The complete reference
SE!ZE rules.
Two players. Sixty squares. Sixteen pieces. Capture by sandwich, win three ways, no draws. Red moves first.
Read at your own pace. Each diagram stays still until you choose to play its example.
The board and the pieces
Sixty squares
An 8×8 grid with the four corners removed. Files a to h run left to right, ranks 1 to 8 bottom to top; Gold starts at the bottom, Red at the top.
Four squares carry a + and four carry a ×: they hand out caps. The four centre squares are the crowns, framed in gold.
+ and × squares on the rim, the crowns in the centre.
Sixteen pieces
Each side has six guards and two bosses. All sixteen start packed in the centre: Gold on ranks 3 and 4, Red on 5 and 6, the bosses on the four crowns.
Red moves first. Players alternate, one move each, and a move always lands on an empty square: nothing is ever captured by landing on it.
Red moves first.
Moving
Guard
One step in any of the eight directions. Guards are the only pieces that pick up caps.
Guard c6 to b7.
Boss
One or two squares in a straight line, orthogonal or diagonal, with no jumping: the first square must be free. Bosses never take caps.
The boss on e5 slides two squares to g7.
Caps: + and ×
A guard that lands on a + square gains the plus cap: it slides any distance horizontally or vertically, blocked by pieces, like a rook. A × square gives the × cap: any distance diagonally, like a bishop.
Landing on the other kind of square swaps the cap. A capped guard moves along its lines only: the plus cap has no diagonal step, the × cap no straight one.
Red slides one square down the file to h5: a plus cap moves along ranks and files only.
Centre squares: the boss cap
A guard that lands on one of the four centre squares takes the boss cap: it moves one or two squares in a straight line, with no jumping, but stays a guard. If both original bosses are captured, you lose even if guards with boss caps remain.
A guard wears one cap at a time. Landing on + or × must replace the boss cap with that square's cap and movement; the abilities never combine. Landing on a centre square replaces a sliding cap with the boss cap. A boss-capped guard is worth two points when captured, like any capped guard. Original bosses never take caps.
- Original boss · pincer mark
- Lose both original bosses and you lose. Bosses cannot take caps.
- Guard with boss cap · hollow diamond
- Moves 1–2 squares, stays a guard. A + or × square replaces this cap.
Gold guard c4 lands on the centre square d4 and takes the boss cap.
Capturing
Two captures. The sandwich: after your piece lands, look along the eight lines from that square, and an enemy directly next to it with one of yours directly beyond is removed, no gaps. The pin: an enemy guard boxed in on every side is taken.
The sandwich
Bread, filling, bread: your moved piece, the enemy, your other piece, touching in a straight line. The capture comes from the moved piece's square only.
Gold boss e4 to d5: the red boss on d4 is sandwiched between d3 and d5 and is captured.
The safe entry
Moving into an existing sandwich captures nothing. You may walk a piece between two enemies and it stays.
Red walks into b4 between two gold guards. Nothing happens.
The double strike
One move can close sandwiches on several lines at once, and every one of them captures.
The gold boss moves two squares from e4 to e6: the red boss on d5 and the guard on f5 are both sandwiched. Two captures.
Pinning
The second capture: surround an enemy guard so it has no move left and it is taken. This includes guards with any cap, including a boss cap. A guard is pinned when every neighbouring square holds an enemy piece; board edges count as walls, your own pieces never trap you, and original bosses are never pinned. Pinning is on by default. Bot and practice games can switch it off for sandwich-only play.
The red guard on a4 is captured.
Three ways to win
Checked after every move. There are no draws: no stalemate, no repetition, no agreement.
Seize the centre
Occupy all four crown squares at once.
The guard on f6 steps onto e5: all four crowns are Gold's.
Take the bosses
Capture both enemy bosses. A boss is sandwiched like any other piece.
Gold guard c5 to d6: both red bosses are sandwiched at once. Gold wins.
Break the force
Reduce the opponent to two pieces. Two pieces cannot hold the centre or cover each other.
The gold boss steps to d4 and sandwiches the guard on d5. Red has two left: Gold wins.
Clock and points
One clock, more points wins
Timed games here run one clock for the whole game, 10, 20 or 30 minutes, not one per player. When it runs out, the player with more points wins. Level points go to Gold, because Red had the first move.
Points are the pieces you have taken, valued when taken. Resigning is a loss. This is a site rule; the official page has no clock.
- Guard
- +1
- Capped guard
- +2
- Boss
- +3
- Clock at zero, level points
- Gold wins
Site interpretations
Chivas Regal publishes the official rules. This site follows them; these are the specific readings used here.
- Pinned means
- Official page"No moves left"; silent on friendly neighbours
- This siteEvery neighbour is an enemy piece; your own pieces never trap you (the literal reading empties the opening)
- Colour name
- Official pageRed vs Yellow
- This siteRed vs Gold
Fan summary for this unofficial site, checked against the official rules on chivas.com on 9 September 2026. SE!ZE was designed by James Wallis with Charles Leclerc for Baby Teeth and Chivas Regal (launched 30 April 2026). Not affiliated with the creators, agencies or rights holders.