Let's invent some very weird pieces


The buddy and The Shield:
The Buddy:
Moves like a king.
Any piece The Buddy is controlling are invincible.
For example:
The Buddy is worth 20 points of material and the only way you can get The Buddy you have to promote your King into The Buddy. To do that, you have to keep your Queen in squares that your King controls. If you already have The Buddy, you can promote your pawns to The Buddy but your current The Buddy will turn back to King and to lose, your both The Buddy and King has to be captured/checkmated. After you have one The Buddy and a King, you can promote the other pawns to The Buddy and they won't change as well. To lose, you have to lose your all The Buddies and your King.
The Shield: The Shield is a King with three lives. If a piece captures The Shield, if The Shield has enough lives, The Shield will live and the piece tried to capture The Shield will die.
The Shield lasts for 75 moves and The Shield will lose one life after 37 and half moves. And the other after 37 and half moves as well. If The Shield is on two lives, after 37 and half moves it lost his third life, the shield will break and The Shield will turn into a King with one life.
To promote a King to The Shield you have to capture opponent's Queen with your King.
A pawn can promote to The Shield but it will have only one life and only last 50 moves and after it ends, the The Shield from promotion will turn into a Queen. If The Shield from promotion get's captured, The piece captured The Shield will die and The Shield will turn to a pawn in where it was captured and it can't ever promote to The Shield again...
The pawn that got promoted to The Shield does not has to be defended. It can die but nothing will happen.
So there is two different The Shields, both work same but the one got promoted is worse.
The Shield that got promoted will worth 10 points of material.
What do you guys think?
By the way it took me more than half hour to write this... I'm so tired.

The Time Thief can never undo his own capture, but I must admit that have forgotten to be clear about this scenario. If a Time Thieve is captured, his influence is totally gone.
But that is exactly the basis of my objection. Because capture of a King should be considered capture of the entire army. This is a basic assumption in Chess, that also underlies the fact that even pinned pieces can deliver check. You cannot draw after your King gets captured by such pieces through counter-striking at the enemy King with the piece that pinned it, because the piece that pinned it disappeared with its King.
So after the King gets captured, the Time Thief should be considered captured as well, and its influence totally gone.
But the time thief travels back in time to make it so that the capture never happened.

A piece that can bend any rook-like or bishop-like movement this way:
(like a black hole bending light from other stars).
So it should be a White hole
You offer a chess variant Chameleon: at general each piece has the move dependent from its own position. This will never do for our conservative GMs!
The Chameleon Chess variant challenges traditional strategies with its dynamic movement rules. While it may not be embraced by conservative GMs it adds an exciting layer of complexity and creativity to the game. It’s a refreshing challenge for those seeking one. Classic chess will always have loyal enthusiasts.

I have thought about it, and i think the ghost variant should be reserved for mature audiences because of the sheer terror that it causes by ruining an otherwise beautiful game. However, i think that by tweaking the rules, it could allow some better strategic angle to the variant.
Just to let you know that a centaur already exists under the name Amazon.

Kamikaze
This piece can move any number of times (without capturing) left or right like a rook, and it only has 1 move straight forward into the enemy camp, when it hits something there, it act like in atomic chess. It cannot move backwards. If it misses enemy pawns or pieces and hits the wall, it still explodes, and anything on the adjacent squares is destroyed (including friendly pieces). It cannot stop until it hits the wall or a bunch of pawns or pieces, so that straightforward move is its last.

The Oppenheimer.
The Oppenheimer is immobile, but with one move, it can create an atomic bomb. With a second move, it can launch the atomic bomb in a diagonal, horizontal, or vertical direction, though the bomb can't go over other pieces. When the bomb hits, it creates a 4x4 explosion that destroys every piece inside.

The Rizzler
Instantly rizzes up any piece of choice on the opposite side, of the same colored square capturing them instantly
The snake
Snake moves one square orthogonally. If after moving forward, it has barrier left and right to it(relative to movement direction), it can move again( not to the square it already visited that turn)
Note that wall also counts as barrier. If after moving it reaches a position such that there is a piece in front of it( again relative to direction of movement) and to side, it may turn in other direction. One important example is when all three squares (forward, to the left and right) are occupied. Snake can then move to any of those squares(as long piec on it is not of same color of course). Notation would only be denoted by the place it landed on(Sa3 for example). On computer, it would only show all possible landing squares.
The move stops when snake captures a piece.
Also all squares one square orhogonally block enemy riders from passing that square(they can step on it though). Piece on such a square can move normally, except it cant pass through other blocked squares. Note that snake isnt denoted as rider.
Get the name from your favorite SF/Fantasy book or anything - it's your honor