Playing smarter on mobile during a chess match is tough until you test out the RoChess! script to help you out.
You play fast, rated chess against real people across nine different time controls, tackle over 1,300 rated puzzles, and practice against 19 different bots ranging from beginner to master. To make things even more interesting, you can use a custom AI bot built right into the game with five unique modes like BALANCED, MATE, GENOCIDE, ADAPTIVE, and SOLID.
If you want to let the custom bot handle some of the heavy lifting and show you the best moves, here is how to get the script running.
RoChess! Script – ⚠️ IMPORTANT TO KNOW: & More
task.spawn(function()
local W=game:GetService("Workspace")
local CG=game:GetService("CoreGui")
local UIS=game:GetService("UserInputService")
local setcl=setclipboard or toclipboard
local pFolder=W:WaitForChild("Pieces")
local bFolder=W:WaitForChild("Board")
local acts={}
local turn="WHITE"
local history={}
local mCount=0
local pState={}
local PT={Pawn=1,Knight=2,Bishop=3,Rook=4,Queen=5,King=6}
local VAL={[1]=100,[2]=320,[3]=330,[4]=500,[5]=900,[6]=20000}
local MODES = {
{ name = "BALANCED", time = 3.0, color = Color3.fromRGB(60, 100, 60) },
{ name = "MATE", time = 4.5, color = Color3.fromRGB(150, 80, 50) },
{ name = "GENOCIDE", time = 5.0, color = Color3.fromRGB(140, 20, 20) },
{ name = "ADAPTIVE", time = 60.0,color = Color3.fromRGB(80, 60, 150) },
{ name = "SOLID", time = 4.0, color = Color3.fromRGB(60, 100, 180) },
}
local modeIdx = 1
local MODE = MODES[modeIdx].name
local TIME_BUDGET = MODES[modeIdx].time
local botSignSearch = 1
local bit32 = bit32 or bit
local bxor, band, bor = bit32.bxor, bit32.band, bit32.bor
local lshift, rshift = bit32.lshift, bit32.rshift
local SQ_X, SQ_Y = {}, {}
for i=1,64 do SQ_X[i] = (i-1)%8+1; SQ_Y[i] = math.floor((i-1)/8)+1 end
local zobrist = {}
for i=1,64*12 do zobrist[i] = math.random(0, 2147483647) end
local zobristSide = math.random(0, 2147483647)
local function pieceIndex(pc) if pc > 0 then return pc else return -pc + 6 end end
local function zIdx(i, p) return (i-1)*12 + p end
local function computeHash(g, side)
local h = 0
for i=1,64 do
local pc = g[i]
if pc ~= 0 then h = bxor(h, zobrist[zIdx(i, pieceIndex(pc))]) end
end
if side == -1 then h = bxor(h, zobristSide) end
return h
end
local cellPos, cellParts = {}, {}
local boardReady = false
local colorCache = setmetatable({}, {__mode="k"})
local function hcall_safe_destroy(h) pcall(function() h:Destroy() end) end
local function initBoard()
if boardReady then return end
local okAll = true
for x=1,8 do for y=1,8 do
local s = bFolder:FindFirstChild(x..","..y)
if s then
local ok, pos = pcall(function() return s:GetPivot().Position end)
if not ok or not pos then
for _,c in ipairs(s:GetDescendants()) do
if c:IsA("BasePart") then pos = c.Position break end
end
end
if pos then
local idx = (y-1)*8+x
cellPos[idx] = Vector3.new(pos.X,0,pos.Z)
cellParts[idx] = s
else okAll = false end
else okAll = false end
end end
boardReady = okAll
end
local function clear()
for _,h in ipairs(acts) do if h then hcall_safe_destroy(h) end end
acts={}
end
local function findAdornee(obj)
if not obj then return nil end
if obj:IsA("BasePart") or obj:IsA("Model") then return obj end
return obj:FindFirstChildWhichIsA("Model", true) or obj:FindFirstChildWhichIsA("BasePart", true)
end
local function getCellCF(obj)
if not obj then return nil, nil end
if obj:IsA("BasePart") then return obj.CFrame, obj.Size end
if obj:IsA("Model") then
local ok, cf, size = pcall(function() return obj:GetBoundingBox() end)
if ok and cf and size and size.X > 0.1 and size.Z > 0.1 then return cf, size end
end
for _, c in ipairs(obj:GetDescendants()) do
if c:IsA("BasePart") and c.Size.X > 0.1 and c.Size.Z > 0.1 then return c.CFrame, c.Size end
end
local ok, piv = pcall(function() return obj:GetPivot() end)
if ok and piv then return piv, Vector3.new(4, 0.2, 4) end
return nil, nil
end
local function placeFlatMarker(cf, size, col)
local sx = (size and size.X) or 4
local sz = (size and size.Z) or 4
local sy = (size and size.Y) or 0.2
local d = math.max(sx, sz) * 0.92
if d < 0.5 then d = 3.7 end
local p = Instance.new("Part")
p.Name = "_MoveHL"
p.Size = Vector3.new(d, 0.02, d)
p.CFrame = cf * CFrame.new(0, sy/2 + 0.01, 0)
p.Color = col
p.Material = Enum.Material.Neon
p.Anchored = true
p.CanCollide = false; p.CanQuery = false; p.CanTouch = false; p.CastShadow = false
p.Transparency = 0.4
p.Parent = W
table.insert(acts, p)
end
local function addHighlight(adornee, col, fillTransp)
if not adornee then return end
local h = Instance.new("Highlight")
h.FillColor = col; h.OutlineColor = col
h.FillTransparency = fillTransp or 0.5
h.OutlineTransparency = 0
h.DepthMode = Enum.HighlightDepthMode.AlwaysOnTop
h.Adornee = adornee; h.Parent = adornee
table.insert(acts, h)
end
local function findCellByIndex(idx)
if not idx then return nil end
local cached = cellParts[idx]
if cached and cached.Parent then return cached end
local x = (idx-1)%8 + 1
local y = math.floor((idx-1)/8) + 1
local byName = bFolder:FindFirstChild(x..","..y)
if byName then cellParts[idx] = byName return byName end
if cellPos[idx] then
local best, bestDist = nil, math.huge
for _, c in ipairs(bFolder:GetChildren()) do
local cf = getCellCF(c)
if cf then
local flat = Vector3.new(cf.Position.X, 0, cf.Position.Z)
local d = (flat - cellPos[idx]).Magnitude
if d < bestDist then bestDist = d; best = c end
end
end
if best and bestDist < 4 then cellParts[idx] = best return best end
end
return nil
end
local function hlCell(obj, col, idx)
if not obj and idx then obj = findCellByIndex(idx) end
if obj then
local adornee = findAdornee(obj)
if adornee then addHighlight(adornee, col, 0.55) end
local cf, size = getCellCF(obj)
if cf then placeFlatMarker(cf, size or Vector3.new(4,0.2,4), col); return true end
end
if idx and cellPos[idx] then
placeFlatMarker(CFrame.new(cellPos[idx]), Vector3.new(4, 0.2, 4), col)
return true
end
return false
end
local function hlPiece(obj, col)
if not obj then return false end
local adornee = findAdornee(obj)
if adornee then addHighlight(adornee, col, 0.5); return true end
return false
end
local function getColInfo(p)
local count = 0
local maxVol = 0
local mainPart = nil
for _, c in ipairs(p:GetDescendants()) do
if (c:IsA("MeshPart") or c:IsA("Part")) and c.Transparency < 0.9 then
count = count + 1
local vol = c.Size.X * c.Size.Y * c.Size.Z
if vol > maxVol then maxVol = vol; mainPart = c end
end
end
if not mainPart then return nil, 0 end
local color = mainPart.Color
local partColor
if color.R > 0.85 and color.G > 0.85 and color.B > 0.85 then partColor = 1
elseif color.R < 0.15 and color.G < 0.15 and color.B < 0.15 then partColor = -1
else
local b = (color.R + color.G + color.B) / 3
partColor = (b > 0.5) and 1 or -1
end
return partColor, count
end
local function getColCached(p)
local cached = colorCache[p]
if cached then return cached.partColor end
local partColor, count = getColInfo(p)
if not partColor then return nil end
colorCache[p] = { partColor = partColor, count = count }
return partColor
end
local function scanBoard()
initBoard()
local g={} for i=1,64 do g[i]=0 end
local models={}
local kings = {}
for _,p in ipairs(pFolder:GetChildren()) do
if p:IsA("Model") and PT[p.Name] then
local pPos=p:GetPivot().Position
local pFlat=Vector3.new(pPos.X,0,pPos.Z)
local bIdx,bDist=nil,math.huge
for i=1,64 do
if cellPos[i] then
local dist=(cellPos[i]-pFlat).Magnitude
if dist<bDist then bDist=dist bIdx=i end
end
end
if bIdx and bDist<6 then
local c = getColCached(p)
local pt = PT[p.Name]
if c then g[bIdx]=pt*c; models[bIdx]=p end
if pt == 6 and c then table.insert(kings, {model=p, idx=bIdx, color=c}) end
end
end
end
return g, models, kings
end
local function fixKings(g, models, kings)
if #kings < 2 then return false, false end
local botSign = (turn=="WHITE") and 1 or -1
local botKing, enemyKing, rest = nil, nil, {}
for _,k in ipairs(kings) do
if not botKing and k.color == botSign then botKing = k
else table.insert(rest, k) end
end
if not botKing and #rest > 0 then botKing = rest[1]; table.remove(rest, 1) end
if #rest > 0 then enemyKing = rest[1] end
if botKing then g[botKing.idx] = 6 * botSign; models[botKing.idx] = botKing.model end
if enemyKing then g[enemyKing.idx] = -6 * botSign; models[enemyKing.idx] = enemyKing.model end
return botKing ~= nil, enemyKing ~= nil
end
local PST_RAW = {
[1] = {
0, 0, 0, 0, 0, 0, 0, 0,
5, 10, 10,-20,-20, 10, 10, 5,
5, -5,-10, 0, 0,-10, -5, 5,
0, 0, 0, 20, 20, 0, 0, 0,
5, 5, 10, 25, 25, 10, 5, 5,
10, 10, 20, 30, 30, 20, 10, 10,
50, 50, 50, 50, 50, 50, 50, 50,
0, 0, 0, 0, 0, 0, 0, 0,
},
[2] = {
-50,-40,-30,-30,-30,-30,-40,-50,
-40,-20, 0, 0, 0, 0,-20,-40,
-30, 0, 10, 15, 15, 10, 0,-30,
-30, 5, 15, 20, 20, 15, 5,-30,
-30, 0, 15, 20, 20, 15, 0,-30,
-30, 5, 10, 15, 15, 10, 5,-30,
-40,-20, 0, 5, 5, 0,-20,-40,
-50,-40,-30,-30,-30,-30,-40,-50,
},
[3] = {
-20,-10,-10,-10,-10,-10,-10,-20,
-10, 0, 0, 0, 0, 0, 0,-10,
-10, 0, 5, 10, 10, 5, 0,-10,
-10, 5, 5, 10, 10, 5, 5,-10,
-10, 0, 10, 10, 10, 10, 0,-10,
-10, 10, 10, 10, 10, 10, 10,-10,
-10, 5, 0, 0, 0, 0, 5,-10,
-20,-10,-10,-10,-10,-10,-10,-20,
},
[4] = {
0, 0, 0, 0, 0, 0, 0, 0,
5, 10, 10, 10, 10, 10, 10, 5,
-5, 0, 0, 0, 0, 0, 0, -5,
-5, 0, 0, 0, 0, 0, 0, -5,
-5, 0, 0, 0, 0, 0, 0, -5,
-5, 0, 0, 0, 0, 0, 0, -5,
-5, 0, 0, 0, 0, 0, 0, -5,
0, 0, 0, 5, 5, 0, 0, 0,
},
[5] = {
-20,-10,-10, -5, -5,-10,-10,-20,
-10, 0, 0, 0, 0, 0, 0,-10,
-10, 0, 5, 5, 5, 5, 0,-10,
-5, 0, 5, 5, 5, 5, 0, -5,
0, 0, 5, 5, 5, 5, 0, -5,
-10, 5, 5, 5, 5, 5, 0,-10,
-10, 0, 5, 0, 0, 0, 0,-10,
-20,-10,-10, -5, -5,-10,-10,-20,
},
[6] = {
-30,-40,-40,-50,-50,-40,-40,-30,
-30,-40,-40,-50,-50,-40,-40,-30,
-30,-40,-40,-50,-50,-40,-40,-30,
-30,-40,-40,-50,-50,-40,-40,-30,
-20,-30,-30,-40,-40,-30,-30,-20,
-10,-20,-20,-20,-20,-20,-20,-10,
20, 20, 0, 0, 0, 0, 20, 20,
20, 30, 10, 0, 0, 10, 30, 20,
},
}
local PST = {}
for pt=1,6 do
PST[pt] = {[1]={},[-1]={}}
for cSign in pairs({[1]=true, [-1]=true}) do
for i=1,64 do
if cSign == 1 then
PST[pt][1][i] = PST_RAW[pt][i]
else
local x = (i-1)%8
local y = math.floor((i-1)/8)
local mi = (7-y)*8 + x + 1
PST[pt][-1][i] = PST_RAW[pt][mi]
end
end
end
end
local function evalBoard(g, side)
local matPST = 0
local wB, bB = 0, 0
local wP, bP = {}, {}
local wpFiles = {0,0,0,0,0,0,0,0}
local bpFiles = {0,0,0,0,0,0,0,0}
local wPieces = 0
local bPieces = 0
local wK, bK = -1, -1
local matMult = (MODE == "SOLID") and 1.2 or 1.0
for i=1,64 do
local pc = g[i]
if pc ~= 0 then
wPieces = wPieces + (pc > 0 and 1 or 0)
bPieces = bPieces + (pc < 0 and 1 or 0)
local pt = pc > 0 and pc or -pc
local cSign = pc > 0 and 1 or -1
local val = VAL[pt] * (pt == 6 and 1.0 or matMult) + PST[pt][cSign][i]
if pc > 0 then matPST = matPST + val else matPST = matPST - val end
if pt == 1 then
local x = SQ_X[i]
if pc > 0 then wpFiles[x] = wpFiles[x]+1; wP[#wP+1] = {x=x, y=SQ_Y[i], i=i}
else bpFiles[x] = bpFiles[x]+1; bP[#bP+1] = {x=x, y=SQ_Y[i], i=i} end
elseif pt == 3 then
if pc > 0 then wB = wB + 1 else bB = bB + 1 end
elseif pt == 6 then
if pc > 0 then wK = i else bK = i end
end
end
end
if wPieces <= 2 and bPieces <= 2 then
if wB == 0 and bB == 0 then
local wN, bN = 0, 0
for i=1,64 do
if g[i] == 2 then wN = wN + 1 elseif g[i] == -2 then bN = bN + 1 end
end
if wN + wB + bN + bB <= 1 then return 0 end
end
end
local score = matPST
if wB >= 2 then score = score + 30 end
if bB >= 2 then score = score - 30 end
for x=1,8 do
local wc, bc = wpFiles[x], bpFiles[x]
if wc > 1 then score = score - (wc-1) * 15 end
if bc > 1 then score = score + (bc-1) * 15 end
local wl = (x == 1) and 0 or wpFiles[x-1]
local wr = (x == 8) and 0 or wpFiles[x+1]
local bl = (x == 1) and 0 or bpFiles[x-1]
local br = (x == 8) and 0 or bpFiles[x+1]
if wc > 0 and wl == 0 and wr == 0 then score = score - 20 * wc end
if bc > 0 and bl == 0 and br == 0 then score = score + 20 * bc end
end
for _, p in ipairs(wP) do
local isPassed = true
for _, op in ipairs(bP) do
if math.abs(op.x - p.x) <= 1 and op.y > p.y then isPassed = false; break end
end
if isPassed then score = score + (p.y - 2) * 10 end
end
for _, p in ipairs(bP) do
local isPassed = true
for _, wp in ipairs(wP) do
if math.abs(wp.x - p.x) <= 1 and wp.y < p.y then isPassed = false; break end
end
if isPassed then score = score - (7 - p.y) * 10 end
end
if wK ~= -1 then
local x, y = SQ_X[wK], SQ_Y[wK]
local shield = 0
if y >= 2 then
for dx=-1,1 do
if x+dx >= 1 and x+dx <= 8 then
local idx = (y-2)*8 + x+dx
if g[idx] == 1 then shield = shield + 10 end
end
end
end
score = score + shield
end
if bK ~= -1 then
local x, y = SQ_X[bK], SQ_Y[bK]
local shield = 0
if y <= 7 then
for dx=-1,1 do
if x+dx >= 1 and x+dx <= 8 then
local idx = y*8 + x+dx
if g[idx] == -1 then shield = shield + 10 end
end
end
end
score = score - shield
end
if MODE == "MATE" then
local eK
if side > 0 then eK = bK else eK = wK end
if eK ~= -1 then
local ex, ey = SQ_X[eK], SQ_Y[eK]
local attackBonus = 0
for i=1,64 do
local pc = g[i]
if pc * side > 0 and math.abs(pc) ~= 6 and math.abs(pc) ~= 1 then
local dx = math.abs(SQ_X[i] - ex)
local dy = math.abs(SQ_Y[i] - ey)
local dist = math.max(dx, dy)
if dist <= 3 then attackBonus = attackBonus + (4 - dist) * 8 end
end
end
score = score + attackBonus
end
elseif MODE == "SOLID" then
if wK ~= -1 then
local wk_y = SQ_Y[wK]
if wk_y > 3 then score = score - 250 end
end
if bK ~= -1 then
local bk_y = SQ_Y[bK]
if bk_y < 6 then score = score + 250 end
end
end
return score * side
end
local function isAttacked(g,opp,tx,ty)
local py=(opp==1) and ty-1 or ty+1
if tx>1 and py>=1 and py<=8 and g[(py-1)*8+tx-1]==1*opp then return true end
if tx<8 and py>=1 and py<=8 and g[(py-1)*8+tx+1]==1*opp then return true end
for _,d in ipairs({{2,1},{2,-1},{-2,1},{-2,-1},{1,2},{1,-2},{-1,2},{-1,-2}}) do
local nx,ny=tx+d[1],ty+d[2]
if nx>=1 and nx<=8 and ny>=1 and ny<=8 and g[(ny-1)*8+nx]==2*opp then return true end
end
for _,d in ipairs({{1,0},{-1,0},{0,1},{0,-1},{1,1},{1,-1},{-1,1},{-1,-1}}) do
local nx,ny=tx+d[1],ty+d[2]
if nx>=1 and nx<=8 and ny>=1 and ny<=8 and g[(ny-1)*8+nx]==6*opp then return true end
end
for _,d in ipairs({{1,0},{-1,0},{0,1},{0,-1}}) do
local cx,cy=tx+d[1],ty+d[2]
while cx>=1 and cx<=8 and cy>=1 and cy<=8 do
local pc=g[(cy-1)*8+cx]
if pc~=0 then if pc==4*opp or pc==5*opp then return true end break end
cx,cy=cx+d[1],cy+d[2]
end
end
for _,d in ipairs({{1,1},{1,-1},{-1,1},{-1,-1}}) do
local cx,cy=tx+d[1],ty+d[2]
while cx>=1 and cx<=8 and cy>=1 and cy<=8 do
local pc=g[(cy-1)*8+cx]
if pc~=0 then if pc==3*opp or pc==5*opp then return true end break end
cx,cy=cx+d[1],cy+d[2]
end
end
return false
end
local function isInCheck(g,color)
for i=1,64 do
if g[i]==6*color then return isAttacked(g,-color,SQ_X[i],SQ_Y[i]) end
end
return false
end
local function packMove(from, to, score)
if score < 0 then score = 0 end
return bor(bor(from-1, lshift(to-1, 6)), lshift(score, 12))
end
local function moveFrom(mv) return band(mv, 0x3F) + 1 end
local function moveTo(mv) return band(rshift(mv, 6), 0x3F) + 1 end
local function moveCore(mv) return band(mv, 0xFFF) end
local TT_MOVE_SCORE = 250000
local CAPTURE_BASE = 100000
local KILLER_BASE = 50000
local HIST_CAP = 40000
local killers = {}
local histTable = {}
for p=1,6 do histTable[p] = {} for t=1,64 do histTable[p][t] = 0 end end
local function genMoves(g, side, onlyCaps, ttMove, ply)
local m = {}
local ttCore = ttMove and moveCore(ttMove) or 0
local k1, k2 = 0, 0
if ply then
local k = killers[ply]
if k then k1 = k[1] or 0; k2 = k[2] or 0 end
end
local function score(from, to)
local core = bor(from-1, lshift(to-1, 6))
if ttCore ~= 0 and core == ttCore then return TT_MOVE_SCORE end
local victim = g[to]
if victim ~= 0 then
local attacker = math.abs(g[from])
local av = VAL[attacker]; if av > 500 then av = 500 end
return CAPTURE_BASE + VAL[math.abs(victim)] - av
end
if core == k1 then return KILLER_BASE + 100 end
if core == k2 then return KILLER_BASE + 50 end
local attacker = math.abs(g[from])
local hv = histTable[attacker][to] or 0
if hv > HIST_CAP then hv = HIST_CAP end
return hv
end
local function push(from, to, bonus)
m[#m+1] = packMove(from, to, score(from, to) + (bonus or 0))
end
for i=1,64 do
local pc=g[i]
if pc*side>0 then
local pt=math.abs(pc)
local x=SQ_X[i]; local y=SQ_Y[i]
if pt==1 then
local ny=y+side
if ny>=1 and ny<=8 then
local ni=(ny-1)*8+x
if not onlyCaps and g[ni]==0 then
local bScore = (mCount<=2 and (x==4 or x==5) and math.abs(y-ny)==2) and 50 or 0
push(i, ni, bScore)
if (side==1 and y==2) or (side==-1 and y==7) then
local ni2=(y+2*side-1)*8+x
if g[ni2]==0 then push(i, ni2, bScore) end
end
end
if x>1 then local cap=(ny-1)*8+x-1 if g[cap]*side<0 then push(i, cap) end end
if x<8 then local cap=(ny-1)*8+x+1 if g[cap]*side<0 then push(i, cap) end end
end
elseif pt==2 then
for _,d in ipairs({{2,1},{2,-1},{-2,1},{-2,-1},{1,2},{1,-2},{-1,2},{-1,-2}}) do
local nx,ny=x+d[1],y+d[2]
if nx>=1 and nx<=8 and ny>=1 and ny<=8 then
local ni=(ny-1)*8+nx local tgt=g[ni]
if tgt*side<=0 and (not onlyCaps or tgt~=0) then push(i, ni) end
end
end
elseif pt==6 then
for _,d in ipairs({{1,0},{-1,0},{0,1},{0,-1},{1,1},{1,-1},{-1,1},{-1,-1}}) do
local nx,ny=x+d[1],y+d[2]
if nx>=1 and nx<=8 and ny>=1 and ny<=8 then
local ni=(ny-1)*8+nx local tgt=g[ni]
if tgt*side<=0 and (not onlyCaps or tgt~=0) then push(i, ni) end
end
end
else
local dirs={}
if pt==4 or pt==5 then for _,d in ipairs({{1,0},{-1,0},{0,1},{0,-1}}) do table.insert(dirs,d) end end
if pt==3 or pt==5 then for _,d in ipairs({{1,1},{1,-1},{-1,1},{-1,-1}}) do table.insert(dirs,d) end end
for _,d in ipairs(dirs) do
local cx,cy=x+d[1],y+d[2]
while cx>=1 and cx<=8 and cy>=1 and cy<=8 do
local ni=(cy-1)*8+cx local tgt=g[ni]
if tgt==0 then
if not onlyCaps then push(i, ni) end
elseif tgt*side<0 then
push(i, ni) break
else break end
cx,cy=cx+d[1],cy+d[2]
end
end
end
end
end
table.sort(m,function(a,b) return a>b end)
return m
end
local function makeMove(g, mv, hash)
local from = band(mv, 0x3F) + 1
local to = band(rshift(mv, 6), 0x3F) + 1
local movingPiece = g[from]
local cap = g[to]
hash = bxor(hash, zobrist[zIdx(from, pieceIndex(movingPiece))])
if cap ~= 0 then hash = bxor(hash, zobrist[zIdx(to, pieceIndex(cap))]) end
hash = bxor(hash, zobrist[zIdx(to, pieceIndex(movingPiece))])
hash = bxor(hash, zobristSide)
g[to] = movingPiece; g[from] = 0
return cap, hash
end
local function unmakeMove(g, mv, cap)
local from = band(mv, 0x3F) + 1
local to = band(rshift(mv, 6), 0x3F) + 1
g[from] = g[to]; g[to] = cap
end
local TT = {}
local FLAG_EXACT, FLAG_LOWER, FLAG_UPPER = 0, 1, 2
local function ttSet(hash, entry)
local old = TT[hash]
if old and old.depth > entry.depth then return end
TT[hash] = entry
end
local startTime = 0
local nodeCount = 0
local stopSearch = false
local gameHashes = {}
local function quiesce(g, alpha, beta, color, hash, qDepth)
if stopSearch or qDepth > 8 then return evalBoard(g, color) end
nodeCount = nodeCount + 1
if nodeCount % 5000 == 0 then task.wait() end
if nodeCount % 1024 == 0 and os.clock() - startTime > TIME_BUDGET then
stopSearch = true; return evalBoard(g, color)
end
local standPat = evalBoard(g, color)
if standPat >= beta then return beta end
if alpha < standPat then alpha = standPat end
local m = genMoves(g, color, true, nil, nil)
for _,mv in ipairs(m) do
if stopSearch then break end
local victimVal = VAL[math.abs(g[moveTo(mv)])]
if standPat + victimVal + 200 >= alpha then
local cap, newHash = makeMove(g, mv, hash)
if not isInCheck(g,color) then
local score = -quiesce(g, -beta, -alpha, -color, newHash, qDepth + 1)
unmakeMove(g,mv,cap)
if score >= beta then return beta end
if score > alpha then alpha = score end
else unmakeMove(g,mv,cap) end
end
end
return alpha
end
local function minimax(g, depth, alpha, beta, color, hash, ply)
if stopSearch then return evalBoard(g, color), nil end
nodeCount = nodeCount + 1
if nodeCount % 5000 == 0 then task.wait() end
if nodeCount % 1024 == 0 and os.clock() - startTime > TIME_BUDGET then
stopSearch = true; return evalBoard(g,color), nil
end
if gameHashes[hash] and gameHashes[hash] >= 2 then return 0, nil end
local origAlpha = alpha
local ttEntry = TT[hash]
local ttMove = 0
if ttEntry then
ttMove = ttEntry.move
if ttEntry.depth >= depth then
local sc = ttEntry.score
if ttEntry.flag == FLAG_EXACT then return sc, ttMove end
if ttEntry.flag == FLAG_LOWER and sc >= beta then return sc, ttMove end
if ttEntry.flag == FLAG_UPPER and sc <= alpha then return sc, ttMove end
end
end
if depth <= 0 then return quiesce(g, alpha, beta, color, hash, 0), nil end
local inCheck = isInCheck(g, color)
if inCheck then depth = depth + 1 end
if depth >= 3 and ply > 0 and not inCheck then
local hasMaterial = false
for i=1,64 do
local pc = g[i]
if pc*color > 0 then
local pt = math.abs(pc)
if pt ~= 1 and pt ~= 6 then hasMaterial = true break end
end
end
if hasMaterial then
local R = (depth > 6) and 3 or 2
local nullHash = bxor(hash, zobristSide)
local nullScore = -minimax(g, depth - 1 - R, -beta, -beta + 1, -color, nullHash, ply + 1)
if stopSearch then return evalBoard(g, color), nil end
if nullScore >= beta then return beta, nil end
end
end
local futility = false
if depth == 1 and not inCheck and alpha > -90000 and alpha < 90000 then
local se = evalBoard(g, color)
if se + 250 <= alpha then futility = true end
end
local m = genMoves(g, color, false, ttMove ~= 0 and ttMove or nil, ply)
if #m == 0 then
local sc
if inCheck then
local baseMate = -999999 + (10-depth)*1000
if MODE == "MATE" then
sc = baseMate * 2
elseif MODE == "GENOCIDE" then
if color == -botSignSearch then
local victimsLeft = 0
for i=1,64 do
local pc = g[i]
if pc * color > 0 and math.abs(pc) ~= 6 then victimsLeft = victimsLeft + 1 end
end
if victimsLeft > 0 then sc = -50 else sc = baseMate * 2 end
else
sc = baseMate
end
else
sc = baseMate
end
else
sc = 0
end
ttSet(hash, {depth=depth, score=sc, flag=FLAG_EXACT, move=0})
return sc, nil
end
local bestM = 0
local legalMoveCount = 0
for _,mv in ipairs(m) do
if stopSearch then break end
local isCapture = g[moveTo(mv)] ~= 0
if (futility and not isCapture) then
elseif (depth <= 2) and not isCapture and not inCheck and legalMoveCount > 6 + depth*3 then
else
local cap, newHash = makeMove(g, mv, hash)
if not isInCheck(g,color) then
legalMoveCount = legalMoveCount + 1
gameHashes[newHash] = (gameHashes[newHash] or 0) + 1
local score
local reduce = 0
if depth >= 3 and legalMoveCount > 4 and cap == 0 then
reduce = 1
if depth >= 5 and legalMoveCount > 8 then reduce = 2 end
end
if legalMoveCount == 1 then
score = -minimax(g, depth-1, -beta, -alpha, -color, newHash, ply + 1)
else
score = -minimax(g, depth-1-reduce, -alpha-1, -alpha, -color, newHash, ply + 1)
if reduce > 0 and score > alpha then
score = -minimax(g, depth-1, -alpha-1, -alpha, -color, newHash, ply + 1)
end
if score > alpha and score < beta then
score = -minimax(g, depth-1, -beta, -alpha, -color, newHash, ply + 1)
end
end
gameHashes[newHash] = gameHashes[newHash] - 1
if gameHashes[newHash] <= 0 then gameHashes[newHash] = nil end
unmakeMove(g,mv,cap)
if stopSearch then break end
if score > alpha then alpha = score; bestM = mv end
if alpha >= beta then
if cap == 0 and ply then
local core = moveCore(mv)
local k = killers[ply]
if not k then k = {0,0}; killers[ply] = k end
if k[1] ~= core then k[2] = k[1]; k[1] = core end
local f = moveFrom(mv); local t = moveTo(mv)
local pt = math.abs(g[f])
histTable[pt][t] = histTable[pt][t] + depth*depth
end
break
end
else unmakeMove(g,mv,cap) end
end
end
if legalMoveCount == 0 then
if stopSearch then return evalBoard(g, color), nil end
local sc = inCheck and (-999999+(10-depth)*1000) or 0
ttSet(hash, {depth=depth, score=sc, flag=FLAG_EXACT, move=0})
return sc, nil
end
if not stopSearch then
local flag
if alpha <= origAlpha then flag = FLAG_UPPER
elseif alpha >= beta then flag = FLAG_LOWER
else flag = FLAG_EXACT end
ttSet(hash, {depth=depth, score=alpha, flag=flag, move=bestM})
end
return alpha, bestM ~= 0 and bestM or nil
end
local LINES = {}
local LINES_COUNT = 0
local LINES_MAX_TOTAL = 80000
local LINES_PER_HASH = 3
local LINES_MIN_DEPTH = 6
local function addLine(hash, move, score, depth)
if depth < LINES_MIN_DEPTH then return end
local list = LINES[hash]
if not list then list = {}; LINES[hash] = list; LINES_COUNT = LINES_COUNT + 1 end
for _, e in ipairs(list) do
if e.move == move then
if depth > e.depth then e.depth = depth end
if math.abs(score) > math.abs(e.score) then e.score = score end
return
end
end
list[#list+1] = { move = move, score = score, depth = depth }
table.sort(list, function(a, b) if a.depth ~= b.depth then return a.depth > b.depth end return a.score > b.score end)
while #list > LINES_PER_HASH do table.remove(list) end
if LINES_COUNT > LINES_MAX_TOTAL then
local removed = 0
for k in pairs(LINES) do
LINES[k] = nil; LINES_COUNT = LINES_COUNT - 1; removed = removed + 1
if removed >= math.floor(LINES_MAX_TOTAL * 0.3) then break end
end
end
end
local function getLineMove(hash, g, side)
local list = LINES[hash]
if not list then return nil end
for _, e in ipairs(list) do
local from = band(e.move, 0x3F) + 1
local to = band(rshift(e.move, 6), 0x3F) + 1
local pc = g[from]; local tgt = g[to]
if pc ~= 0 and pc*side > 0 and tgt*side <= 0 then
g[to] = pc; g[from] = 0
local bad = isInCheck(g, side)
g[from] = pc; g[to] = tgt
if not bad then return e.move, e.depth, e.score end
end
end
return nil
end
local function walkPV(g, hash, side, maxLen)
local pv, saved = {}, {}
local curHash, curSide = hash, side
for _ = 1, maxLen do
local entry = TT[curHash]
if not entry or entry.move == 0 then break end
local from = moveFrom(entry.move); local to = moveTo(entry.move)
local pc = g[from]
if pc == 0 or pc * curSide <= 0 then break end
local cap = g[to]
if cap * curSide > 0 then break end
if gameHashes[curHash] then break end
pv[#pv+1] = { hash = curHash, move = entry.move, score = entry.score, depth = entry.depth }
curHash = bxor(curHash, zobrist[zIdx(from, pieceIndex(pc))])
if cap ~= 0 then curHash = bxor(curHash, zobrist[zIdx(to, pieceIndex(cap))]) end
curHash = bxor(curHash, zobrist[zIdx(to, pieceIndex(pc))])
curHash = bxor(curHash, zobristSide)
g[to] = pc; g[from] = 0
saved[#saved+1] = { from=from, to=to, cap=cap }
curSide = -curSide
end
for i = #saved, 1, -1 do
local s = saved[i]
g[s.from] = g[s.to]; g[s.to] = s.cap
end
return pv
end
local function detectOpp(cur)
if not next(pState) then return end
local oppCol=(turn=="WHITE") and -1 or 1
local curPos={}
for i=1,64 do local c=cur[i] if c and c*oppCol>0 then curPos[i]=c end end
for i=1,64 do
local prev=pState[i]
if prev and prev*oppCol>0 and not curPos[i] then
for j=1,64 do
if curPos[j]==prev then
mCount=mCount+1
local fx=SQ_X[i] local fy=SQ_Y[i]
local tx=SQ_X[j] local ty=SQ_Y[j]
history[#history+1]=string.format("[Move %d] %s: (%d,%d)->(%d,%d) [Opp]",mCount,(turn=="WHITE") and "BLACK" or "WHITE",fx,fy,tx,ty)
curPos[j]=nil break
end
end
end
end
end
local function getColorSign() return (turn=="WHITE") and 1 or -1 end
local function play()
clear()
local g,models,kings = scanBoard()
local okBot, okEnemy = fixKings(g, models, kings)
if not okBot or not okEnemy then
print("[BOT] WARNING: Kings not found!")
return
end
detectOpp(g)
local side = getColorSign()
botSignSearch = side
local hash = computeHash(g, side)
gameHashes = { [hash] = 1 }
local best, bestScore, finalDepth, elapsed = nil, -math.huge, 0, 0
local fromLine = false
if MODE ~= "GENOCIDE" then
local lineMove, lineDepth, lineScore = getLineMove(hash, g, side)
if lineMove and lineDepth >= 8 and lineScore >= 0 then
best = lineMove; bestScore = lineScore; finalDepth = lineDepth
fromLine = true; elapsed = 0
end
end
if not best then
startTime = os.clock()
nodeCount = 0; stopSearch = false
killers = {}
for p=1,6 do for t=1,64 do histTable[p][t] = math.floor(histTable[p][t] / 2) end end
local prevBestMove1 = 0
local prevBestMove2 = 0
local maxD = (MODE == "ADAPTIVE") and 25 or 20
for d = 2, maxD do
local delta = 50
local alpha, beta = -math.huge, math.huge
if d > 2 and bestScore > -90000 and bestScore < 90000 then
alpha = bestScore - delta; beta = bestScore + delta
end
local currentBestMove = nil
local currentScore = -math.huge
while true do
local score, move = minimax(g, d, alpha, beta, side, hash, 0)
if stopSearch then break end
if score <= alpha then
alpha = math.max(-math.huge, alpha - delta); delta = delta * 2
elseif score >= beta then
beta = math.min(math.huge, beta + delta); delta = delta * 2
else
currentBestMove = move; currentScore = score; break
end
end
if stopSearch then break end
if currentBestMove then
best = currentBestMove
bestScore = currentScore
finalDepth = d
end
elapsed = os.clock() - startTime
if MODE == "ADAPTIVE" and d >= 8 then
if best == prevBestMove1 and best == prevBestMove2 then
break
end
prevBestMove2 = prevBestMove1
prevBestMove1 = best
end
local limitFactor = (MODE == "ADAPTIVE") and 0.95 or 0.55
if elapsed > TIME_BUDGET * limitFactor then break end
if bestScore > 90000 or bestScore < -90000 then break end
end
elapsed = os.clock() - startTime
if best then
local pv = walkPV(g, hash, side, 12)
for _, e in ipairs(pv) do
if e.score >= 0 then addLine(e.hash, e.move, e.score, e.depth) end
end
end
end
if best then
local from = moveFrom(best); local to = moveTo(best)
local tx = SQ_X[to]; local ty = SQ_Y[to]
local targetCell = bFolder:FindFirstChild(tx..","..ty)
local okCell = hlCell(targetCell, Color3.fromRGB(0,255,0), to)
if not okCell then print(string.format("[BOT] WARN: Cell %d,%d not highlighted", tx, ty)) end
local model = models[from]
local okPiece = hlPiece(model, Color3.fromRGB(0,100,255))
if not okPiece then print(string.format("[BOT] WARN: Piece idx=%d not highlighted", from)) end
mCount=mCount+1
local fx = SQ_X[from]; local fy = SQ_Y[from]
local tag = fromLine and "[LINE]" or "[Bot]"
local logStr
if fromLine then
logStr = string.format("[%s][Move %d] %s: (%d,%d)->(%d,%d) | Depth=%d Score=%.0f | 0.00s %s",
MODE, mCount, turn, fx, fy, tx, ty, finalDepth, bestScore, tag)
else
logStr = string.format("[%s][Move %d] %s: (%d,%d)->(%d,%d) | Eval: %.0f | Depth: %d | Nodes: %d | Time: %.2fs %s",
MODE, mCount, turn, fx, fy, tx, ty, bestScore, finalDepth, nodeCount, elapsed, tag)
end
history[#history+1] = logStr
print(logStr)
pState=g
else
mCount=mCount+1
history[#history+1]=string.format("[Move %d] %s: MATE/STALEMATE",mCount,turn)
print("[BOT] No move for "..turn)
pState=g
end
end
local isSearching = false
local function playSafe(btn)
if isSearching then return end
isSearching = true
if btn then btn.Text = "THINKING..." end
local ok, err = pcall(play)
isSearching = false
if btn then btn.Text = string.upper(turn).." [R]" end
if not ok then print("[BOT] ERROR:", err) end
end
local Players = game:GetService("Players")
local LP = Players.LocalPlayer
if CG:FindFirstChild("BotUI") then CG.BotUI:Destroy() end
if CG:FindFirstChild("BotSplash") then CG.BotSplash:Destroy() end
if LP and LP:FindFirstChild("PlayerGui") then
if LP.PlayerGui:FindFirstChild("BotUI") then LP.PlayerGui.BotUI:Destroy() end
if LP.PlayerGui:FindFirstChild("BotSplash") then LP.PlayerGui.BotSplash:Destroy() end
end
local sg=Instance.new("ScreenGui")
sg.Name="BotUI"
sg.ResetOnSpawn = false
sg.IgnoreGuiInset = true
sg.DisplayOrder = 9999
sg.Parent=CG
local frame=Instance.new("Frame")
frame.Size=UDim2.new(0,200,0,170)
frame.Position=UDim2.new(0.5,-100,0.5,-85)
frame.BackgroundColor3=Color3.fromRGB(30,30,30)
frame.BorderSizePixel=2
frame.BorderColor3=Color3.fromRGB(0,255,0)
frame.Active=true
frame.Draggable=true
frame.Parent=sg
local cnr=Instance.new("UICorner")
cnr.CornerRadius=UDim.new(0,6)
cnr.Parent=frame
local btnTurn=Instance.new("TextButton")
btnTurn.Size=UDim2.new(0,180,0,32)
btnTurn.Position=UDim2.new(0,10,0,10)
btnTurn.BackgroundColor3=Color3.fromRGB(217,215,201)
btnTurn.TextColor3=Color3.new(0,0,0)
btnTurn.Text="WHITE [R]"
btnTurn.Font=Enum.Font.SourceSansBold
btnTurn.TextSize=16
btnTurn.BorderSizePixel=0
btnTurn.Parent=frame
local c2=Instance.new("UICorner") c2.CornerRadius=UDim.new(0,4) c2.Parent=btnTurn
local btnLog=Instance.new("TextButton")
btnLog.Size=UDim2.new(0,180,0,32)
btnLog.Position=UDim2.new(0,10,0,52)
btnLog.BackgroundColor3=Color3.fromRGB(80,80,80)
btnLog.TextColor3=Color3.new(1,1,1)
btnLog.Text="LOG"
btnLog.Font=Enum.Font.SourceSansBold
btnLog.TextSize=16
btnLog.BorderSizePixel=0
btnLog.Parent=frame
local c3=Instance.new("UICorner") c3.CornerRadius=UDim.new(0,4) c3.Parent=btnLog
local btnMode=Instance.new("TextButton")
btnMode.Size=UDim2.new(0,180,0,28)
btnMode.Position=UDim2.new(0,10,0,94)
btnMode.BackgroundColor3=MODES[modeIdx].color
btnMode.TextColor3=Color3.new(1,1,1)
btnMode.Text="MODE: " .. MODE
btnMode.Font=Enum.Font.SourceSansBold
btnMode.TextSize=14
btnMode.BorderSizePixel=0
btnMode.Parent=frame
local c4=Instance.new("UICorner") c4.CornerRadius=UDim.new(0,4) c4.Parent=btnMode
local btnHelp=Instance.new("TextButton")
btnHelp.Size=UDim2.new(0,180,0,28)
btnHelp.Position=UDim2.new(0,10,0,130)
btnHelp.BackgroundColor3=Color3.fromRGB(40, 80, 120)
btnHelp.TextColor3=Color3.new(1,1,1)
btnHelp.Text="HELP / MODE GUIDE"
btnHelp.Font=Enum.Font.SourceSansBold
btnHelp.TextSize=14
btnHelp.BorderSizePixel=0
btnHelp.Parent=frame
local c5=Instance.new("UICorner") c5.CornerRadius=UDim.new(0,4) c5.Parent=btnHelp
local helpFrame = Instance.new("ScrollingFrame")
helpFrame.Size = UDim2.new(0, 400, 0, 400)
helpFrame.Position = UDim2.new(0.5, -200, 0.5, -200)
helpFrame.BackgroundColor3 = Color3.fromRGB(20, 20, 20)
helpFrame.BorderSizePixel = 0
helpFrame.Visible = false
helpFrame.ScrollBarThickness = 6
helpFrame.Parent = sg
local helpCorner = Instance.new("UICorner")
helpCorner.CornerRadius = UDim.new(0, 6)
helpCorner.Parent = helpFrame
local helpText = Instance.new("TextLabel")
helpText.Size = UDim2.new(1, -20, 0, 800)
helpText.Position = UDim2.new(0, 10, 0, 10)
helpText.BackgroundTransparency = 1
helpText.TextColor3 = Color3.new(1, 1, 1)
helpText.TextXAlignment = Enum.TextXAlignment.Left
helpText.TextYAlignment = Enum.TextYAlignment.Top
helpText.TextWrapped = true
helpText.Font = Enum.Font.SourceSans
helpText.TextSize = 15
helpText.Parent = helpFrame
helpText.Text = [[
MODE GUIDE:
[BALANCED]
The all-rounder. Time limit: 3.0s.
Uses a standard evaluation (material + position).
Finds good tactical moves without taking unnecessary risks.
Best for: Normal everyday games.
[MATE]
The Berserker. Time limit: 4.5s.
Heavily prioritizes attacking the enemy King.
Will sacrifice pieces if it means opening lines for a checkmate.
Weakness: Can lose on material if the attack fails.
Best for: Crushing beginners.
[GENOCIDE]
The Sadist. Time limit: 5.0s.
Refuses to deliver checkmate while ANY enemy piece is alive.
Will hunt down and destroy every pawn, knight, and rook first.
Best for: Humiliating the opponent.
[ADAPTIVE]
The Deep Thinker. Time limit: 60.0s.
Can search up to 25 plies deep.
Early stops only when the best move is stable across depths.
Will use the full 60s in complex tactical positions.
Best for: Hardcore analysis and playing at maximum strength.
[SOLID]
The Grandmaster. Time limit: 4.0s.
Values its own pieces 20% higher than normal.
Extremely strict King safety (penalizes moving King out of cover).
Will NEVER take risky piece sacrifices.
Best for: Flawless, defensive, error-free chess.
(Click outside this box to close)
]]
local helpBg = Instance.new("TextButton")
helpBg.Size = UDim2.new(1, 0, 1, 0)
helpBg.BackgroundTransparency = 1
helpBg.Text = ""
helpBg.Parent = helpFrame
helpBg.MouseButton1Click:Connect(function()
helpFrame.Visible = false
end)
btnHelp.MouseButton1Click:Connect(function()
helpFrame.Visible = not helpFrame.Visible
end)
btnMode.MouseButton1Click:Connect(function()
modeIdx = modeIdx % #MODES + 1
MODE = MODES[modeIdx].name
TIME_BUDGET = MODES[modeIdx].time
btnMode.Text = "MODE: " .. MODE
btnMode.BackgroundColor3 = MODES[modeIdx].color
LINES = {}; LINES_COUNT = 0
TT = {}
print(string.format("[BOT] Switched to %s (time=%.1fs)", MODE, TIME_BUDGET))
end)
UIS.InputBegan:Connect(function(i,gpe)
if not gpe and i.KeyCode==Enum.KeyCode.R then playSafe(btnTurn) end
end)
btnTurn.MouseButton1Click:Connect(function()
turn=(turn=="WHITE") and "BLACK" or "WHITE"
btnTurn.Text=string.upper(turn).." [R]"
btnTurn.BackgroundColor3=(turn=="WHITE") and Color3.fromRGB(217,215,201) or Color3.fromRGB(59,71,112)
btnTurn.TextColor3=(turn=="WHITE") and Color3.new(0,0,0) or Color3.new(1,1,1)
pState={}
playSafe(btnTurn)
end)
btnLog.MouseButton1Click:Connect(function()
if #history==0 then btnLog.Text="EMPTY!" task.wait(1) btnLog.Text="LOG" return end
local txt=table.concat(history,"\n")
if setcl then setcl(txt) btnLog.Text="COPIED!" else print(txt) btnLog.Text="IN CONSOLE!" end
task.wait(1) btnLog.Text="LOG"
end)
local splash = Instance.new("ScreenGui")
splash.Name = "BotSplash"
splash.ResetOnSpawn = false
splash.IgnoreGuiInset = true
splash.DisplayOrder = 10000
splash.Parent = CG
local sFrame = Instance.new("Frame")
sFrame.Size = UDim2.new(0, 500, 0, 400)
sFrame.Position = UDim2.new(0.5, -250, 0.5, -200)
sFrame.BackgroundColor3 = Color3.fromRGB(25, 25, 30)
sFrame.BorderSizePixel = 0
sFrame.Parent = splash
local sCorner = Instance.new("UICorner")
sCorner.CornerRadius = UDim.new(0, 8)
sCorner.Parent = sFrame
local sText = Instance.new("TextLabel")
sText.Size = UDim2.new(1, -40, 1, -100)
sText.Position = UDim2.new(0, 20, 0, 20)
sText.BackgroundTransparency = 1
sText.TextColor3 = Color3.new(1, 1, 1)
sText.TextXAlignment = Enum.TextXAlignment.Left
sText.TextYAlignment = Enum.TextYAlignment.Top
sText.TextWrapped = true
sText.Font = Enum.Font.SourceSans
sText.TextSize = 16
sText.Text = [[WELCOME TO CHESS BOT [RELEASE]
HOW TO USE:
1. Click the "WHITE/BLACK [R]" button to select your side.
2. Press the "R" key (or click the button) to make the bot calculate and highlight its move.
3. Follow the GREEN highlight (destination) and BLUE highlight (piece to move).
4. Click "MODE" to cycle through personalities (BALANCED, MATE, GENOCIDE, ADAPTIVE, SOLID).
5. Click "HELP / MODE GUIDE" for detailed descriptions of each mode.
6. Click "LOG" to copy the move history to your clipboard.
WARNING:
Use ONLY default piece skins! Custom or non-standard colors can break the bot's piece detection logic and cause it to malfunction.
DISCLAIMER:
This bot is a HELPER. It provides suggestions and tactical moves, but cannot replace human intelligence or game sense. Use it to assist your gameplay and learn chess, not to fully automate it. Play fair and have fun!
Click anywhere on this box to close.
]]
sText.Parent = sFrame
local sBg = Instance.new("TextButton")
sBg.Size = UDim2.new(1, 0, 1, 0)
sBg.BackgroundTransparency = 1
sBg.Text = ""
sBg.ZIndex = 10
sBg.Parent = sFrame
sBg.MouseButton1Click:Connect(function()
splash:Destroy()
task.spawn(function()
playSafe(btnTurn)
end)
end)
end)Copy the code above into a compatible Roblox script executor if you choose to test it.
RoChess! Script Status
Roblox and game updates can affect compatibility, so the script’s status should be treated as temporary rather than guaranteed.
Frequently Asked Questions
What is a RoChess! script?
A RoChess! script is third-party Lua code intended to run alongside the Roblox game through a compatible script executor.
What features does this RoChess! script include?
Different scripts contain different code. This version includes: ⚠️ IMPORTANT TO KNOW:, 🛠️ OPEN SOURCE:, 🚀 HOW TO USE:, 1. Execute the script., 3. Follow the highlights on the board!.
How do you use the RoChess! script?
Pick a compatible executor such as Hydrogen, MacSploit, AWP.GG, Delta, Fluxus, Codex, launch Roblox and join the game, copy the complete Lua code from the script card above, paste it into the executor’s editor, and click Run or Execute. Compatibility changes over time, so a name here doesn’t guarantee current support.
Can a RoChess! script get your Roblox account banned?
Yes. Third-party scripts can violate Roblox rules and may put an account at risk. Only use code from a source you trust, never enter your Roblox password into a script or executor, and test on an alternate account first.
Does the RoChess! script work on mobile?
Check whether both the executor and the script support your device and the current Roblox version. Mobile executor support does not guarantee that every script will work.