Hey everyone, I'm currently working on a homebrew campaign that I'll be running with my friends. A couple of them (unknowing to each other) have chess in their background, and one of which sparked the idea of chess game unique to magic and d&d since it's part of their backstory.
So I spent some time creating specific rules for each piece, I do more homebrew lore than item creation and was wondering if y'all could provide any feedback for me? if it sounds good, balanced, etc. I think no matter what, the players will enjoy it but I also want it to make sense haha.
Similar to a normal chess game, magical chess is made up of 6 types of pieces on an 8x8 square board. Each player has a turn in which they may move a single piece in specific directions correlating to non-magical chess. However, unlike the non-magical version, each piece of magical chess contains an ability within itself that may effect the game, such as:
The Pawn
Able to take another piece that is forward and diagonal to itself.
Also has the ability after taking an opponent’s piece to curse another within range (one space). This curse prevents movement for one turn and can only be used once per pawn.
The Knight
Able to move over other pieces, in an L shape.
Also has the ability to move in the same fashion, except discreetly. The Knight may turn invisible for a single turn, leaving the opponent unaware of its position. *If the opponent moves a piece to the same space before the invisibility fades, the Knight will take said piece on the next turn. **Players may not move their own pieces into the same square as a Knight.
The Bishop
Able to move diagonal, as far as the board permits, in any direction.
Also has the ability to pass through one opponent's piece on the diagonal (so long as there is space on the other side for it to occupy), leaving it cursed to be controlled by that player. This curse lasts for two turns, or until the piece is used, whichever comes first. This ability may not be used on the King or Queen, and may only affect each piece once per game.
The Rook
Able to move horizontally and vertically on the board any number of spaces.
Also has the ability when traversing the board to leave a wall of impenetrable ice in its wake (lasting until the start of the second of two succeeding turns). However, the Rook may not move for two turns after using the ability.
The Queen
Able to move unlimited spaces in any direction of unoccupied space.
Also has the ability to end effects of one piece currently on the board that inhabits such symptoms as immovability or protection. The Queen may not move in the same turn.
May use full movement to pass through ice walls, but stops on impact.
The King
Able to move in any direction, however, may only move one space.
Also has the ability to provide a protection spell to a single piece, preventing it from receiving effects such as immovability. If the protection is destroyed, the King may bestow protection onto another piece.
One final distinction of magical chess is that the two players may go into a magical chess match with a bind between them. The players will have a third party dictate and seal the agreement, which can be anything the two parties agree on, and both must be willing. This can be anything from owing the winner two gold pieces, to detachment of limb. If the losing party declines to honor the bind, they will be cursed with petrification and agony. This can be difficult to undo.
Hey everyone, I'm currently working on a homebrew campaign that I'll be running with my friends. A couple of them (unknowing to each other) have chess in their background, and one of which sparked the idea of chess game unique to magic and d&d since it's part of their backstory.
So I spent some time creating specific rules for each piece, I do more homebrew lore than item creation and was wondering if y'all could provide any feedback for me? if it sounds good, balanced, etc. I think no matter what, the players will enjoy it but I also want it to make sense haha.
Similar to a normal chess game, magical chess is made up of 6 types of pieces on an 8x8 square board. Each player has a turn in which they may move a single piece in specific directions correlating to non-magical chess. However, unlike the non-magical version, each piece of magical chess contains an ability within itself that may effect the game, such as:
One final distinction of magical chess is that the two players may go into a magical chess match with a bind between them. The players will have a third party dictate and seal the agreement, which can be anything the two parties agree on, and both must be willing. This can be anything from owing the winner two gold pieces, to detachment of limb. If the losing party declines to honor the bind, they will be cursed with petrification and agony. This can be difficult to undo.
Link to the Homebrew page: Magical Chess Homebrew