Super-Nightrider can move like an ordinary nightrider (many knight moves in one direction: from a4 nightrider cannot go to c8 with a piece on b6 but he can go to g7 or capture that piece if it's opponent). If any enemy piece is in his range, this piece becomes transparent only for piece's enemies except nightriders. But if any allied piece (not edge of board) is in his range, he can also rotate and move another direction and so far.
Inverted knights represent SKRs. SKR on a5 can move to c6,e7,g8,c4,e3,g2 or it can eat pawns on b3 and b7. Note that he can't move to c1 or flip out the edge of board. SKR on b8 can move to c6,d4 or capture on e2. Rook on a3 can move to a4,a2,a1, capture on b3 or of course because of transparent pawn on b3 move to c3,d3,e3 or f3! If rook moves to e3, then a SKR on a5 can move to c6,e7,g8,c4,b6,a8,d2 or capture on b3,d6,b7 or e5. Then it is checkmate because of transparent pawn on e5. Rook on a7 can't capture SKR nor move to e7 because SKR does not influences own pieces and also enemy pieces can't move throungh SKR-influenced enemy pieces.
The Prism (P)
The Prism is a 2 x 1 x 1 piece that can occupy two squares at once or it may occupy just one square depending on the situation.
The vertical prism will always tip over to move. It moves and captures two blocks forward. It has the possibility to capture two pieces at once.
Chess Notation: Due to the prism being able to occupy two squares at once special notation must be used. If the prism moves to only one square normal chess notation will be used. If the prism moves to two squares at once both squares will mentioned. Ex. Pe4-e5.
Capturing: An enemy piece may capture the prism on either square it occupies. The prism may not capture it's own piece even if it would capture an enemy piece in the process. The prism can capture two enemy pieces at once.