Chancellor and Hawk for infinite
List of Pieces used for Bulldog and Infinite Chess

You could add on musketeer chess pieces, because we sometimes use them for infinite. You wouldn't need to list them all, just say
Musketeer Chess Pieces
You wouldn't need to.
And what's a singe game?

Also, I think cat and mouse should be together with a slash between, since you have to use both if you use one. Like this:
Cat/Mouse

There are a few pieces where I couldn't find the rules so if someone could give them to me that would be great. The pieces are: Werewolf, Siege Tower and Angel. Thanks.

I think the siege tower was just another name/icon for bulldog, because it fits the medieval theme better.

Angel: Like a witch, but makes pieces near it immune to capture.
Werewolf: I don't remember movement, but any piece that captures a werewolf becomes a werewolf.

The rules for Time Thief include rules for conditional check, which haven't been mentioned above. Conditional check means that a King can be captured, but thereafter be restored by the Time Thief in such a way that the King will no longer be in check or again in conditional check.

Have you seen the "Harpy" piece? I've played two games with it.
Harpy (H) - A Harpy moves as a Queen + Knight. It may be captured, but it cannot capture enemy pieces. It captures one of its own pieces and drops it on the board within two moves (if legal, e.g., if the king is in an unblockable check, you may wait until next move. If the check can be blocked, you must block the check by dropping the piece if it is the second move since the Harpy began to 'carry' the piece.) Pieces may be dropped on any unoccupied square, as in Bughouse and Crazyhouse. Pawns may not be dropped on the first or eighth ranks.

The rules for Time Thief include rules for conditional check, which haven't been mentioned above. Conditional check means that a King can be captured, but thereafter be restored by the Time Thief in such a way that the King will no longer be in check or again in conditional check.
I still haven't seen this reflected in the OP here.
This is a list of pieces used for Bulldog chess and Infinite chess:
https://www.chess.com/clubs/forum/view/witch-explained
Also here's a different and maybe more clear description by evert823:The Hunter moves as a King when he does not capture.
But when he does capture, he moves like a Knight or orthogonally exactly two squares. While doing so, the Hunter is allowed to jump.
(TT) - The Time Thief moves like a Queen, but does not have a normal capture. The Time Thief has a special move that is done in 2 steps.
The Time Thief may not undo a move if the Time Thief was captured or if it is unable to capture the piece that moved after undoing the move.
Note that this means the Time Thief must "see" the piece before it moved.
From this it follows, that a King in reach of a Time Thief would put himself into check by moving away.
[ADDED BY @evert823] The rules for Time Thief include rules for conditional check, which haven't been mentioned above. Conditional check means that a King can be captured, but thereafter be restored by the Time Thief in such a way that the King will no longer be in check or again in conditional check.(J) - Moves and captures like the last piece with which the opponent has moved. But does not inherit any special functions. A Joker who is imitating a Crippled Amazon, can move like a Queen, if he is a Knight's move away from another friendly Crippled Amazon. That other Crippled Amazon does not get the Queen's move from the presence of the Joker, and a Joker cannot move like Crippled Amazon if he is a knight's move away only from another Joker, not a Crippled Amazon. A Joker who is imitating a Time Thief moves and like a normal Queen but does not capture.
A Joker who imitates a pawn can move 2 squares if he is on his 2nd rank.
Crippled Amazons (CA)Invented by @evert823- Moves and captures like a Knight. When two Crippled Amazons of the same color are separated by a Knight's move, they can temporarily move, capture and give check like an Amazon (Q-N compound) until one of them moves out of such a position or is captured.A Werewolf is thus capable of double capture! This makes it stronger than an ordinary Queen. (The non-capturing leap to the second square already compensates for the missing distant moves.) It can also capture protected pieces with impunity, by jumping over them to a safe square on their other side.
Now this game would not be very interesting if the Werewolves could be quickly traded, leaving you with a boring normal Chess end-game. Fortunately this cannot happen, because Werewolves are almost immortal! Only Kings can kill them, as only these can afford the silver weaponry needed to do the job. But when a non-royal piece captures a Werewolf, it becomes one. (Technically: the attack is suicide, but 'turns' the Werewolf, which fights on your side after it.) As Kings normally don't participate in middle-game tactics, this guarantees survival of at least one Werewolf until the end-game. (One can disappear from the game when Werewolves capture each other.)
Moves and captures like a king (but not royal). The Dwarf can only be captured when it is attacked by two or more pieces. One of the attacking pieces is allowed to be pinned on the king. The case of doubled Rooks (Bishops/Queens) must be explicitly mentioned here: assuming that the rear Rook cannot jump over the front Rook, the rear Rook does not count as attacking the Dwarf.
The Cannon (from Chinese Chess or Xiangqi) moves like a Rook. But in order to capture it must jump over another piece. If it does not intend to capture then it cannot jump.
(So far this is the general rule as known from Xiangqi. But now that the Cannon appears together with the Witch, one more remark must be made here: In order to capture, the Cannon must jump over another piece which is non-transparent for that Cannon. Without capturing, the Cannon can of course jump over a transparent piece to an onuccupied square.)
Note the king and pawns cannot capture an enemy mouse. Other pieces can.
Cat (C)
Moves to a vacant square by jumping two squares in any direction, and captures like a king. The cat can capture any piece, and is not scared of the mouse. The cat cannot capture by jumping, and it cannot move to an adjacent vacant square.
Castling... same as normal, except king moves three in either direction. Also, the king cannot pass through check, but if an enemy piece that would otherwise stop castling is next to mouse, then the king can "pass" through this check, and even land on the square that is "controlled", since the control only exists when the mouse no longer cripples the piece.
(Ball): Moves and captures as a rook. In addition the ball can leap up to three squares away (capturing a piece on the square it lands on). When leaping, the ball stops on the square it lands on (does not continue moving as a rook).
Also, the ball wraps across the board. For example, the ball can roll off the board at left and appear on the same rank at the right. (allowed for both jumps and sliding).
In the diagram arrows are leaps, circles are sliding. Note that the ball can slide left and land on j4.
After the ball has moved at least once, the ball paralyzes pieces by a rolling attack: All opponent pieces attacked by the rook's move (sliding attack) are paralyzed. This means that a piece attacked by the ball as a rook are frozen in position while the ball remains in position. This includes the ball's wrapping ability (and therefore both player's guards are frozen in the games opening position).
Invented by @Junebug444
(L) - This piece moves like a Queen and cannot jump over other pieces. The Lumberjack also cannot capture an enemy piece by landing on the square that the enemy piece is currently occupying, though the lumberjack can be captured normally. The special ability of the lumberjack is that wherever it lands, all enemy pieces that are horizontally or vertically (not diagonally) adjacent to the lumberjack get knocked away one square in that direction. If the knockback square is occupied or is past the end of the board, the piece is captured.The Tree can move one step orthogonally, cannot capture, and can be captured. Having your Tree captured is of no further consequence.
It's mandatory, always at the end of your turn, to have your Tree orthogonally adjacent to at least one friendly piece. So any move that does not result into this circumstance counts as
illegal.
A player who has no Tree does not have this obligation. A piece can give check despite being hampered by this obligation!
(For further convenience, we will call a Tree without any orthogonally adjacent friendly piece an abandoned Tree. Moving your piece orthogonally adjacent to your abandoned Tree - or vice
versa - will be referred to as reconnecting to your Tree.)
All other rules of Chess apply, including rules regarding check, mate and stalemate.
Exception: If a player is not in check, and has an abandoned Tree, and has no legal move to reconnect to his/her Tree, then it is not stalemate, but that player loses.
The Wild Goat moves and captures like a Knight. As only piece, the Wild Goat can move on top of a friendly or enemy Rock.
A Rock cannot be moved when a Wild Goat stands on it.
As long as the Wild Goat stands on a Rock it cannot be captured, unless by another Wild Goat coming from another Rock.
It moves around exactly the same as a rook, but emits a "Force Field" on all 4 sides. These fields cannot be crossed by hostile pieces in a single move, for if they try they will be forced to stop in the line of fire before they can move past next move. This means in order to cross they have to put themselves in danger first. The field cannot travel through pieces, except "transparent" pieces (i.e. friendly witches & spirits, and pieces adjacent to a friendly witch). Witches can also make adjacent barrier field squares transparent to cross safely! The field has no effect on friendly pieces.
The force field does not prevent pieces with leaping capabilities from jumping over, it only effects sliding moves. Also, any piece can move straight through the barrel of a barrier field without stopping, it's only moves that come in contact at a 90˚ or 45˚ angle that they will be stopped. Hostile barrier fields will also cancel each other out at their point of contact.

Invented by @evert823 can only move 1 single step orthogonally, and cannot capture other pieces (but can be captured). All friendly pieces adjacent to a friendly builder inherit each other's movement - and capture capabilities (without special functions, like royalty). For example a white rook and white bishop adjacent to one white builder would both temporarily move like queens.PLEASE NOTE: I COULDN'T FIND THE ORIGINAL PICS OF SOME OF THE PIECES. SO SORRY.
I am sure I missed some so tell which. I will try to update with the rules as well.