Chaosweaver Chess

Chaosweaver Chess

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For fun and entertaining only.

The Legend of Chaosweaver Chess: A Game Woven from Chaos

Long ago, in a world where magic and logic danced an eternal waltz, there lived a great archmage-heretic named Aldric the Eternal Weaver. He was a master not only of spells but also of chess—a game he deemed "too predictable, too... dull."

The Birth of the Idea
One day, while observing a match between two royal strategists, Aldric smirked:
— "What kind of game leaves no room for chance? Where is the reflection of the true world—chaotic, ever-changing?"
Taking classical chess as his canvas, he decided to weave threads of chaos into its very fabric.

The Arcane Ritual
At midnight, under the light of three moons, Aldric melted the bones of an ancient dragon into a six-sided die (d6), enchanting each face:
1 — March of Fate (pieces march toward their doom).
2 — Resonance (replicating their strength).
3 — Inversion of Destiny (sides switch).
4 — Rewind Time (rewind a move).
5 — Phantom Mirror (cloning).
6 — Will of the Gods (royal teleportation).

Cast a spell upon the board, allowing pieces to defy the laws of space.
Whispered: "Henceforth, this shall be Chaosweaver Chess. May the strongest survive... if they can."

The Aftermath
The very first game, played between Aldric and the royal champion, tore reality asunder—pawns spontaneously promoted into queens, rooks vanished and multiplied and a king who declared checkmate suddenly found himself in his opponent’s place.

The game became legend, and its copies—prized relics hunted by mages, adventurers, and mad scholars. Some say Aldric himself vanished mid-game after rolling double sixes in a row...

The Modern Version
Today, Chaosweaver Chess is banned in many kingdoms, but secret clubs revere it for:
Unpredictability — Even a grandmaster cannot foresee the consequences of a die roll.
Drama — Matches often end in surreal scenarios.
Philosophy — It is a metaphor for life—order and chaos in eternal conflict.

"You do not play Chaosweaver Chess... you bargain with Fate itself." — Inscription on an ancient board.

A Cool Aesthetic Detail
In some sets, the die heats up when 3 or 6 is rolled—a nod to the "burning" upheaval of reality.

Chaosweaver Chess
"Where every move rewrites reality"

Rules

All standard chess rules apply, except the following:

Before each move, the player rolls a d6 die and executes the effect unless in check.

If after executing the effect the player's king is placed in check, they must resolve the threat with their standard chess move.
If the opponent's king is placed in check by the effect, the turn passes to them—they must address the check by standard means without rolling the die.

Gameflow Summary:
Roll die → Execute effect → Make standard move.
Exception: Skip your standard chess move if the opponent’s king is already in check after executing the effect.

Die (d6) Effects:

1 – March of Fate
All pieces except kings must move 1 square closer to the opponent's back rank along their current file. Movement occurs in strict order:
First, the rolling player's pieces move
Then, the opponent's pieces move
Movement Rules:
Only advances to empty squares (no captures/jumps)
All possible movements must be performed
Pawns promote upon reaching final rank (multiple promotions possible)
Kings are never moved by this effect

Example: 
White rolls a '1' on their first turn.
Position after the roll:


Now White must make a standard chess move.

Check Resolution:
If BOTH kings are in check after forced movement:
Immediate draw (mutual destruction)
If ONLY the rolling player's king is in check:
Player must resolve check with their standard move (if impossible, loses immediately)
If ONLY opponent's king is in check:
Opponent must resolve check immediately with their standard move (if impossible, loses immediately)

2 – Resonance
Place a copy of the piece type your opponent last moved (except kings) on your half of the board.
Example: If they moved a rook, deploy a new rook of your color on any empty square within your half (ranks 1-4 for White / 5-8 for Black).
No pawns on the 1st rank. If they moved a king—skip this effect.

3 – Inversion of Destiny
The board rotates 180°. Players swap colors—White becomes Black and vice versa.
Your original king now belongs to your opponent. Checkmate the king that was once your own.
This persists until game end or another "3" is rolled.

4 – Rewind Time
Undo the opponent's last move
Opponent's last moved piece returns to its original square.
Any captured piece is restored to its pre-capture position.
If the undone move was the king escaping check:
The king returns to its original, checked position.
The opponent must immediately resolve the check by standard means (no die roll allowed).
If a player rolls '4' three consecutive times, recreating the same checked position each time, the game ends in a draw by threefold repetition.

5 – Phantom Mirror
On the square the opponent departed from last turn, spawn a same-type piece of your color (except kings).
Example: If their bishop moved from c4, your bishop appears on c4.
If they moved a king—skip this effect.

6 – Will of the Gods 
The rolling player must immediately relocate their king to any unoccupied square on the board. The king "teleports" ignoring distance, obstacles, or prior positioning.
Safety Conditions:
The destination square cannot be under attack (as per standard check rules).
If no valid square exists (all empty squares are threatened or occupied):
The player loses immediately (equivalent to checkmate).

Check overrides:
If the die effect puts your king in check → resolve check immediately.
If it checks the opponent → they respond without rolling.