Give every square an address
X and Y locate a square inside a 4×4 board. Z and W select one of the four spaces. A square is therefore a full address, such as (x, y, z, w). Two pieces can occupy the same X/Y location in different spaces without sharing a square.
The flat, 3D and 4D views are different presentations of that same position. Rotating the projection changes what you see, not which squares are connected or which moves are legal.
Familiar pieces, extended movement
- Rook: travels along one coordinate axis. X, Y, Z or W can change; the other three stay fixed.
- Bishop: changes exactly two coordinates by the same distance, making a diagonal in that pair of axes.
- Queen: changes one or more coordinates by the same distance along a straight route.
- Knight: jumps two steps along one axis and one along another. Other coordinates stay fixed.
- King: steps one square along one or more axes, while staying out of check.
- Pawn: advances one step in its side’s Y direction. To capture, it also changes exactly one of X, Z or W by one step.
Sliding pieces cannot pass through occupied squares. A knight can jump. You cannot land on a friendly piece or make a move that leaves your own king in check. Use the app’s legal-move highlights and rules reference for the current position and rules profile.
Look across the spaces
A piece may attack through Z or W even when no threat is obvious on the board you are focusing on. Before committing, compare neighbouring spaces and check the route’s start and destination. The flat view is a useful reference when a rotated projection feels crowded.
Try this in a movement lab
Select a rook, follow a destination that changes Z or W, and compare it in the flat and spatial views. The address changes in exactly one coordinate, even though the move crosses a visible board boundary.