Fun with Non-standard pieces

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ker123
Nuker: sacrifices itself to capture 3 pawns or one bishop/knight, you can sacrifice 2 nukers to capture a rook or a bishop and knight. Worth: 4 points
frrixz

I believe the Teleporter is a more powerful version of the Blocker (see post #1), so Blocker < 4 OR Teleporter > 3. Note these kinds of pieces may also be used to trap opponent's pieces as well as defense (my initial reason for valuing a blocker more than 3 points)

How is the Wall captured? On any of the four squares?

The Crazyqueen has to be worth more than 6 points. In a closed game, maybe, but in an open game is probably worth upwards of 12 points. Also, checking with this piece will need to be clarified.

Never underestimate the power of choosing pieces to remove. the Nuker would create many tactics unseen in normal chess and is probably worth more than 4 points.

frrixz

Does the Nuker move? If so, how? If it can't move, it'll be worth much less, since threatening it will pressure the possessor of it to "set it off" before intended.

ker123

The wall can be captured on any of the 4 spaces. The nuker cannot move.You check with the crazyqueen on the final move only.

Striker: Moves like a rook but cannot move horozontally. When it reaches the 8th rank, it becomes a regular rook. Worth: 3 points

frrixz

The value of the wall is largely dependent on where it is placed.

I'll say the nuker is still worth more than 4 points. If I had one, I might be able to hold onto it long enough to wait for my opponent to castle--then I could rip open the king's defending three pawns. Maybe 6 points?

My "question" about the crazyqueen is still unanswered. The way that piece moves means that if the enemy king is the closest piece to a square it can move to on the first two-thirds of the move, then that king is in check. This would make it incredibly difficult to know if the king is in check.

StrategicusRex

I'm going to take a crack at creating some chess pieces.  I'm not going to imbue them with crazy powers.  I want to see if I can create some pieces that would keep the game balanced yet still interesting.

 

PIKEMAN: Moves forward one square at a time.  Like a pawn, it can move forward two squares on its first move if desired.  However, also like pawns, it cannot move backwards or sideways.  It may capture any piece (only one, not all three at once) on the three squares immediately in front of it, meaning it can capture diagonally up to the left and right, or straight forward.  It may check, deliver and assist in checkmates, and capture and be captured by any enemy piece.  Value: 2 points

 

CAVALIER: It moves just like a knight, except that it has twice the range.  It may make two standard knight moves in a row, or it may combine them to make one large move.  In a large move, instead of "up one and over two or up two and over one", it is "up two and over four or up four and over two".  It is able to check, deliver checkmate, and assist in checkmates and can capture and be captured by any enemy piece.  Value: 5 points

 

SIEGE TOWER: It moves just like a rook.  It is made up of two segments, one on top of the other.  Each attack on it removes one segment, so it must essentially be "captured twice" to be removed from the board.  Siege towers can damage and capture each other.  The loss of one segment does not affect its abilities.  It may check, deliver checkmate and assist in checkmates, and it can capture and be captured by any enemy piece.  Value: 9 points

 

MONK: It moves like the king.  If an enemy piece is next to it, the monk may convert the piece to the other's army.  It's abilities are not affected by the conversion.  If an enemy piece captures it, it is not converted upon capturing.  The monk may not convert the enemy king.  It also cannot deliver check or assist in checkmates.  It may convert and be captured by any enemy piece.  Value: 5 points

 

CHAMPION: It possesses the same abilities as the pikeman, but is able to move backwards one square per turn.  It may not move sideways.  Value: 3 points

frrixz

Does the Pikeman or the Champion promote?

Does the Monk's conversion count as a move, even though nothing moves?

The Cavalier can control up to 26 squares, but like bishops is stuck on one color. 5 points is probably about right.

frrixz

Robot: Moves like a queen, but can't stop until it's obstructed, either by a piece in the same army, by the side of the board, or by capturing an enemy piece. 5 points

StrategicusRex

Thanks to Frrixz's questions, I have added onto the pieces' characteristics.  Like him, my edits will be colored text.  My edits will be orange.

 

PIKEMAN: Moves forward one square at a time.  Like a pawn, it can move forward two squares on its first move if desired.  However, also like pawns, it cannot move backwards or sideways.  It may capture any piece (only one, not all three at once) on the three squares immediately in front of it, meaning it can capture diagonally up to the left and right, or straight forward.  It may check, deliver and assist in checkmates, and capture and be captured by any enemy piece.  If a pikeman reaches the eighth rank, it is promoted to a Champion.  Value: 2 points

 

CAVALIER: It moves just like a knight, except that it has twice the range.  It may make two standard knight moves in a row, or it may combine them to make one large move.  In a large move, instead of "up one and over two or up two and over one", it is "up two and over four or up four and over two".  It is able to check, deliver checkmate, and assist in checkmates and can capture and be captured by any enemy piece.  Value: 5 points

 

SIEGE TOWER: It moves just like a rook.  It is made up of two segments, one on top of the other.  Each attack on it removes one segment, so it must essentially be "captured twice" to be removed from the board.  Siege towers can damage and capture each other.  The loss of one segment does not affect its abilities.  It may check, deliver checkmate and assist in checkmates, and it can capture and be captured by any enemy piece.  Value: 9 points

 

MONK: It moves like the king.  If an enemy piece is next to it, the monk may convert the piece to the other's army.  It's abilities are not affected by the conversion.  A conversion counts as a move.  If an enemy piece captures it, it is not converted upon capturing.  The monk may not convert the enemy king.  It also cannot deliver check or assist in checkmates.  It may convert and be captured by any enemy piece.  Value: 5 points

 

CHAMPION: It possesses the same abilities as the pikeman, but is able to move backwards one square per turn.  It may not move sideways.  It also may not move backwards to the first rank.  If a champion reaches the eighth rank, it becomes a Cavalier.  Value: 3 points

frrixz

One more clarification please: a pikeman promotes to a Champion, but does that Champion have promoting power? If so, does it simply back up and return to the eighth rank to promote to a Cavalier?

StrategicusRex

Okay, this is the final print of those five pieces.

 

PIKEMAN: Moves forward one square at a time.  Like a pawn, it can move forward two squares on its first move if desired.  However, also like pawns, it cannot move backwards or sideways.  It may capture any piece (only one, not all three at once) on the three squares immediately in front of it, meaning it can capture diagonally up to the left and right, or straight forward.  It may check, deliver and assist in checkmates, and capture and be captured by any enemy piece.  If a pikeman reaches the eighth rank, it is promoted to a Champion.  Value: 2 points

 

CAVALIER: It moves just like a knight, except that it has twice the range.  It may make two standard knight moves in a row, or it may combine them to make one large move.  In a large move, instead of "up one and over two or up two and over one", it is "up two and over four or up four and over two".  It is able to check, deliver checkmate, and assist in checkmates and can capture and be captured by any enemy piece.  Value: 5 points

 

SIEGE TOWER: It moves just like a rook.  It is made up of two segments, one on top of the other.  Each attack on it removes one segment, so it must essentially be "captured twice" to be removed from the board.  Siege towers can damage and capture each other.  The loss of one segment does not affect its abilities.  It may check, deliver checkmate and assist in checkmates, and it can capture and be captured by any enemy piece.  Value: 9 points

 

MONK: It moves like the king.  If an enemy piece is next to it, the monk may convert the piece to the other's army.  It's abilities are not affected by the conversion.  A conversion counts as a move.  If an enemy piece captures it, it is not converted upon capturing.  The monk may not convert the enemy king.  It also cannot deliver check or assist in checkmates.  It may convert and be captured by any enemy piece.  Value: 5 points

 

CHAMPION: It possesses the same abilities as the pikeman, but is able to move backwards one square per turn.  It may not move sideways.  It also may not move backwards to the first rank.  If a champion reaches the eighth rank, it becomes a General, which retains all of the champion's abilities, but may move like a king.  Value: 3 points

frrixz

I downgraded Pikeman to 1 point, since unlike the pawn, it doesn't have the potential to become a queen. I likewise downgraded the Champion, since its only ability the Sidekick doesn't have is that it can move two squares on its first move. Also, it promotes to a Sidekick.

CommieBDav94

Drunken Bishop

Moves like a rook but may only attack squares of a certain colour

frrixz

Can the Drunken Bishop (I though they were religious!Laughing) move to squares of the opposite color?

Bigot: Moves like a bishop, but with the option of capturing pieces in the same army. 3.5 points

Traitor: Moves like a rook, but (see above). 6 points

Kitty: Moves like a queen, but (see above). 10 points

Trojan Pony: Moves like a knight, but (see above). 3.5 points

Wizard: Moves like a king, but has the option of creating an opponent's piece (not a king, and no pawns on first or eighth ranks) on the square he left. 3 points

frrixz

Bloody Saint: Moves like a bishop, but can jump over pieces like the knight. 5 points

CommieBDav94

i dont see the point in capturing one of your own pieces...

frrixz

Sometimes your own pawns block you and are extremely annoying.

Also, the wizard's ability can be used to avoid draws in winning games.

frrixz

QUESTION: how do posts just dissapear? When I delete a comment, it still says: [comment deleted], but sometimes I see posts dissapear altogether. And it's not only when members' accounts are closed. Example: checkmateibeatu posted in this thread a few times in the beginning, but his comments vanished and he's still here.

WHY?

frrixz

Peacemaker: Could be any piece. The Peacemaking endowment enables the piece now called the peacemaker to declare a draw if it is still on the board when there are four pieces on the board or less.

What do you think?

jadelement

Transfer Rod - Switches its own position with the position of any other piece in own army. - 12 points