What strange chess rules can you think up?

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chessniu

this would be checkmate

motherinlaw
stevenhan wrote:

When you promote you can promote to ANY piece on the game. But they are YOUR pieces to move. You win by capturing the king(s) of your opposing color. So when you checkmate you have to take an extra move to eat the king. Lets say you are white and you decide to promote to a BLACK queen. This queen cannot capture any of its black counterparts it can capture yours though but you get to control it so you can use it to help create a stalemate etcetera. Tell me if you like this variation I certainly do!

I'd be glad to try to understand and memorize these rules -- if I could be sure it wouldn't make my head explode.  (Sorry -- being old, am getting short on neurons -- it's a miracle I can still remember en passant...)

chessniu

you control all pieces that are in your 4 front ranks

TheFloridSword
DylanK25 wrote:

Hostages

You may choose one of the enemy's troops to be your hostage. Hostages are captured pieces. You may send that one troop into the game at any time to the square you captured it on. Here are rule:

1. You may not place the piece if it delivers immediate check.

2. You may not place the piece if the square is occupied by any piece, regardless of side.

3. You may not place the piece when you are in check, even if placing it  blocks check.

4. Placing the hostage piece is your move for that turn.


Double Agents

Double agents are pieces that can be controlled by both sides. They would be a gray color, representing that they are neutral. There would be two bishop, rook, and knight double agents. Rules:

1. The BDA's (Bishop Double Agents), would begin at squares c4 and f5 

2. The RDA's would begin at squares a4 and h5

3. The NDA's would begin at squares b5 and g4

4. The Double Agents can not block check or give check.

5. The Double Agents can share squares with one piece, but only with the side it last moved with.

6. The Double Agents being moved does not count as a move only once. After that, all Double Agent moves count as your turn.

7. If a double agent is captured, it can become that side's hostage piece. If the side that captured it chooses it not to be the hostage piece, then it remains on the board, sharing a square with the piece that "captured" it. (This is an exception to rule 5.)

8. Double Agents may not be moved by both sides consecutively.

 

Powerups

In this chess variant, each piece has a powerup.


Pawn: Pawns can, at any position or time during the game, take two turns where it is promoted to a rook, bishop, or knight. If the piece is captured, it returns to pawn status. (Known as: Pawn 2-Power)

Rook: Rooks can promote to a SuperRook at any position in the game, as long as the game is at least 15 moves in. The SuperRook can become invincible for one move, unstoppable. It can plow through pieces and capture them all, without having the risk of capture. If the SuperRook hits one of their pieces, however, it is demoted to Rook status. (Known as: SuperRook)

Knight: The knight can promote to the double knight at any position in the game as soon as it makes it's first move. The double knight splits into two knights that can jump in the same way a regular knight would. The two knights in the double knight mirror each other. If one of the two knights in the double knight where to move [c3-d5], the other would move [c3-d2]. These pieces can capture, but if either one of the two knights hits any of their pieces, it demotes to a regular knight on the square that did not house any of their pieces. This powerup lasts for three moves. (Known as: Double Knight)

Bishop: The bishop can promote to DiagonalWarp at any time in the game, as long as the bishop is within the 16 central squares. The DiagonalWarp, sometimes known as the DW, can drive underground, and pop up at any position, as long as it is diagonal to it's previous square. It can not capture pieces along the way to it's new square, but can not be captured until it reaches it's new square. This powerup lasts for two moves. (Known as: DiagonalWarp, or DW)

Queen: The queen does not have much it can be upgraded to, but it can be promoted to a queen bomb. You destroy all enemy pieces 2 squares away from the queen, in a square. If the king is in that radius, it is simply transported to where the queen has just been. (Known as: BombQueen)


good idea, but how would anybody know what pieces had the powerups?

motherinlaw

"Double knight -- Diagonal/Warp -- SuperRook -- Queenbomb!"  Oh, Ultimate Chess, where have you Been all my life?! Wink (Seriously, I'm  really impressed -- how do you guys even come Up with this stuff?? Cool)

MorganLeFlay

I thought about a rule in which if your king is in check, you are allowed to move such that your king remains in check - as long as your opponent's king is also in check. In that case, if your king becomes captured while your opponent is in check, the game ends in a draw (since your opponent's king would then be captured in a trade)

chessniu
Chaosgodkarl wrote:

I thought about a rule in which if your king is in check, you are allowed to move such that your king remains in check - as long as your opponent's king is also in check. In that case, if your king becomes captured while your opponent is in check, the game ends in a draw (since your opponent's king would then be captured in a trade)

I like that idea

g-man15

how about this one, i you capture a piece with a pawn, the pawn immeadietly gets to make another move as if it were the piece it captured. you can chain the captures together and can stop at any point in the chain you like. if you capture a piece, you do not have to make a move as that piece if you don't want. so in this position, it is possible for the pawn to capture the knight, bishop, rook, other knight then the queen. or, if you wanted you could stop on a8 after capturing the rook and promote you pawn to a queen.

NinjaInPijama

the rule called rushing long A only, with p250s

winerkleiner

Every game starts with each player with their own bottle of wine, every piece captured, both players swig a shot of wine.  You'll find that younsters can handle their chess.

IMpatzer

Heres one for you before you can make any offensive move you have to fiaenchetto your king on each side of the board. Like I did over on analysis please area I posted a game there.

motherinlaw

That's the trouble with life.... so many rules, so little time....

anjesh_guesswho

how about you can take your pieces if the situation demands....... many forced mates could have been avoided.

Soundmotion
vegma wrote:

Let Black have the first move.

How would that be different from simply playing white?

winerkleiner

Each game must be played in front of a cage full of barking pitbulls.

3point14times2

Well, I certainly like reviving sort-of already dead forums.

Knights can't jump over other pieces, but pawns can.

Mauve26
mauve_penguin wrote:
 

chessniu wrote:

You play with only queen and pawns and the first person to lose all the pieces wins. You must capture a queen when possible and if you cant then you have to capture a pawn and if you cant capture any piece you can do anyrthing

The position is set up like this:

 

6 months...

aman_makhija

If you checkmate the opponent, and you are playing  white the black still has one move to checkmate you, in which case it would be a draw.

But this only applies if it is checkmate. IF It's a check, then he still has to move his king, and can't checkmate you. All the other rules stay the same.

aman_makhija

If you capture any piece,the piece that you captured with turns into the piece you captured, but stays the same colour.

motherinlaw
aman_makhija wrote:

If you capture any piece,the piece that you captured with turns into the piece you captured, but stays the same colour.

I like that one a lot.  I'll turn All my pawns into power pieces and I'll rule the board!