Chess Variant: Ice Chess

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Avatar of The_Epicness9000
The rules are identical to normal chess except for these changes:
> Rooks, bishops, and queens MUST move as far as they can in the direction you choose, stopping when they bump into a piece (whether friendly or enemy), capture a piece, or hit the side of the board.
> Pawns MUST use their initial double-step move. En passant is permitted like normal.
Avatar of zombie9900

Very intresting, would love to give tjat a go! We could do a match like that if you want!

Avatar of BlueOrangePiggy

What if we tried that?

P.S. I made a similar chess variant

Avatar of Thruul_Mcgon

Or maybe

Avatar of Thruul_Mcgon

You move 2 times as far if not blocked

Avatar of BlueOrangePiggy

um... the pieces would melt in ur hands so basically bullet

Avatar of SacrifycedStoat
I like slippery ice chess better. It seems like a cool variant, it would retire rethinking a lot of openings
Avatar of BlueOrangePiggy

:

Avatar of Unprofessional121212

Suggestion;

Knights would also slide after moving, in the relative direction they moved.

If that means it stops halfway between two squares, oh well, then we have an out of bounds glitch in chess. Surely that's a world record.

Avatar of thebroski555

Suggestion, maybe make an extra piece called the yeti that can be achieved by pawn promotion and move like the king, and they can set bumpers on edge squares occupied by ally pieces as the players turn to make pieces bump off the board a couple of times before being removed.

I'm thinking about 10 durability, with knights and bishops doing 2 damage, rooks doing 3, kings doing 5, and queens one shot. The bumpers will lose 1 durability every 3 turns, and can be removed at any time if a yeti is still intact.

I'd love to hear where this could take us in the variant!

Avatar of thebroski555

oh and btw yeti doesn't slip.

Avatar of Archimedes_115

I just was thinking of a variant like this, but included the kings (act like queens), pawns (act like rooks but still capture diagonally) and knights (move as many valid moves as possible along L-shaped slope before next move would be off the board) in the slipping mechanic.