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How to Play

The Earth Will Move

Tectonic Grand is a strategic board game played on an 11x11 volcanic board. Command your pieces, outmanoeuvre your opponent, and survive the compression — after 40 moves the earth shrinks, and continues shrinking every 12 moves after that. Capture the King to win.

1 Objective

Capture your opponent's King to win. A player whose King has no legal escape is in checkmate and loses immediately. You can also win if your opponent resigns or runs out of time.

2 The Board

The game starts on a full 11x11 grid. White occupies rows 1-2, Black occupies rows 10-11. White always moves first.

3 The Pieces

Each player controls 16 pieces across 5 types:

King
King (x1)
1 square in any direction

The most important piece. Must be protected at all times. If captured, you lose.

Striker
Striker (x2)
Up to 6 squares horizontally or vertically

Moves like a rook but with a maximum range of 6 squares. A powerful long-range piece that controls ranks and files.

Guard
Guard (x2)
Up to 6 squares diagonally

Moves like a bishop but with a maximum range of 6 squares. Controls diagonals across large portions of the board.

Herald
Herald (x2)
Jumps exactly 2 squares in any direction

Leaps over other pieces horizontally, vertically, or diagonally. Ignores all pieces in between — only the destination matters.

Sentry
Sentry (x9)
1 square forward, captures 1 square diagonally

Cannot move backwards. Promotes to Striker, Guard, or Herald upon reaching the opponent's back row.

4 Compression

The volcanic earth is unstable. After move 40, the board compresses for the first time — shrinking by one row and one column on each side. After that, compression happens every 12 moves. Pieces caught in the void are destroyed.

Start
Initial
11 x 11
Move 40
1st compression
9 x 9
Move 52
2nd compression
7 x 7
Move 64
3rd compression
5 x 5

Border squares glow red when compression is 6 moves away — move your pieces to safety!

5 Promotion

When a Sentry reaches the opponent's back row, it must promote. Choose from:

Striker — moves up to 6 squares horizontally or vertically.

Guard — moves up to 6 squares diagonally.

Herald — jumps exactly 2 squares in any direction.

If a Sentry is forced into the back row by compression, it must also promote immediately.

6 Game Modes

Multiplayer — play against a random opponent online. Rated — your Elo changes based on the result.

Play with Friend — create a private room and share the 6-digit code with a friend. Unrated.

VS AI — play against the computer at Easy, Medium, or Hard difficulty. Unrated.

Classic — longer time controls (5, 10, or 15 minutes per player).

Blitz — faster time controls with increment added after each move (5+3, 10+5, 15+5).

7 Draw Conditions

A game is drawn if:

- Stalemate — the player to move has no legal moves but is not in check.

- Insufficient material — neither player has enough pieces to deliver checkmate.

- Threefold repetition — the same position occurs three times.

- 50-move rule — 50 moves pass without a capture or Sentry move.

- Mutual agreement — both players agree to a draw offer in multiplayer.

8 Tips for Beginners
🌋
Watch the border

When compression is close, move pieces away from the edges before they are destroyed by the shrinking board.

⚔️
Develop your pieces

Strikers and Guards have up to 6 squares of range. Get them into active positions while the board is large.

🦘
Master the Herald

The Herald jumps over pieces — it can be deadly in congested positions and ignores all blockers completely.

♟️
Push Sentries forward

A promoted Sentry becomes a powerful piece. Push them early to threaten promotion and gain material advantage.

🛡️
Protect your King

As the board shrinks, your King has fewer escape routes. Keep it safe before compression hits.

🤖
Practice vs AI

Start with Easy AI to learn piece movements, then work up to Hard before playing ranked multiplayer.

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