Hey, have you had any progress prototyping maybe? I had similar idea few months ago and left this google page hanging for a while, it refreshed and gave me your post in top.
Chess Variant Idea (pieces with a health bar)
Yeah, I've been thinking about that. I have a few different ideas: 1: the king must be checkmated (so check rules apply), 2: the king must also be "killed" but has a ton of health, 3: the king must be killed but other pieces of the same color can be sacrificed to increase the health of the king (but only when the kings health is negative). Many things can with done to the king, not sure what to choose
That was already my idea. In your former example the bishop would do 3 damage and "die", meaning it is no longer on the board.
You guys have good ideas but I agree with drewjz cause check and checkmate does not work in the game because the king doesn't have a piece value
1. why not keep the king check/mate mechanic the old way? Basically king has 1hp and can be checkmated even by pawns(if you manage to protect them, assuming king cant move into check)
2. multiple moves while have hp seem to be too overpowered, unless:
3. loosing hp while attacking on the other hand makes you use your powerful pieces sparingly. lets say attacking opponents` pieces reduces your piece hp by some rate(0,5 to 1) of that piece hp. eg:
1) your queen Q9 kills bishop B3 and loses 3hp, stays with 6hp, wont even kill two rooks anymore
2) or Q9 kills B3 but loses <3hp, has 7-8hp left
3) you maim R5 sacrificing a knight, but rook with 1-2hp is now useless against your B3
4) you can sweep opponents pawns with your queen but how much use of it will be after
5) sacrifice several pieces just to take out the queen
6) if both have same hp attacker piece wins, but stays with up to half hp
4. if we count damage by 0,5 coefficient a lot of interesting details come up
1) pawns take 0,5 hp when killed instead of 1, bigger pieces survivability will increase
2) losing 1,5 while attacking 3hp piece gives us different dynamic from losing either 1 or 2
3) the further we go - fractions become harder to keep in mind; need to rely on software, hard to play in real life without pen and paper.
5. if we treat hp as squad size - joining pawns/knights/rooks to add their hp can be an interesting tactic:
1) squad of pawns can take out a bishop or a knight
2) joint two intact rooks with 5hp to take out a Q9 with one piece
3) join two damaged rooks to get more damage/save weak piece from wasting
4) BUT adding concept of joining squads invites the possibility of splitting squads, which makes everything much more complicated(like you can send off rooks with 1hp to kamikaze-bomb line of pawns)
Gentlemen, please criticize.
So if a knight trying to capture a queen causes the Knight to die and the queen to go down to 6, shouldn't it work the other way too?
If a Queen tries to capture the knight, she does, but het strength drops from 9 to 6.
So if a knight trying to capture a queen causes the Knight to die and the queen to go down to 6, shouldn't it work the other way too?
If a Queen tries to capture the knight, she does, but het strength drops from 9 to 6.
That`s what items 3 and 4 aim to eliminate, make attack and defense asymmetrical.
In your example it could be:
A) Queen attacks, defending knight dies but deals LESS then 3 damage.
B) Knight attacks, defending queen still kills the knight( 9/2 > 3) but is damaged for 3 by it
We could make separate Attack, Defense and HP stats for every piece, but it further complicates the rules and strays from chess variant to computer game.
Maybe we could add a shield variable that can reduce the damage.
All pieces could have like 4 shield health
Shield: 100% - - - - 75% - - - - 50% - - - - 25% - - - - 0%
Reduction: 40% 30% 20% 10% 0%
This applies to both the attackers and defenders
this might just complicate the game and also turn it into a computer game.
N (4) x Q(4)
This idea is an elaborated version of Golem Chess. There the Queen is replaced by a piece called Golem, which in the terminology used here would have two health point, while all other pieces only have one. When a Golem is captured by an ordinary piece the latter disappears, and the Golem turns into a Half Golem, which is the name for a Golem with only a single health point left.
My first impression of the rules proposed here is that it would be a rather unbalanced game: it makes the Queen, which already is by far the strongest piece due to its mobility, even more powerful compared to other pieces. E.g. what if white uses his first-move advantage to immediately go for a kill on f7 (1. e4, 2. Qh4, 3. Qxf7). It can simply plough through any barrier of Pawns black might put up, ignoring any attacks on the square it moves over, and still have enough health left to checkmate the King.
Recently I had a very interesting idea for a chess variant. Each piece on the board has a healthbar, which initially has as much health as how many points the piece is worth. The pawns have 1 health each, the queen has 9 health, etc. When piece A captures piece B, the health of piece B is subtracted from piece A. For example, if a queen with 9 health captures a bishop with 3 health, then the queen has 6 health afterwards. If on the next turn a night with 3 health tries capturing the queen with 6 health, then the queen WILL NOT be captured, but the night will "die", and the queen will have 3 health remaining. Another idea I had is that queens, bishops, and rooks have a special ability, that they can take multiple pieces at once. For example, in normal chess, after a piece captures another piece, it "stops". But in this variant, a piece can keep moving and capture more than one piece in one turn, but only if that piece has enough health. If this mechanic doesn't make sense, ask me and I'll try to describe it more clearly. Another idea I had is that pieces can move to their home rank (1 for white, 8 for black) to regenerate one health each move. They cannot regenerate more health then their original health. This variant is still hypothetical, since I hadn't made any playable version. I'm eager for any questions and comments.