Can you find today's chess opening in six tries? Drag your moves, submit, learn from Wordle-style colour feedback. One position worldwide.
Chessle is a daily chess puzzle dressed up like Wordle. You get a real position from the Lichess open puzzle database — checkmate-in-N, win material, or find the only defence — and 6 attempts to find the winning sequence. Drag your pieces on the board, then press Submit. Every move you played is graded with four colours: dark green (right piece on the right square), green (right piece, wrong square), tan (right square, wrong piece), grey (neither). The opponent answers between your moves — instantly with the canonical reply when you're on the line, or with a real chess-engine reply when you go astray. The position of the day is the same for every player worldwide; difficulty is Medium for everyone in Daily, with Easy and Hard tiers in Unlimited. Free, no account, no ads during play.
Each puzzle starts from a real game. The setup move is played for you; you're now on move. The status line tells you whose turn it is and how many moves you have to play this attempt.
Drag a piece to its square — or tap to select, tap to move. The opponent answers between your moves: instantly with the canonical reply when you're on the line, or with a real chess-engine reply when you deviate.
Use Take back to undo any of your pending moves. When the move-pip row at the top is full, hit Submit. Every move in your attempt is graded at once.
Dark green = right piece on the right square. Light green = right piece, wrong square. Tan = right square, wrong piece. Grey = neither. The legend stays visible; use the colours to repair your line on the next attempt.
Find the puzzle's intended sequence within six attempts. Daily plays Medium for everyone — same position worldwide. Unlimited adds Easy and Hard tiers.
Every move you submit is graded against the puzzle's intended sequence. Same idea as Wordle's tiles, just per chess move — dark green is exact, light green and tan are partial credit, grey is neither. Use the colours to repair your line on the next attempt.
Most puzzles fall into one of three buckets — checkmate-in-N, win material, or find the only defence. Look at material, king safety, and whose turn it is before you touch a piece. If white is up a piece and black to move, you're probably defending.
In that order. A move that gives check leaves the opponent very few legal replies, which is exactly what a puzzle wants. Walk every check, then every capture, then every direct threat — the right move is almost always one of them.
A puzzle isn't solved when you find your move — it's solved when you've checked the only sensible reply doesn't refute it. Submit only after you can name what the opponent plays back and see why your follow-up still works.
Dark green = exact ply. Light green = right piece, wrong square (you had the idea, just the wrong destination). Tan = right square, wrong piece (the square is the target, switch which piece arrives there). Grey = wrong on both axes. Most second-attempt solves come from acting on the tan signal.
If the puzzle says two moves, the answer is exactly two — not one and not three. A one-move mate doesn't appear in a two-move puzzle. Use the count to constrain your search: ‘what does my opponent play, and what's my second move that finishes it?'
Move pieces around freely while you're calculating — only Submit grades the attempt and burns one of your six tries. If the move-pip row at the top is full but you're not sure, take a piece back and try a different ordering.
One word per day. 6 guesses. The classic.
2 boards, 1 keyboard, 7 guesses.
4 boards, 1 keyboard, 9 guesses.
8 boards, 1 keyboard, 13 guesses.
16 boards, 1 keyboard, 21 guesses.
32 boards, 1 keyboard, 37 guesses.
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