即时象棋：旧棋新弈 Hyper Chinese Chess
Release date: Nov 6, 2025
Developers: 上弦月工作室AscentGames
Publishers: 上海上弦琼弧网络科技有限公司
Genres: Casual, Strategy
Categories: Single-player, Multi-player, PvP, Online PvP, Steam Achievements, Custom Volume Controls, Adjustable Difficulty, Mouse Only Option, Touch Only Option, Family Sharing
Supported languages: Simplified Chinese

Tired of traditional Chinese Chess? HyperChineseChess: Real-Time Battle – A Classic Reborn offers a fresh take! Face off against AI or challenge friends in real-time chess warfare. For extra thrills, try the Fog of War mode—where hidden moves intensify the clash! In traditional Chinese Chess, players should obey the rules below. The board consists of 9 horizontal and 10 vertical lines, divided by a 'River' in the middle. Each side has a 'Palace' (3×3 square with diagonal lines) at the center of the baseline. 32 pieces in total (16 per side): 将/帅 (General/King) ×1, 士 (Advisors) ×2, 相/象 (Elephants) ×2, 马 (Horses) ×2, 车 (Chariots) ×2, 炮 (Cannons) ×2, 兵/卒 (Soldiers/Pawns) ×5. Red moves first, players alternate turns. Soldiers/Pawns cannot move backward. The General (Black) or King (Red) is the core piece and can only move one square at a time (horizontally or vertically) within the Palace (3×3 grid).  Advisors move one square diagonally per turn and are confined to the Palace. They cannot step outside the Palace or move orthogonally. Horses move like knights in chess (one square straight + one square diagonal). If the adjacent square in the initial direction is occupied ('hobbling the horse's leg'), the move is blocked. Chariots move any number of squares horizontally or vertically (like a rook in chess), but cannot jump over pieces. Cannons move like Chariots, but to capture, they must jump over exactly one intervening piece (called a 'screen'). Without a screen, they cannot attack. Soldiers move one square forward before crossing the River. After crossing, they can move sideways or forward, but never backward. And this dynamic variant transforms traditional Chinese chess into an exciting real-time strategy game. Players compete not in turns, but through continuous action point management. Each player gains 1 action point (AP) every second, stored up to a maximum of 4 AP. Every piece movement costs 1 AP, creating strategic decisions about when to save points and when to execute rapid maneuvers. The core objective remains unchanged - checkmate the opponent's General. However, the real-time element introduces thrilling new dynamics. Players might choose to immediately spend AP on aggressive moves, or strategically save points for powerful combinations. The Cannon becomes particularly deadly when players accumulate enough AP to move and fire in quick succession. All traditional movement rules apply: Generals stay within their palaces, Horses jump in L-shapes (unless blocked), Chariots roam freely, and Cannons require screens for captures. Soldiers gain mobility after crossing the river, but still cannot retreat. The key innovation is that players may move any piece at any time when they have AP available, leading to simultaneous actions and intense tactical exchanges. Victory is achieved through the classic checkmate condition, but now under the pressure of real-time decision making. The AP system creates natural ebbs and flows in the game's tempo, rewarding both quick reflexes and long-term planning. Players must balance offense and defense while efficiently managing their precious action points in this fast-paced chess battle.