Let's invent some very weird pieces

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Tja_05

Side notes: Puppets can give checkmate, and puppet pawns promote on their first rank.

Tja_05

evert823 wrote:

JustARandomPatzer wrote:

This piece sounds fun. I'd love to see it in action

Maybe we can play these pieces. Balashukla has ignored both of my comments saying that I want to try his pieces.

I haven't visited this thread in a while, but PM me if you want to start a game with this piece.

ZhenyaChaynikov
evert823 написал:

Randomly?

Yes.

evert823
JustARandomPatzer wrote:

 

evert823 wrote:

 

JustARandomPatzer wrote:

This piece sounds fun. I'd love to see it in action

Maybe we can play these pieces. Balashukla has ignored both of my comments saying that I want to try his pieces.

 

I haven't visited this thread in a while, but PM me if you want to start a game with this piece.

 

I want to wait with this. With new pieces, I can't use Martin0's tool. I keep it at max 1 game that I have to mod in a more tedious way, and I have 1 of that already.

Tja_05

That's fine.

EndgameEnthusiast2357

A bishop that is allowed to change color exactly every 10 moves.

ZhenyaChaynikov

The Hopper.

Hopper

It can move like a rook, but only to squares of the same color. It can jump over occupied hexes if they are of the opposite color. It can also move diagonally 1.

Combining properties of the knight, rook,and bishop, this piece has some limits on what it can effect, but also gets to effect things in unconventional directions. It has the power to jump pieces like a knight, but is limited to its own color like a bishop.

 

ZhenyaChaynikov

Swapper

Moves like a queen, but instead of capturing a piece, it switches locations with it. Can't checkmate the king directly, but can be used to position the enemy king for one.

Has the movement power of the queen, but less direct power. Threatening a piece is not automatically a loss, and could potentially be beneficial. It does open up some tactical options, though, especially if you can swap with your own pieces.


Jack

Moves and captures like a pawn, but if it captures a piece it promotes itself to that piece. So if it captures a rook, it becomes a rook.

Bull

Can move like a king, but in order to capture it does a charge, which moves it 3 squares in any straight direction and removes all pieces it crosses, either side.

A charging bull can be very disruptive, but you have to keep your pieces clear and it is hard to position. Protecting a piece from it can depend on guarding squares past the piece, or using enemy pieces as shields.

Ace

Aces sit in the corner and do not move. They can capture any piece from anywhere on the board, excluding kings, but are destroyed in the process.

Aces give a strong tactical blow to deploy. You could use it to destroy the enemy queen immediately, but a better use is probably to wait for a critical tactical moment to unleash it. You could also use it to take out the enemy ace in preparation for your own plan. Threatening it can make your opponent choose between taking the threatening piece or taking a different move, knowing that the ace can be destoryed either way

ZhenyaChaynikov
  1. The Stealth Pawn

It is a pawn with a pawn's moves, but it's different because it cannot block another piece. Meaning that the rooks, bishops and queen can jump over it in order to move to a square or capture a piece. And BOTH the player's pieces can jump through it.

Both sides have to simultaneously declare one of their pawns as a stealth pawn at the start of the game. One can imagine how a stealth pawn in a good position would improve attacking possibilities, while one in a bad position would weaken your defences. I think a capture on the first move should not be allowed (in case both sides declare the a or h pawns as stealth, the white rook shouldn't be able to capture the black rook in the first move of the game).

The Stealth Pawn should look just like a pawn, but with a cloak on it.

The Camp

A unique piece that moves like the king and has the property that it can summon any piece of its colour except the king and queen to an adjacent square, with some exceptions. It cannot summon a pawn on a square where it can be promoted. It cannot summon a piece in a position resulting in a check. The Camp cannot capture a piece on its own.

Both sides can have at most one Camp on the board. The Camp is not to be present at the start of the game, the players will have to follow the rules to set up a Camp for their pieces: If the player controls a square with one particular piece (other than a pawn)for three consecutive turns (their own turns to move) then in their fourth turn, the player can tribute the piece guarding the square to set up a Camp at that square and place a Camp piece on that square.

For example, if white does not move his knight on b1 in his first three turns (i.e. till the end of the 5th move in the game) then on his fourth turn, he can sacrifice the knight to set up a Camp on the a3 or c3 squares.

The Camp should look like a dome or a tent.

 

dax00

Extra Life

Moves like a king. Cannot capture. 

Special move, "Connect": instead of making a normal move, once per game, the Extra Life can "connect" itself onto an adjacent friendly piece.

A piece connected to the Extra Life cannot be removed from the board upon first being captured. Instead, if a piece could otherwise capture and remove a piece attached to the Extra Life, the opposing player may declare a capture as his move, but the capturing piece does not leave its square. Instead, the Extra Life is then removed from the board, while the "captured" piece remains.

Special move, "Disconnect": instead of making a regular move, a player can disconnect the Extra Life from its connected piece. Pieces stay where they are. This counts as a move.

Special ability, "Retaliate": if the Extra Life is captured instead, and the piece to which it is connected could legally reach that square, the capturing piece is immediately recaptured by the connected piece. This does not count as a move.

Conditions: A player cannot separate the Extra Life from its connected piece with a normal move. This means they must remain adjacent to each other until either is captured, or they are specially disconnected.

A king connected to the Extra Life is in "check" if the Extra Life is attacked multiple times. A king attacked only once while attached to the Extra Life is not in check.

If the game allows castling, and castling through check is normally forbidden, then castling through the attacked square is legal if that square is only attacked once and the king is connected to the Extra Life. Of course, logically, castling a connected king is only allowed if said castling is a 2-space move, and the Extra Life remains adjacent.

evert823
ZhenyaChaynikov wrote:

AntiCheck. Moves and captures like a queen. But it cannot make moves give a check. First check of this piece must be a mate.

I discussed this piece here

ZhenyaChaynikov

SuperCannon. Moves like a queen. Captures jumping through one piece, diagonally or orthogonally.

Shild. It is exposed on any field, but does not move on a Board, and after display of a Board any pieces next to a Board, including the king, cannot be captured. The Shield itself can be captured. And after taking the Shield pieces are deprived of protection.

dax00

Molotov: Jumps 3 squares orthogonally, then slides an additional 1 or 2 squares. Does not capture normally.

To "detonate", the molotov must jump over 2 pieces, then slide 2 squares (if unblocked) or 1 square (if blocked). The molotov cannot detonate if it cannot slide after jumping. If it slides 1 square after jumping, all pieces adjacent to the molotov are destroyed. If it slides 2 squares, all pieces within a 2-square radius are destroyed. The molotov is removed from the board after detonation.

Special move, "extinguish": During the first 15 moves of a game, a move can be taken to remove the molotov from the board.

Effect: If not successful detonated, the molotov automatically explodes after the player's 30th move, destroying only all friendly pieces in a 2-square radius.

evert823


I'd like to introduce kyrrishing in chess variants.

The idea of kyrrishing is this:

A piece is temporarily immune to capture by an enemy piece, immediately after moving away from a square where it was attacking that same enemy piece.

In other words: if piece A is attacking piece B, piece A could move to another square, and on the new square, piece A would be temporarily protected against attack by that piece B, but only during the immediate next move of the opponent. Piece B has been kyrrished by piece A.
(If piece A was attacking more pieces - say B and C and D - it would simultaneously work on all three of them.)

Let's look at some examples:

In the diagrams, a piece with kyrrishing powers will be displayed with a red mark.




The Knight on f4 has kyrrishing powers. White plays Nh5+.




The pawn on g6 has been temporarily kyrrished, so it can move but NOT take the Knight. gxh5 is therefore not legal, and Black will lose the Queen.



Almost the same situation here.




Again the pawn on g6 cannot take the Knight, as the Knight was attacking the pawn one ply earlier.




However, Kj3+ and now White is in check. After any King move from white, the f-pawn can take the Knight.


Here, the Rook on f4 has kyrrishing powers.


Rj4# mates, as Qxj4 is not legal.


Kyrrishing works simultaneously on all pieces which you are attacking. Here, the Knight on g5 is attacking two pieces.


Each of these two pieces have been kyrrished and cannot take the Knight, so again the black Queen is lost.

Notes on etymology of 'kyrrish'
I think 'kyrrish' has no whatsoever etymological background at all, but then, I am not aware of anything in the real world, or in any known book or movie, that could be associated with this ability.

 

Edited 12-2-2020

Kyrrishing and other variant pieces

Kyrrishing is only possible between pieces with normal ordinary attacking and capturing powers. Even if those pieces also have more exotic aspects, it applies only to the normal ordinary attacking and capturing powers.

So it is not applicable to more exotic aspects (e.g. freezing powers, transparency). Pieces without normal ordinary capturing powers cannot kyrrish and cannot be subject to kyrrishing. The special way of capturing by the Time Thief, or the Time Traveler, does not count as normal ordinary capturing power.

Kyrrishing and King
A King must escape check, so by logic a King can never get kyrrished. But there's nothing against giving Kyrrishing powers to the King itself.

Kyrrishing and King when a Time Thief with King restoration is on the board
With an extended Time Thief on the board, a King can be captured - potentially without immediate loss of the game. In these games, a King can get kyrrished.

Kyrrishing and Dwarf
If a Dwarf is kyrrishing an enemy piece, that enemy piece does not count as attacking the Dwarf.

 

Duke-de-Calatrava

Here are a few favorites I play with friends and family. If any of you decide to try any of these pieces let me know what your thoughts are. happy.png 

(Pawn) Knight Squire= move forward or sideways 1 square. K.S. can only capture forward 1 square. When adjacent to a Ranked Knight it can trade places with the Knight if the Knight is captured.

(Pawn) Anti-Pawn=Moves diagonally-forward 1 square. Captures one square forward. (Can move 2 squares on the first turn.)

 

(Pawn) Legionnaire= Moves as a King. Captures one square forward.

 

(Pawn) Swordsman= Moves 1 square diagonally captures 1 square orthogonally.

 

(Pawn) Axe Man= Moves 1 square orthogonally. Captures 1 square diagonally.


(Knight) Teutonic Knight= Moves as a Standard Knight, captures as a standard King. Pieces more than two squares away cannot capture the Teutonic Knight.

(Knight) Dark Heart= Moves/Captures as a standard Knight. After moving, (non-capturing) if there is a piece located another knight move away from the Dark Heart's destination square, then that piece may be captured. The Dark Heart does not actually move to the square occupied by the captured piece, thus it captures 'from afar.'

(Bishop) Minamoto Samurai= Moves 1 square diagonally. Can capture on any square of its color within 2 squares around it. Can jump over pieces.

 

(Bishop) Taira Samurai= Moves 1 square diagonally. Can capture on any square that is of a different color than the one it occupies within 2 squares around it. Can jump over pieces.

(Rook) Royal Musketeer= Moves/captures 2 squares as a Rook. When R.M. captures an enemy piece it immediately returns to the square it attacked from.

(Rook) Strategos= Cannot capture. Moves as a standard rook. Enemy pieces that are 1 knight’s move away cannot capture. Friendly pieces that are 1 knight’s move away cannot be captured.

(Queen) Sorceress Queen= Moves as a standard Queen. Cannot capture. Adjacent enemy or friendly piece can be moved to any empty square on the board. Except the opponent’s back row. (counts as a move.)

(Queen) Cardinal=Moves/captures as both a standard Bishop and a standard Knight. Cannot be captured by ranked bishops. *COORDINATOR- with friendly Bishops

(Queen) Iron Queen= Moves/Captures as a standard Queen. Can only capture the enemy King or be captured by the enemy King

(B/R/K) Princess= Moves/Captures as a standard King. Adjacent friendly pieces are temporarily “Crowned” (If the king is captured via checkmate the Princess becomes the new King. 

(B/R/K) Prince= Moves/Captures as a standard king. Adjacent friendly pieces are temporarily “Knighted” (If the king is captured the Prince becomes the new king.

martin-mi

There is a game where the figures move similar to the standard chess pieces,
however, the way they can move is variable, based on the 'powers' they have at the time.
The configuration of these powers, represented by colored rings, is updated throughout the game - players can change the position of one ring as part of each move, placing up to 3 rings on any figure.
When more rings of different colors are placed on a figure the powers combine.

Here is a diagram showing possible moves based on the ring combination:

moves diagram Copyright © 2005 Citta Consulting Inc.

If you are interested, you can check out the rules at their website (baladana.com).
You can also try the game there, playing online against the computer.

jdh1

The Wall

Can move anywhere on the board, but can never capture

whodatking010101

Blower, moves like a rook but pushes all pieces one square next to it on it's path and on it's landing square. The pieces land one square away from the first direction it can push in. If would push something off the board the piece goes right behind it's end of motion. Can not capture

eric0022

Chinese Chess King. The king cannot more diagonally (and can therefore be checkmated by a lone queen on f7 or f2).

evert823

The Myrddraal

The Myrddraal moves and captures like a Bishop-Knight compound.

Special abilities:
When the Myrddraal moves, he is temporarily transparent to all enemy pieces on the immediate next move.
Any enemy piece that has moved is temporarily transparent to the Myrddraal on the immediate next move.
For the meaning of transparency, see the explanation of the Witch.

In the next diagram:

If it was White to move, c3 could be directly followed by Mxa1.
If it was Black to move, Mg7 could be directly followed by Rxg8.

When the Myrddraal is captured, he temporarily has the ability to capture another enemy piece that was in his reach just before he was captured. This can only be done on the immediate next move.

In the next diagram:

The white Rook on i1 is in reach of the black Myrddraal. It is White's turn. White plays Nxe5.

Black's Myrddraal is off the board. But Black can take the white Rook off the board. This capture must take place on the immediate next turn, or the right to do so is lost.

This capture counts as a turn, and it is White's move again.

Addition:
When evaluating check, mate and stalemate, all these abilities of the Myrddraal must be considered. So it can happen that capturing or blocking an attack by the Myrddraal, does not get a King out of check.
This capture by an already captured Myrddraal does not apply to the piece that captured the Myrddraal, and also not to any piece that was displaced during the capture of the Myrddraal.