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create the most stupid chess pieces!
A piece that took itself out of the board once moved, then can appear out of nowhere when the player want to move it (now pickpocketing the pawns, like an actual legal pawn).
The freezer. It starts on a random square from the center of the board. It is neutral. It moves like a queen, but can't capture. It slows down the piece closest to it each turn(if a pawn/king gets frozen, nothing happens. If a knight gets frozen , it moves like a king. The rest of the pieces move at most 2 squares. This effects lasts one turn.). If a piece gets frozen twice in a row, it can't move next turn.
The rabbit: It moves like the knight, but three squares (rather than two) in any horizontal direction (and then one to either side, of course.)
The Spirit Medium: It can temporarily transform and effectively take the place of any captured piece.
Rules:
1. Transforming the Spirit Medium is counted as a move and causes the player to lose their turn. It is annotated as such: SM=(First letter of piece name). For example, if it becomes a rook, it would be written as "SM=R". Knights can be represented as either "N" or "K" interchangeably, because it may not transform into a King. (However, for obvious reasons, "N" is recommended.)
2. When not transformed, it moves like a king; except it may move two spaces instead of one. When revived as a certain piece, it gains its movement (and the ability to capture).
3. It can only be transformed for five turns after its initial transformation, after which it returns to normal. It will then be unable to move for three turns; finally, it will take another five turns before it can transform again.
4. If it is captured while transformed, it is completely killed.
5. It cannot transform into a pawn or (as mentioned above) a king.
6. When attempting to transform, there is a chance for the transformation to "fail." The chances are as follows:
6.1 Knight/Bishop: 25%
6.2 Rook: 50%
6.3 Queen: 75%
If a transformation fails, the player must wait three turns before they can try again. Also, they still lose their turn as usual.
7. It may not capture pieces when not transformed.
8. A transformation that puts the opponent into check(mate) is allowed. As a result, moves such as "SM=Q+" or "SM=N#" may occur.
9. It may not be used to revive a promoted pawn; that is, if a pawn promotes to a second queen and is subsequently captured, the Medium may NOT become a queen. The original queen must die for it to be allowed. Promoted pieces must have coins placed under them to make it clear that they were promoted and cannot be revived.
10. Pawns can promote into Spirit Mediums. In the event that a player has more than one, only one can be transformed per turn, and the same rules apply. Multiple can be transformed at the same time.
11. Players can move into check via a transformed Spirit Medium if it is going to revert on the very next move.
ICBMG piece: when you play a gambit, an ICBM will come to the board and kill your opponent and set the board to the ICBM Gambit.
Multiverse: if one of your pieces are captured then Multiverse will bring you to a position where it's mate in 1 for you, but the mate will be extremely hard
THE ATOMIC BOMB. the game ends as a draw because both the kings are gone, there are no pieces on the board,
Multiverse: if one of your pieces are captured then Multiverse will bring you to a position where it's mate in 1 for you, but the mate will be extremely hard
M1s aren't hard to spot
Can be moved by either player, moves like a king, and can’t be captured, but the move is a random dice roll, as you can’t choose the square it moves to
Someone probably already did this, but: THE WALL 1.Can be placed 2.Doesn't move 3.Stops checkmate 4.Knights can't jump over THE WALL
Here's another one: The Kamikaze (probably been done before, but if you think I'm going to look through 200+ examples to see, think again)
- The Kamikaze is a random piece on each person's side (can be anything except the king) which is set to blow itself up after a random number of moves. The explosion is like a capture in atomic chess, only it takes everything out — including pawns and even the Kamikaze's own pieces.
- The Kamikaze for each side (and the number of moves before they go off) is randomly decided by someone else. The number of moves before either explosion must be greater than ten, but it can otherwise be any number; and the numbers for both are not necessarily the same.
- Neither player knows which piece it is, or when it's going to happen. Not even for their own side.
- If the Kamikaze is captured before it explodes, it is "defused" and no explosion occurs. Players will not be made aware of this and will continue to be paranoid.
- If the Kamikaze makes a capture, nothing out of the ordinary happens (unless, of course, it's time for it to blow up).
- Obviously, a kamikaze that kills the king in its explosion wins the game by default, or loses if it kills its own king.
- If either king is checkmated, the kamikaze on the "losing" side automatically explodes. If it takes out the checkmating piece, the game continues; if it takes out the opposing king, the game is a draw. Otherwise, it's a normal loss.
The builder. A neutral piece which stays on the edges of the board and randomly builds a new tile that pieces may move to afterwards. It does not occupy any square and can't be captured. The new squares must be connected to the main board