Standard
Classical chess. Checkmate the king.
What changes
The board starts the same way standard chess does.
21 augments run on this rule
- Collapse Every twenty moves the outermost ring of the board falls away.
- Ascension A piece that captures is promoted one step up the ladder.
- Manners A piece that just captured must make a quiet move before capturing again.
- Deep Freeze Every third turn, three pieces on each side are frozen in place.
- Blessing Every eighth turn, one random piece on each side cannot be captured for a while.
- Poison A piece that captures cannot move for the next two turns.
- Fatigue You cannot move the same piece four times in a row.
- Black Ice Queens, rooks and bishops slide as far as they can go.
- Butterfingers About one capture in seven slips out of your hands.
- Saturation A piece that has taken three pieces cannot capture again.
- No Retreat Nothing may move backwards. Kings are exempt.
- Momentum Move the same piece three turns in a row and it cannot be captured for three plies.
- Disarm Every sixth turn, one piece on each side loses the ability to capture.
- Forced Exchange If you can capture, you must.
- Underpromotion Pawns may not become queens.
- Inertia Queens, rooks and bishops cannot move just one square.
- Staked One piece on each side is nailed down for the whole game.
- Black Hole One centre square swallows whatever lands on it.
- Pandemonium On the twelfth move, every piece except kings and pawns is shuffled.
- Red Card On the twentieth move, one piece on each side is sent off.
- Salvage Pawns may only promote into pieces you have already lost.