If you don't feel like wading through the rules below, the computer version will show all the pieces' possible moves by placing the mouse over them.
Berzerker - Moves like a Rook except that it can only move to capture. The Berzerker can move twice in one turn, capturing both times. It may capture friendly as well as opposing pieces.
Teleporter - Can teleport to any open space. It can also swap with any back-row piece (i.e., not Hatchlings, Exploders or Guardians). When there is only one Hatchling left, it can swap with it (to make it easier to get back a Wyrm). As an attacker, it is very limited, can only attack one square vertically and horizontally. The Teleporter is excellent for positioning pieces quickly and for getting the leader out of danger.
Ranger - Can attack from a distance. This piece can attack diagonally from up to 4 squares away. It will capture the target piece and stay on the square it was in. If it needs to move, it can move diagonally up to 3 spaces, but cannot capture while moving. It can either capture or move, not both.
Flier - Can fly over other pieces. It moves horizontally and vertically and can change direction any number of times (it cannot change directions back the way it came). However, since it must take off and land, it MUST fly exactly three spaces.
Leader -- like the usual Chess King, don't lose him. The Leader moves and captures like a Chess King as well -- one square in any direction. Once per game your Leader as its move can command one of your opponent's pieces to move as you wish, as long as the move is legal and no pieces are captured or destroyed. Note that checks are not announced and you are allowed to put you Leader in danger (However, in the computer version, you are not allowed to put your Leader in check). You can fortify (like castling) with the two pieces at either end if the Leader and the other piece have not moved yet -- the Leader moves three spaces toward the Spectre or Berzerker, which leaps to the far side. You can also swap with the Teleporter to get out of check.
Wyrm - A Phoenix for the Dark side, a Green Dragon for the Light. The Wyrm moves like a usual Chess Queen (any distance diagonally or orthogonally), except when it is captured, another one hatches from the Hatchlings (Pawns). It will hatch at the lowest numbered Hatchling. Note that this is automatic and takes up your next turn. Also note that if the square that that Hatchling occupies is attacked by an opposing piece, the Wyrm will not hatch and you will have lost it forever. (Or at least until one of your Hatchlings reaches the other side of the board and hatches - like Pawn promotion).
Assassin - The Assassin is a sneaky piece. It can move diagonally up to three spaces and change directions any number of times (it cannot change directions back the way it came). It is excellent for getting around obstacles and is a very good mid-board piece since it covers a good area (especially when combined with the Flier).
Marauder - This piece is like a Reflecting Bishop. It can move diagonally any number of squares and reflects off the side of the board. This makes it an excellent piece to use if you want to get to the other side of the board quickly or surreptitiously threaten a far-away piece. It can also move (without capturing ) one space horizontally or vertically to put itself on a different diagonal.
Possessor - A very powerful piece, the possessor can move two spaces in any direction and change direction (it cannot change directions back the way it came). This gives it excellent coverage. When it attacks, it doesn't capture the piece, but rather takes it over: the Possessor is removed from the board, and the piece attacked is now under the control of the player who had moved the Possessor. The exceptions to this are that they simply capture another Possessor or any front-row piece (they are mindless and cannot be possessed). You cannot un-possess. Note that if a possessed Wyrm is killed and a new one hatches, the new Wyrm will not be possessed. Also note that a possessed piece retains its characteristics and abilities when possessed, it is simply under the enemy's control. This means, for example, that if you were to possess the enemy Spectre, you would now have a piece that can pass through all of the enemy's pieces (which could be very, very handy)!
Spectre - Moves like a Rook, but it can move through its own pieces (except the Leader and Guardian). A very good defensive piece.
The following pieces are the front row pieces. They may not be possessed.
Hatchlings - like Pawns in usual Chess, except they can move up to three spaces on their first move, not just two. Hatchlings are numbered from one to eight. The lowest-numbered Hatchling still on the board automatically hatches into a Wyrm when that side's Wyrm is captured,unless it's on an attacked square. There is no en passant capture. Upon reaching the opponent's back row, a Hatchling promotes to a Berzerker, Teleporter, Ranger, Flier, Assassin, Marauder, Possessor, Spectre, or, if the player has none in play, a Wyrm. Promotion to a Wrym is required when possible.
Guardian - The Guardian is the Leader's protector piece. It moves just like a Queen but cannot capture or be captured. Also, no piece can fly over it, through it, etc.
Exploder - The Exploder is the Wyrm's protector piece. As its name indicates, it can explode. When it does so, it captures every diagonally or orthogonally adjacent piece -- except for the indestructable Guardians -- including pieces on its own side!!! It can capture normally, but if it does so, it is removed as well (having used up its energy). Conversely, if it is attacked, it takes its attacker with it. The only exception to this is the Ranger - since he can attack from a distance, he just makes the Exploder explode when he shoots it. The Exploder moves one step in any direction, like a King.
This version of the game calls itself Fantasy Chess, which was the original name of this game. You may play against another human sitting at same computer, or against a weak AI.