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pokemonchess.com

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What is Pokémon Chess?

Pokémon Chess is a free browser-based chess game that swaps the standard chess pieces for Pokémon, played against other people online in real time. It runs in the browser on a canvas-based board with algebraic notation around the edges, so it plays like ordinary chess with a Pokémon skin rather than a new ruleset.

What you actually do on the site

  • Host or join a room: you can create a game with an optional room name and password, or browse the list of available rooms showing each host's win rate, whether the game uses no RNG or random teams, and the timer.
  • Pick your setup before playing: a Team Builder lets you configure and save teams, with options to randomise all, randomise only the missing slots, save, or clear a team.
  • Choose room rules: disable critical hits and misses, enforce random teams, and pick a timer from options such as 10-minute, 3|2 blitz, or no timer.
  • Play with standard chess conveniences: promotion choice, a rematch option, a forfeit button, a "skip additional move" button, and a switch sides control.

Who it suits

It fits chess players who already know the rules and want a lighter, themed opponent-finding experience, plus Pokémon fans who want a familiar game with creature graphics. Because games are hosted in rooms with joinable lobbies and spectator slots, it also works for playing with a specific friend or a small group rather than only random matchmaking.

Trade-offs to expect

  • It is clearly a small, actively patched project: the page notes server-side timer tracking, cheater detection, preloaded move gifs and audio, and preloading of all 197 images, which suggests a hobby-scale operation rather than a polished commercial platform.
  • Room passwords are the main privacy control; if you want a private game, set one rather than relying on obscurity.
  • Rule toggles change the game meaningfully. Disabling critical hits and misses or enforcing random teams makes matches less standard, so agree on settings with your opponent beforehand.
  • Bug reports and discussion happen through the site's Discord, which is the practical route if something breaks mid-game.

A practical next step

If you want a quick game, open the available rooms list, check the timer and whether RNG is disabled, and join one that matches your preference. If you want to play with a friend, use Team Builder first, then host a password-protected room and share the name and password. Expect the same tactical chess decisions as normal chess, with the Pokémon theme affecting presentation rather than strategy.

How do I play Pokémon Chess online against other players?

Open Pokémon Chess in your browser, pick a team, then either host a room or join an existing one. There's no account or app install described on the page — it's a canvas-based game that runs in the browser, with a preloading step (images, move gifs and audio) before play.

Setting up a game

  1. Build your team first. Use Team Builder to configure and save a team before you join a game. You can randomise all slots, randomise only the empty ones, save, or clear the team. Each entry has a team name you can delete.
  2. Host or join. Hosting lets you set a room name and password, and choose options. The Available Rooms list shows host, room name, win rate, and whether the room uses no RNG, random teams, and which timer. Spectate is also listed as an option.
  3. Pick your side and mark ready. In the room you'll see Player 1 and Player 2 slots, a "Switch Sides" control, and a "Ready" button. The room sits at "Awaiting Opponent…" until someone joins and both sides are ready.

Room options worth knowing

Option What it changes Who it suits
Disable Critical Hits & Misses Removes the luck element from combat rolls Players who want outcomes decided purely by positioning and team choice
Random Teams Assigns teams rather than using your saved build Quick pick-up games, or settling who has the stronger team
Timer: 10 Mins / Blitz 3|2 / None Controls how much thinking time each side gets 10 mins for casual play, Blitz for fast games, None for untimed or teaching games

The page also notes timer handling moved to the server rather than each client, which matters if you've previously seen clocks disagree between players.

During and after the match

Promotion choices appear as a dialog, and algebraic notation runs around the board so you can follow the move list. A "Skip Additional Move" button sits below the board if you don't want to take an extra move. If you're losing badly, use Forfeit rather than closing the tab — the page explicitly asks players to do this, and disconnecting shows an "Opponent disconnected!" state to the other player. When a game ends you get a Rematch option or a return to the menu.

Practical notes

The page mentions cheater detection and a fix preventing multiple rooms being created at once, so if a win seems to come from nowhere, that's the mechanism it's referring to. For bug reports and general discussion, the developer points to a Discord server linked from the page. The game credits Little Z for the idea and graphics and El Xando for programming.

One thing to decide before you start: whether you want your saved team or a random one. If you've spent time in Team Builder, host your own room so the Random Teams option stays off — joining someone else's room means playing by their settings.

What are the different timer options and game modes available in Pokémon Chess?

Pokémon Chess offers three timer choices when you host a room, plus several optional rules that change the feel of a match. According to the site's own update notes, hosts pick from 10 Minutes, Blitz 3|2, and None, and can separately toggle Disable Critical Hits & Misses, Random Teams, and a room password. The page also shows a Team Builder, a Forfeit button, and a Skip Additional Move control, which tells you the game expects longer tactical games as well as quick ones.

Timers

Option What it means in practice Who it suits
10 Minutes A standard clock per side — enough time to think through trades and positioning Newer players, or anyone who wants a "proper" game
Blitz 3|2 Three minutes plus a two-second increment per move Experienced players who know the piece matchups and want fast, punishing games
None No clock, so games can run as long as both players want Teaching games, testing a team build, or playing casually with a friend

The increment in Blitz matters more than the base time: a two-second bump means you can still win a lost-on-time scramble by making quick, simple moves, and it discourages pure stalling.

Game modes and rule toggles

  • Standard game — the default, with critical hits and misses active, so there's an element of luck.
  • No RNG — enabling Disable Critical Hits & Misses removes that randomness, making outcomes depend on team choice and play rather than dice rolls.
  • Random Teams — both sides get randomised lineups, useful if you want variety or don't yet know which pieces pair well.
  • Private rooms — room name and password let you play a specific opponent rather than an open lobby.
  • Team Builder — configure and save teams before joining, so you aren't building mid-match.
  • Forfeit and Skip Additional Move — one lets you concede cleanly instead of disconnecting; the other lets you decline an extra move when the rules would grant one.

How to choose

If you're learning the piece interactions, host a 10 Minutes, No RNG room so losses come from your decisions rather than a lucky critical. If you already know the matchups and want a quick series, Blitz 3|2 with Random Teams on produces short, varied games. None is best reserved for a friend or a teaching session, since a stranger can otherwise stall indefinitely.

One practical note: the page mentions server-side timer tracking, so a slow connection on your end shouldn't hand you extra time. If you want to test a specific team before committing to a timed game, build and save it in the Team Builder first, then host a None room against a friend to see how it performs.

How does the Team Builder work and how can I save my custom teams?

Team Builder is a pre-game setup screen where you configure your Pokémon lineup before hosting or joining a match. You build a team, give it a name, and save it so it can be reused in later games instead of re-picking every piece.

Building and saving a team

  • Name the team first. The Team Name field is what your saved setup is filed under, so use something you'll recognise later, like "Rain Balance" or "No-RNG Stall."
  • Fill the lineup. Use Randomise All to fill every slot at once, or Randomise Missing to fill only the empty slots while keeping the pieces you've already chosen.
  • Save Team stores the current configuration under that name. Clear Team wipes the current selection so you can start over without deleting the saved version.
  • Delete removes a saved team you no longer want cluttering the list.
  • Switch Sides changes which player position you'll occupy, which matters if you and an opponent are coordinating who picks first.

Where Team Builder fits into a match

The page shows Team Builder sitting alongside Host Game and the room list, so the intended flow is: build or load a team, then host or join. Hosting exposes Room Name, Room Password, and the room toggles — Disable Critical Hits & Misses, Random Teams, and timers (10 Mins, Blitz 3|2, or None). Because Random Teams is a room-level setting, a saved custom team only applies when the host hasn't forced random lineups; if you want your saved team to matter, either host yourself or check the room's Random Teams column before joining.

Practical example

Say you want a fixed team for casual games with no crit luck. Name it, use Randomise Missing to fill gaps, hit Save Team, then host a room with Disable Critical Hits & Misses on and Random Teams off. Next session, the team is already there — no rebuild needed. If you later want a variant, load the saved team, change a few slots, and save under a new name rather than overwriting the original.

One thing to verify yourself: the page doesn't state how many teams you can store or whether saved teams persist across devices or browsers, so test with one team before relying on it as your main library. If you hit odd behaviour, the page points bug reports to its Discord.

Can I disable random number generation like critical hits and misses in Pokémon Chess?

Yes. Pokémon Chess includes a Disable Critical Hits & Misses option when hosting a game, so you can remove that layer of randomness from a match. The room settings also include Random Teams, which works in the opposite direction: it introduces randomness by assigning teams rather than letting players choose. You can combine the two if you want random teams but no in-battle crits or misses.

What each setting does

Setting Effect Who tends to want it
Disable Critical Hits & Misses Removes random crits and misses from combat Players who want outcomes decided by positioning and choices
Random Teams Assigns teams randomly instead of picking them Players who want variety or a level playing field
Timer (Blitz 3|2, 10 Mins, None) Controls how long each side has Faster players prefer Blitz; learners often prefer None or 10 Mins

A practical scenario

If you are practising a specific opening or testing whether one team matches up well against another, host a room with Disable Critical Hits & Misses on and Random Teams off. That way the same team and the same plan produce the same result, and a loss tells you something about your play rather than about a lucky roll. If you are playing casually with friends and want each game to feel different, flip Random Teams on and leave crits enabled.

Next step

Open Host Game, set the options before anyone joins, then share the room name or password. Note that these are host-side settings, so agree on them with your opponent first — if you are joining someone else's room, the host's choices apply. For bug reports and balance discussion, the site points players to its Discord community. If you enjoy the game, the developers also link to their other project, Smash Monopoly.

How does the forfeit button work and how is it different from rage quitting?

The forfeit button is a deliberate resignation control: when you press it, the game ends immediately and records a loss for you rather than leaving the match hanging. It's designed for exactly the situation the site's own update note jokes about — you've lost your queen, you know the position is gone, and you'd rather end it cleanly than disappear. In practice it's the difference between a result and an abandoned board: the opponent gets closure and a win, the room clears, and nobody is left staring at "Awaiting Opponent…" wondering whether you're coming back.

Rage quitting, by contrast, usually means closing the tab or disconnecting mid-game. That doesn't produce a result, so the other player is stuck waiting until the server notices the disconnect. The site's own message, "Opponent disconnected!", is what that looks like from the receiving end — a stalled game rather than a decided one.

What each option actually does

Action Immediate effect What the opponent experiences
Forfeit Game ends, you take the loss A finished game and a win
Rage quit / close tab No result recorded at the moment of leaving Waiting, then a disconnect notice

When to use it

Use forfeit when the position is objectively lost and you don't want to play it out — a queen down with no counterplay, or a lost endgame you'd rather not grind. If you're simply unsure, playing on costs nothing, and the site also offers a skip-additional-move control below the board for when a forced extra move is the only thing standing between you and a finished game.

A practical next step: before your first game, check the Team Builder and the room options — you can disable critical hits and misses or enforce random teams, and those settings shape whether a lost position is genuinely lost or just unlucky. If you want a referee for disputes or bug reports, the site points players to its Discord community.

Related questions

More questions →
What room options can hosts set in Pokémon Chess?

When you host a game on pokemonchess.com, you control four things before anyone joins: the room's name and optional password, whether critical hits and misses are disabled, whether teams are forced to be random, and which of three timer settings applies. These are set on the host screen alongside the Team Builder, so you can configure your team and the match rules in the same step.

The four host-controlled room options

The host screen presents these settings before you create the room:

Option What it does
Room Name Labels the room so it appears in the Available Rooms list.
Room Password Optional. If set, players need it to join.
Disable Critical Hits & Misses Removes the RNG element from combat. Rooms with this on are flagged "No RNG" in the room list.
Random Teams Forces random teams instead of player-built ones. Rooms with this on are flagged "Random Teams" in the list.
Timer Choose from 10 Mins, Blitz 3|2, or None.

Room name and password

The room name is what other players see in the Available Rooms table, which lists Room Name, Win Rate, No RNG, Random Teams, and Timer for each open room. The password field is optional — leave it blank for an open room, or set one to restrict entry. The site does not state a password length or format requirement.

Disable Critical Hits & Misses (No RNG)

Turning this on removes critical hits and misses from the game. The room list marks these rooms "No RNG," so players browsing can filter by preference before joining. This is the setting to pick if you want outcomes decided by play rather than dice rolls.

Random Teams

With this enforced, players don't bring their own configured team — teams are randomized. The room list flags these as "Random Teams." Note that the Team Builder exists separately for configuring and saving teams before joining a game, so Random Teams overrides that preparation for the match.

Timer choices

Three options are available:

  • 10 Mins — a standard 10-minute game.
  • Blitz 3|2 — a blitz format (3 minutes plus 2 seconds increment, per standard chess notation).
  • None — no clock.

The timer is tracked server-side rather than on each client, per the site's update notes, so clock behavior should be consistent between players.

What hosts cannot change mid-room

These options are chosen at hosting time. The page evidence does not describe a way to edit room rules after the room is created, so decide your settings before hosting. If you need different rules, host a new room.

Practical notes

  • The Available Rooms list shows each room's Win Rate, No RNG, Random Teams, and Timer, so players can pick a room matching their preferred rules without asking.
  • A Forfeit button exists for leaving a game you no longer want to play, rather than disconnecting.
  • If you want a private match with specific rules, set a password and pick your RNG and timer settings together — that combination isn't visible to others until they enter the password, though the room still appears in the list.

If you're deciding what to host: use No RNG for skill-focused games, Random Teams for casual or balanced matches where nobody has a prepared team, and Blitz 3|2 when you want a fast game. Leave both RNG and Random Teams off for a standard game with your own built team.

What to Do If Your Opponent Disconnects or You Get Disconnected in Pokémon Chess

If your opponent leaves, Pokémon Chess shows an "Opponent disconnected!" message and a Back to Menu button — the game does not resume, so you return to the lobby and host or join a new room. If you drop, the game shows "You have disconnected for reason: …" with an Attempting to reconnect… status and a Reload button. Click Reload to rejoin; if that fails, go back to the menu and start a fresh room. There is no reconnect-to-same-game guarantee documented on the site, so treat a dropped game as lost.

When your opponent disconnects

The site's own interface text covers this case directly:

  • A message reading "Opponent disconnected!" appears.
  • The only listed action is Back to Menu.

What this means in practice:

  1. The match ends — you won't be able to wait for them to come back within that room.
  2. You are returned to the main menu, where Available Rooms and Host Game live.
  3. Host a new game or join an open room to keep playing.

There is no forfeit-win credit described for an opponent disconnect in the page text. The separate Forfeit button exists for a player who is still in the game and chooses to concede ("Lost your queen and salty? At least forfeit instead of rage quitting"), which is a different situation from a connection drop.

When you get disconnected

Your own disconnect screen is more informative than the opponent's:

  • It displays "You have disconnected for reason: …" — the reason field is filled in by the game.
  • Below that, "Attempting to reconnect…" shows the client is trying on its own.
  • A Reload button is offered as the manual fallback.

Steps to take:

  1. Wait a moment to see whether the automatic reconnect completes.
  2. If it doesn't, click Reload to reload the page and re-enter the site.
  3. If you still can't get back in, return to the menu and host or join a new room — the previous game should be considered over.

Why a reload may not restore your old game

The update notes state that timers are now "kept track of on the server instead of on each client." That change is about clock accuracy and anti-cheat, not about session recovery — nothing in the page text promises that a reloaded client rejoins the same room. Plan on restarting rather than resuming.

Things that can look like a disconnect but aren't

Two other messages send you back to the menu and are easy to confuse with connection trouble:

Message What it means Action
Game Over! Rematch? The game finished normally Choose rematch or Back to Menu
Opponent disconnected! The other player's connection dropped Back to Menu
You have disconnected for reason: … Your own connection dropped Wait, then Reload

If you see Game Over! Rematch?, the game ended by the rules — not by a network problem.

Cheater detection and "winning for no reason"

The update notes mention cheater detection: "If you win for seemingly no reason, they may have been trying to cheat…" So an abrupt, unexplained win may be the system catching a cheating opponent rather than a random disconnect. Either way, the result is the same for you — the game ends and you go back to the menu.

Reporting bugs and disconnects

The site directs bug reports and discussion to its Discord ("To discuss (and report new bugs…), join the discord!"). If disconnects are happening repeatedly rather than once, that is the channel the developers point to. The page also credits Idea and graphics by Little Z and Programming by El Xando, and links a "buy the dev a coffee" option — none of which affect how disconnects are handled.

Quick checklist

  • Opponent gone? Read the message, click Back to Menu, start a new room.
  • You dropped? Let the auto-reconnect try, then click Reload.
  • Still stuck? Return to the menu and host or join again.
  • Repeated drops? Report it on the project's Discord.
  • Don't confuse a normal Game Over! Rematch? screen with a disconnect.
What In-Game Features and Controls Does Pokémon Chess Offer?

Pokémon Chess (pokemonchess.com) is a browser-based chess game with Pokémon-themed graphics, and its in-game controls cover the full span of a match: hosting and joining rooms, choosing a promotion piece, switching sides, skipping an additional move, forfeiting, and requesting a rematch. The site's own update notes and interface text confirm these features, along with supporting tools like algebraic notation around the board and a Team Builder. The details below describe what each control does and when you would use it.

Room setup options before the game starts

Hosts configure the match before anyone plays. According to the site's October 26th update notes and the host panel, the available room options are:

  • Room Name and Room Password — for private or identifiable games.
  • Disable Critical Hits & Misses — removes the RNG element from combat outcomes.
  • Random Teams — enforces randomly assigned teams rather than chosen ones.
  • Timer — three choices are listed: 10 Mins, Blitz 3|2, and None.

The update notes state that timers are now tracked on the server rather than on each client, which is intended to keep clock behavior consistent between players. The same notes mention that it should no longer be possible to create multiple rooms at once.

The Available Rooms list shows each open room's Room Name, Win Rate, and whether No RNG, Random Teams, and a Timer are in effect, so you can judge a match's rules before joining.

Team Builder

The Team Builder lets you configure and save your teams before joining a game, per the update notes. Within it you can:

  • Enter a Team Name
  • Randomise All or Randomise Missing (fill only the empty slots)
  • Save Team or Clear Team
  • Delete a saved team

This is the place to prepare a specific lineup in advance rather than assembling one under time pressure in a live game.

In-game controls during a match

Once a game is underway, the interface exposes these actions:

Control What it does
Choose Promotion Appears when a pawn reaches the back rank so you pick the piece it becomes.
Switch Sides Lets you change which side of the board you play from.
Skip Additional Move A button below the board, described on the site as being there "if you don't want to do an additional move."
Forfeit Concedes the game. The update notes frame it as the alternative to rage quitting: "Lost your queen and salty? At least forfeit instead of rage quitting."
Rematch? Offered on the Game Over! screen to start another game against the same opponent.
Back to Menu Returns you to the main menu from states such as awaiting an opponent, game over, or a disconnect.

The board itself is canvas-enabled and shows algebraic notation (A–H files, 1–8 ranks) around the edges, so you can read and call out coordinates directly from the display. Each player's clock is shown as a numeric readout (for example, 10:00.0) beside the board.

Connection and status states

The interface also handles non-gameplay situations with dedicated screens and messages:

  • Awaiting Opponent... — shown while waiting for a second player, with a Not Ready state and a Back to Menu option.
  • Opponent disconnected! — displayed when the other player drops, with Back to Menu.
  • You have disconnected for reason: followed by Attempting to reconnect... and a Reload button — the path back into a game after your own connection drops.
  • Cheater detection — the update notes state that if you win for seemingly no reason, the opponent may have been attempting to cheat, implying the system flags suspicious outcomes.

Practical notes

  • The update notes mention that move-related gifs and audio are preloaded so they shouldn't arrive late the first time, and that images are preloaded (shown as a 0/197 counter).
  • The site credits the idea and graphics to Little Z and programming to El Xando, and points players to its Discord for discussion and bug reports.
  • The page includes a "buying the dev a coffee" link and a cross-promotion for Smash Monopoly; no pricing details for the game itself appear in the available material, so nothing here should be read as confirming whether any feature is free or paid.

If you want to check the current state of any of these controls, the host panel and in-game buttons are the authoritative source, since the site ships updates (the notes above are dated October 26th) that can change labels and behavior.

What Is Pokémon Chess (pokemonchess.com)?

Pokémon Chess is a free browser-based chess game that swaps standard chess pieces for Pokémon-themed graphics and adds a team-building layer on top of normal chess rules. You can play it at pokemonchess.com without installing anything — it runs in the browser as a canvas-enabled chess game. It's a fan project, with idea and graphics by Little Z and programming by El Xando.

What you actually do on the site

The core loop is straightforward: build or randomize a team, host or join a room, and play chess against another person. The site shows a "Host Game" panel and an "Available Rooms" list, so you can either create your own match or spectate/join one that already exists.

Hosting a game

When you host, you set a few options before the room goes live:

  • Room Name and Room Password — for private or labeled matches
  • Disable Critical Hits & Misses — removes the RNG element from combat
  • Random Teams — forces both players onto random teams instead of chosen ones
  • Timer — choose from 10 Mins, Blitz 3|2, or None

Once hosted, the room appears in the Available Rooms list with columns for Room Name, Win Rate, No RNG, Random Teams, and Timer.

The Team Builder

The Team Builder lets you configure and save teams before joining a game. Controls include Team Name, Randomise All, Randomise Missing, Save Team, Clear Team, and Delete. This is the feature that distinguishes Pokémon Chess from a plain chess client — you're not just moving pieces, you're deciding which themed pieces you bring.

In-game controls

During a match you get a standard board with algebraic notation around the edges (A–H, 1–8), plus a few extras:

  • Switch Sides
  • Ready
  • Skip Additional Move — there's a button below the board if you don't want to take an additional move
  • Forfeit — added specifically so players can concede instead of rage-quitting

Recent updates worth knowing

The site's own update notice (26th October) lists several changes that affect how it plays:

Update What it changes
Team Builder Configure and save teams before joining
Room options Disable RNG, enforce random teams, 3 timer choices
Forfeit button Concede cleanly instead of quitting
Timer fixes Now tracked server-side, not per client
Single-room fix Should no longer create multiple rooms at once
Cheater detection Flags suspicious wins
Preloaded gifs/audio Move effects load on first use, not late
Algebraic notation Coordinates shown around the board

The timer change matters most for fairness: because time is now kept on the server rather than each client, players can't gain an advantage by manipulating their local clock.

Who it's for

Pokémon Chess suits you if you want casual online chess with a themed twist and don't mind that it's a fan-made project rather than an official Pokémon or chess product. If you want strict, RNG-free competitive chess, you can host with Disable Critical Hits & Misses turned on. If you'd rather not think about team composition, enable Random Teams and just play.

The site also links out to a Discord for discussing and reporting bugs, and mentions a related project called Smash Monopoly. There's an option to buy the dev a coffee if you enjoy it — the page doesn't state any pricing or account requirements, so treat it as a browser game you can open and try rather than a paid service.

How the Team Builder Works in Pokémon Chess (pokemonchess.com)

The Team Builder in Pokémon Chess lets you configure and save a custom team of pieces before you host or join a game. You open it from the main menu, assign a Pokémon to each piece slot, then use Save Team to store it under a team name. Once saved, that team is what you play with in matches. If you'd rather not pick manually, Randomise All fills every slot for you, and Randomise Missing fills only the slots you left empty.

What the Team Builder does

According to the site's own update notes, the Team Builder was added so players can "configure and save your teams before joining a game." The interface exposes a set of controls tied to a named team:

  • Team Name — the label your saved team is stored under
  • Randomise All — randomises every piece slot
  • Randomise Missing — randomises only the slots you haven't filled
  • Save Team — stores the current configuration under the team name
  • Clear Team — empties the current configuration
  • Delete — removes a saved team

The page also shows a preloading counter ("Preloading images! 0/197"), which reflects the game loading piece graphics before play.

Step-by-step: building and saving a team

  1. Open Team Builder from the main menu. The button sits alongside Host Game.
  2. Enter a Team Name. This is the identifier you'll see when selecting the team later, so use something you'll recognise.
  3. Assign pieces. Fill in the slots for your team. If you want the game to decide, use Randomise All to fill everything, or Randomise Missing to fill only the empty slots and keep the ones you've already chosen.
  4. Save the team with Save Team. Your configuration is now stored under that team name.
  5. Host or join a game using the saved team. The Team Builder is designed so your saved setup carries into the match.

If you change your mind, Clear Team wipes the current configuration and Delete removes a saved team entirely.

Hosting a game with your team

When you host, the room options let you control how the match runs. The available settings shown on the page are:

Option What it does
Room Name Names the room so others can find it
Room Password Restricts who can join
Disable Critical Hits & Misses Removes critical-hit and miss randomness
Random Teams Forces random teams instead of saved ones
Timer Choose from 10 Mins, Blitz 3|2, or None

Note the interaction: if Random Teams is enabled, it overrides your saved team for that match. If you want to use the team you built, leave Random Teams off.

Common snags

  • Your saved team isn't being used. Check whether the room has Random Teams enabled — that setting enforces random teams and ignores your saved configuration.
  • You only want to fill a few slots. Use Randomise Missing rather than Randomise All, so your existing picks stay intact.
  • You want to start over. Clear Team empties the current setup without deleting the saved entry; Delete removes the saved team.
  • Timer behaviour. The update notes state timers are now tracked on the server rather than each client, which is meant to keep timing consistent between players.

After the game

The board includes a Forfeit button, and the update notes describe it as an alternative to rage-quitting after losing a key piece. There's also a Skip Additional Move button below the board if you don't want to take an extra move, and Switch Sides / Ready controls in the match view. A Rematch? prompt appears at game over.

For bug reports and discussion, the page points to the project's Discord, and it credits the idea and graphics to Little Z with programming by El Xando.

Website Overview

Several search or sharing settings need attention. Together they may make snippets, preview images or preferred URLs less consistent across platforms. An active inbound-mail setup with incomplete authentication may leave the domain more open to impersonation. Provider hosting alone does not close that gap.

Domain and Registration

Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain has about 3 years of registration history; its current configuration provides more context than age alone. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: DMARC is missing. Nameservers are provided by dns-parking.com, indicating managed DNS hosting. MX records point to the Hostinger Email email service. No CNAME was found; the observed records resolve directly to addresses. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

X-Powered-By exposes backend information: PleskLin. The response lacks these common security headers: CSP, X-Content-Type-Options, Referrer-Policy, Permissions-Policy, clickjacking protection. No obvious internal addresses or debug information were found in the headers. The Server header identifies nginx without an exact version. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

The public page identifies jQuery, Google Analytics, nginx without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

No homepage meta description was detected, leaving snippet selection more dependent on page text. No viewport meta tag was detected, which may affect mobile layout behavior. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. No Open Graph metadata was detected, so social previews may depend on platform inference. The title has 13 characters, within a common display range.

Hosting and Email

DNSdns-parking.com
HostingIONOS SE
EmailHostinger Email
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagUnited States Inferred 74.208.135.168

Registration details

RDAP / WHOIS

RegistrarHOSTINGER operations, UAB
Registered2023-03-24
Expires2027-03-24
Domain statusclient transfer prohibited
Nameserversns1.dns-parking.com、ns2.dns-parking.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Apokemonchess.com74.208.135.16814400—
MXpokemonchess.commx1.hostinger.com144005
MXpokemonchess.commx2.hostinger.com1440010
NSpokemonchess.comns1.dns-parking.com86400—
NSpokemonchess.comns2.dns-parking.com86400—
TXTpokemonchess.comv=spf1 include:_spf.mail.hostinger.com ~all14400—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectpokemonchess.com
IssuerLet's Encrypt
Valid until2026-11-22T13:31 · Remaining when checked: 41 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html
servernginx
strict-transport-securitymax-age=15768000

Identified technologies

jQueryGoogle Analyticsnginx

Pages, Search and Sharing

Meta descriptionNot detected
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

Unknown

No robots.txt found

No sitemaps found

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