What it does
Tiao is a browser-based strategy board game for two players. It combines mechanics similar to Checkers with Go-like board aesthetics. Players can compete online against random opponents, play friends via private game codes, face off against AI, or share a screen for local play. The game supports multiple time controls ranging from bullet (1+0 and 2+1 minutes) through blitz and rapid to classical formats, plus unlimited time matches. Players can also spectate ongoing games by pasting a game ID.
Who it is for
The game targets players interested in abstract strategy games. It appeals to people familiar with games like Chess, Go, or Checkers who want a new ruleset. The matchmaking and time controls suggest competitive players, while the AI and local modes serve casual players and those practicing solo.
Pricing
The site does not show prices. The game is free to play.
How it stands out
Tiao is entirely open-source under AGPL, giving it transparency and allowing community contribution. The game design was refined over years by its original designer before being developed into this digital version. The implementation uses modern web technologies (TypeScript, Next.js, WebSockets) to enable real-time multiplayer. It runs entirely in the browser with no installation required. The feature set is comprehensive: online matchmaking, private games, AI opponents, live spectating, and multiple time control options. The aesthetic draws from Go rather than adopting chess or checkers styling.
What a founder should check
First, examine the competitive landscape. Chess.com and Lichess dominate online strategy games with massive user bases and network effects. How does Tiao differentiate beyond being a new ruleset? Second, investigate switching costs and retention. Strategy game communities are sticky—players invest time learning openings and building rating histories. What hooks players into staying and playing regularly versus trying it once? Third, evaluate the business moat. The game is free and open-source, which removes monetization options but also removes revenue pressure. Without in-game purchases, premium accounts, or ads, scaling infrastructure costs must come from somewhere. How sustainable is this given hosting expenses on a VPS?
Thinking of building something like this?
Every launch here is a competitor to somebody's idea. If yours is close, check it against the market before you build: the Full Check names the rivals, the prices and the gaps.
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