# Flying Chess Rules
## Game Mode
- The player selects one color from Red, Yellow, Green, or Blue.
- The other three colors are controlled by robots.
- Turn order is Red -> Yellow -> Green -> Blue, then repeats.
## Controls
- Press `R`, `Y`, `G`, or `B`, or click the color indicator to select the player's color before rolling.
- Press `Space` or click the dice button to roll the dice on the player's turn.
- Press `1`, `2`, `3`, or `4`, or click a piece to move the corresponding piece.
- Robot players roll and move automatically.
## Takeoff
- A piece in its home base can only take off when its color rolls a 6.
- On takeoff, the piece moves from its home slot to that color's outer path start.
- Outer path start points: - Red: `Waypoint_0` - Blue: `Waypoint_14` - Green: `Waypoint_28` - Yellow: `Waypoint_42`
## Outer Path
- The board has 56 outer path points, numbered `Waypoint_0` through `Waypoint_55`.
- Every color moves clockwise along the same outer path order.
- Each color owns a 14-point color section.
- The color section starts two points before that color's takeoff start point.
## Safety Path And Finish
- After completing one full outer lap, a piece enters its own safety path.
- Safety path entrance is two points before the color's takeoff start point: - Red enters after `Waypoint_54` - Blue enters after `Waypoint_12` - Green enters after `Waypoint_26` - Yellow enters after `Waypoint_40` - Safety path nodes are named in order, for example `Safe_Red_1` through `Safe_Red_5`.
- After the last safety path node, the piece reaches the center finish.
## Collision Rule
- After a piece finishes moving on the outer path, the game checks whether that destination path point already has pieces from other colors.
- Every opponent piece on that same outer path point is sent back to its own home slot.
- Collision only happens on the outer path.
- Pieces on home slots, safety paths, or the center finish are not collided with by this rule.
- Pieces of the same color are not sent home by this rule.
## Robot Rule
- Robots roll automatically on their turn.
- A robot first tries to move a piece that is already on the board.
- If no active board piece can move, the robot tries to take off when it has rolled a 6.
- If no legal move exists, the turn advances automatically.