The wall of bricks. Basically just the duck in duck chess, but this piece is worse because it replaces your rooks and queens with walls of bricks.
CREATE THE BEST/WORST CHESS PIECES
The 5k runner: Moves 5 spaces horizontally, vertically, or 3 spaces in one direction and 4 spaces in the other.
Like this
A wall, Each opponent has one on the E rank of their side. This piece does nothing to put it simply. It cannot capture nor be captured. Each side may move their wall once a game. you drop the piece wherever you think may benefit you, maybe by creating a smothered checkmate?
One rule: It cannot be moved until side takes 1 piece.
The Roadblock
Randomly moves to any square every move. If the square is occupied, the roadblock removes it from the game, and nobody gets the points. The roadblock cannot be taken or moved. It appears after the first move at a random place.
The Mind Bender
Works similarly to a mind bender in Polytopia, moving one space in any direction. The Mind Bender cannot capture, however, it can turn an enemy piece in moving range into a friendly piece, using a turn in the process.
Pioneer: Has the mixed abilities of both the Pawn and Peasant. It can move to any of the three squares infront of it and can capture on all three. Much like a pawn, it has the ability to promote on the eighth / first rank. They will spawn in place of the queen and king pawns.
mimic is a thing that only a pawn can promote to, it looks like a queen to the other side but for you the mimic has blood on the top. if they capture the mimic it will capture every piece within 1 square of the mimic. the mimic is only added when promoted to. the mimic moves like a queen but cannot capture more than 2 pieces before revealed that it is a mimic
the tower, the tower every 5 moves will capture 1 piece within a radius of 4 squares. the tower replaces the rook, the tower cannot be moved and the opposing king can not enter the area of the tower.
the samurai, the samurai moves 2 squares in every direction but can capture a piece that is 5 squares away, every capture the samurai gets, he goes invisible to the opposing side. only you can see it, he stays invisible for 3 turns. while hes invisible he can move anywhere on the board and could capture any piece beside the king. it will not emideately capture it, when he goes uninvisible the piece is captured and he is shown. if the samurai decides to move to capture another piece while hidden the piece that was gonna get captures gets the samurais curse, this makes them be able to move 8 times then they die.
the mortar, every 5 moves the mortar goes off and fires in a random area on the board, if in a 3 square radius to the blast every piece will be captured, not including the king but it will stun it making the king unable to move for 2 turns, if in check while stunned that is checkmate no matter what.
the little kid, the little kid moves like the duck from duck chess. if the little kid is captured, he screams capturing every piece on the side that captured the kid.
WIN EVERY GAME WITH THIS - https://www.chess.com/forum/view/general/3000-elo-opening-found
= = = The Crewmate = = =
You start with 0 crewmates, promoted pawns have the option to become a crewmate. Crewmates cannot capture, and can only move one square in each direction. If you have two crewmates, you can call an emergency meeting. Emergency meetings send all pieces back to their original squares, including passed pawns (not in pawn form) and not including captured pieces. If either king is in check right after an emergency meeting, their side loses. If both kings are in check, whoever called the emergency meeting loses. Emergency meeting counts as a turn and can be marked on the list of moves as "!!!". If either side has 3 more crewmate pieces than the other, they votekick the other side's king and automatically win when an emergency meeting is called. If a crewmate reaches the center of the board, it has the option of turning into a ghost, medic, or impostor. Ghosts can move 2 spaces in all directions. Ghosts can't be seen by the other player, but can be spotted (and captured) if the ghost blocks the path of one of the other player's pieces. Ghosts can also capture pieces if that piece is "captured" by the ghost 2 turns in a row. Medics can move 3 spaces in all directions. Medics can spawn a pawn anywhere except the back ranks once every 7 turns, OR a crewmate every 14 turns. Medics can also revive your captured pieces, for example, if the opponent's bishop captures your queen and a rook, your medic goes onto the square that the bishop is currently on (not capturing it, Medics cannot capture), you have the option to sacrifice your medic so you can place the queen and rook anywhere that doesn't put the opponent's king in check. The Impostor can move 4 spaces in all directions, can capture, and can "checkmate" the opposing king if it just checks it 3 times in a row. If you can check the king twice in a row safely with the impostor, then you can check the king "unsafely" (meaning the impostor could be captured next turn) and still have it count as a checkmate.
ALSO: Pieces spawned by the medic just stay where they are during an emergency meeting, impostors count as a +0.5 crewmate count during emergency meetings, Medics count as +1.5, and Ghosts count as +0
Why did I do this?
bro this is so smart wtf
<3