Players before traders: Inside Anichess’ game-first universe

BY
Ram Lhoyd Sevilla
/
Jan 14, 2026

In the last crypto cycle, “Web3 game” almost always meant the same thing in practice: you learned the token before you learned the rules.

New players were pushed toward whitepapers and ROI calculators, not tutorials. For millions of people in places like the Philippines and the rest of Southeast Asia, their first encounter with onchain gaming wasn’t really about play at all, it was about grinding a rewards token and hoping the price held up long enough to matter.

Anichess is quietly trying to flip that script.

You can open the game in a browser, play puzzles, battle with spells, and now dive into an entire cosmic universe of lore without ever touching a wallet or reading a tokenomics diagram. The newly released “Parchment of History”—a full-blown origin story about gods, worlds, and the birth of Anichess—is the latest signal that this project wants to be a game first and a Web3 project second.

And that distinction matters more than it sounds.

From play-to-earn hangover to game-first design

The scars from the last play-to-earn wave are still fresh.

Gamers and grinders alike remember the arc: euphoric yields, scholarship programs, guild dashboards; then sudden reward nerfs, collapsing token prices, and economies that only worked when new money was pouring in faster than it could exit. When the charts turned, most “games” built around those tokens revealed how shallow they really were.

Anichess comes from a different starting point with something brutally simple and incredibly resilient: chess. You can sit down and play Anichess without knowing what $CHECK is, how M8 works, or why anything is onchain at all. The first thing you confront is a board, pieces, and a spell layer that twists the position in ways that still obey a logic you can learn and master.

The economic layer exists—there is a token, an onchain point system, staking, and future rewards—but the order of operations is deliberate:

First the game, then the incentives. The “Parchment of History” takes that philosophy one step further.

Chess, war, and why the lore starts with a dying world

The lore doesn’t start with a token launch. It starts with a crisis.

In the story, there is a vast multiverse and a strange between-space called The Void, watched over by six “Divinities” who keep cosmic balance: Tyde (Water), Ignis (Fire), Acre (Earth), Tempest (Storm), Sentinel (Aether), and Epoch (Time), the narrator and keeper of the Parchment itself.

They notice a world named Mystra, a planet so finely balanced that life flourishes, until its dominant species advances faster than it matures. Technology outpaces wisdom, greed fuels conflict, and wars escalate until they threaten not just the planet but the stability of its entire dimension.

It’s a familiar warning: a civilization with powerful tools and fragile restraint.

To save Mystra without simply resetting it, the Divinities decide they need a completely new way to settle disputes, something that removes weapons from the equation and rewards intellect over destruction. Sentinel opens portals across dimensions looking for a model.

On a tiny world called Earth, he doesn’t find the answer in politics or law. He finds it in a game that has quietly survived for more than a thousand years: chess.

He watches tournaments, park battles, family games, and strangers grinding against AI on phones and laptops. The rules change their skins—wooden pieces, themed sets, digital boards—but the underlying system is constant, precise, and globally understood. No matter who plays, the same movements apply.

For the Divinities, that’s the revelation: a system of conflict that is structured, balanced, skill-based, and already battle-tested by humans themselves.

Chess, they decide, will be Mystra’s new arbiter; the mechanism that replaces war.

That decision is the heart of Anichess’ identity: this is not a game invented to justify a token. The tokenized layer is being built around a game that would still make sense if you stripped out the economics entirely.

Orbs, elements, and why the magic isn’t random

The lore then explains something that, in most games, is left as surface-level flavor:

why the magic looks the way it does.

Each Divinity sacrifices a piece of their own body, made of an impossibly dense material called Arellium, and forges it into an Orb linked to a specific chess piece:

  • Tyde shapes the Pawn of Water, a symbol of sacrifice, growth, and resilience.
  • Ignis creates the Knight of Fire, impulsive and explosive, shifting battles in unexpected ways.
  • Tempest forms the Bishop of Storm, slashing diagonals like lightning that can alter the landscape of a position.
  • Acre compacts the Rook of Earth, grounded, defensive, and unmovable.
  • Epoch carves the Queen of Time, whose reach spans every square and whose domain is foresight and recall.
  • Sentinel imbues the King of Aether, a piece of gravity and reality itself; slow to move, central to everything.

In gameplay terms, Anichess is about spells that reshape the board, alter movement, and bend the flow of a match. In lore terms, those spells aren’t arbitrary power-ups. They’re extensions of these Orbs, each one a physical shard of a divine being, sent from the Void into Mystra’s dimension.

That tie between story and mechanics is the point.

The magic isn’t “because Web3”; it’s because the universe itself has rules.

And even inside this carefully controlled system, there’s a catch: a lesser immortal called Chance, long treated as a jester, uses the Divinities’ exhaustion as a chance to stage a coup. In other words, even the best-designed game of skill still has to contend with volatility and opportunism.

For onchain natives, it’s hard not to read that as commentary: you can architect the fairest system you like—randomness, incentives, and bad actors still find a way in. The lore acknowledges that tension instead of pretending it doesn’t exist.

Game now, tokens later

None of this replaces the onchain layer. It frames it.

In the real world, Anichess does have $CHECK as a network token and M8 as a point system that tracks consistency and progression. There are staking pools, rewards programs, and onchain tournaments on the roadmap. Players who want exposure to that side of the project can study the details and decide how far into the economic layer they want to go.

But crucially, you don’t need to start there.

You can play Anichess like any other online game: log in, solve puzzles, try spells, lose matches, learn ideas, come back. You can read the Parchment of History as pure fantasy fiction and never once check the price of anything.

In a space where so many products ask you to connect a wallet before you even know if the game is any good, that ordering of priorities is rare.

The message embedded in the lore is the same one embedded in the product: conflict is decided by how you play, not by how early you speculated.

A template for how onchain games could grow up

The Parchment of History is not just flavor text for fans who like backstory. It’s part of a broader signal about what kind of project Anichess is trying to become.

Most games that endure—from traditional chess to modern titles like League, CS, or Dota—do so because the core loop and world are strong enough that people would still play them if you removed every cosmetic, every battle pass, every prize pool. Monetization rides on top of that.

Onchain games haven’t had many examples that meet that standard yet. The last cycle was dominated by systems where the token was the product.

Anichess is betting on a harder path:

  • Start with a game people actually want to play.
  • Build a universe that makes that game richer and more coherent over time.
  • Layer tokens and onchain mechanics as optional extensions of that experience, not as the reason it exists.

If people would still play your game with no token attached, you might be building something durable.

If they only show up when yields are high, you probably aren’t.

By grounding itself in a centuries-old strategy game and now backing it with a universe like the Parchment of History, Anichess is staking out a position: not just another token farm, but a game that happens to live—and eventually govern itself—onchain.

Ram Lhoyd Sevilla

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