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CREATE THE BEST/WORST CHESS PIECES

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InvyGD
The Hog - Hog cannot be taken, Hog can only take king which really weird. Hog can move like king which is also weird.
Raphael

The button 

You will think this button is a bad piece as it cannot do anything 

But that is the most powerful piece that it should be clicked by moving into it's square 

There is no button in the opening and midgame 

The button is only in the K&P v K endgame 

You should touch the button to win the game 

The button is located in the white's farthest square 

A king should touch the button to win the game  

You also could promote the pawn into the queen and checkmate the opposing king but the button will dissapear

Arisktotle

You might think of yourselves as a creative bunch but an army of chess piece designers grazed the field before you: https://en.wikipedia.org/wiki/Fairy_chess_piece (bottom section). Unlike yours, these Fairy pieces have been tested in games or chess puzzles.

Mysrah1

Sounds good:)

hotcrystal1
Shark2636 wrote:

 The ultimate pawn. This is EXTREMELY overpowered but also very complex. see this unlisted video to learn what it does(i couldn't get the recording to be loud so have at least 30% volume to hear anything.)

www.youtube.com/watch?v=a3Z7zEc7AXQ

I’ve manages to transcribe part of the video, but the video has very low quality audio so sometimes it might be unintelligible.

Transcription:

Ok, so here is the Ultimate pawn. It is VERY complex, and I, [UNINTELLIGIBLE], will explain what it does.

So first of all, it behaves like a normal pawn until move [UNINTELLIGIBLE]. After that, you can use the first touch of its power. It can [UNINTELLIGIBLE] all [UNINTELLIGIBLE]s in a 3-by-3 square around it. It can also constantly move two squares each turn, even if it’s not its first time moving. After 20 moves from entering its first phase, you will be able to [UNINTELLIGIBLE] more of its power. From then on, the ultimate pawn can move like a king as well as its previously mentioned movement. It will also gain the ability to create [UNINTELLIGIBLE]s anywhere[UNINTELLIGIBLE]. All opponent’s pieces a [UNINTELLIGIBLE]'s move away will get captured.

NOTE:
I’m not transcribing any further after this point.

fazekarrigan
Raphael wrote:
fazekarrigan wrote:

The Llama

has a value of 0, literally do nothing except act as a pawn and can only en passant

Llama already exists 

aight rename it to Luke Skywalker

 

fazekarrigan
deadmemer1 wrote:

= = = 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

 

deadmemer1
fazekarrigan wrote:
deadmemer1 wrote:

= = = 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

MarioParty4

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.

hotcrystal1
You don’t have to move it to an empty square each turn, right?
Kyobir

The 5k runner: Moves 5 spaces horizontally, vertically, or 3 spaces in one direction and 4 spaces in the other.

Like this

Brenden027

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.

Quoddamodotative

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.

Kyobir

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.

timben

Coward:cant move anywhere where he isnt protected and/or attacked

MrGraves43

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.

timben

You put effort into it

timben

:)

squiddokiddo8

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

squiddokiddo8

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.