Let’s invent some very weird pieces

ZhenyaChaynikov

A lamp. Moves 1-2 squares in any direction. It does not capture, but can highlight the pieces standing on adjacent cells with it (after it s move). Pieces, illuminated by the lamp, should be randomly scattered on any free squares, but so that it does not lead to the check's own king.

evert823

Randomly?

JustARandomPatzer

The Instigator. The Instigator moves like a king normally, but if it is a queen move away from an enemy piece that is in line with another enemy piece, (Example: Instigator on e3, enemy Bishop on e6, enemy Knight on d5) then the Instigator can "agitate" the enemy piece. (The Bishop) Once a piece is agitated, it will capture the nearest piece on the next turn. (The Knight) If there are no pieces in is line of sight for 4 moves, the piece loses its agitation. 2 rules for this: The King and Queen cannot be agitated, and more than one piece can be agitated at a time.

JustARandomPatzer

Alternatively, the Puppeteer. The Puppeteer moves like a queen WITH THE EXCEPTION that it cannot move more than 5 spaces in any direction. If the Puppeteer captures a piece, that piece becomes its "puppet" and is placed adjacent to the Puppeteer. Puppets move the same way they would normally, but they attack enemy pieces. If the Puppeteer is captured, then all of the "puppets" (there can be more than one at a time) return to normal.

JustARandomPatzer

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

JustARandomPatzer

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.

JustARandomPatzer

That's fine.

EndgameStudier

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

GMproposedsolutions

I am so tempted to write something but it would get censored.