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Chess Lab › The makers room

制定一条规则

  • 发明、预测、检验
  • Ages 10 and up
  • About 10 minutes

The story behind it

Every chess piece was invented by somebody, and the rules were changed many times before they settled. Here you invent one yourself. Then the lab examines every possible position — about half a million — to tell you whether your piece, with its king, can force checkmate.

Read the full story: The machine that counted →

How to play

  1. Tap the squares your piece may jump to. Add slides if you like.
  2. Press “Test my piece”.
  3. Read the three results, change the piece, and test again.

Levels

For teachers and coaches

Build a rule — Invent, predict, test

Ages 10 and up · about 10 minutes · 8by8verse Chess Lab

What it teaches

The scientific habit: make a prediction, test it, change one thing, test again.

The story to tell first

Every chess piece was invented by somebody, and the rules were changed many times before they settled. Here you invent one yourself. Then the lab examines every possible position — about half a million — to tell you whether your piece, with its king, can force checkmate.

Three questions to ask

  • Before you pressed Test, what did you expect? Were you right?
  • You changed one jump and the result flipped. What does that tell you?
  • A bishop cannot force checkmate but a rook can. What can the rook do that the bishop cannot?

Without a screen

Pupils draw their invented piece’s move on squared paper and give it a name. Play a short game where each side swaps one knight for the new piece.