CREATE THE BEST/WORST CHESS PIECES


Britannic: shape is exact like a queen, but moves like all the pieces!
https://en.wikipedia.org/wiki/HMHS_Britannic
https://en.wikipedia.org/wiki/SS_Britannic_(1874)

War without a Weapon: Clears all the opponent's pawns if captured one and also all the minors of the opponent are pushed off the board and equals 10 points .
https://www.youtube.com/watch?v=b8AggbAVSNQ
https://en.wikipedia.org/wiki/Desmond_Doss

The Team changer: it swings and clears all your own major pieces.
P.S: This is the worst of the worst :}}

Baby: it whine throughout the game, and we swing it a little and in a fit of anger it clicks the resign button and we lose 100 rating points!

Moves and captures like a rook. Sacrifice one to get an extra piece (except the king) of your choice.

Liner: It creats no man's land to all the squares it moves to!
https://en.wikipedia.org/wiki/White_Star_Line
https://en.wikipedia.org/wiki/Cunard_Line
https://en.wikipedia.org/wiki/Cunard-White_Star_Line

The suicide bomber: moves like a king. If captured or captures another piece, kills any pieces on the same square and all 8 squares around him (including self and own pieces). If your own king is adjacent to the piece you're capturing, you can't capture or else you'd checkmate yourself. If opponent would capture him while your king is adjacent then you get checkmated. Kings aren't allowed to capture him obviously.

The illusionist: The illusionist can't move himself from his starting square, but you can use your turn having him conjure a decoy on any unoccupied square on the entire board. The decoy is tangible in that for example a bishop can't travel past him, but the decoy can be captured making it disappear. The conjured decoy can't be controlled and can't capture any other pieces. You have a one decoy limit and summoning a new one moves the existing one to that new square.
So the main use of the illusionist is to be defensive to create a wall either to block an offensive piece like the queen from traveling where she wants to, or else you can also use it to keep a passed pawn unable to move.

The gambler: when you choose to move him, each turn you have to roll a 1d6. If you roll a 1 he falls down and doesn't move at all and wastes your turn. If you roll a 2 he can move like a pawn. 3 like a knight, 4 like a bishop, 5 like a rook, and 6 like a queen.

Wrath of God piece. Any square directly in front of this piece is hit by a flood and if there was a piece on that square, it dies from drowning. Moves like a queen.


The ghost: moves like a king but can move through any unit. If moving on the same square as a friendly piece nothing happens and they can occupy the same square. If moved on the same square as an enemy piece, the ghost possesses that piece gaining control of it and effectively turning it into your piece temporarily. Possessed pieces still must follow that pieces movement rules. A side can choose to capture their own possessed piece, but doing so doesn't kill the ghost, it simply causes the ghost to possess that piece instead, unless that capturing piece is a bishop, then the bishop will exorcise that ghost while rescuing the possessed unit. Kings can't be possessed and a ghost not possessing a piece has no interaction with kings at all. Ghosts who haven't possessed anything yet can only be captured by a bishop.

However, the bomb can be activated by the opposing player attacking it resulting in all pieces being wiped out one by one spiraling out counter clockwise from where the piece attacked it. This will result in a stalemate if the player that owns the Atomic Bomb piece is last and a win for the opponent only if their king is the last piece destroyed, the piece can be made by tying 4 pawns together or any wooden block that will occupy the space.

The thrower: can move anywhere within a 2 square radius that isn't blocked off by pieces. Can't capture any pieces on its own, but he can pick up any other piece that he moves next to and throw that other piece anywhere in a 3 square radius. Both your own/enemy pieces can be picked up and thrown. Thrown pieces are similar to knight movement in that they can be thrown past other pieces blocking the path.