1 2 3 4 5 6 7 8 9 10 Timecontrol 10 | 15 Promotion Bishop, General, Knight, Queen, Rook on the 8th rank Note What I like the most about the General is that by having a new short-range piece, we can maintain the relevance of the Knight on a 10x8 board. We can also see that the General does not create shuffled starting positions where the player has three pawns unprotected as is the flaw of Carrera’s pieces. I hope you like it.
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Leothemaster3 Nov 28, 2022
1 2 3 4 5 6 7 8 9 10 Timecontrol 10 | 15 Promotion Bishop, Chancellor, Archbishop, General, Knight, Queen, Rook on the 8th rank Note This is the revised version of Royal Court. I have tried several variations of this position, but the only games I am providing are from the variation I like the most of these. What I like the most about this variation is that it does not leave unprotected or pseudo-protected Pawns and takes advantage of the feature of the 10x8 board where the long diagonal is not unique to save both tempi taken by fianchettoing a Bishop. I hope you like it.
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josephruhf Nov 23, 2022
1 2 3 4 5 6 7 8 9 10 Timecontrol 3 | 2 Promotion Queen, Bishop, Rook, Knight on the 8th rank Note Fairy placement chess arrives! Thanks @bsrti, for helping me find out riders and grasshoppers make the game too crazy!
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shell201211 Nov 18, 2022
Copy the Fen4 here (To ensure the game works properly, preset to 4pc and toggle N-check and Capture the King before pasting the Fen4) Knight's tour is a common chess-themed mathematical puzzle where the knight attempts to visit every square on a board with various dimensions. In this playable version, red has 63 moves to capture every pawn on an 8x8 sized board and obtain 63 out of 125 possible points. If red makes any move that does not capture a pawn, the z-checker will checkmate red before they get a chance to capture all the pawns, allowing yellow to win the majority of points and the game. A couple of things to note here: Obviously this is not a submission post; this is a solved 1-player puzzle made just for fun. It plays best with a futer or RandBot as yellow (as they have the boring job of just waiting), so there's no need to wait forever for someone to join your game. The only way --and I repeat: the ONLY WAY-- for red to win is to capture all 63 center pawns. Yellow does not have to take any of the green pieces in their box to earn their points, as red will eventually be checkmated and yellow will win any green pieces red did not take, including the pawns in the center. Threefold repetition does not exist either as red is constantly being checked, thus creating a new position every move.
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BoxJellyfishChess Nov 11, 2022
https://www.chess.com/variants/custom/game/31130482/107/1 A typical sliding puzzle you might see in plastic form, this requires cooperation between two players. The concept is to reach KOTH or Racing Kings square, both are possible, so is stalemate. The tactic to do so is quite obscure and requires manipulation of the knights. Like the other puzzle I can post this more properly if the concept is good enough however I am all for seeing other interesting puzzles and positions that are not good enough on their own.
I came up with this one out of amusement. It's a bit of a jokey one, but could make for an actual variant. Promotion is to a ferz on the 8th rank.
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shell201211 Nov 9, 2022
1 2 3 4 5 6 7 8 9 10 Timecontrol 5 | 3 Promotion Queen on the 8th rank Note What I like the most about "opposing triads" is that by having groups of three "pawns" of the same type, we can experience the way in which they interact both between those of the same type and those of others. So we can see how "berolinas" and "soldiers" do such a good job together to attack the rival king, while "stone generals" and pawns do the same to defend ours. Though of course that doesn't mean those are the only options we have. On the other hand, I think a battle of opposing castlings is something that is always exciting and fun. I hope you like it.
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Brauliocrates Nov 6, 2022
I have an idea for a new variant of chess: Kingless Chess. This variant is just like normal chess, with the exception that there are no kings on the board. To win, all of the opponent's pieces must be captured. However, I have noted that many games end in a draw, such as queen and rook versus queen, as the opponent can always evade traps without being captured, since there are no checks in this variant.
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DragonGamer231 Oct 28, 2022
The Brook - It moves like a bishop and a rook combined Value: 9 I hope the CGAs will add this piece soon; it's so cool!
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1Username2awesome3 Oct 27, 2022
1 2 3 4 5 6 7 8 9 10 Timecontrol 5 min Gamerules 5-check Promotion Queen, Bishop, Rook, Knight on the 8th rank Note The grasshoppers are very useful pieces, but it may be hard for them to cross the river. The alibaba-riders can only stay on your half of the board and they are good for defence against opposing pieces. It sometimes is a good idea to sacrifice material to get a check on the opponent's king. Most of the fighting often happens in the river as both players fight for control of the river to make sure they can attack and check the enemy king while the opponent can't do the same.
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WolfstarX Oct 24, 2022
1 2 3 4 5 6 7 8 9 10 Timecontrol 3 | 2 Gamerules RB Teams, Stalemate Loses Promotion Queen, Bishop, Rook, Knight on the 11th rank Note Hello all. I have been playing variants for awhile but this is my first submission, and it uses a concept that does not exist in any other variant - two teams of a player and computer, with the two computers (futers) playing against each other and both players use their pieces to influence the game in their favor. Game name: Tag Team Game description: Use your knights to help your teammate win! The rules: 4 player, teams, blue and green are futers who have their standard starting position (castling permitted), white and black are players who are allied to blue and green respectively. They each have six knights that they can use to influence the game between the futers as well as a royal wazir that can be used to pass moves. Play alternates White -> Blue (W's ally) -> Black -> Green and the game is over when either blue or green get checkmated or white or black gets stalemated (where the stalemated player loses). Due to symmetry and the similarities to normal chess (and the low skill level of the AI teammates), this game is unlikely to favor either player. The starting position: I have 15 testing games played against eight unique opponents over three days (most recent first): // latest version // this game uses an older version of the variant Some general musings that I've gathered from testing: Futers can spot simple tactics but are generally very weak. This creates some element of luck, though it is controlled luck since futers' behavior can be manipulated to some extent. Since the player moves before the ally futer, there are tactics in which a player can make a move that their ally can immediately capitalize on before the other team can react. The futer is usually ok at figuring out these tactics so players have some measure of control over what the futer does. The fifth game in the above list is an illustration with the move 17.Ne6! Players' knights can get stuck on the edge and not be permitted to develop. Moving the wazir is an option to pass one's move in such a situation (or in any situation). Losing all of one's knights is dangerous since if the opponent can get a knight to a1/h8 they win by stalemate. This alternate win condition makes the game more nuanced since there is an incentive to maintain more knights than the other human player but can be a high-risk high-reward strategy. The fourth game in the list featured a stalemate win. I hope you enjoy! ~ coolthing
What happens after a variant gets accepted? Like, where do you find it? Will there be tournaments?
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ChessMasterGS Oct 23, 2022
The initial idea was to make a custom variant combining the rules Racing King and Atomic. I wanted the king to have to reach the goal through a path full of pieces that would explode when captured.I remembered once playing a custom where I put my Xiangqi horse on a square that had bricks on all adjacent orthogonal squares and my xiangqi got stuck forever. It was there, eternally immobile and useless for being placed in a square that it was perfectly capable of entering but not leaving, like a cow trapped on the second floor. And besides, the enemy pieces could attack it from the diagonals. So I had the idea of ​​giving xiangqis like these to each player so that some bishops, through the diagonals, could detonate them and serve as mines that hinder the king's path to the goal. With these ideas in mind I started to make this custom game, but I quickly found out two things: that filling the board with bricks was not giving me the result I wanted, and that there was no point in giving players trapped pieces to serve as mines, if I could just put pieces that didn't belong to either player and would explode when captured.I abandoned the idea of ​​the enclosed pieces and chose the dabbaaba as “mines”. But I found a way to not completely abandon the trapped Xiangqi idea. Like to call it "Xianqis cage". https://www.chess.com/variants/custom/game/30171155/0/1 https://www.chess.com/variants/custom/game/30171178/0/1 Generals as the royal piece, Dabbabas as "mines" and the Xiangqis cage, are three elements of "the minefield" that were there since the first test I did of the game and that I want to keep. The first modification I made after trying those games was to add a second Xiangqis Cage and modify the quantity and arrangement of bishops: https://www.chess.com/variants/custom/game/30171628/6/1 https://www.chess.com/variants/custom/game/30171667/0/1 https://www.chess.com/variants/custom/game/30171688/13/1 At this point there were two things I didn't like. The first was that I wasn't enjoying the way the bishops interacted in the game, they were slow and poor at maneuvering and their destiny was almost always to go from their starting square to another one where they captured and exploited. Second, I felt that the general could pass very easily once some pieces were changed. So the next modification was to try new pieces instead of bishops and make the general have to pass closer to the mines on his way to the finish line: https://www.chess.com/variants/custom/game/30172027/0/1 This version already looks much more similar to the current version of “the minefield”. The new layout of the “mines” and the shape of the board have, so far, given me just what I was looking for, regarding the difficulty of the path to the general's goal in relation to the mines. This new distribution did not allow me to keep the second xianqis cage since the general could not pass due to the amount of mines (besides that an inert cage is enough). I wanted the center to remain dangerous but to be easier to clean up. This is how this structure arose: This is also part of the current version of the custom and I would like to maintain it. The Ferz cannot face each other. The mine that each one has in front of them does not actually obstruct them, but rather makes them control all the squares around said mine, these squares are precisely the squares that the enemy general would like to pass through, therefore it is an important line of defense for every player. Wazirs do can fight each other and in fact they do it from the initial position. My intention was to create a tension in the position with these wazirs that as long as it is not released by capturing or moving makes both players control the center. But if you decide to capture the enemy wazir in the first few moves, without thinking it through, as many of my opponents have done, then you would be removing the mine that makes your ferz so strong and the path of the enemy general will be a little easier.At this version I also changed the idea of ​​many pieces arranged around the whole board, for a few near their king: a bishop, a dragon and an archbishop. I wanted these to have to develop.I'm not quite sure what went through my mind at the time, but after only playing the game shown above, I decided to change the trio of bishop, dragon and archbishop to a trio of archbishops. And this the variant that I have played the most times and that I considered as official for submitting for the longest time: https://www.chess.com/variants/custom/game/30172364/7/1 https://www.chess.com/variants/custom/game/30172411/9/1 https://www.chess.com/variants/custom/game/30172445/0/3 https://www.chess.com/variants/custom/game/30172528/0/1 From here I add the "any capture" rule that I had considered before and I think I had just forgotten to add: https://www.chess.com/variants/custom/game/30172716/0/1 https://www.chess.com/variants/custom/game/30172765/0/1 (This line is relevant) https://www.chess.com/variants/custom/game/30172818/12/1 https://www.chess.com/variants/custom/game/30198910/23/1 https://www.chess.com/variants/custom/game/30208712/14/1 https://www.chess.com/variants/custom/game/30209858/20/3 https://www.chess.com/variants/custom/game/30210123/10/1 https://www.chess.com/variants/custom/game/30210155/28/1 From here I change the color of the mines so that they are all green. I had put them in two colors to make it look nice, but it didn't really work, and I felt that it was also perhaps confusing for other players. https://www.chess.com/variants/custom/game/30229284/22/1 https://www.chess.com/variants/custom/game/30229937/10/3 https://www.chess.com/variants/custom/game/30231463/22/3 I decide to reduce the squares of the finish line with the intention of giving more prominence to the mines in the most advanced squares. If any of these disappear, a general could occupy the square where they were and jump towards the goal that could now be controlled more easily as it is smaller. https://www.chess.com/variants/custom/game/30230233/7/1 https://www.chess.com/variants/custom/game/30230907/12/1 I fixed something to make the board look bigger and wrote the following description of the custom game that I sent to some of my opponents: “Capturing one of the green mines, an opponent's piece, or even one of YOUR OWN PIECES will cause an explosion affecting all surrounding pieces. Get to cross the minefield with your royal general to the finish line, or explode your opponent's to win. Archbishops are good at moving through the mines, use them to get an advantage. Xiangqi horses are trapped, pay attention not to unintentionally release your opponent's. Ferz and Wazir could be used as some kind of detonators, use them wisely. (With black pieces, rotate board if needed)” https://www.chess.com/variants/custom/game/30235849/0/1 https://www.chess.com/variants/custom/game/30235913/19/1 https://www.chess.com/variants/custom/game/30235958/13/1 https://www.chess.com/variants/custom/game/30236162/10/1 https://www.chess.com/variants/custom/game/30236182/23/1 https://www.chess.com/variants/custom/game/30236255/12/3 https://www.chess.com/variants/custom/game/30244635/12/3 https://www.chess.com/variants/custom/game/30244851/27/1 https://www.chess.com/variants/custom/game/30245120/34/1 I was actually ready to submit my NCV when I discovered a line (similar to the one I pointed out above) that made me want to tweak things again. Here the PGN: [StartFen4 "R-0,1,0,1-1,1,1,1-1,1,1,1-0,0,0,0-0-{'royal''i3','','f3',''),'pawnBaseRank':5,'wb':true,'dim':'10x10','noCorners':true}-x,x,x,x,x,x,x,x,x,x,x,x,x,x/x,x,x,x,x,x,x,x,x,x,x,x,x,x/x,x,1,x,x,4,x,x,1,x,x/x,x,x,x,gS,4,gS,x,x,x,x/x,x,x,gS,2,rF,yF,2,gS,x,x,x/x,x,x,2,gS,2,gS,2,x,x,x/x,x,1,gS,2,yW,rW,2,gS,1,x,x/x,x,2,gS,4,gS,2,x,x/x,x,4,gS,gS,4,x,x/x,x,1,gS,1,gS,rU,yU,gS,1,gS,1,x,x/x,x,yH,3,x,x,3,rH,x,x/x,x,yH,yH,1,yM,2,rM,1,rH,rH,x,x/x,x,x,x,x,x,x,x,x,x,x,x,x,x/x,x,x,x,x,x,x,x,x,x,x,x,x,x"] [Variant "FFA"] [RuleVariants "AnyCapture Atomic EnPassant KotH=c12,f12,g12,h12,i12,l12 Play4Mate"] [CurrentMove "0"] [TimeControl "3 min"] 1. Hk3-i4 .. Hd3-f4 2. Hi4-g3 .. Hf4-h3 3. Hg3-e4+ .. Mf3-e3 4. He4xHc3 .. Hh3-j4+ 5. Mi3-j3 .. Hj4xHl3 In fact, White's Hi4 or Black's Hf4 seemed too strong to me at the beginning of the game. So I thought of modifying that area of ​​the board so that the enemy pieces could not infiltrate. But I didn't like the result. I didn't really want the pieces to not be able to infiltrate the enemy territory, I just wanted it not to be so easy or so decisive to do so. I tried a few things playing against myself so I don't have game log of everything: Trying a different arrangament: I also tried with other pieces. I liked how the pieces that can jump move through the minefield, so I this: https://www.chess.com/variants/custom/game/30457520/18/3 I was trying to use pieces with a different value to see how that affected the gameplay, and also was trying to place pieces at the top of the board to control that area, or give you new chances of reaching the enemy general. I went back to the idea of ​​archbishops but subtracting one and with a different layout where hi4 and hf4 were considerably less strong, partly because I decided to remove the mines in D5 and K5: I tried two different positions with two "alfils" per side. One like the one seen in the image and another with the alfils placed where the arrows point. The circles indicate the squares that these pieces can occupy. In both positions the opposing alfils can come to grips. I might as well get to place them in a way that they don't. Then I tried the following position: Here I changed the bishops for a "mann". I tried this idea to make it easier at some point in the game to detonate the upper mines with this new piece. I wanted a piece that could also "develop" and get to play efficiently in the center or even lower on the board. As I understand it. Eating the opponent's mann without much thought in the first few moves is like wasting time. In these matches you can see that I decided to increase the size of the finish line again so that it makes more sense with the "mann": https://www.chess.com/variants/custom/game/30718033 https://www.chess.com/variants/custom/game/30739529/14/3 Can someone with experience in creating NCVs give me some advice for this part of the process? How do you proceed when you have an idea that you like but you are not sure about some elements of it? In my case, how can I decide which pieces to use from all the ones I've tried? how to decide the squares in which to place them? How do I know if I have placed the bricks correctly? Which one do you like more of all the versions that I have shown here?I feel that I should calculate much better and have a higher skill in general to be able to make these decisions better, and maybe we should be talking about that.
1 2 3 4 5 6 7 8 9 10 Timecontrol 3 | 2 Gamerules King of the Hill Promotion Queen, Bishop, Rook, Knight on the 8th rank Note Win the race by getting your royal general to the finish line. Giving check is forbidden. The arrangement of the bricks is intended to serve as a not so effective hiding place for the royal general, regarding the fact it forces it to pass through the center at some point of the race. I am totally sure that there is a better way to place them to improve the variant and I would appreciate any improvement idea.
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Brauliocrates Oct 18, 2022
1 2 3 4 5 6 7 8 9 10 Timecontrol 2 | 1 Gamerules Atomic, Any Capture, Fatal Capture, Sideways, GhostBoard, Stalemate Loses Promotion Bishop, Knight, Sailboat on the 7th rank Note Inspired by John Conway's Game of Life, the pawns 'die' in explosive fashion or promote to various pieces on different squares of the board. The quick pace combined with unintuitive layout allows for some urgency.
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Trento007 Oct 17, 2022
1 2 3 4 5 6 7 8 9 10 Timecontrol 10 | 6D Gamerules Bare Piece, Stalemate Wins Promotion Ferz, Wazir on the 8th rank Note Playing a lot of Chaturanga led me to create a variation of it such that pawns could promote by crossing centre, and optionally promote to a minister (Wazir) as well. This led for much more exciting and open Chaturanga gameplay, and is quite enjoyable to play. Upon discovery of the Dragon-Bishop piece, I decided to try utilizing them into the game and wound up with the current version of Dragonanga. I've been playing this variant for over 6 months now; even extensively studied some opening theory. The gameplay is very balanced and flexible, and there are some nice tricks and traps. Testing Game 2 is my favourite example of the Elephant trap, a trap that reminds me of Queens getting trapped in the corner for taking a pawn or rook with haste in normal chess. I've discovered some very fun and unique theory and tactics playing this variant and I would love to see others enjoy it too.
1 2 3 4 5 6 7 8 9 10 Timecontrol 3 | 2 Promotion Queen, Bishop, Rook, Knight on the 11th rank Note Alibabas are the perfect extra pair of pieces that you can add to the classic game without changing it too much. In this NCV they fit just right on the extra pair of squares behind both players' king and queen. These squares are also designed to maneuver with knights, bishops, queens, double rooks, hide the king, and probably more.
1 2 3 4 5 6 7 8 9 10 Timecontrol 1 | 1 Gamerules 40pt Checkmate, 9-check, King of the Hill, Capture the King Promotion Queen, Bishop, Rook, Knight on the 8th rank
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ChessMasterGS Oct 10, 2022
1 2 3 4 5 6 7 8 9 10 Timecontrol 4 | 5D Gamerules 3pt Checkmate, Stalemate Loses Promotion Off Note Time Control 4|5D Gamerules 3 Point Checkmate, Crazyhouse, In the case of stalemate the remaining players share the points Promotion Off Notes This is a 3 player chess variant with symmetry between the 3 different islands. I chose the set up because when I had 2 bots play against each other in symmetric positions, with one only having defensive pieces and the other only having offensive pieces, this was the only setup in which the defense could avoid checkmate half the time. I made checkmate 3 points so that one player resigning wouldn't have as great an impact on which of the remaining players wins. I added crazyhouse in order to allow pieces to get to any island without breaking the initial symmetry between the islands. With crazyhouse an army can infiltrate the island it didn't start on. I also found that crazyhouse seems to make the game more decisive and more aggressive than the game would be without crazyhouse.
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blunderyourqueen-NOW Oct 8, 2022

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