I have never seen this thread before.
If There Was A Extra Chess Piece How Should It Move And What Should It Be Called

A piece that moves like a queen and a knight and you have incredible quick wins and hardly no draws.

The Honey Boo Boo. It eats anything on an adjacent square and continues throwing a tantrum and screaming until its able to do so again. Only while supplies last, batteries not included.

frrixz wrote:
Just post an idea for a new chess piece, and estimate how many "points" it would be worth. Also, I have given rough point values to the pieces below, but am willing to change them according to suggestions. Everything I post in red is an edit in this post. Everything I post in this color is an edit made starting 10/15/2011 at 2:45pm.
Assume pawns are 1 point, Bishops 3, Knights 3, Rooks 5, and Queens 9. Also assume for the sake of rating pieces, that each new piece faces only itself and the standard pieces, since including other nonstandard pieces in an actual game will have an effect on the worth of each.
Here are some well known "nonstandard" pieces along with a few I made up:
Superqueen: Moves like a queen or a knight. 14 points
Hawk (aka Archbishop): Moves like a bishop or a knight. 7 points
Elephant (aka Chancellor): Moves like a rook or a knight. 9 points
Defender: When behind the middle line (between ranks 4 and 5), the defender is a queen. When it crosses the line, it becomes a rook. It cannot move diagonally across the line. 7 points
Sidekick (aka General): Moves like a king (only you don't have to protect this like the king). 2 points
Avenger: Moves like a knight, but when captured, is replaced by a checker, and the enemy piece placed on top. On the player's (owning the captured Avenger) turn (any turn, not necessarily the following), the player has the option of removing the checker (unless his/her own piece occupies it). If an enemy piece is on the checker, that piece is also removed from the board. This takes the turn. The checker does not move. 6 points.
Occupant: Controls the square it rests on and no other. If an enemy piece captures it, the enemy piece is also removed from the board. Although it doesn't move, it can "move" by moving into the square it already occupies (essentially zugzwangproofing the army). This piece is placed on the board by both opponents immediately after move seven, provided the game lasts that long, and cannot be placed on an occupied square. 3 points.
Monk: It moves like the king. If an enemy piece is next to it, the monk may convert the piece to the other's army. It's abilities are not affected by the conversion. A conversion counts as a move. If an enemy piece captures it, it is not converted upon capturing. The monk may not convert the enemy king. It also cannot deliver check or assist in checkmates. It may convert and be captured by any enemy piece. 5 points
Chinese Knight: Moves like a knight but can't jump over pieces. 2 points
Chinese Elephant: Moves like a bishop, but exactly two squares (no jumping over pieces either). 1.5 points
Blocker: Can move like a rook as many times as desired in one move, but without the capability of capturing. 3 points (previously 4 points)
Teleporter: Can teleport anywhere once per one turn, cannot teleport onto an occupied space (and therefore cannot check). 4 points (previously 5 points)
Cannon: Moves like a rook, but to capture, jumps over a piece before capturing the enemy piece behind. 5 points
Wild Knight: Has the option of moving exactly 3 squares horizontally or diagonally, OR moving 3 in one direction, 2 in another (the same way a normal knight moves 2 in one direction, 1 in another). 5 points
Triple Knight: Moves like a knight, three times in one turn and without repetition. Only captures on final destination square. 14 points (Old estimate: 8 points)
ThreeKnight: Moves like a triple knight, but is subject to "en passant" which in this case means that the opponent may capture this knight if it landed (on one of its knight jumps) on a square the opponent may capture on. Note that if the ThreeKnight later captured on this move, the opponent may replace the piece, since the ThreeKnight never made it that far. Only captures on final destination square. 8 points
Treacherous Bishop: Moves like a bishop, but with the option of moving one square horizontally or vertically (not stuck on one color any more). 5 points
Squire: Shares a square with the knight and enables this joint piece to move either once or twice if desired. Upon the knight's first capture, the Squire is forfeited, and if captured, both are captured. 3 points
Esquire (aka Page; Gentleman): Moves like a pawn, but may always move 1 or 2 squares forward. If it moves 2 squares, it may jump over a piece. It captures like a pawn, and promotes to a knight. 3 points
Deathknight: Moves like a queen, can jump over pieces, can sacrfice itself to capture all pieces around it, can move two times in one turn but cannot check or capture on the second move. 19 points
Jedi-Knight: By sacrificing itself, this knight first gets the opponent to make a forced (legal) move, i.e. on the opponent's turn, the player can declare that the opponent has to move a certain piece to a certain location, followed by the player then having to move that (jedi) knight...and regardless of that knight making a capture or not, it is promptly removed from the board. 14 points
Wall: Takes up a 2x2 square, cannot move, you can place it anywhere behind the "4" line.Can only be captured by a queen or rook (on any of the four squares). 2 points
Nuker: Does not move, but sacrifices itself to capture 3 pawns or one bishop/knight, you can sacrifice 2 nukers to capture a rook or a bishop and knight. 6 points
Striker: Moves like a rook but cannot move horozontally. When it reaches the 8th rank, it becomes a regular rook. 3 points
Cavalier: It moves just like a knight, except that it has twice the range. It may make two standard knight moves in a row, or it may combine them to make one large move. In a large move, instead of "up one and over two or up two and over one", it is "up two and over four or up four and over two". It is able to check, deliver checkmate, and assist in checkmates and can capture and be captured by any enemy piece. 5 points
Siege Tower: It moves just like a rook. It is made up of two segments, one on top of the other. Each attack on it removes one segment, so it must essentially be "captured twice" to be removed from the board. Siege towers can damage and capture each other. The loss of one segment does not affect its abilities. It may check, deliver checkmate and assist in checkmates, and it can capture and be captured by any enemy piece. 9 points
Robot: Moves like a queen, but can't stop until it's obstructed, either by a piece in the same army, by the side of the board, or by capturing an enemy piece. 5 points
Pikeman: Moves forward one square at a time. Like a pawn, it can move forward two squares on its first move if desired. However, also like pawns, it cannot move backwards or sideways. It may capture any piece (only one, not all three at once) on the three squares immediately in front of it, meaning it can capture diagonally up to the left and right, or straight forward. It may check, deliver and assist in checkmates, and capture and be captured by any enemy piece. If a pikeman reaches the eighth rank, it is promoted to a Champion. 1 point
Champion: It possesses the same abilities as the pikeman, but is able to move backwards one square per turn. It may not move sideways. It also may not move backwards to the first rank. If a champion reaches the eighth rank, it becomes a General (a.k.a. Sidekick), which retains all of the champion's abilities, but may move like a king. 2 points
Bigot (aka Madman): Moves like a bishop, but with the option of capturing pieces in the same army. 3.5 points
Traitor (aka Whip): Moves like a rook, but (see above). 6 points
Kitty (aka Commander): Moves like a queen, but (see above). 10 points
Trojan Pony (aka Sadist): Moves like a knight, but (see above). 3.5 points
Wizard: Moves like a king, but has the option of creating an opponent's piece (not a king, and no pawns on first or eighth ranks) on the square he left. 3 points
Bloody Saint: Moves like a bishop, but can jump over pieces like the knight. 5 points
Bully: moves like a rook, can only capture pawns. 3 points
Morpher: Can morph into rook/bishop/knight, but morphing into another piece takes a turn. 6 points
Secretive Queen: When checking the King, you dont have to announce that you are checking their King. If their King doesnt move, then you could capture it. 9.1 points
Mine: Moves 1 space at a time. when Detonated, it explodes everyting within a radius of 2 squares. 8 points
Drunken Bishop: Moves like a rook but may only occupy squares of a certain colour. Can jump over (multiple) pieces. 3.5 points
Chinese Drunken Bishop: Moves like a rook but may only occupy squares of a certain colour. Cannot jump over pieces. 2.5 points
Paladin: Moves two squares in any direction diagonally, then 1 square horizontally or vertically. 8 points
Time Pawn: Moves like a pawn, bet when you capture a piece with it, it adds 20% extra to your time limit. Correspondence: 1.1 points; 30min: 1.5 points; blitz: 2 points; bullet: 3 points
Boulder: Moves like a King. Cannot capture. Its purpose is to block attacks. Can be only captured by the Queen. 1 point
Blader: Moves like a queen; if it captures a piece, then it has the ability to capture any one piece in the surrounding 8 squares, by moving into the square of that piece. 15 points
The sidekick should be worth about 4 points. That's what most people rate the King's fighting power.
It should be called the prince and/or princess and can be flicked to the other side. Any pieces knocked down, would be out. If it was the king it would be checkmate. Can only be used after Queens are exchanged.

The Chuck Norris. No matter what move is played, even the beard has a winning attack.
The Annoying Kibitzer: play a good move and it says are you ser

The Chuck Norris. No matter what move is played, even the beard has a winning attack.
The Annoying Kibitzer: play a good move and it says are you ser
LOL

The Bard. It moves like a knight, but attracts the pieces placed at 2 squares diagonally and ortogonally towards himself, if that square is empty.
The Necromancer: walks 1 square diagonally, can sacrifice itself and replace with a friendly piece that was captured. The sacrifice counts as a move. After the sacrifice is made, the opponent may play 2 moves.
The Archer: it moves 1 square diagonally and captures like a knight, but when captures, doesn't move. Capturing counts as a move.
The Miner: Walks like a king, cannot capture. Instead of moving, it may be removed and replaced with a mine. if a piece steps on the square with the mine, it is removed together with the mine (even if a piece walks through that square to another.
The Joker: It can only move in the same way as the last piece moved by the opponent. Cannot copy abilities, only movement, can capture and be captured.
The Magic Joker: Like the joker, but can copy abilities.
The Sage: Moves like the king, opponent pieces cannot move to or through his adjacent squares, except if they capture the sage with that move. The sage can move freely to adjacent squares of any pieces, including other sages, the pieces who enter his adjacent squares in this way are unnafected, but still have their movement restricted by the sage as mentioned above. (they can still move but not to or through an adjacent square of the sage, except to capture it.
The Angel: Moves like the queen, cannot capture, Any friendly adjacent piece cannot be captured.
The Siren: moves like a knight. If the opponent may capture it, he must do so (like in checkers).
The Merchant: may move horizontally like a rook, or vertically 1 square.
The Story-Teller: Moves like a king, can only move in the first 3 ranks of the controller. (1,2,3 for white, 6,7,8 for black) can be sacrificed, the sacrifice counts as a move. If sacrificed, his controller decides the opponent's next move. Then the controller makes a move. Then the opponent makes 2 moves. (if the king could be captured in those moves, the player who could capture the king wins the game.)
The Legend: Moves like a queen or a knight.
The Spider: Moves 1 square diagonally. All adjacent pieces cannot move.
The Drone: Moves like a queen. If the drone may capture a piece, his controller must do so (as in checkers).
The Ghost: Moves like the knight. Other pieces can move through it (but not stop in his square). Cannot capture a piece that has captured another piece in the last turn of the opponent.
The Ghost 2: Moves like the knight, cannot capture, other pieces can move through it, but not to its square. If it makes a move to an adjacent piece, the controller can announce that that piece is haunted. The haunted piece cannot move until the ghost moves or is captured. The ghost cannot haunt 2 pieces at the same time. If it moves, the effect of haunting ends (and it may haunt another adjacent piece).
The Frodo: Moves and captures as a pawn. If it gets to the back rank, its controller wins the game.
The Fenix: Moves like a Queen, but not more than 3 squares. If it's captured, it may come back at anytime, in the same square it was captured. Placing the Fenix back into the game counts as a move. If the square is occupied, Fenix cannot come back to the game.
The Dark Wizard: Moves like a king. Instead of moving, it can be sacrificed. If it is sacrificed, remove one of your own pieces from the game and an opponent's piece of the same type.
The White Wizard: Moves like a king. When an opponent captures one of your pieces, you may sacrifice the white wizard and cancel the move.
The Archmage: Moves like a king. Instead of moving, you may sacrifice the Archmage and play 2 turns. If you don't win the game in those 2 turns, you lose the game. (if you capture the enemy king in those 2 moves you win).
The Disguised Assassin: The assassin is one of your pieces. You decide who is the assassin before starting the game. The opponent does not know which piece is the assassin. That piece cannot capture and cannot move more than 3 squares. If this piece checks the opponent's king, you win the game.
The Unicorn: May move to any square, cannot capture, cannot be captured.
The Gnome Engineer: moves 1 square ortogonally. Instead of the normal move, may use the flying machine. If he does so, the gnome moves to any free square of the board without capturing. In your next turn after the gnome flew, the gnome cannot move.
The Bear: Moves exactly 2 squares to any direction, jumps. Can also move like the knight. Can only move in the moves of an even number (2,4,6 etc.).
The Owl: Like the bear, but can only move in the moves of an odd number (1,3,5 etc.)
Now, humor:
The Chuck Norris: If this piece is on the board, Chuck Norris wins the game. Both players lose. Everyone else playing chess in that room also loses the game.
The Chess Fanboy: If you control this piece, you suddenly get too emotional about chess.
The Bobby Fischer: Moves like a queen+knight, but every time you move Bobby Fischer, all the pieces of each color exchange their positions randomly, except the pawns.
The Capablanca: Moves like a Queen+knight. Instead of moving Capablanca, you may add another line or rank to the board, in one of the 4 coordinates.
The Magnus Carlsen: Moves like a Queen+knight. Instead of moving Magnus Carlsen, you may use an engine to analyse the position.

These are hilarious suggestions! Mine would be the Constable (or something): It can move 2 squares in any direction in a straight line, can jump, but doesn't capture by landing on a destination square. Instead it captures by being adjacent to the piece it intends to capture (so almost like how en passant works). eg pawn on e5 can be captured by a constable on e4, except the constable remains on e4 and the e5 pawn is removed from play.

How about a propogandist piece? It allows you to introduce a distraction into the playing arena in lieu of moving.
Or maybe a Facebook piece, which allows you to consult your friends as to the worst possible move.
Perhaps a secret serviceman piece that is always adjacent to the king and can be used to block checks.
How about a parliament, which requires your opponent to consent to every move.
Preacher: some bishop variant or a bishop under different rules could "convert" enemy pieces of adjacent squares if they're not moved away. If it were to have a more limited movement, like three squares, then it would "convert" more or less like a check. You're "forced" to move the neighboring piece (like a check) or take the "attacking"/preaching preacher immediately, or, if you don't, the piece is no longer yours. If the preacher were allowed to move like a normal bishop, then you could leave it there for a ply, but in the next one you had to take it or move your "preached" piece away. Re-conversion only requires being adjacent to the converted piece for one ply, though, in either case. Converted pieces can only take the original-side preachers when moving from a square that is not immediatelly adjacent. The preacher can't "check" the opponent's king at any distance, but the king can be converted like the other pieces. If that happens, if side with a converted king still has a queen, it's "queenicide" rule; if the queen was already taken, it's "genocide" rule (versus checkmate, both). If the king is converted back to your side and you win, then it counts as a "double victory" for tournment measures, perhaps.
Assassin - an invisible piece that is actually not a physical piece, but moves just by annotations/diagrams that both players keep hidden. Like in the "battleship" game. It starts anywhere you chose, before the game, on the third rank. You also take it like battleship, moving to the square you infer it may be, and announcing the attack. If it's not there, however, your opponent can move twice (so you don't just announce the attack at any square you'd normally occupy anyway). The assassin moves one square to any direction, but can move through/occupy the same square without taking the opponent's piece. The other pieces, from the opponent side, can also move through it, but it blocks the same-side pieces (except knights). If it's in a given square, and then the an opponent's piece is moved there (without announcing the attack), it can no longer move for as long as the opponent's piece is on that square. It can take the piece that occupies the same square though, revealing its position. If you manage to move it to the same or adjacent square of the opponent's king, then you don't need to warn of check, but an additional check from any other piece is checkmate.

I propose the Ivanov
It moves like a pawn,the only difference is when it gets promoted,you now have th ability to plug in your Houdini without repurcussions from authority
An opening is also named on it for using it on the first move.
Its called the Bori-Slav

Chess in sanskrit is Chaturanga, means 4 arms (of the military): foot soldiers, cavalry, chariot and elephant. So, a fifth arm could be air power.
It perhaps be an Eagle, called Garuda (sanskrit), could move 4 spaces in any direction straight. Worth perhaps 4 points.
Or it could be shaped like an kind of arrow and called Astra (sanskrit). move as above.
Call it a Priest! It fits in!