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If you have a pinned piece, you must replace it with a pawn. If it is a pawn that is pinned, it is replaced with a queen.
Both players are connected to bio-monitoring devices (EEG, EKG, Heart and Breathing rate, Galvanic Skin response, Blood Sugar and Hydration Levels). At higher ratings, the urge to urinate and vascular constriction (fight or flight response) are also measured. The twist is, you can see your opponent's read-outs and he can see yours, but neither can see his own. Negative points are awarded to the losing player upon achieving an uncontrolable rage with veins popping on the neck with a bright red face as he throws the chess board across the room as he storms off muttering under his breath about how everybody is an idiot.
I sense a personal story here. (;-D)
Two people talk about "Star Wars" and argue right next to the game, the first to correct them when they say "Luke I'm not your father" loses.
You play with only queen and pawns and the first person to lose all the pieces wins. You must capture a queen when possible and if you cant then you have to capture a pawn and if you cant capture any piece you can do anyrthing
The position is set up like this:
HostagesYou may choose one of the enemy's troops to be your hostage. Hostages are captured pieces. You may send that one troop into the game at any time to the square you captured it on. Here are rule:1. You may not place the piece if it delivers immediate check.
2. You may not place the piece if the square is occupied by any piece, regardless of side.
3. You may not place the piece when you are in check, even if placing it blocks check.
4. Placing the hostage piece is your move for that turn.
Double agents are pieces that can be controlled by both sides. They would be a gray color, representing that they are neutral. There would be two bishop, rook, and knight double agents. Rules:1. The BDA's (Bishop Double Agents), would begin at squares c4 and f5
2. The RDA's would begin at squares a4 and h5
3. The NDA's would begin at squares b5 and g4
4. The Double Agents can not block check or give check.
5. The Double Agents can share squares with one piece, but only with the side it last moved with.
6. The Double Agents being moved does not count as a move only once. After that, all Double Agent moves count as your turn.
7. If a double agent is captured, it can become that side's hostage piece. If the side that captured it chooses it not to be the hostage piece, then it remains on the board, sharing a square with the piece that "captured" it. (This is an exception to rule 5.)8. Double Agents may not be moved by both sides consecutively.
In this chess variant, each piece has a powerup.
Pawn: Pawns can, at any position or time during the game, take two turns where it is promoted to a rook, bishop, or knight. If the piece is captured, it returns to pawn status. (Known as: Pawn 2-Power)
Rook: Rooks can promote to a SuperRook at any position in the game, as long as the game is at least 15 moves in. The SuperRook can become invincible for one move, unstoppable. It can plow through pieces and capture them all, without having the risk of capture. If the SuperRook hits one of their pieces, however, it is demoted to Rook status. (Known as: SuperRook)
Knight: The knight can promote to the double knight at any position in the game as soon as it makes it's first move. The double knight splits into two knights that can jump in the same way a regular knight would. The two knights in the double knight mirror each other. If one of the two knights in the double knight where to move [c3-d5], the other would move [c3-d2]. These pieces can capture, but if either one of the two knights hits any of their pieces, it demotes to a regular knight on the square that did not house any of their pieces. This powerup lasts for three moves. (Known as: Double Knight)
Bishop: The bishop can promote to DiagonalWarp at any time in the game, as long as the bishop is within the 16 central squares. The DiagonalWarp, sometimes known as the DW, can drive underground, and pop up at any position, as long as it is diagonal to it's previous square. It can not capture pieces along the way to it's new square, but can not be captured until it reaches it's new square. This powerup lasts for two moves. (Known as: DiagonalWarp, or DW)
Queen: The queen does not have much it can be upgraded to, but it can be promoted to a queen bomb. You destroy all enemy pieces 2 squares away from the queen, in a square. If the king is in that radius, it is simply transported to where the queen has just been. (Known as: BombQueen)
I believe I've just witnessed the invention of a brand new board game, loosely derived from an ancient board game known as "chess."
In time scrambles, if a player makes five moves in ten seconds, he can set off a stink bomb under his opponents nose.
If the move number is a prime number, you must remove one of your own units instead of making a move.
You can't make a move after which you king is attacked by your own piece. They are regicidal traitors and they would kill your own poor king. The only exception is your queen - it is attacking your king from the start. If you can't make a move, it is a lose for you, if there exists such a move, after which your king is attacked by your piece, but not by opponent's, otherwise it is still a stalemate.
Your poor king -- attacked on all sides by his own people! It's especially sad to picture his own wife attacking him "from the start." Is this the case for both players? Or do players get to roll some dice before the game to see if they start out surrounded by traitors? If the dice went against me, I think I'd resign right away and try a nice game of checkers.
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