A downloadable Chessmaster11 MOD for Windows

Buy Now$5.00 USD or more

Download the game from: https://www.myabandonware.com/game/chessmaster-grandmaster-edition-gra
For the custom themes go to discord: https://discord.gg/zNj2GcZybf
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--Fixed notation bars info not showing info for some notations and the tine not being logged for some moves !---

ChessMaster 11 - UCI Analysis System

A comprehensive AutoHotkey v2 script that wraps ChessMaster 11 with UCI engine analysis, real-time notation tracking, game database, rich visual feedback, and advanced graphing systems.

QUICK SUMMARY OF FEATURES

  • Full UCI engine integration with live analysis, WDL graphs, MultiPV display
  • Custom OSD system with resizable windows, layout save/load, drawer toggles
  • Notation scoring engine with 10+ move quality tiers, SFX queue, animated companions
  • Capture detection and piece display with a custom chess font
  • Move log with per-glyph coloring in RichEdit
  • Polyglot log scraping for real-time game state
  • Child process architecture for non-blocking video preload
  • 3-in-1 unified evaluation graph (EVAL + ELO + WDL) with scrollable timeline
  • Maia 3 WDL Graph (showing move probabilities for every elo bracket as well as ELO-WDL/move)
  • HEE Graph (showing all Human estimated evaluations/elo bracket/move)
  • Complexity Analysis window with real-time positional metrics
  • Complexity fullscreen graph with collision-free label placement
  • Interactive graph tooltips on hover for all data elements
  • Game database with full eval/ELO/WDL/complexity data persistence
  • Persistent annotation system with auto-saving and real-time mini-board synchronization
  • Dynamic mentor and engine profile switching with real-time OSD feedback
  • Integrated Polyglot INI Config Editor for live engine tuning

Implemented Features (ChessMaster Mod)

1. PV Boards (Principal Variation Boards)

  • Functionality: Dynamic 6-board grid (1 Main, 5 PVs) synchronized with engine analysis.
  • Interactivity: Independent navigation per board, click-to-sync, and hover-scrollable move lists.
  • State Management: Persistent layout and board state synchronization with the main engine analysis.

2. Maia 3 Engine Integration

  • Directory: MAIA3/
  • Functionality: A neural network model trained on millions of human games from Lichess.
  • System Offerings: Unlike standard engines, Maia 3 predicts the most probable move a human player would make at a specific Elo rating. It focuses on mimicking human decision-making and playstyles rather than brute-force engine-perfect moves, providing a more natural opponent or analysis partner for human games.
  • Graph Integration: Includes a dedicated fullscreen tab in the Evaluation Graph (Tab 5) for deep-dive analysis of human-like move predictions.

Maia 3 OSD History Browsing

  • Functionality: Real-time bidirectional navigation through the current game's engine evaluation history.
  • Shortcuts: A / D (Single tap) or Ctrl + Left/Right (Power user).
  • Behavior: Scrolling back in time updates the OSD to show historical "Best Move", "Probability", and "Top Human Move" for that specific ply.
  • Persistence: Historical engine evaluations are saved directly into the games_db.ini, allowing for instant review of engine insights when loading past games from the database.

Training Maia 3 OSD

  • Hotkey: Alt+B
  • Behavior: Temporary popup window that appears on every move during gameplay or analysis.
  • Display Data:
    • Engine's Best Move (SAN)
    • Player's Move (SAN)
    • Probability of the Best Move
    • Probability of the Player's Move
    • "Top Move" (Most common human move at that Elo level)
  • Auto-hide: Automatically hides after 5 seconds.

Ranked Maia 3 OSD

  • Hotkey: Ctrl+Alt+B
  • Behavior: Persistent tracking window that toggles on/off.
  • Display Data:
    • P1 (White) and P2 (Black) statistics:
      • Move Count: Total moves played
      • Best Count: Moves matching engine's #1 choice
      • Top Count: Moves matching top 3 human moves
    • Accuracy Display: Visual percentage based on Best/Top counts
    • Tracks session performance across all Elo levels simultaneously.

3. HEE (Human Estimated Evaluation)

  • GUI: Dedicated HEE OSD bar.
  • Functionality: Human Estimated Evaluation system based on a proprietary formula.
  • System Offerings: It provides positional metrics that better align with human perception, bridging the gap between raw engine centipawn evaluations and the positional nuance often understood by human players.
  • Graph Integration: Includes a dedicated fullscreen tab in the Evaluation Graph (Tab 6) for visualizing HEE trends over the course of the game.

4. Move Log UI Modernization

  • Technology: Both the Live UCI Log and Database Move Log use advanced RichEdit controls with custom message-handling.
  • Precision Alignment: Implemented a PARAFORMAT2 tab-stop system (defined in twips) for pixel-perfect synchronization between both log windows. Columns (#WHITESYCPTIME|BLACK) remain perfectly aligned regardless of move notation length.
  • Read-Only Polish: A global WM_SETCURSOR handler suppresses the standard text-entry I-beam cursor, forcing a professional Arrow Pointer across all read-only analysis windows (UCI Log, DB Log, PV Boards).
  • Performance:
    • Named Timer Debouncing: High-frequency board redraws during scrolling are buffered (15ms) to ensure a silky-smooth UI experience.
    • Wheel Delta Accumulation: Optimized for modern high-precision mice, ensuring exactly one ply of movement per wheel notch.

5. Robust SFX System (see Core Features #12)

6. Engine Synchronization & Timing

  • Feature: _DelayUIUntil logic.
  • Purpose: Synchronizes raw engine move logging with CM11 board animations, preventing UI updates (like showing a "Game Over" result) until piece animations have fully completed.

7. Radar OVP Analysis (Overall Positional Visualization)

  • Functionality: Positional/Tactical analysis visualization displaying 9 theme scores (Material, Mobility, etc.) for the side to move, computed via the chessagine bridge server.
  • System Offerings: Displays 9 distinct theme scores (Material, Mobility, Space, Positional, King Safety, Tactical, Dark/Light Square Control, Tempo). It utilizes the chessagine bridge server (port 3100) to map raw evaluation into a normalized, visualized state, providing a snapshot of the "Overall Positional" profile.

Core Features

1. Shash UCI Engine Integration

  • ShashChess is launched as a UCI engine via named pipe communication (non-blocking)
  • Real-time analysis output parsing for best moves, scores, depth, and PV lines
  • Engine runs continuously, providing live evaluation as games progress
  • Pipe buffer is drained at ~60fps to prevent blocking
  • Error Resilience: Engine logging is wrapped in try-catch guards to prevent script termination during file-access sharing violations.

2. Real-Time Notation & Glyph System

Tracks move quality using engine evaluation deltas:

  • !! (Brilliant) - Score jumps +24+ cp from engine's perspective
  • ! (Good) - Engine's #1 move
  • !? (Interesting) - Complexity spike (evaluation fluctuation)
  • ?! (Dubious) - Slight inaccuracy (-0.5 to -0.9 cp)
  • ? (Mistake) - Clear error (-1.0 to -1.9 cp)
  • ?? (Blunder) - Major mistake (-2.0+ cp loss)
  • ?? (Major Error) - Catastrophic loss (-5.0+ cp)
  • ?? (Game Over) - Decisive (-10.0+ cp)
  • ∞ (Unclear) - High evaluation fluctuation
  • □ (Only Move) - #1 vs #2 gap > 2.0 cp

Each glyph triggers sound effects (MP3) for immediate audio feedback.

3. Visual Notation HUD (NP - Notation Panel)

  • Floating transparent overlay showing live notation stats
  • Displays glyph counts per player (White/Black columns)
  • WDL Display - Win/Draw/Loss percentages from engine evaluation:
    • White's perspective: W%, D%, L% (white win, draw, white lose)
    • Updates in real-time as engine provides WDL data
    • Shows "avg/X moves" as running average
  • Interactive: drag to move, click to toggle size, save/load position
  • Custom draw graph showing score trajectory over game

4. Shash OSD (On-Screen Display)

Main status panel with:

  • Engine thinking status (Waiting... / Thinking...)
  • White/Black advantage indicator
  • Current opening name
  • Move history with glyphs and eval scores using modernized RichEdit layout
  • Close button

5. Evaluation Graph Window (EvalGraphGui)

  • Floating transparent window with scrollable horizontal timeline
  • Unified 3-in-1 Layout (default mode):
    • EVAL Section (40%) - Centipawn evaluation dots with connecting lines, notation glyphs (!!/?/etc.), score labels
    • ELO Section (35%) - Progressive ELO estimation with 3 lines per player (ACPL-ELO, Human-ELO, Average-ELO), band fills between lines, connecting line rectangles
    • WDL Section (25%) - Stacked bar graph (W/D/L) per move with percentage labels inside bars
    • All three sections share a synchronized move timeline with labels at bottom
  • Fullscreen Modes (right-click cycles):
    • Tab 0 = Unified 3-in-1 layout
    • Tab 1 = EVAL fullscreen
    • Tab 2 = ELO fullscreen
    • Tab 3 = WDL fullscreen
    • Tab 4 = Complexity Analysis fullscreen
    • Tab 5 = Maia-3 Analysis fullscreen
    • Tab 6 = HEE (Human Estimated Evaluation) fullscreen
  • Graph Features:
    • Scrollable horizontally with mouse wheel
    • Collision-free label placement with leader lines
    • Glow effects on data labels when one player's value exceeds the other's
    • Band fills between ELO lines showing accuracy spread
    • Connecting line rectangles between consecutive dots
  • Interactive Tooltips - Hover over any data element to see detailed info:
    • EVAL labels: side, move number, evaluation score
    • ELO labels: series name (W.ACPL, B.Hum, etc.) and value
    • WDL bars: side, move number, Win/Draw/Loss percentages
    • Header boxes: Moves count, cMult, and other metadata
  • Position saves/loads with layout

6. Complexity Analysis Window (EloVarianceGui)

  • 900x102px floating window with 35% transparency
  • Title "Complexity Analysis" centered in cyan
  • Info bar: MultiPV Variance | cMult | Level | Moves count
  • WHITE/BLACK metric panels - 4 metrics per side + Posture row:
    • Mobility - Piece activity in enemy territory with depth/composite/posture multipliers
    • King Safety - Directional shield system with pawn bonuses, enemy penalties, attack detection
    • Pawns - Structure quality with doubled/isolated penalties, chain bonuses
    • Center - Control of central squares with exponential file weight falloff
    • Posture - Attacking/Balanced/Defensive stance based on piece weight distribution
  • Colored rectangles with 1px brighter borders, dark tinted backgrounds, dynamic text colors
  • 7-level color gradients (green→red) for metric values
  • Detailed tooltips with formula descriptions for all 12 metrics
  • Right-click toggles between CapturesOSD and Complexity window
  • G key toggle includes this window in hide/show cycle

7. Complexity Analysis Graph (Fullscreen Mode)

  • Full-screen graph with 3 panels: MOBILITY+CENTER, KING SAFETY+PAWNS, POSTURE
  • ELO-style label boxes with collision avoidance for each data point
  • Band fills between paired series (White vs Black) for visual comparison
  • Glow effects on labels when one side's value exceeds the other's:
    • White glows are brighter (e.g., 0x0055FFBB)
    • Black glows are darker (e.g., 0x00224488)
  • Posture bars centered on move positions with WHITE/BLACK labels
  • Side headers with panel titles and legends in larger fonts
  • Data labels with 65px wide boxes and collision detection
  • Interactive Tooltips - Hover over any label box to see series name, move number, and value

8. Captures Window (CapturesOSD)

  • Displays captured pieces for both sides with visual icons
  • ELO Values shown for both players:
    • ACPL-ELO - Engine-calibrated ELO from accuracy
    • HUMAN-ELO - Adjusted ELO accounting for blunders/mistakes/variance
    • AVG-ELO - Average of ACPL and Human ELO
  • ELO formulas:
    ACPL = Total_Centipawn_Loss / Moves_Count ACPL_ELO = 2620 * exp(-0.022 * ACPL_trimmed)  Human_ELO = ACPL_ELO - Blunder_Penalty - Mistake_Penalty - Variance_Penalty Blunder_Penalty = ELO * (1 - exp(-2.5 * Blunder_Rate)) Mistake_Penalty = Mistake_Rate * 120 Variance_Penalty = min(250, (ACPL_raw - ACPL_trimmed) * 4) 
  • Left side shows White's captures (Red), right shows Black's (Gray)
  • Shows captured piece icons in RichEdit windows
  • Toggle visibility via layout system
  • Right-click toggles to Complexity Analysis window

9. EvalBar Window

  • Vertical bar (50x500) showing current position evaluation
  • Displays:
    • Centipawn (cp) score
    • Mate indicator if available
    • WDL percentages (W/D/L)
  • Color-coded: Green for White advantage, Red for Black
  • Draggable, resizable
  • Updates at 300ms intervals

10. Game Database (PGN Storage)

Full game database with:

  • 24+ columns: Date, Time, White, Black, Result, Opening, Moves, W-ACPL, W-Hum, W-Avg, B-ACPL, B-Hum, B-Avg, W!, W??, B!, B??, W-Avg, B-Avg, W-Acc, B-Acc, Game, Label
  • Search with filter buttons
  • Player inputs - Edit White/Black names
  • PGN export - Full PGN with headers
  • Load to OSD - Double-click loads game back into analysis
  • ELO tracking - ACPL, Human, and Average ELO per game
  • Complexity data persistence - All per-move complexity metrics saved and restored with games
  • Maia History Persistence: Engine evaluation data (Best Move, Probability, Top Human Move) is saved for every ply, allowing for instant "post-mortem" analysis of any archived game.
  • Precision Move Selection: Click-to-move detection uses Tab-Counting logic, ensuring accurate move jumping regardless of notation length or column width.
  • Running averages - Cumulative ELO as you scroll
  • WDL accuracy - Win/Draw/Loss % from Notation HUD
  • Layout persistence - Saves/loads window position
  • Full data restore - Loading a game from DB restores: eval values, WDL data, ELO progressions, notation tags, complexity metrics, and Complexity_White/Complexity_Black state

11. File Drawer

  • Drag-and-drop files onto the drawer
  • Files open with default Windows program (not internal editor)
  • Windows appear above AHK OSDs
  • Drawer visibility saves/loads with layout

12. Sound Effects (SFX)

Comprehensive MP3 sound triggers:

  • Move sounds (bestmove, check, castle, capture)
  • Piece-specific captures (pawn, knight, bishop, rook, queen, king)
  • Game state (mate in 1-6, draw, time)
  • Notation events (blunder, advantage, dominating)
  • All-time stats persist across sessions

13. All-Time Stats Window

  • Accessible via button in Notation HUD
  • Shows aggregate notation counts across all games
  • Game results: W (human wins as White), B (human wins as Black), E (engine wins)
  • Human player identified by Settings.ini [Players] White name
  • Position saves/loads with layout

14. Layout System

  • All OSDs save position/size to Settings.ini on close
  • Windows include: Shash_OSD, NotationHUD, EvalBar, CapturesOSD, EvalGraph, EloVarianceGui, FileDrawer, GameDB
  • Auto-loads positions on startup
  • Drawer visibility persists
  • Right-click window state (CapturesOSD vs EloVarianceGui) saved as single RightClickWindow key

15. Intro Video Playback

  • Plays INTRO.mp4 or INTRO.mov on script startup
  • Uses Windows Media Player ActiveX control (WMPlayer.OCX.7)
  • Always-on-top, borderless, windowless video rendering
  • Auto-destroys after playback completes

16. Drawing System

  • Hotkey: Shift+D — 3-state toggle (Off → Setup → Active → Off)
  • 3 States:
    • Off: UI and overlay layer hidden
    • Setup: Toolbar visible + click-through overlay layer; resize/drag layer to align with the chess board
    • Active: Toolbar hidden, overlay layer remains visible and click-through (non-blocking)
  • Drawing Controls (when layer is aligned over board):
    • Middle-drag: Draw arrow
    • Middle-click on same square: Draw circle
    • Modifier colors: None=Green, Shift=Red, Ctrl=Yellow, Alt=Blue
    • Left-click outside board: Clears all drawings
    • Tapping the same arrow/circle toggles it off
  • Toolbar Buttons (Setup mode only): Save / Delete / Delete All / Toggle Grid
  • Per-ply persistence: Drawings are saved per ply in Draw_DB, so navigating moves restores the correct drawing set for each position
  • Click-through overlay: Layer uses WS_EX_TRANSPARENT, so it doesn't block game interaction
  • Grid toggle: Optional board grid overlay for alignment
  • Mini-Board Synchronization: Drawings created on the main game board are automatically saved and rendered on the Database window's mini-board during navigation.
  • Auto-Hide: Drawing layers automatically hide when the Database window is dismissed.

17. Animation & Volume Controls (UCI Main Window)

Located in the Shash OSD (UCI Engine Main Window), these controls manage animation playback and sound effect volumes:

Volume Sliders

  • Anims Slider (0-100): Controls the volume for companion animation playback (via ffplay)
  • SFX Slider (0-100): Controls the volume for MP3 sound effect playback (via ffplay)
  • Sliders persist their values to Settings.ini
  • Clicking either button toggles the respective animation system and updates the button color accordingly

18. Mentor & System Management

  • Mentor Selection Menu: Accessible via the Mentor button (🧠 [Name]) in the Engine OSD. Dynamically scans the Winboard/ directory for available engine profiles.
  • Engine Config Editor: Opens a dedicated UI (⚙ ENGINE|POLYGLOT CONFIG) to modify the active engine's Polyglot.ini file. Renders smart controls (sliders, checkboxes) based on the INI content.
  • Seamless Personality Integration: Selecting a mentor automatically updates the internal Chessmaster user.ini to match the personality, ensuring visual and engine consistency.
  • OSD State Indicators: Swapping mentors or toggling the database window triggers real-time OSD confirmations to verify the current active mode.

19. Hotkeys

All hotkeys require Game.exe or ChessMaster window to be active:

KeyAction
A / D Dual-Navigation: Board Prev/Next + Maia OSD History Navigation
Ctrl + Arrows Maia OSD History Browsing (Back/Forward)
Alt+Q Nuke Stockfish processes
Shift+D Toggle Drawing System (3-state: Off → Setup → Active)
Shift+Q Toggle move quality bars (MQBarW/MQBarB)
Shift+S Toggle SFX variant set (V-prefix sounds)
Ctrl+Shift+S Save snapshot + manual game save to database
Ctrl+Shift+L Save layout (all window positions)
Ctrl+L Load layout
Alt+D Toggle database window
S Toggle EvalBar visibility
B Toggle blunder alert
R Restart UCI engine
1 Mentor mode - LOW (2 Threads)
2 Mentor mode - HIGH (8 Threads)
X Stealth mode (hide/show all OSDs)
W Send Ctrl+F10 (ChessMaster shortcut)
F Send Ctrl+F (ChessMaster shortcut)
Q Send Ctrl+B (ChessMaster shortcut)
Z Send Ctrl+I (ChessMaster shortcut)
E Send Ctrl+V (ChessMaster shortcut)
Esc Kill engine processes, reset EvalHistory and graph
F7 Toggle file drawer visibility
C Toggle file drawer visibility
Shift+C Toggle CMD (Legend) window
F9 Toggle Shash OSD / Engine OSD resize
F8 Toggle media player resize
G Toggle graph mini mode
N Toggle Notation HUD visibility
3 Suspend all hotkeys
4 Resume all hotkeys
Right-click on Graph Cycle through graph tabs (Unified → EVAL → ELO → WDL → Complexity)
Right-click on CapturesOSD Toggle to Complexity Analysis window
Right-click on Complexity window Toggle back to CapturesOSD

Architecture

Data Flow

  1. Game.exe → ChessMaster 11 UI (the chess program)
  2. ShashChess → UCI engine via pipe → AHK parses output
  3. EvalHistory[] → Array storing each move's evaluation data:
    • val - Centipawn evaluation
    • shash_valshash_setshash_wdl_w/d/lshash_wdl_set - Engine analysis data
    • maia_bestmaia_probmaia_top - Maia History Persistence
    • evalTagwasBest - Notation metadata
    • wELObELOwHumanELObHumanELOwAvgELObAvgELO - ELO progression data
    • cx_wMobcx_wCentercx_wKingcx_wPawnscx_wPost - White complexity metrics
    • cx_bMobcx_bCentercx_bKingcx_bPawnscx_bPost - Black complexity metrics
  4. NotationCounts → Map tracking glyph frequencies
  5. GameStats → Per-game stats (blunders, best moves, etc.)
  6. AllTimeStats → Persistent INI file for career stats
  7. Complexity_White/Complexity_Black → Current move's complexity state
  8. Complexity_GameData[] → Historical complexity data array

Key Variables

  • EvalHistory[] - Move-by-move evaluation data (including Maia insights)
  • GameStats - Current game statistics
  • AllTimeStats - Career statistics
  • NotationCounts - Live notation tracking
  • ThinkingSide - Which side the engine is analyzing
  • _GameDB - In-memory game database array
  • GraphTooltipRects[]GraphTooltipTexts[] - Interactive graph tooltip data
  • Complexity_WhiteComplexity_Black - Current complexity state objects
  • Complexity_GameData[] - Historical complexity entries

Complexity Formulas

Mobility:

  • Base: pieceValue × advancement in enemy half (White ranks 5-8, Black ranks 1-4)
  • Developed pieces get partial credit: Rank 3/6: 0.15×, Rank 4/5: 0.35×
  • Composite multipliers: depth factor (0.3x-2.0x), composite factor (0.5-1.5), posture factor (Attacking ×1.3, Balanced ×1.0, Defensive ×0.6)

King Safety:

  • Directional shield system: front shield ×3 (direct), ×2.5 (diagonal), ×1.5 (2 files away)
  • Side shield ×2, rear pieces ×0.5
  • Castled bonus: +15, Uncastled center after move 8: -15
  • Pawn Shield Bonus: +12, Pawn Wall Integrity: +18/+8
  • Material Advantage: +0.5 per point (max +15), Advanced Pawn Zone: +4
  • Enemy penalties, defender attack detection, no friendly pieces within 4 Manhattan squares → 0%

Pawn Structure:

  • Base: 100, -12 per missing pawn, -20 doubled, -15 isolated
  • Proximity penalty: -3 per Manhattan distance unit from nearest friendly pawn (threshold >2)
  • Chain bonus: +10 per diagonal chain link (max +30)

Center Control:

  • Exponential file weight falloff: d/e=1.0x, c/f=0.5x, b/g=0.25x, a/h=0.125x
  • Core (d4/e4/d5/e5): pieceValue × 3 × fileWeight
  • Extended center: pieceValue × fileWeight
  • Pawn attacks weighted by fileWeight, enemy threats deduct contested piece value

Posture:

  • Attacking: >55% piece weight in enemy half
  • Defensive: <35% piece weight in enemy half
  • Balanced: 35-55%
  • Enhanced: undefended attacks, outnumbered defenses, fork detection, king zone pressure, pin detection, pawn attacking pieces

Files

  • Settings.ini - Layout positions, player names, right-click window state
  • games_db.ini - Game database (PGN + stats + eval data + complexity data + Maia history)
  • AllTimeStats.ini - Persistent career stats
  • snapshotsDB/ - Manual snapshot saves

Dependencies

Required

  • ChessMaster 11 (game.exe) - The chess program
  • ShashChess-MZ - UCI analysis engine
  • SFX_Preload.ahk - Preloads sound files for low-latency playback
  • SFX_Anim.ahk - Manages companion animation overlay (GIF/WebM) via child process
  • ffmpeg.exe - Video encoding for WebM animations (alpha channel support)
  • Node.js - Required to run the tactics analysis bridge server
  • TypeScript (npx ts-node) - Used to execute the analysis bridge server located in chessagine-tactics-analysis/server.ts

Required Assets

  • Fonts: The following font files are required for UI rendering:
    • Davidas.otf
    • LUCEFONT.TTF
    • MAGNFONT.TTF
  • Radar System Files: Radar.ahkradar_card_edit.pyradar_colors.pyradar_edit.pyradar_fix.pyradar_perspective.pyradar_state_edit.pyradar_ui_edit.py

Optional

  • mpv.exe / mpv/ folder - Alternative video player (not currently used; intro video uses Windows Media Player ActiveX)
  • ffplay.exe, ffprobe.exe - FFmpeg utilities (included with ffmpeg build)

Sound Files (MP3)

  • Move sounds: bestmove.mp3check.mp3castle king side.mp3castle queen side.mp3, etc.
  • Piece-specific captures: pawnX*.mp3knightX*.mp3bishopX*.mp3rookX*.mp3queenX*.mp3kingX*.mp3
  • Notation events: brilliant*.mp3good*.mp3interesting*.mp3dubious*.mp3mistake*.mp3blunder*.mp3major*.mp3gameover*.mp3
  • Game state: mate In *.mp3draw.mp3time.mp3book.mp3en passant.mp3pawn promotion.mp3
  • Side-specific: white blunder.mp3black blunder.mp3white dominating.mp3black dominating.mp3white mates.mp3black mates.mp3
Published 23 days ago
StatusReleased
CategoryGame mod
PlatformsWindows
AuthorChessMaster Infinity

Purchase

Buy Now$5.00 USD or more

In order to download this Chessmaster11 MOD you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

DOWNLOAD.txt 94 bytes
Chessmaster-INFINITY-1.1.exe 2.1 MB

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