Stars set how often an augment shows up, not how strong it is. Rare ones swing the game, and that is the point.
No win rates here. Nobody has played enough games for those numbers to mean anything yet.
Opening
Offered only in the first draft, and it fires as the game starts.
The back rank is shuffled into one of 960 starting positions.
White fields a wall of pawns instead of an army.
Midgame
Shows up once the game is under way.
Every eighth turn, one random piece on each side cannot be captured for a while.
Every third turn, three pieces on each side are frozen in place.
Every sixth turn, one piece on each side loses the ability to capture.
Move the same piece three turns in a row and it cannot be captured for three plies.
On the twelfth move, every piece except kings and pawns is shuffled.
A piece that captures cannot move for the next two turns.
On the twentieth move, one piece on each side is sent off.
Endgame
Shows up late, when material is thin.
If you can capture, you must.
Pawns may only promote into pieces you have already lost.
A piece that has taken three pieces cannot capture again.
One piece on each side is nailed down for the whole game.
Pawns may not become queens.
Pieces
Changes what one kind of piece can do.
Both knights leap exactly two squares, straight or diagonally.
Your queen also moves like a knight.
Both bishops also move like knights.
A piece that captures is promoted one step up the ladder.
Pawns advance diagonally and capture straight ahead.
Both bishops become cannons that must jump over a piece to capture.
Your king also moves like a knight.
Both rooks also move like knights.
Both bishops also step one square straight.
Both rooks become grasshoppers that leap over a piece to land behind it.
Both rooks can only travel three squares.
Both knights move like knights but capture like bishops.
Both rooks can only move straight forward.
Both bishops can only travel three squares.
Both rooks move like rooks but capture like knights.
Both knights move like queens but can only capture like knights.
Rules
Changes a rule that applies to both sides.
After each move you seal one square on the edge of the board.
One centre square swallows whatever lands on it.
Queens, rooks and bishops slide as far as they can go.
About one capture in seven slips out of your hands.
Every twenty moves the outermost ring of the board falls away.
Captured pieces change sides and can be dropped back onto the board.
Every capture explodes, taking the surrounding pieces with it.
After every move you drop a duck on an empty square. Nothing can pass through it.
You cannot move the same piece four times in a row.
You also win the moment your king reaches the four centre squares.
Queens, rooks and bishops cannot move just one square.
A piece that just captured must make a quiet move before capturing again.
Nothing may move backwards. Kings are exempt.
- PortalsNot playable yet
Two linked squares teleport any piece that steps on them.
Capturing is forced, and losing every piece is how you win.
Every square you leave behind is sealed off for the rest of the game.
Being stalemated loses the game instead of drawing it.
No checks are allowed. First king to the eighth rank takes it.
Check the enemy king three times and you win outright.
49 augments