in Step 6.
Step 3 of 11 · The floor

The court and its zones

The board is a full court with two baskets. You bring the ball across the middle and attack the far end. Four zones matter, shown together here, then one at a time below.

The whole courtGold squares are the rims. Purple is the paint. The gold line three ranks out is the arc. The lilac 2x2 in the middle is the half court.
Diagram key (used on every diagram) Offense (you) Defense Movement Passing lane Shot Guarded Paint Rim Half court

The baskets

The two gold squares on your attacking baseline are the rims. Get the ball onto a rim you are attacking and you score. You defend the two rims at your own end.

Attack far, defend nearYour ball handler scores by reaching a rim at the far end. The rims behind you are yours to protect.

The paint (the key)

The paint is the purple zone under each basket. Any piece may cut through it, but none may camp there: once a piece is in the paint, it must step out by its next turn. Guarding your own paint pays off, as you will see on defense.

Cut through, never campEven a defender guarding the rim must step out of the paint by its next turn. No camping.

The three-point arc

The arc sits three ranks off each baseline. A shot taken from inside the arc scores 1. A shot from behind it scores 2. The two baseline corners count as behind the arc. The value comes from where the shot starts, not where the ball lands.

Value by originInside the arc is worth 1. Behind the arc, and the corners, is worth 2.

The half court

The dashed line splits the two halves. The four center squares straddling it are the half court. After a dead-ball turnover, the offense restarts by placing the ball on one of these four squares. Which one you pick is an advanced strategy, the Architect's Gambit (see §14).

The restart spotA dead-ball turnover restarts on one of the four center squares.
Step 4 of 11 · Before tip-off

Setup: draft, place, check the ball

Before anyone moves, you build your squad, put your five on the floor, and check the ball. These three steps happen in order.

1. Draft your squad

You draft from the full chess set, spread across all three games of the series. Name your 2 all-stars, the two pieces that play in two of the three games. Everyone else plays once, and every drafted piece plays. Each game dresses six: five starters and a 6th man.

Spread the talentYour 16 pieces cover three games. Only the two all-stars (★) play twice; one piece each game is the 6th man.

2. Place your five

Each game, place your five starters anywhere on the board: any empty square, in either half, no two pieces sharing a square. Both teams place the same way, so there is no own-half restriction.

Anywhere on the boardDrop your five starters on any empty squares, in either half.

3. Check the ball

Then check the ball: pick the player that starts with the ball. That piece is your ball handler, marked by the pulsing gold ring. For the opening full-court possession it starts on one of your two basket squares and brings the ball up. Play begins once the ball is checked.

Pick your ball handlerPlayers sit anywhere; the ball handler starts on one of your two basket squares and brings the ball up.
Players place anywhere, the ball handler starts on a set squareYour five players place anywhere. The ball handler does not: it starts each possession on a defined square, and you must have a player there.
  • Full-court start (tip-off, and after a made basket): on one of your two basket squares (a choice of 2), then bring the ball up.
  • Half-court start (after a turnover): on one of the four half-court squares, the center 2x2 (a choice of 4). Either side of the line is fine.
  • A block or steal is a live ball: it changes hands right at the spot, with no restart square.
No player on the start square, or tipping off without checking the ball, is an illegal start: simply corrected in casual play, but a turnover under tournament play.

4. Who tips off first

One team starts with the ball. How that is decided depends on how you are playing:

  • In person or a casual match: a random tip, like a coin flip.
  • Online multiplayer: the tip goes to whoever lives closest to their team's home city, by geography.
  • Against the computer: you go first, unless you choose to go second.

After game 1, the tip alternates each game of the series (§15).

Step 5 of 11 · The rhythm

How a turn works

Every possession runs the same three beats. First the offense moves its team, then the ball handler takes a ball action, then the defense moves to contest. After that the ball changes hands or a point is scored, and the next possession begins.

The possession loop TRY ITPlay one real possession yourself: move, then a ball action, then the defense answers.

The ball handler moves last

On offense, your off-ball cutters move first, each once. The ball handler moves last. The moment the ball handler moves, the move phase ends and it acts on the ball. The ball handler is not forced to move; it can stand still and pass or shoot. Each cutter gets one move per possession, but the ball handler may move every turn, so bringing the ball up is never blocked.

Cutters first, ball handler last TRY ITTap your cutters, then the ball handler. Its move ends the phase, ready or not.
Step 6 of 11 · Movement

Moving the pieces

Pieces move by their chess moves. Only the Knight jumps; every other piece is stopped by any piece in its path (that piece becomes a screen). Press step on each diagram to play the move.

Rook

Straight linesThe Rook slides any distance along a rank or file.

Bishop

DiagonalsThe Bishop slides any distance on a diagonal.

Queen

Both waysThe Queen slides straight or diagonally, any distance.

Knight

The only jumperThe Knight leaps its L, over any screen in the way.

King

One squareThe King steps one square in any direction. The King cannot burst.

Pawn

The Pawn moves like a King, one square any direction, plus a once-per-possession burst of two squares through open floor. The burst can even bend once, the Eurostep: two steps in different directions. The burst reaches any square within two of the start, as long as the floor along the way is clear.

King step plus a burst of twoSolid dots are king-steps; hollow rings are the burst. Step through to see a straight burst, then the Eurostep bend.
Fine print · advancedThe bend is offense-move only. A defending Pawn contests only along its base geometry, a king-step or a straight burst, never on a bent-only square. See §3.
Step 7 of 11 · The ball

The ball: pass, shoot, and the clock

Passing

A pass follows the passer's own geometry: a Rook, Bishop, or Queen throws along its rays, a Knight throws to an L square, and the King and Pawn throw along a King's lines. A pass must land on a teammate, and passing is legal everywhere, even across half court. Passes are drawn as dashed blue lines.

A Rook, Bishop, Queen, or Knight can lob the ball over a piece sitting in the lane. The King and Pawn cannot lob; they need a fully clear lane, and a defender in the lane steals it.

Safe pass vs risky pass TRY ITYour King has the ball. Tap a teammate: one throw is clean, one gets picked off.

Shooting and driving

A shot uses the same geometry as a pass: the ball handler shoots toward a rim square along its lines, and it must be holding the ball. The ball handler can also drive, moving right onto the rim. An open shot always goes in (Step 9).

Open shot vs contested shot TRY ITTap a shot line. Open always makes; contested is a live block the other way.

The clocks

Two clocks keep the offense moving, and both count your turns, not real seconds. Each ball action you take (a pass, a shot, or a hold) ticks the live clock down by one.

  • The bring-up clock runs while the ball is still in your backcourt. You get a set number of turns (5 in the app) to dribble the ball handler across half court. Cross the line and this clock is done.
  • The shot clock starts fresh the moment you cross half court. You get a set number of turns (6 in the app) to put up a shot or a drive.

Let either clock hit zero and it is a turnover: the defense gets a free point and the ball at half court.

Beat both clocksBring-up first, then the shot clock. Zero is a turnover, and a free point for the defense.
Step 8 of 11 · The other side

Defense

The defense scores no baskets; it wins the ball by standing in lanes. Any piece can defend by its own reach.

Steal a pass

A defender sitting on a pass line steals it. Reach is one legal move for every piece: a defender within a single legal move of the pass line can intercept it. A steal is live, so the defender plays on from that exact spot.

Sit on the lineA defender on the pass line takes it, live, right where it stands.

Block a shot

A defender who can reach the shot's line blocks it, but only from in front: the blocker must stand on the shooter's basket side, between the shooter and the rim. A block is a turnover, and the blocking defender takes the ball live at its own spot. A defender behind the shooter cannot block that shot.

Get in frontStep between the shooter and the rim to block. From behind, you cannot.

The two specialists

Two pieces own their zones. A King inside the paint guards the rim: it can steal or block a pass or shot within one square of the line near the basket. A Pawn out on the perimeter pesters passes: it steals a pass (not a shot) within one square. Within its zone, standing right on the lane is the strongest steal of all.

King guards the paintA King in the paint (guarded squares shaded red) snuffs a lob that runs through or beside the rim.
Pawn guards the perimeterA Pawn on the arc (guarded squares shaded red) plucks a pass that crosses its zone.
Coach's tipThe power lives in the zone. Step the King out of the paint and it loses the rim steal; the lane out there belongs to the Pawn. See §8.
Step 9 of 11 · Putting it in

Scoring

Scoring is deterministic: an open shot always makes. There is no make percentage and no rebound. A shot that is contested becomes a block for the defense, live at its spot. So every shot is either a make or a block.

Value comes from where the shot starts: 1 from inside the arc, 2 from behind it and the corners.

Make or blockOpen from behind the arc is a clean 2. Step to the third frame: put a defender in front and the same shot is a block.
On the floorSome points come without a basket. A defensive three-second violation gives the offense a free point; a shot-clock, bring-up, or offensive three-second turnover gives the defense a point. See §9 and §11.
Step 10 of 11 · The extras

Specials

The burst and the Eurostep (advanced)

The Pawn's burst of two, and its one-time bend (the Eurostep), are advanced tools, the game's quickest way to break pressure or slip a defender. Replay the Pawn diagram in Step 6 to see the full reach.

The 6th-man sub

Your six is five starters plus a 6th man. Subbing the 6th man in is a dead-ball action only, once per game, checking in at the same square; the player who came off cannot return. When to sub is a strategy you learn. Everyone dressed must play at least one possession, so the 6th man always gets on the floor.

Bench to floorOn a dead ball, once a game, the 6th man checks in and the player who came off is done.

Advanced strategy: the Architect's Gambit

Advanced strategy, not a ruleThis one is not something you are taught to do; it is a pattern that good players found in the rules. On a dead-ball restart you already get to place the ball on one of the four center squares (§14). Picking your own side of the line buys time to read the defense under the bring-up clock; picking across the line starts you attacking at once, nearer the basket but on the shot clock. That trade of court position for time is the gambit. New players can ignore it.
Position for timeRestart on your side for time to survey, or across the line to attack right away.
Step 11 of 11 · The long game

The best-of-three series

A match is a best-of-three. Your 16 pieces spread across the three games, six per game, and only your two all-stars play twice. You cannot field your best five every game, so spend your talent wisely. At least one of each piece type must start in some game, so no whole type sits out.

Three games, one rosterOnly the two all-stars (★) appear twice. Everyone else plays a single game.

When you lock your lineups

Name your two all-stars and set game 1's six before game 1. After game 1, having seen it, you commit the personnel for both game 2 and game 3. Before game 3, the only choice left is which of game 3's six start and which one sits as the 6th man. Who tips off game 1 is decided as in setup (a random tip in casual play, geography online, the human first against the computer, Step 4); after that the tip alternates each game.

Online, the draft is blindYou do not see the opponent's picks as they draft. Your picks are always legal on their own, so a full legal series is guaranteed no matter what the opponent does. See §15.
The basics

§1The game in one line

QuickBasketball on a chess board: bring the ball up, score on the far basket, first to 11 by two.

Pickup Chess is basketball played on a chess board. You bring a ball up the court and score on the basket you are attacking; first team to 11, win by 2. Pieces are basketball players; the chess idea of capturing a king does not exist. See §13 for winning and §7 for scoring.

§2The court

Quick8x8 court, two baskets; paint, arc, and a center half-court 2x2.
See the court diagrams ▸
  • Board: 8x8, full court, two baskets. Each team attacks the basket at the far end from where it starts, bringing the ball across half court.
  • Paint (the key): files c through f, the two ranks nearest each baseline (8 squares per end).
  • Basket / rim: files d and e on the very back rank. The ball scores by reaching a rim square.
  • Three-point line: three ranks off the baseline. A shot is worth 1 from inside it, 2 from behind it, and the two baseline corners count as behind. Value is set by where the shot starts.
  • Half-court line splits the two halves.
  • Half court: the 2x2 of center squares straddling the half-court line (files d and e on the two center ranks). A team restarts a dead-ball turnover by placing the ball on one of these four. See §10 and §14.

§3The pieces and how they move

QuickChess movement, but the Pawn moves like a King plus a burst of two; only the Knight jumps.
See the movement diagrams ▸

The full chess set per team: K, Q, 2R, 2B, 2N, 8P. Pieces move by their normal chess movement, with one break from chess.

  • The Pawn moves like a King (one square in any direction), plus a once-per-possession burst of two squares. The King cannot burst.
  • The burst goes in any of the 8 straight directions, two squares through an empty intervening square.
  • The burst may also bend once, the Eurostep: one king-step one way, then a second king-step in a different direction. It stays local, ending within two of the start.
  • No jump either way: both squares of the two-step path must be empty floor. Net effect: the burst can end on any square within two of the start, through open floor.
  • The bend is offense-move only. A defending Pawn does not contest a shot, intercept a pass, or clear the paint on a bent-only square; those use base geometry (king-step plus straight burst). The straight burst is available to both sides.
  • Only the Knight jumps. Every other piece is stopped by any piece in its path (a screen, see §8). The Knight jumps screens to a legal L square.
  • One move per piece per possession (its energy is spent). The ball handler is the exception: it may move every turn, so the bring-up is never blocked.
Running a possession

§4The ball, the ball handler, and the bring-up

QuickOne ball, one ball handler; the ball handler brings it across half court, then the shot clock runs.
See check-the-ball ▸
  • One ball, one ball handler. The defense never holds the ball.
  • You pick a piece to be the ball handler and bring the ball in.
  • Bring-up: the ball handler dribbles the ball across half court under the bring-up clock (§11); once across, the shot clock applies. On a dead-ball restart, which center square you start on is an advanced strategy, the Architect's Gambit (§14).
  • Where the ball handler starts. The five players place anywhere, but the ball handler starts each possession on a defined square. A full-court start (tip-off or after a made basket) puts it on one of your two basket squares; a half-court start (after a turnover) puts it on one of the four center squares, either side of the line. A block or steal is live at the spot (§10). You must have a player on the start square, or it is an illegal start (§15).
  • In notation the ball handler is written with an asterisk, e.g. Q* holds the ball (§16).

§5The turn: a whole team moves, then the ball acts

QuickMove each piece up to once, ball handler last, then the ball handler passes, shoots, or holds.
See the possession loop ▸
  • On its turn a side may move each of its pieces up to once (each within its legal moves). You are not forced to move every piece; a piece may stand still, unless it is stuck in the paint and owes an exit (§9).
  • Offense: the ball handler then passes, shoots, or holds. Defense: it makes its team move and is otherwise reactive, with no ball action.
  • The ball handler moves last. On offense the off-ball cutters move first (each once); the ball handler's own move, a dribble or a drive onto the rim, is the final move of the phase and ends it. The ball handler may also stand still and then pass or shoot.
  • One turn is written as the moves comma-separated, ending in the ball outcome (§16).

§6Passing

QuickPass along your own geometry to a teammate; R, B, Q, N can lob over a piece, K and P cannot.
See the passing diagram ▸
  • Passing rules apply everywhere: frontcourt, backcourt, and across half court.
  • A pass follows the passer's own movement geometry: R, B, and Q throw along their rays, the Knight throws to an L square, the King and Pawn throw along a King's lines.
  • Lob vs clear lane: any ray passer (R, B, Q) and the Knight can lob the ball over a piece sitting in the line. The King and Pawn cannot lob; they need a fully clear lane, and a piece in the lane is a steal (§8).
  • A pass must land on a teammate. Passes are drawn as dashed lines (§16).

§7Shooting, drives, and scoring

QuickShoot along your lines to a rim, or drive onto it; open makes, contested is a block. 1 inside, 2 behind.
See the scoring diagram ▸
  • A shot uses the same geometry and rules as a pass (§6): the ball handler shoots toward a rim square from where it stands, along its movement lines, and must hold the ball to shoot. A ball handler may also drive, moving onto the rim itself.
  • Value by origin: 1 from inside the arc, 2 from behind it and the corners. Set by the square the shot is taken from.
  • Scoring is deterministic: an open shot always makes. A contested shot is a block, not a rebound: the ball goes to the contesting defender live at its spot (§8, §10). A shot is either a make or a block, never a rebound.

§8Steals and blocks

QuickAny piece defends by standing in a lane; steals and blocks are live. Blocks must come from in front.
See the defense diagrams ▸
  • Any piece blocks by standing in a path. A piece in the line of a move, pass, or shot screens it, exactly like a chess piece blocking a line. This is not King-only.
  • Steal: a defender directly on a grounded pass or shot line intercepts it (a lobber throws over an on-line piece; a King or Pawn passer who is blocked is stolen, §6).
  • Block: a defender who, within one of its legal moves, could reach the shot's line blocks the shot. A block is a turnover: the blocking defender takes the ball live at its own spot. If more than one defender is in reach it is still just a block, with no special tiebreak.
  • A block must happen in front of the shooter: the blocker must reach a square on the shooter's basket side, between the shooter and the target rim. A defender behind the shooter, or off to a non-forward side, cannot block that shot. This constrains only where the blocker stands, not steals of a pass.
  • Interception reach is one move for every piece. A defender must be within a single legal move of the pass line to intercept it, with no sliding through a piece and no jumping except the Knight's L.
  • Two specialist powers:
    • A King inside the paint may steal or block a pass or shot within one square of the line near the rim.
    • A Pawn out on the perimeter (mid-range, arc, or backcourt) steals a pass (not a shot) within one square.
    • Within one square includes standing on the line, within the specialist's zone. Distance zero counts, so a rim-protecting King on the lane is the strongest steal. Step out of the zone and the power is forfeited.
  • Drives are contested by any piece in reach, not only the King. The King is the strongest contester; Pawns contest too.

§9The paint (three-second rule)

QuickLeave the paint by your next turn. Offensive violation is a turnover plus a point for the defense; defensive violation is a free point for the offense, ball kept.
See the paint diagram ▸
  • A piece may move into the paint and be there for that turn; by its next turn it must move out, meaning either fully outside the paint or onto a rim square.
  • The plain three-second rule is enough on its own: a piece can transit the paint but can never camp.
  • Offensive three-second violation = turnover, and the defense scores 1. The offense loses the ball at the half-court spot (§10) and the defense is awarded +1.
  • Defensive three-second violation = the offense scores 1 and keeps possession (an automatic free throw). This is not a turnover; the offense keeps the ball.
  • This rewards a King guarding the paint and Pawns pestering the perimeter, without letting either camp.
Changing hands

§10Possession changes: dead balls vs live balls

QuickMade baskets and clock/paint turnovers are dead balls (inbound); steals and blocks are live at the spot.
See the possession loop ▸
  • Made basket: dead ball, full-court inbound. The scored-upon team inbounds from its own basket and brings it up the full court. It chooses the inbounder (any of its pieces) and the inbound square, one of the two basket squares on its own back rank.
  • Contested shot: block, live. A shot that is not open is a block: the contesting defender gets the ball where it stands. There is no rebound. An open shot makes (§7).
  • Steal: live. The defender who stole it is the ball handler at the square where the steal happened.
  • Block: live. The defender who blocked it gets the ball at its square.
  • Clock turnover: dead, half-court inbound, +1 to the defense. A shot-clock or bring-up violation is a dead-ball turnover: the defense is awarded +1 and gets the ball at half court, choosing the inbounder and one of the four center squares. An offensive three-second turnover uses the same half-court inbound and also scores +1 for the defense (§9).
  • Inbounder choice applies to dead-ball inbounds only. On a live change (steal, block) the ball is the specific defender's at the exact spot.
  • A dead ball happens only on a made basket or a clock/paint turnover. Steals and blocks are live; play continues.

Any turnover is a point for the other team, except a block or a steal, which stay live at the spot with no point.

§11The clocks: bring-up and shot

QuickTwo turn-counting clocks: cross half court within the bring-up count, then attempt a shot within the shot clock. Either expiring is a turnover, +1 to the defense and the ball at half court.
See the clocks diagram ▸
  • What they count. Both clocks count the offense's turns, not real-time seconds. Every ball action the offense takes (a pass, a shot, or a hold) ticks the live clock down by one.
  • The bring-up clock runs while the ball is in the offense's backcourt. The offense has a set number of turns (5 in the app) to carry the ball across half court. Crossing the line ends it and starts the shot clock fresh.
  • The shot clock runs once the ball is across in the frontcourt. The offense has a set number of turns (6 in the app) to attempt a shot or a drive. A make or a block both count as an attempt.
  • A violation is a turnover. If either clock hits zero it is a dead-ball turnover that scores +1 for the defense and hands it the ball at the half-court line (§10). The offensive three-second violation (§9) is the same +1 half-court turnover.
  • For contrast, a block or a steal scores nothing and stays live; the defensive three-second free point (§9) gives the offense +1 and keeps the ball.
In the appThe bring-up count is 5 and the shot clock is 6. Exact tuning may change; the app shows the live number.

§12Substitutions

QuickSub the 6th man in on a dead ball, once a game, same square. Everyone dressed must play at least one possession.
See the sub diagram ▸
  • Each game's six is 5 starters plus a 6th man. Subbing the 6th man in is a dead-ball action only (after a made basket or a shot-clock turnover, §10), once per game, checking in at the same square; the player who came off cannot return. When to sub is a learned strategy.
  • Everyone dressed must play. Every one of the six, including the 6th man, must take the floor for at least one possession each game. Failing to play a dressed piece is a coaching error: on audit the game is a forfeit, even if that team won.
Winning and teams

§13Winning: to 11, win by 2, then final possessions, then sudden death

QuickFirst to 11 by two. Tied at the top? One last possession each, then sudden death on the next go-ahead point.
See how you win ▸
  • First to 11 and up by 2 wins outright.
  • If a team reaches 11 without a two-point margin (e.g. 11-10), the game does not end. Each side gets one full final possession, a fair equal last chance to win by two.
  • If, after both final possessions, no one has won by two, it goes to sudden death: the next point that takes the lead wins. That point can be a made basket, a defensive three-second free point, or a turnover point on a shot-clock, backcourt, or offensive three-second violation. A point that only ties does not end it.
  • A hard ply cap is the ultimate backstop, so no game can draw or hang. In person, a chess timer keeps pace.

§14The Architect's Gambit (advanced strategy)

QuickAn advanced, emergent strategy, not a required action: on a half-court restart, which center square you pick trades court position for time.
See the gambit diagram ▸
Strategy, not an instructionNothing makes you do this. It is a pattern that emerges from the plain restart rule, that you already place the ball on a center square. Strong players use the choice on purpose; new players can ignore it.
  • This is not a special action; it is a strategic choice the rules already give you, named like a chess gambit. On a dead-ball restart at half court (a shot-clock, backcourt, or offensive three-second turnover, §10) the restarting offense places the ball on one of the four center squares. Which one you pick is the gambit: a trade of position for time.
  • Pick your own side of the line (your backcourt): the gate stays shut, so you bring the ball up under the backcourt clock, with time to read the set defense.
  • Pick across the line (your frontcourt): the gate opens at once, so you start already attacking with the shot clock running, nearer the basket but on the clock immediately.
  • There is no special drop-back action. The gambit is only this choice of restart square.

§15The teams: the draft and the best-of-three series

QuickDraft 16 pieces across three games (six each), two all-stars twice, every type starts once; lineups lock in stages.
See the series diagram ▸
  • A match is a best-of-three series. The full 16-piece chess set is drafted across the three games, six per game (5 starters + a 6th man = 18 slots), exactly two all-stars playing twice, all 16 used.
  • At least one of each of the six piece types (K, Q, R, B, N, P) must start in at least one game. Every piece plays at least one game, and every dressed piece plays at least one possession per game (§12).
  • The all-stars are named before the series: up front, before game 1, you designate the two pieces that play twice.
  • Lineup commitment, the strategic core:
    • Set the game-1 six (5 starters + a 6th man) before game 1.
    • After game 1, having seen it, you commit the personnel for both game 2 and game 3. This locks: no swapping pieces in or out of games 2 or 3 after this point.
    • Before game 3, the only remaining choice is which of game 3's already-locked six start and which one sits as the 6th man: roles only, not personnel.
  • Who tips off game 1 depends on the mode: a random tip in an in-person or casual match, the player who lives closest to their team's home city online, or the human (unless they choose to go second) against the computer. After game 1 the tip alternates each game. See Step 4.
  • Illegal start: tipping off wrong (for example without checking the ball, or from an illegal setup) is simply corrected in normal play, with no penalty. In tournament play it is a turnover.
  • The series winner is the first side to two game wins; a 2-0 skips game 3. The stage order is: name all-stars, draft game 1, play game 1, commit games 2 and 3, play game 2, and only at 1-1 confirm game-3 roles and play game 3. Online the draft is blind: you never see the opponent's unrevealed picks.
Appendix

§16Notation

QuickChess algebraic plus play-diagram marks: the ball handler gets an asterisk, movement is solid, passes are dashed.
Reading a diagramSolid line is a move, dashed is a pass, the ringed piece is the ball handler, and Q* means the Queen holds the ball.
  • Chess algebraic notation blended with basketball play-diagram notation.
  • The ball handler is written with an asterisk: Q* is the queen holding the ball.
  • A turn is the pieces' moves comma-separated, then the ball outcome, e.g. R c3-c6, N* g1-f3, pass f3-h5. Distinct symbols mark move, pass, shot, steal, and block.
  • Diagrams: movement as solid lines, passes as dashed lines, the ball handler ringed.

§17Stats

QuickA per-player box score: points, 2s and 1s, assists, steals, blocks, turnovers, subs. No rebounds.

A per-player box score tracks points, 2s and 1s, assists (a pass leading directly to a score), steals, blocks, turnovers, and subs. There are no rebounds: a contested shot is a block (§8).