BOARDKIND / FIELD NOTES

How it works

The workflow, examples and limits behind every tool.

01

PGN viewer ↗

The parser validates moves; previous and next controls rebuild the selected position.

Example: 1. e4 e5 2. Nf3 Nc6 gives four half-moves.

One main-line game, at most 20,000 PGN characters and 400 half-moves. No engine analysis, move evaluation, multiplayer or variation editor. Unicode piece appearance depends on local fonts.

02

FEN editor ↗

A FEN describes placement, side to move, castling, en passant and clocks.

Example: Load the starting-position FEN to inspect its board.

One main-line game, at most 20,000 PGN characters and 400 half-moves. No engine analysis, move evaluation, multiplayer or variation editor. Unicode piece appearance depends on local fonts.

03

Board diagram ↗

The current PGN step is used unless the FEN editor is active.

Example: Flip the board to show Black at the bottom.

One main-line game, at most 20,000 PGN characters and 400 half-moves. No engine analysis, move evaluation, multiplayer or variation editor. Unicode piece appearance depends on local fonts.

04

Export position ↗

Only the displayed position is included in the diagram.

Example: A board image can accompany your own study notes.

One main-line game, at most 20,000 PGN characters and 400 half-moves. No engine analysis, move evaluation, multiplayer or variation editor. Unicode piece appearance depends on local fonts.

05

Local work, explicit limits

Each workspace reports its input and file limits. Imports validate the supported format before asking to replace saved work. Plain text is displayed as text, never executed as markup. Both languages use the same tools; the root address always opens in English, with Chinese under /zh/.

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