Fen4:
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Gamerules: 9-check, King of the Hill, RB vs YG, Promotion to bishop | on the 8th rank
Time control: 1 min | 10 seconds delay
Testing games:
https://www.chess.com/variants/custom/game/25457859/1/1https://www.chess.com/variants/custom/game/25499690/1/1https://www.chess.com/variants/custom/game/25501768/1/1https://www.chess.com/variants/custom/game/25537285/1/1https://www.chess.com/variants/custom/game/25750238/1/1https://www.chess.com/variants/custom/game/26180610/1/1https://www.chess.com/variants/custom/game/26680241/1/1https://www.chess.com/variants/custom/game/26744659/1/1https://www.chess.com/variants/custom/game/26785499/1/1https://www.chess.com/variants/custom/game/27017511/1/1
Description: Fog of war complicates your progress, work together with your teammate to develop your pieces and create a strategy to win.
Notes: Here I will list the testing games again with extra examples (remarked upon in parenthesis) relevant to them and give notes on the process of developing the variant as well as ideas pertaining to playing the variant.
https://www.chess.com/variants/custom/game/25457859/1/1
Nearly the original concept, the wazir is placed very forwards and as a result becomes aggressive in the game easily. The right side is undecided on layout and currently free to walk in with the king without punishment by the ferz, likewise the positioning of green's pieces are undecided. Result - Win
https://www.chess.com/variants/custom/game/25484432/1/1
(Very similar to previous test game with minor layout differences one being that the king cannot walk in without the ferz pressuring it. The extra wall moved into the southern structure requires the king to cross the white squares. Result - Loss)
https://www.chess.com/variants/custom/game/25499690/1/1
Major changes including layout differences on the left and right side and green's pieces have been shuffled around. Notably, the right side is almost open for the ferz to move through however it is easily lead away, and the squares are being selected to inhibit or allow knight movement. Result - Win
https://www.chess.com/variants/custom/game/25501768/1/1
More changes to layout including the right side is almost modern (minus one square to block off knight movement, K5, similarly the knights present a problem of trading into kings early), the wazir has been moved to a different position and is still placed aggressively. A good way to determine the aggressiveness of the placement is how many moves it takes to reach the square E8. Result - Loss
https://www.chess.com/variants/custom/game/25537285/1/1
Green pieces are being shuffled and the wazir has been moved to the final location. The right side is almost modern (minus it not being open for the ferz). Wazir is positioned to eat the dead pawn, this leaves extra tempo open for kings to escape ferz. Wazir is placed to not be too aggressive yet not be irrelevant. Result - Win
https://www.chess.com/variants/custom/game/25537565/1/1
(Same setup as previous test game, closer result although the king of the hill was rushed. Result - Win)
https://www.chess.com/variants/custom/game/25538402/1/1https://www.chess.com/variants/custom/game/25538536/1/1https://www.chess.com/variants/custom/game/25538668/1/1
(Different setup for the wazir, here you can see how irrelevant it can be when in the wrong spots. Interestingly it is closer to the E8 square by one move, however due to the muncher status it will waste another tempo moving to take the pawn, and thus this is possibly one of the worst closeby positions for it.)
https://www.chess.com/variants/custom/game/25592217/1/1
(Here you can see aggressive wazir positioning with the modern right side layout. Green piece positioning continues to change with the main intention of finding proper difficulty levels. Result - Loss)
https://www.chess.com/variants/custom/game/25750238/1/1
Bishops are on the modern squares, one knight is on the modern square. How many moves it will take for the knights to either trade with the kings or move through the right side must be carefully considered and depends upon their placement as well as the walls. Result - Loss
https://www.chess.com/variants/custom/game/25750358/1/1
(The same layout as the previous test, the previous one shows a defensive style with an overstep with the king at the end, this one shows a more offensive style with a successful escort of the king)
Ultimate design decisions: What feels right as far as difficulty is concerned. Avoiding scenarios where you are losing pieces for free without rewarding you for developing. Having a defensive game where the pressure is greater as you advance rather than the opposite.
Subsequent tests are from the modern version.
https://www.chess.com/variants/custom/game/26180610/1/1
Result ½-½ AGREED. Most likely a loss, but with some proper luring of the AI it may be possible for red to allow blue to advance to king of the hill or more likely that red will need to allow green to check their king and defeat both the knight and rook in order to allow for a victory.
https://www.chess.com/variants/custom/game/26680241/1/1
Result - Loss. An example of what can go wrong if there is little or no cooperation between the players, as even with some trades or defensive play there are still the kings to worry about and perhaps more importantly, you need to develop your pieces or else they block your ally from doing so.
https://www.chess.com/variants/custom/game/26744659/1/1
Result - Win. A standard victory by defeating green, perhaps showing the importance of controlling the center (E and F) files.
https://www.chess.com/variants/custom/game/26785499/1/1
Result - Win. A victory by defeating green, showing how green can attempt to use yellow to survive.
https://www.chess.com/variants/custom/game/27017511/1/1
Result - Win. A victory by king of the hill, maintaining the kings in the center possibly in order to use them as bait for the ferz.
Some notes on the variant as a whole:
The kings placed in the center are often left alone in favor of your other pieces, in the center they protect a few valuable knight squares, however they can occasionally be used to attack the green position. They are best kept connected.
Developing your pieces is important, if you don't you are liable to lose them to long range attacks from green, try to keep them well defended and move forward in the position. If you don't develop your pieces, your ally will also be unable to develop some of their pieces, this is very important. Avoid using your kings until necessary.
Some opening moves may be better than others, similarly some moves may be good in sequence. Try to use the tempo you and your ally have to move together and stay defended.
The dead pieces on the board all serve some purpose, normally cutting off vision for attacking pieces. Usually if there is a dead piece you want to be defended before you take it, use them as a barrier before you advance.
Pay attention to the various files on the board as your pieces need to use them to spot the enemy invincible pieces, as well as secure a path to victory. The light squared bishops are particularly effective at this due to the ferz being on the light square.
Don't forget about your pawns, often the kings can stay near them and offer protection, however sometimes they will find a target and free themselves or be freed and required elsewhere. Make sure to go along the proper path to promote them to a bishop of your color choice.
This variant was inspired by Yu-Gi-Oh! Dungeon Dice Monsters and was based off of the template "Detour" from the 4pc presets. Here is an example custom variant of this variant, created by a player included in the tests, I note the strategy as being an interesting mix of checkmating the green king while avoiding the invincible pieces.
https://www.chess.com/variants/custom/game/25539531/1/1