I created a new piece based in the sun god.
The "Cthulhu's Stelar Seed" is a piece that can move/capture two times like knight, but use this piece requires the sacrifice of another piece of the own colour (for do it more balanced, each movement of the two could require a sacrifice, that means that a double movement will require two sacrifices).
Let's invent some very weird pieces
I like those graphics. One interesting way to "sacrifice" a piece is morphing or merging two pieces into one.
In Waterloo (like on this forum) an Elite-guard can merge with a knight to form a joker - the joker being a pretty powerful piece.
Two knights for example can morph to obtain one Cthulhu's Stelar Seed. This is a one-time sacrifice, rather than a sacrifice for each move. But it will probably cost a few tempo to make it happen, so could be a good element in the game.
In FIDE chess you win when you deliver mate to the King. But we could think of an extra piece that gives you - when you take it - the right to claim draw (but it is not mandatory if you have winning chances).
Or we could think of a piece that is very weak and slow, but you win the game by taking any enemy piece with that particular piece. A mirrored royal function so to say.
Dwarf: moves like a King, without royalty, but you can only capture a Dwarf if you're attacking it with two or more pieces. So immune for attack by single pieces and therefore perhaps quite strong!
I must be more precise here and give two scpecific scenarios:
This does not count as a twofold attack when considering the rule for the dwarf. The rear rook is not attacking the Dwarf directly, so the front rook is not allowed to take the Dwarf.
The Knight is pinned but that doesn't matter. A pinned piece can attack a Dwarf. Even if Nxc2 would be illegal, Bxc2 is allowed her.
Having a piece that moves like a king but pawns can not capture it--this would be very useful in some endgames!
I have an idea of this incredibly powerful piece that has the moves of a queen that can only move three squares in any direction and also can jump to any of the squares in a 5-by-5 square centered on itself. The thing is, it could do this three times in one turn. So basically a really good Chu Shogi Lion. I haven't thought up a name for it yet, though.
Wingsuit man: moves like a queen but can jump over pieces, takes like king. Lots of tactics, it's also very good at helping with a mate.
This does not count as a twofold attack when considering the rule for the dwarf. The rear rook is not attacking the Dwarf directly, so the front rook is not allowed to take the Dwarf.
So what if the rear Rook had been a Xiangqi Cannon? Would both the Cannon and the Rook have been allowed to capture the Drawf?
Certainly. If both the Xiangqi Cannon and the front Rook are attacking the Dwarf directly, capture is allowed.
I think I am being very logical. You must attack with two pieces. The rear rook of two doubled rooks is not attacking if you look at the definition of attack. All I want is avoid confusion, because while discussing FIDE tactics this is often mistakenly described as twofold attack.
In this position, the Dwarf is attacked by two pieces, but cannot be captured because White's king would be put into check by a move of either knight.
Interesting dwarf trivia (for people speaking in English):
Dwarfs is the plural of dwarf. Dwarves is a newer variant popularized by author J.R. Tolkien (The Hobbit and The Lord of the Rings). The Tolkien spelling is OK for fantasy, but should not be used for real-life dwarfs.
My opinion as used in variant chess: Dwarfs is better because two of them in a game are on opposite sides, and aren't really friends with each other.
I have an idea! The Dragon: Movement: Queen(With 4 squares range)+Knight (Can jump over friendly pieces and same colour)
Special abilities: Fire. Only available on a capture . Range is 2 squares. Kills every piece in range. You don't have to use fire when capturing
https://www.chess.com/forum/view/chess960-chess-variants/bulldog-chess-with-dwarf-supersam1-evert823
The Dwarf is very dominant. I wonder how it would do in these crazy large Shogi variants with Fire Demons and stuff
The nasty little Grey Men now appear on the chess board.
The Time Thieve:
The Time Thief moves like a Queen.
He cannot capture in a normal way. He can be captured.
But when a Time Thief queen-like sees an enemy piece (his target), he can capture the target immediately after the target does any move. (But this is not allowed if the target captures the Time Thief.)
The option to do so is lost if this isn't done immediately afterwards (same as en passant for pawns).
To put more exactly: he must undo the entire last move of his target with all the aspects, and then make the capture. This includes all side effects of the target's previous move. Had the target captured any other piece, that other piece is restored.
From this it follows, that a King in reach of a Time Thief would put himself into check by moving away.
Conditional check means the state where a King is attacked by enemy pieces, but after each capture the friendly Time Thief could restore his King.
It is allowed to keep the King in conditional check, but only if, in the position resulting from any restore, the King is either NOT in check, or again in CONDITIONAL check.
After capture of the King, restore by the Time Thief is obligatory.
** Edited several times after discussions. This post reflects the latest rules.
Demonstrating Time Thieve vs Time Thieve:
the hopalong cassidy. if you promote a 2nd pawn, this piece can jump all over the board like a knight using as many hops as you like in one move.
Gimping bishop - moves as an alfil and then may continue any number of squares diagonally outward in the same direction eg. from e4 a gimping bishop can leap to c6 and then continue to b7 and a8.
Gimping rook - moves as a dabbaba and then may continue any number of squares orthogonally outward in the same direction eg. from e4 a gimping rook can leap to e6 and then continue to e7 and e8
Gimping queen - gimped bishop + gimped rook.
Gimping chancellor - knight + gimped rook.
Gimping archbishop - knight + gimped bishop.
This is also known as a ski-Bishop (ski-Rook, ...) There is a piece in Tenjiku Shogi (the Heavenly Tetrarch) that has such moves (nearly a ski-Queen, except that sideway its range is limited to two steps after the jump). But in addition can can rifle-capture on the square it jumps over. Skipping the first square of a slide makes the piece weaker, even though it cannot be blocked there. But the rifle-capture more than makes up for this.
Tamerlane Chess features a lame ski-Bishop (the 'Picket'), i.e. one that cannot move to the first square, but can be blocked there.
BTW, I recently noticed that the piece referred to in this forum as 'Hawk' (leaps 2 or 3 in any direction) occurs in Jean-Louis Cazaux's variant TeraChess, under the name Antilope.
The Coachman
Knights cannot jump over an opposite-coloured Coachman, nor can they jump over any piece adjacent to an opposite-coloured Coachman.