It seems to me you are significantly underestimating the value of the Magician. A piece that moves (and captures) diagonally 1 or 2 squares, with the ability to jump on both captures and non-captures in the latter case, is already as strong as a Knight (3). The only thing the Magician does not have of this is the jump-on-non-capture. Now non-captures are typically worth only half as much as captures, so that fact that you sometimes cannot make them because they are blocked hardly hurts (say 2.75).
As compensation the Magician has orthogonal captures, which endow it with mating potential. A piece that both moves and captures 1 or 2 squares (jumping) in all eight directions has a value of 7, i.e. the addition of the orthogonal moves adds 4. The captures would be responsible for 2/3 of this, i.e. 2.66. So the value of the Magician should be around 2.75 + 2.66 = ~5.4, i.e. significantly more than a Rook. And that is just its tactical value, not accounting for the promise of promotion.
BTW, checkmating a bare King with a Magician should be pretty easy. Even without the four distant orthogonal capture moves it would be able to force mate, in at most 29 moves.
Edit, 2-22-24 - This thread is way outdated!! The pieces and rules have been long updated since. The Prime Minister, Magician's Deathmatch Chancellor and Magician's Deathmatch Archbishop do not exist anymore!! Please disregard this thread and search for an updated .
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Magician’s Death Match: Chess VariantI – The Piece: the Magician
The magician much resembles the pawn in two ways: her moving power is different from her capturing one, and she can be promoted to any one of four more powerful pieces when a certain condition is met. (You will learn that in both the Magician and pawn's case, the required condition for promotion involves the pawn's advancement across the board! More on that in the "Promotion" section.)
To play the Magician in Chess, a player switches out one of the Bishops and places her in his (the Bishop's) place. There’s also another possible way for the Magician to appear on the board that doesn’t require a Bishop: by pawn promotion. More of this is mentioned later on.
She may be used only once per player per game. Once switched in, she may not be switched out again for the Bishop in a later turn, remaining a Magician for the rest of the game. If she has been captured, the other Bishop, if still on the board, does not have the option to be switched out for her. Finally, the switch counts as one move; it’s now your opponent’s turn.
II – Powers
a. Movement and Capture
The Magician can move in any diagonal direction (like the Bishop) over as many as two squares in range. When she captures, however, she can do so in any direction, crosswise or diagonally (like the queen) over two squares maximum.
(For clarification, she cannot land herself onto a square that's directly forward, backwards or sideways unless there is a piece for her capture! e. g. Standing in d5, if there isn't an opponent's piece on d6 for her to capture, she cannot move forward one square to d6; this is likewise so for d7.)
Because of her limited range, players might find her more useful as a defensive piece. On the other hand, what she lacks in mobility, she makes up in her special attribute.
b. Leaping Ability
The Magician is unique from the rest of the chess pieces in that there is a leaping ability specially characterized her. She can leap over any piece adjacent to her, yours or your opponent’s, to capture an opponent piece directly on the other side of the leaped piece. (Only to capture, though! E. g. Standing on D5, if a piece, yours or your opponent's, was on c4 and another piece, specifically your opponent's, was on b3, such as the knight shown in the left diagram, the Magician may capture the enemy piece on b3, regardless of the other piece standing on c4. On the other hand, if there was no piece on b3, as shown in the right diagram, she will remain blocked by the piece on c4; so long as there is nothing on b3 for her to capture.)
III – Promotion
(As mentioned earlier) The Magician has the potential to be promoted to one of four more powerful pieces after a condition's met; which of the four pieces becomes her promotion depends specifically on how it was met. The four promotional pieces are the following, listed hierarchically by power:
1 - High-Priestess/High-Sorceress
2 - Archbishop
3 - Chancellor
4 - Prime Minister
a. Condition for promotion
One pawn must reach the 6th rank anytime the magician is in play; any pawn that is already on the 6th or 7th rank when the Magician was switched in does not count.
The highest ranking major/minor piece of the opponent’s currently on the board upon the pawn’s reach of the 6th rank will determine which piece the Magician is promoted to. If the current most powerful enemy piece is a Knight, she is promoted to High-Priestess (HP); if it’s an enemy Bishop, she is promoted to Archbishop; and to Chancellor, if it’s an enemy Rook; and to Prime Minister, if it’s an enemy Queen.
Your opponent must have a major/minor piece in order for the Magician to be promoted. If, upon your pawn's 6th-rank reach, the most powerful opponent piece is a pawn or if no enemy piece is left in play (other than the King), she simply remains an un-promoted magician.
b. Their Powers
1) The High-Priestess – Though the weakest of the four promotional pieces, the HP isn’t exactly weak. Her moving power goes in any direction over two squares; which is the same as the un-promoted Magician’s capturing power. Her (The HP) capturing power combines her moving power with that of the Knight’s, giving her a vast 5x5 area attack around her immediate location; whereas the Queen, Rook and Bishop have a line attacks.
(As another clarification, she can only capture like a knight, but can't move like one. E. g. Standing on D5, if there is no enemy piece on C3, E3, F4, F6, E7, C7, B6 or B4, which are all squares a D5 knight can move to or capture on, the Magician may not move to those squares.)
The leaping ability of the un-promoted Magician is still valid in the promoted stages.
2) The Archbishop, Chancellor and Prime Minister - The Archbishop's (AB) power combines that of the HP and the Bishop’s, giving him an unlimited diagonal line attack in addition to the HP's area attack. Likewise, the power of the Chancellor combines that of the HP and the Rook’s. Finally, the power of the Prime Minister (PM) combines that of the HP and the Queen’s; making him the most powerful piece on the board.
Archbishop -
Chancellor -
Prime Minister -
When it comes to leaping over a piece to capture an piece, as a rule, they can only leap over a piece directly adjacent to their own in order to capture an opponent piece over two squares that direction. This is because a Magician can perform that maneuver, for the leaping occurs within her two-square range. Any capturing that occurs beyond that range will be dictated by the power of the Queen, Bishop or Rook in which the promoted piece is imitating; since none of these pieces leap but succumb to blocking, the promoted piece in question will so too be. (E. g. Even if white’s Archbishop can move infinitely diagonally, on b2, he can’t capture an opponent piece on g7 if there is a piece standing in between on c3, d4, e5 or f6. This is because a Bishop on b2 would be blocked by a piece on these squares every time. The Archbishop can, however, capture an enemy piece on d4, like black’s Bishop in the second diagram, even with a piece standing on c3. This is because the Magician in that position can execute this capture.)
IV – Promotion by pawn-promotion
As stated earlier, the Magician can appear on the board through pawn promotion: if the Magician isn’t already on the board, she may be chosen as one of the pawn’s own promoted pieces; in this situation, both Bishops and she can be on the board at the same time.
Instant promotion of the Magician to the High-Priestess, Archbishop, Chancellor or Prime Minister happens when she appears on the board through this method. In line with the regular condition of her promotion, the promoted piece she becomes depends on the highest ranking enemy piece at that time in play.
V – Checkmate
Check-mate by the (un-promoted) Magician alone is equivalent to a checkmate delivered by two knights and a king: while it’s definitely possible, it is most difficult! The short range of the Magician and the fact that she can only move diagonally will obviously make for a rather easy escape of your opponent’s King. Trapping the opponent's King at the edge of the board is possible, but the player would all too often rather resign.
If anything, checkmate should ideally be delivered in one of her promoted stages, since, as explained later, they can execute it so effectively. Among those things that are special to the Magician-promoted pieces are some of the unique (and rather dangerous) ways in which they can deliver checkmate –
1) By placing the Magician-Promoted piece on a square directly adjacent to the opponent's King anywhere on the board, if that adjacent square is protected by one of your other pieces; if the adjacent square isn't protected, the enemy king would merely be in check, in which case he could come out of it by capturing the Magician. (E. g. If the opponent's king is on f6, checkmate can be delivered on f5, e5, e6, e7, f7, g7, g6 or g5, assuming that another of your own piece is protecting that square.)
2) If the opponent's King is on a rank at the edge of the board (ranks 1 and 8 ), by placing the Magician-promoted piece directly two ranks inward on the exact same file; or one file over, to attack like a knight (e. g. If the opponent's king is on e1, checkmate can be delivered on e3; or on d3 or g3, attacking like knight.)
3) If the opponent's King is on a file at the edge of the board (files a and h), by placing the Magician-promoted piece directly two files inward on the exact same rank; or one rank above or below, to attack like the knight (e. g. If the opponent's king is on a5, checkmate can be delivered on c5; or on c4 or c6, attacking like knight.)
The following 5 diagrams are some of such positions of checkmate
(The red or green highlighted squares indicate where the checkmating Magician-Promoted piece can attack from its current position) -
One unfortunate thing about a King suffering from a Magician-Promoted piece's attack is that he can't escape by the typical block method, since it’s overridden by the Magician's ability to leap! (Consult the 2nd and 5th example.) Also, it might be interesting to note that once the opponent's King is in check by your Magician-Promoted piece, he is often times doomed, since driving him (enemy King) to the edge of the board through perpetual checking by consistently moving the Magician-promoted piece one consecutive square closer to him is a convenient and likely maneuver! As shown in 4 of these examples, checkmate happens while the enemy King is at the edge!
The Magician-Promoted pieces are unique from other chessmen in that they are the only pieces that can independently deliver checkmate with no direct help from other pieces necessary! (Even the Queen needs to collaborate with her own King to capture the other King.) .
VI – Chess notationIn recorded games, the Magician should be notated (as you saw in an earlier example) with a capital M. Key –
M – Magician
H – High-Priestess
A – Archbishop
CLR – Chancellor
P – Prime Minister
"B{{file}}{{rank}}=M": Bishop switched out for the Magician
".{{file}}6 (M = H)": pawn at 6th rank promotes Magician to High-Priestess
".B{{file}}6 (M = A)": Magician Promoted to Archbishop
".B{{file}}6 (M = C)": Magician Promoted to Chancellor
".B{{file}}6 (M = P)" Magician Promoted to Prime Minister
VII – Discussing Material
This is a tricky area open to debate. Currently, I put the magician at around 2.5 or 3 points of material: she’s more or less powerful than the Bishop and Knight due mostly to her fine ability to threaten pieces up-close but lack of mobility beyond a short diagonal line. The short range itself would make her worth 2 points, but the lost is made up by her crosswise attack and her ability to leap to capture.
The High-Priestess is probably a little more powerful than the Rook, placed at 6 points. While she too has weak mobility that can’t reach across the board like the Rook, she retaliates with a powerful area attack, which the Rook doesn’t have. Consider the following: if a knight is worth 2.75 or 3 points, the High-Priestess is double this, since she can capture like him (2 or 3 points) as well as capture and move in all directions as far as he can (another 2 or 3 points). In those positions where she can execute her leaping ability, she would be a little bit more at 6.5 points. (In the same way that certain positions make the knight worth more than the bishop by a slight.)
The Archbishop, Chancellor and Prime Minister are respectively set to 8.5 points, 11 points and 16 points. I need only discuss the Archbishop’s material points, since the Chancellor and Prime Minister’s grand powers don’t need a material point analysis to understand why they’re so powerful. (In other words, they win!) The AB's direct moving power is almost as powerful as the Queen, except for the fact that his crosswise movement and attack are pathetic compared to the queen’s absolute unlimited range in all directions. This alone would set him at around 7 points. Then, adding the capability to capture like the Knight redeems him 1.5 points (half the Knight’s material), placing him at 8.5 points. Finally, in those positions where leaping can occur, an additional half point might bring him up to 9 points.
One final note on material points: the very existence of the Magician would make a Bishop worth more, since he has the potential down the line to become a much more powerful piece. In this variant, the Bishop is probably 3.5 or 4 points because of this advantage. Thus, the Knight is no longer about as powerful as the bishop, because the Bishop here is more valuable!
VIII – Development of these variant Chess Pieces
This section explains why the Magician was created to move the way she does. Hell, why’s she even called the Magician? Where did the Archbishop, Chancellor and Prime Minister even come from?
a. The Original Idea behind the Magician
For a long time, witchcraft has generally been regarded poorly in Christian Europe society. Supernatural practitioners have been socially limited to cryptic venues or shamed/mocked in public. (Consider the way psychic people and ghost mediums of today are often regarded!) As such, the Magician’s range is only as good as two diagonal squares, whereas the holy Bishop’s range is unlimited. However, the King’s ignorance of her potential ability doesn't null its existence: she’s secretly aided troubled soldiers on the field, and battles were won with no concrete reason. These translate into her ability to attack crosswise and to leap over pieces, neither abilities of which the Bishop has. When it's realized that the King's sudden victories were owed to the her fore-unbeknownst aid, she would be regarded with a higher status. This concept became the magician's condition for promotion, where a pawn having reached an advanced rank would gain her the full ability to move in all directions (within her range) and attack like the knight.
It may also be interesting to bear in mind, her presence on the board does seem to give pawns slightly more power: enemy pieces have to either work harder to capture them or prevent their advancement because of the havoc one of the eight might indirectly cause!
b. The Archbishop and Chancellor
In truth, I did not invent the Archbishop and Chancellor; at least not completely. I'm sure that many of you might have heard of Capablanca Chess, the famous Chess Variant created by Grandmaster Capablanca. I had once read about a highly renowned player who created two pieces, respectively combining the powers of the bishop and knight and that of the knight and rook. The piece that had the combined powers of the Rook and Knight was called the “Chancellor”, and that which combined the powers of the Bishop and Knight was called the “Archbishop.”
It dawned on me that I could add my own variant version of these already-variant pieces, since, around this time, I realized that I needed to give the Magician a more "offensive" role: as mentioned in the beginning, her pathetic 2-square limited range likely renders her much useful only as a defensive piece. And, so, I created subsequent variant pieces that would become additional promotional pieces: they would have the same names as their Capablanca predecessors and would combine the powers of the High-Priestess and the Bishop and that of the High-Priestess and the Rook. (My version of the Chancellor and Archbishop do somewhat resemble these earlier variants created by Capablanca: Mine could capture like the Knight and Bishop and like the Knight and Rook.) Finally, the Prime Minister was added so as to have a piece that also combined the HP with the Queen; since there were already ones that each combined the other minor and major pieces. The historic governmental office of Prime Minister was not nearly as powerful as the King but was still a highly influential political position, much more so than the Chancellor's, and so, he became the official name for the last Magician-Promoted piece.
IX – Conclusion
I’ve always wanted to invent a new chess piece because of my grand love for the board game. The Magician has come a long way in development, and I believe that she is now decent for players to finally try her out.
In explaining the piece to a few people, one of two common criticisms I receive is either that she’s too powerful (This variance is dubbed “deathwatch” for a reason!) or that she sounds way too complex for one piece and, considering the ease of simplicity that defines the standard pieces, it might deter people from wanting to try her out. This is an understandable opinion. On the other hand, my compounded response to both these criticisms is this: If you’ve been playing the Queen in standard chess, you’ve already been playing a piece that’s “too powerful”. If you’ve been playing a Knight, what’s with its unorthodox move, you’ve already been acquainted with a “complex” chessman. If you’ve been playing the pawn by the standard rules, which are moving one square forward but capturing one square diagonally forward, you’ve already been acquainted with a “complex” chessman. (Why doesn’t a pawn capture the way it moves??) If you’ve been promoting a pawn to a Queen, you’ve already been exposed to a “complex” chessman that has the potential to be too powerful. People simply don’t realize that they don’t think anything of these chess things, because that’s what they’ve long been exposed to. What they’re really saying is that they don’t feel too fond of a new chessman interfering with the chess tactics that they’ve already learned. The magician isn’t “complex”. With the pre-existing rules of modern chess, which she was built on, she’s quite simple, really. The rules involving her are merely a lot to remember, more so than the other pieces; that, I do grant. But, again, if you’ve been playing chess this long, what’s the complaint?
There’s more analysis of her to be heard. Being nothing more than a fair chess player with a fair rating, I realized that there is a strong possibility that it might be heavily criticized (perhaps even mocked) by much stronger players than myself. Maybe they'll see it as nothing more than child's play. I guess I couldn't discount genuine opinions, so I have accepted this possibility long before it's actually so. However, I am content with myself for having put so much effort into developing her with the best of my logical abilities. Where the Magician will go in the end, I don’t know for sure. Maybe people will absolutely love her, and, if I'm completely absolutely optimistic, maybe she (or a variation of her) will even become an official variant in the far future. Maybe she’ll be nothing more than a fun or silly experiment of today, eventually to be discarded and moved on from. One thing is certain for the time being: I just won’t know until.