That's not a bad concept. Instead of making a piece with a different type of move, the Pantheon has a different class of moves (not sliding, jumping, or hopping which nearly all other pieces do).
I think it's a little hard to describe though. Maybe it can be said that it can move "anywhere" but not in the orthogonal-shape shadow of other pieces like this (lines added on your diagram):
Is this correct? What about capturing ability? Is that a different definition?
There are three primary families of pieces (or movements) in the world of chess variants:
- Sliders: pieces that move along a path or direction, and that can be hindered very easily. For example, it is the case of riders such as the rook, bishop, queen (and one-step movers such as the pawn and the king also usually enter here).
- Jumpers: pieces that jump directly to a destination box, or jump to a set of boxes until they reach their destination. They are harder to block than sliders. For example is the case of knight, and other (unorthodox) pieces such as the wizard, the champion, etc.
- Hoppers: pieces that require the existence of obstacles to move. The best known example is the fairy piece "grasshopper".
But all these are directional or vectorial movers, ie, their movement is limited to a one-dimensional trajectory.
Today I show you a new piece concept and family: area movers.
Area movers are basically pieces of big movement range which movement is conditioned to all (or at least near) obstacles of the plane.
The movement of these is limited to a two-dimensional trajectory, or better said, these pieces have a "scanning area movement".
This type of movement is then very interesting for a 3D chess variant.
The way I describe this type of piece is hard to understand, but actually the concept isn't very complex, then I created a new piece named "pantheon" to explain to you better the concept.
Pantheon:
Name of the piece provided by Onesi*
The pantheon is actually the most simple area mover, and is analogous to the rook.
If we understand the rook as a piece with 1D trajectories, so pantheon is the 2D generalization of rook.
For example the rook moves following a linear (one-dimensional) trajectory, and his trajectory is ortogonal, of one coordinate: <n,0>: a vector.
If a piece is interposed in said linear trajectory, the rook will not be able to advance beyond said obstacle.
Rook movement:
The pantheon moves following a scanning area (two-dimensional) trajectory, and his trajectory is again ortogonal, but such ortogonallity isn't noticeable in a 2D board due to its nature. His movement is represented by two coordinates <n,m>: an area of possible vectors.
If a piece is interposed in said area (in this case, all de board), the pantheon will not be able to advance beyond said obstacle, that is to say, the pantheon will not be able to advance until the area projected behind such obstacle.
Pantheon movement:
What are your thoughts?
Thank you for your attention.