International Raumschach Federation · Tutorial

Learn Raumschach

Three-Dimensional Chess in Normal Form

Raumschach — German for “Space Chess” — was invented by Dr. Ferdinand Maack of Hamburg on March 3, 1907. It is chess elevated into a 5×5×5 cube of 125 cells across five stacked boards. This tutorial will bring a competent chess player up to speed in about fifteen minutes.

Contents

  1. The Board
  2. Coordinates
  3. Starting Position
  4. The Pieces
  5. The Unicorn
  6. Pawns
  7. Win & Draw
  8. Play Online
  9. Join the Federation
1

The Board — A 5×5×5 Space Cube

Forget the flat 8×8 board. Raumschach is played on a cube of 125 cells arranged as five 5×5 boards stacked vertically. Each board is a Level, labeled A (bottom) through E (top). Pieces move between levels just as naturally as they move across the usual ranks and files.

The diagram below shows the five levels as they appear on screen when you play the online game — levels spread out flat for readability. In your mind, imagine stacking them one atop another like floors of a building, or like decks of a starship.

five levels · stacked · a through e Level E Level D Level C Level B Level A vertical movement A (bottom) E (top) files a–e → ranks 1–5 ↑
Think of it as a building: Level A is the ground floor where White starts, Level E is the top floor where Black starts. A Rook can move horizontally across a floor, or ride the lift straight up or down through all five floors.
2

Coordinates — Level, File, Rank

Every cell has a three-part name: Level · File · Rank. Level is a capital letter A–E, file is a lowercase letter a–e, and rank is a digit 1–5. The center of the board is Cc3.

Examples: Aa1 is the bottom-left corner of Level A (White’s back corner). Ee5 is the top-right corner of Level E (Black’s back corner). When White’s King starts on Ac1, that means Level A, file c, rank 1 — the center of White’s back row.

Cc3 Level (A–E) File (a–e) Rank (1–5) reading a raumschach coordinate
3

The Starting Position

White occupies Levels A and B; Black occupies Levels D and E. Level C begins empty — a vast no-man’s-land in the middle of the cube. Each side has the usual pieces plus two Unicorns (explained in Step 5).

Initial Array — all five levels (E = top, A = bottom)

White pieces (levels A–B, cream)
Black pieces (levels D–E, violet)
K=King  Q=Queen  R=Rook  B=Bishop  U=Unicorn (↻Knight)  N=Knight  P=Pawn
White (levels A–B): Level A rank 1 — R · N · K · N · R  |  Level A rank 2 — five Pawns  |  Level B rank 1 — B · U · Q · B · U  |  Level B rank 2 — five Pawns. Black (levels D–E): Level D rank 5 — U · B · Q · U · B  |  Level D rank 4 — five Pawns  |  Level E rank 5 — R · N · K · N · R  |  Level E rank 4 — five Pawns. Unicorns (U) are shown here as upside-down Knight symbols, following the diagrammatic convention.
4

How the Pieces Move in 3D

Every familiar piece gains a new axis of freedom. The key insight from Dickins is elegant:

  • The Rook moves through cell faces — the six flat sides of a cube. This gives it three axes: along files, along ranks, and up/down through levels.
  • The Bishop moves through cell edges — every edge is shared by exactly two faces, giving 2D diagonals, including diagonals that climb or descend through levels.
  • The Unicorn moves through cell corners — each corner touches three faces simultaneously, giving purely 3D diagonal moves.
  • The Queen combines all three: Rook + Bishop + Unicorn.
  • The King moves one step in any Queen direction.
  • The Knight uses the classic (1-2) leap on any two of the three axes.
Move squares
Capture / move squares
Piece position
Light cell
Dark cell

Click a diagram to highlight moves — piece on center cell Cc3 of each level shown

Rook

Slides any distance along files, ranks, or levels — three axes, all orthogonal. From the center it reaches 12 cells per axis, 36 total.

Bishop

Slides along 2D diagonals — including diagonals that change level. From the center, 12 diagonal directions (6 pairs), up to 4 steps each.

Unicorn

The new piece. Moves only in three axes at once — through cell corners. From center, 8 directions. Only reaches cells where file, rank, and level all change together.

Note: No Unicorn can ever occupy Cc3 in a real game — the Unicorn’s color-complex (parity of level+file+rank) fixes it permanently to cells of one parity, and Cc3 is not on any Unicorn’s starting diagonal. This position is used here for geometrical illustration only.

Queen

The most powerful piece, combining Rook + Bishop + Unicorn. From the center it commands 52 cells out of 124.

Knight

Leaps (1, 2) on any two of the three axes. From the center, up to 24 possible landing squares. Cannot be blocked.

King

One step in any direction the Queen can move. From the center of the cube, the King reaches 26 surrounding cells.

5

The Unicorn — The 3D Bishop

The Unicorn is the only piece unique to Raumschach. Dickins describes it as the “three-dimensional Bishop”: where the Bishop moves through cell edges (changing two coordinates at once), the Unicorn moves through cell corners, changing all three coordinates simultaneously.

A Unicorn beginning on Aa1 can travel the long space diagonal to Bb2, Cc3, Dd4, Ee5 — a path that cuts straight through the heart of the cube. Note that this path is the only diagonal through Cc3 that a Unicorn can follow; a Unicorn placed anywhere else can never reach Cc3 at all, because the Unicorn’s parity (level + file + rank, mod 2) is invariant throughout its life. This also means no Unicorn could ever stand on Cc3 unless it began on the diagonal from Aa1 — which is precisely why the Unicorn illustration in Step 4 uses that square only as a geometric reference, not a legal starting position.

Each player begins with two Unicorns. White’s are on Bb1 and Be1. Black’s are on Da5 and Dd5 — note these are not the mirror of White’s files; the asymmetry is correct by the original rules. In diagrams, the Unicorn is conventionally illustrated as an upside-down Knight symbol. Maack’s own physical set used a modified Knight piece — a Knight figure with a horn attached to its head, standing upright — to distinguish it from the ordinary Knight.

Memory hook: Rook = faces (1D diagonal). Bishop = edges (2D diagonal). Unicorn = corners (3D diagonal). The cube’s geometry does all the work.
6

Pawns — Move Rookwise, Capture Bishopwise

Pawns in Raumschach follow an elegant rule: they move rookwise (one step along a rank or upward through levels) but capture bishopwise (one step diagonally), always advancing toward their promotion rank.

White Pawns promote on the 5th rank of Level E. Black Pawns promote on the 1st rank of Level A. There is no double-step first move and thus no en passant capture, per Thomas Rayner Dawson’s authoritative descriptions.

A White Pawn on Cc3 can move to Cc4 (rank advance) or Dc3 (level advance), and capture on Cb4, Cd4, Db3, Dc4, or Dd3 — five possible capture squares.

white pawn on Cc3 — moves (purple) and captures (red)
7

Winning, Check & Draw

Check, checkmate, stalemate, and draws by repetition or the 50-move rule all work exactly as in standard chess. The only difference is that the King can be attacked from far more directions — including from above and below — so exposing your King is even more dangerous.

Because the board is so large (125 cells), endgames tend to be longer. Rook-and-King versus lone King is a standard win. The Queen is enormously powerful given its combined Unicorn capability. The Unicorn alone cannot deliver checkmate but is a potent attacking piece in combination.

Promoted Pawns may become any piece — Queen, Rook, Bishop, Unicorn, or Knight.

Piece Move Type Dimensions Used Max Reach from Center
Rook Slides orthogonally (faces) 1 axis at a time 36 squares
Bishop Slides diagonally (edges) 2 axes simultaneously up to 28 squares
Unicorn Slides triagonally (corners) 3 axes simultaneously up to 16 squares
Queen Rook + Bishop + Unicorn All 52 squares
King 1-step Queen move All 26 squares
Knight (1,2) leap on any 2 axes 2 axes simultaneously up to 24 squares
Pawn Rookwise move, Bishopwise capture Varies 2 moves, up to 5 captures
8

Play Online Now

The IRF hosts a free browser-based Raumschach game at raumschach.org/raumschach.html. No download, no account, no fee. The interface shows all five levels side by side — click a piece to see its legal moves highlighted, then click the destination square.

Start by playing a few games against yourself, focusing on one piece type at a time to build intuition for the 3D geometry. The Rook is the most intuitive — start there. Then experiment with the Unicorn; its geometry is surprising and beautiful.

Beginner tip: Control the center — especially Cc3, the heart of the cube. From there, the Queen alone covers 52 of 124 other cells.
9

Join the IRF & Play Others

The International Raumschach Federation is open to all — no fees, no barriers. The IRF organizes Live Remote Play events where members play each other in real time, typically over a shared screen or video call while using the online board. No special software is needed beyond a browser.

To participate: contact the IRF via the Contact page. Read the IRF Charter — membership requires only agreement with the federation’s principles of open, non-commercial, rigorous play. Tournament pairings and results are published at Ratings & Results.

All published theory, rulings, and game records are freely available. The IRF maintains the canonical rule set grounded in Maack’s 1907 originals and the authoritative Thomas Rayner Dawson (1889–1951) descriptions of 1926. Further reading: Dickins (1969/71), Maack’s Game Rules.

Ready to play?

Open the board, set up your pieces, and begin your first game. The space cube awaits.