GAME is a TypeScript chess game engine — part of the ECHECS project.
It provides a single mutable Game class that manages board state, generates
legal moves, and detects game-ending conditions. Single runtime dependency:
@echecs/position.
npm install @echecs/game
import { Game } from '@echecs/game';
const game = new Game();
game.move({ from: 'e2', to: 'e4' });
game.move({ from: 'e7', to: 'e5' });
console.log(game.turn()); // 'white'
console.log(game.moves()); // all legal moves for white
new Game()Creates a new game from the standard starting position.
const game = new Game();
new Game(position)Creates a game from an existing Position object (from @echecs/position).
import { Position } from '@echecs/game';
const game = new Game(position);
game.turn()Returns the color whose turn it is to move: 'white' or 'black'.
game.get(square)Returns the piece on the given square, or undefined if the square is empty.
game.get('e1'); // { color: 'white', type: 'king' }
game.get('e4'); // undefined
game.board()Returns the board as an 8×8 array of Piece | undefined, indexed [rank][file]
with board()[0] = rank 1 (a1–h1) and board()[7] = rank 8.
game.board()[0]?.[4]; // { color: 'white', type: 'king' } (e1)
game.position()Returns the underlying Position object. Useful for direct access to castling
rights, en passant square, halfmove clock, fullmove number, and attack queries.
const pos = game.position();
pos.turn; // 'white' | 'black'
pos.isCheck; // boolean
pos.castlingRights; // { white: { king: boolean, queen: boolean }, black: { king: boolean, queen: boolean } }
game.moves(square?)Returns all legal moves for the active color. If square is given, returns only
the legal moves for the piece on that square.
game.moves(); // all 20 legal opening moves
game.moves('e2'); // [{ from: 'e2', to: 'e3' }, { from: 'e2', to: 'e4' }]
Each Move object has the shape:
interface Move {
from: Square;
to: Square;
promotion?: PromotionPieceType;
}
Where PromotionPieceType is 'queen' | 'rook' | 'bishop' | 'knight'. Both
Move and PromotionPieceType are exported from @echecs/game.
game.move(move)Applies a move. Returns this for chaining. Throws Error if the move is
illegal.
game.move({ from: 'e2', to: 'e4' });
game.move({ from: 'e7', to: 'e8', promotion: 'queen' }); // promotion
game.undo()Steps back one move. No-op at the start of the game.
game.redo()Steps forward one move (after an undo). No-op at the end of history. Cleared
whenever a new move() is made.
game.move({ from: 'e2', to: 'e4' });
game.undo(); // back to start
game.redo(); // e4 again
game.history()Returns the list of moves played so far. Undone moves are not included.
game.move({ from: 'e2', to: 'e4' });
game.history(); // [{ from: 'e2', to: 'e4' }]
game.isCheck()Returns true if the active color's king is in check.
game.isCheckmate()Returns true if the active color is in checkmate.
game.isStalemate()Returns true if the active color has no legal moves and is not in check.
game.isDraw()Returns true if the position is a draw by any of:
game.isGameOver()Returns true if the game is over by checkmate or draw.
@echecs/game re-exports the following from @echecs/position for convenience:
import {
Game,
Position,
STARTING_POSITION, // ReadonlyMap<Square, Piece> — the standard starting board
} from '@echecs/game';
import type {
CastlingRights, // { white: SideCastlingRights, black: SideCastlingRights }
Color, // 'white' | 'black'
EnPassantSquare, // typed en passant target square
Move, // { from: Square, to: Square, promotion?: PromotionPieceType }
Piece, // { color: Color, type: PieceType }
PieceType, // 'pawn' | 'knight' | 'bishop' | 'rook' | 'queen' | 'king'
PromotionPieceType, // 'queen' | 'rook' | 'bishop' | 'knight'
SideCastlingRights, // { king: boolean, queen: boolean }
Square, // 'a1' | 'a2' | … | 'h8'
} from '@echecs/game';
@echecs/game has no dependency on @echecs/pgn or @echecs/uci. The caller
bridges them.
// Feed engine moves from UCI into a Game
uci.on('bestmove', ({ move }) => {
game.move({
from: move.slice(0, 2) as Square,
to: move.slice(2, 4) as Square,
});
});
@echecs/pgn's Move.from is a disambiguation hint
(Square | File | Rank | undefined), not the origin square. PGN moves encode
only the destination square (to) and enough information to disambiguate which
piece moves there — they do not carry a full origin square in every move. To
replay a PGN, resolve each move against game.moves() by matching to and the
optional disambiguation hint:
import parse from '@echecs/pgn';
import { Game } from '@echecs/game';
import type { PromotionPieceType } from '@echecs/game';
const [pgn] = parse(pgnString);
const game = new Game();
for (const [, white, black] of pgn.moves) {
for (const pgnMove of [white, black]) {
if (!pgnMove) {
continue;
}
const legal = game.moves().find((m) => {
if (m.to !== pgnMove.to) {
return false;
}
if (pgnMove.from === undefined) {
return true;
}
// Disambiguation: pgnMove.from is a File, Rank, or full Square
return m.from.startsWith(pgnMove.from) || m.from.endsWith(pgnMove.from);
});
if (legal) {
// Map PGN promotion letter to full word, e.g. 'q' → 'queen'
const promotionMap: Record<string, PromotionPieceType> = {
b: 'bishop',
n: 'knight',
q: 'queen',
r: 'rook',
};
game.move({
...legal,
promotion: pgnMove.promotion
? promotionMap[pgnMove.promotion.toLowerCase()]
: undefined,
});
}
}
}
Contributions are welcome. Please read CONTRIBUTING.md for guidelines on how to submit issues and pull requests.