Step 1 of 8
Black
0:07
White
3:00

You can attack their clock.

Checkmate still wins, exactly as in chess. And just like in regular chess, you win if your opponent's clock reaches zero, unless they cannot mate with what is left, which is a draw. But in KiriChess, time is a resource: captures, moves, and checks all add or remove time. You can attack their clock with captures and checks, not just wait for it to run out.

Licence

This rules text is licensed under a Creative Commons Attribution 4.0 licence. You are free to share and adapt it, including commercially, provided you give credit. “KiriChess” by Michiel Gekiere, licensed under CC BY 4.0. View the full licence.