# Duplicate Chess > Local browser sandbox for "duplicate chess" — a four-player coupled-board chess variant. ## Start Here **Read the latest handoff first:** `.claude/handoffs/` (most recent file). It has session state, in-progress work, and ordered next steps. Then check `IDEA.md` for the project brief, `DECISIONS.md` for settled choices, and `docs/superpowers/specs/2026-05-19-duplicate-chess-design.md` for the full design. ## Project Identity A digitization of "duplicate chess," a four-player chess variant invented by Andrew Freiberg (Seth's father — also the inventor of the blind-chess variant behind the sibling `blind_chess` project). Four players (North, South, East, West) and four boards (NW, NE, SW, SE); each player controls one colour on two boards and must play the identical algebraic move on both. A captured piece leaves a frozen, capturable "ghost" twin on the player's other board. Every individual board always remains a legal game of orthodox chess. This project is a **local, single-operator sandbox/visualizer**: one screen, all four boards, an engine that enforces the synchronized-move coupling, renders ghosts, and detects the endgame. Its purpose is to let the variant be *seen* and studied — the inventor's own point is that it cannot be understood from prose alone. ## Current State - **Phase:** v1 **implemented and merged to `main`** — the engine and the compass UI are complete. Not yet manually browser-tested. - **Repo:** `git.sethpc.xyz/Seth/duplicate_chess` (`main`). - **Deploy target:** n/a — runs locally (`pnpm install && pnpm dev`). - **Stack:** Vite + Svelte 5 + TypeScript, `chess.js`. Single package; engine in `src/engine/` (pure, DOM-free; 27 vitest tests passing), UI in `src/lib/`. - **Commands:** `pnpm dev` (run) · `pnpm build` · `pnpm test` (engine) · `pnpm exec svelte-check --tsconfig ./tsconfig.json` (typecheck). - **Known follow-ups (not blocking):** interactive browser test still pending (a human task — `svelte-check` + manual is the design, see spec §8); history scrubbing is view-only whereas spec §4.3 says truncate-on-move (deviation — confirm which to keep); `deserialize` trusts the `player` field on replay; move log has no round numbers. See the latest handoff in `.claude/handoffs/`. ## Conventions - Inherits homelab conventions from `~/bin/CLAUDE.md` (gitea CLI, conventional commits, `.claude/handoffs/` for session state). - The engine (`src/engine/`) is DOM-free and the single source of truth for game state. The UI never computes legality itself. - Provisional endgame rules are marked PROVISIONAL in the spec — they are Claude's chosen defaults, not Andrew's rulings. Flag them if revisited.