CSA: Duel

CSA: Duel is a variant of my CSA and is intended primarily for those who seek the thrill rather than the revelation.

Unlike CSA, this variant adds a layer of bluff and psychological warfare. You must anticipate your opponent's intended moves and arrange your six cards accordingly to block them at the right moments.

This game is great for family game nights or hanging out with friends. Healthy thrills and plenty of fun are guaranteed.

This is ordinary standard chess, but ...

CSA: Duel

1. Objective

Checkmate the opponent's king. All standard FIDE rules apply.

2. Series

Each player makes a series of 6 consecutive moves from the very beginning. After completing the series, the turn passes to the opponent, who also makes 6 moves. And so on, until check interrupts the series.

3. 6 Cards

Each player has 6 cards: 3 red (Yes) and 3 black (No). Suit and rank do not matter.

Before a player's series begins, the opponent arranges a stack of 6 cards in any order and places it face down in front of themselves. After each move by the player, the opponent reveals the top card of their stack:

Red — the move is accepted.

Black — the move is rejected, and the piece returns to its original square.

Important:

If a move is rejected (black card), repeating that same move within the current series is forbidden. The player must choose a different legal move.

4. Series Discipline

The player must use all 6 moves of their series, unless it is interrupted by check.

The same piece may be moved several times in a row.

5. Check

If check is declared as a result of an accepted move (red card):

The remaining moves of the current series are burned.

The turn passes to the opponent.

The opponent defends with one move without using cards (as in classical chess).

After defending against check, the turn returns to the attacking player.

The player who got out of check arranges a new stack of 6 cards in any order they choose.

The attacking player begins a new series of 6 moves.

6. End of Game

The game ends in one of the following cases: checkmate, stalemate, or agreement on a draw.

7. Forbidden

Voluntarily interrupting a series.

Ignoring the card reveal after each move.

Repeating a rejected move within the current series.

If you want to crank up the excitement even further, arrange your 6-card stacks blindly, without seeing what you are putting where. Every reveal becomes a surprise, every move a gamble. What more could you ask for in a game?

boardgamegeek.com
u/xbambcem — 1 day ago
▲ 3 r/dicegames+1 crossposts

LUX ET UMBRA

LUX ET UMBRA

Follow the Dice

Components

Chessboard + pieces in standard starting position (just like classic chess)

2 dice: instead of numbers — Light (white) and Shadow (black).

Don't have themed dice? Use regular ones: even numbers = Shadow, odd numbers = Light.

How Pieces Move

Everything is exactly like in classic chess. Pawns, knights, bishops, rooks, queens, and kings move and capture the same way. No changes.

How to Play

Roll the dice — two colors appear (sometimes the same).

The Rule: you can only move a piece that stands on a square of the rolled color.

Pick any of the two rolled colors and make a move.

After this, you must make a move using the color of another die (if possible).

One piece can move twice if, after the first move, it ends up on a square of the required color.

Made at least one move during your turn? Now it's your opponent's turn.

Couldn't make a single move? You lose.

Allowed

Move from either rolled color (you choose which one goes first)

Move the same piece twice in a row

Capture the king if it's under attack

Promote a pawn on the last rank (choose any piece you want)

Not Allowed

Skip a move if you have a legal move available

Castling

En passant capture

Check and checkmate (they simply don't exist)

Draws

How to Win

Capture the opponent's king — instant victory

Capture all opponent's pieces except their king — they lose (bare king = defeat)

How to Lose

Couldn't make a move from either rolled color

Your king was captured

You have only your king left

Dice Odds

Each die has 3 Light faces and 3 Shadow faces.

Light + Shadow: 50% — the most flexible roll, you can choose either color.

Light + Light: 25% — both dice push you toward Light.

Shadow + Shadow: 25% — both dice push you toward Shadow.

In half of your rolls, you'll have both colors available. In the other half, you'll have to work with just one — so plan your piece placement wisely!

Quick Summary

Roll.

Move from the first color.

Move from the second color (if you can).

Made at least one move? Keep playing.

Couldn't make any? You lose.

Goal: destroy the king or all of your opponent's pieces.

Everything else is like regular chess. Just no check, checkmate, castling, or en passant.

u/xbambcem — 13 days ago

Fools' Advance

Fools' Advance

A chess variant by Vadrya Pokshtya

Fools' Advance is a radical reimagining of V. R. Parton's Dunce's Chess for the 21st century, an era of chaos and inconstancy, where every certainty crumbles and every alliance is provisional.

Board & Setup

Standard 8×8 chessboard.

Standard starting position.

Movement & Capture

(Note that movement and capture differ for all pieces except the king.)

• All pieces except pawns move exactly 1 square forward — either straight or diagonally.

• Pawns move 1 square straight forward (or 2 from their starting position).

• No sideways or backward movement is permitted for any piece.

• Captures follow the same rule: only straight or diagonally forward — exactly as in standard chess, but locked to forward direction.

Promotion

Upon reaching the last rank, a pawn promotes to a classical piece of its own colour (knight, bishop, rook, or queen), at the discretion of the player who advanced it to that square. A promoted piece moves and captures in any direction, as in standard chess.

Crucially: a promoted piece is controlled only by its owner — the opponent may never move or capture with it.

Control of Pieces

Any player may move ANY piece on the board — their own or the opponent's — with two exceptions:

• The opponent's king (each player controls only their own king).

• Promoted pieces (controlled exclusively by their owner).

Capturing Rules

• A piece may capture only pieces of the opposite colour.

• Capturing your own pieces is forbidden.

• You may capture your own king only using an opponent's piece — doing so results in immediate defeat.

Not Used

No check, no checkmate, no castling, no en passant.

Win Conditions

You win by either:

• Capturing the opponent's king, or

• Leaving the opponent with no legal moves (complete zugzwang — they cannot move any piece except the opponent's king, which they are forbidden to touch).

Optional Elegance

A player may formally surrender by voluntarily capturing their own king with an enemy piece.

reddit.com
u/xbambcem — 1 month ago

Key 111

Key 111 — Rules

Board: 6x6.

Starting position:

https://preview.redd.it/rtw1davq3ych1.jpg?width=1024&format=pjpg&auto=webp&s=45cd20eb4fd4248a0e2d034b8519d260af5b0685

Win Condition: A player who cannot make a legal move loses.

The King:

• The king is an ordinary piece.

• It can be captured like any other piece.

• No check. No checkmate.

Movement:

• Pawns move forward one square (no double step). They capture diagonally.

• All other pieces (King, Queen, Rook, Bishop, Knight) move as in classical chess, but only to capture.

• A piece that cannot capture any piece — cannot move. It is frozen.

Promotion:

• A pawn reaching the last rank promotes to the opponent's king.

Capture:

• All pieces may capture their own pieces.

Absent:

• No check.

• No checkmate.

• No stalemate (stalemate = loss).

• No castling.

• No en passant.

• No draws.

reddit.com
u/xbambcem — 1 month ago

Let it Dice

​

LET IT DICE — A DICE GAME FOR 2+ PLAYERS

What you need: 3 six-sided dice, a scorepad.

Goal: Be the first player to reach 9 points or more and win the game.

SETUP

Players draw lots to determine the first Leader. After the Leader's turn ends, the right to roll passes clockwise.

A PLAYER'S TURN

The Leader rolls 3 dice. The result determines what happens next:

TRIPLE (all three dice match) = +3 points.

You may stop and bank your score, or roll 3 dice again.

PAIR (two dice match) = +1 point.

You may stop and bank your score, or roll 3 dice again.

JUNK (all three dice different) = no points.

You must enter a Chance.

CHANCE

  1. Set one of the three dice aside. Remember its number. This is your Point.

  2. Roll the remaining two dice.

Resolve the result:

• Both dice match your Point = +3 points.

You may stop and bank your score, or return to rolling 3 dice.

• One die matches your Point = +1 point.

You may stop and bank your score, or return to rolling 3 dice.

• A pair, but NOT your Point = +1 point.

You may stop and bank your score, or roll 2 dice again with the same Point. Each re-roll follows the same rules: a non-Point pair gives +1 and another choice to stop or continue.

• No Point and no pair (both dice are different and neither matches your Point) = BUST.

All points accumulated this turn are lost. Your turn ends with 0 points scored this turn. (Previously banked points from earlier turns are safe.)

KEY RULE

After any roll that adds points, you may say "Stop" and bank your score. Nobody forces you to keep risking.

WINNING THE GAME

The first player to reach 9 points or more on their turn wins immediately. You do not need to hit 9 exactly — any score of 9 or above is a victory.

reddit.com
u/xbambcem — 1 month ago

NEU-CHECKERS – A checkers variant where the board starts empty

I created this game based on my own chess variant NEU-CHESS, where pieces enter the game only through the first rank.

The board is empty at the start.

Each player has 12 checkers in reserve.

On your turn, you can do one of two things. You can either move or capture with a checker already on the board, or you can take one checker from your reserve and place it on an empty dark square of your first rank. For white, these squares are a1, c1, e1, and g1. For black, they are b8, d8, f8, and h8.

Deployment counts as a full move. The new checker cannot move or capture until your next turn.

If you have a capture available, you must take it. You cannot deploy a new checker until you complete the capture.

If all four dark squares of your first rank are occupied and you still have checkers in reserve, you cannot deploy. You must move or capture with what is already on the board.

The first move of the game is always a deployment because the board is empty.

Captured checkers are removed from the game permanently.

You can play NEU-CHECKERS with any rules you are comfortable with, whether it be English, Spanish, Brazilian, or others. In that case, all the standard rules will work exactly as in the variant you choose.

On BGG I posted the rules adapted for Russian Checkers.

This variant removes memorized openings and focuses on pure decision making from the very first move. Every deployment is a conscious choice to bring a new piece into play. The game is about clarity of thought and speed of adaptation rather than opening theory.

I hope you give it a try. Feedback is welcome.

u/xbambcem — 2 months ago

Flower Chess

I think it will be something like this.

Still in progress.

u/xbambcem — 2 months ago

Evil Jester

The starting position is always randomized.

At the start of the game, the server randomly designates one of each player's 12 pieces as the "secret" piece.

Neither player receives this information.

Each player sees all of their pieces as identical — indistinguishable from one another.

When a capture occurs, the server checks whether the captured piece was the marked one. If yes — it declares victory for the attacking player.

Pure luck — no bluff, no strategy. Just risk and chance.

Every capture is a lottery.

u/xbambcem — 2 months ago

Greifswald Octagonal Chess

Greifswald Octagonal Chess

by Janos Pinter (1950 - 2020)

The game is played on a 12x12 board, on which the six squares of each corner of the board are not part of it. These squares do not participate in the game; no pieces can be placed on them or moved through them.

The game follows the laws of classical chess with the following exceptions:

A pawn's promotion occurs when it reaches the row where the enemy pawns were originally located on the opposite side of the board.

Castling and capturing en passant are completely preserved in the game, with the slight difference that castling on the short side for White is carried out to the left, and on the long side - to the right.

u/xbambcem — 3 months ago

Phantom Pawns

PHANTOM PAWNS

Chess with Invisible Pieces

You see only your own pieces. Opponent's pieces are invisible.

You capture something — you're told "Capture", but not what.

You give check — you're told "Check", but not from where.

Illegal move = kintē. 8 kintē and you lose.

Checkmate wins immediately.

Movement = standard chess. En passant is not used.

u/xbambcem — 3 months ago

Pro4x6 — Chess with Pieces PROmotion

A mini version of my Vivarta Chess, but the cycle is slightly different:

Pawn → Knight → Bishop → Rook → Knight → …

· Pawn moves → becomes a knight (on the same square).

· Knight moves → becomes a bishop.

· Bishop moves → becomes a rook.

· Rook moves → becomes a knight.

Checkmate the opponent's king.

u/xbambcem — 3 months ago

My original artwork for Snakes & Ladders: Rajas

Designed from scratch. Print and play friendly.

Find more PnP board designs here:

https://boardgamegeek.com/boardgame/471150/snakes-and-ladders-rajas/images

Snakes & Ladders: Rajas is a variant of the classic race game.

The game is built around a single decision: stop after your first roll, or take an extra roll and risk losing on the spot. In other words, every extra roll can kill you instantly if you land on a snake's head.

u/xbambcem — 3 months ago

Darkness 3x12

Darkness 3x12

Fog of War + mandatory capture + pawns promote on every move.

No check or checkmate.

Goal: capture the king.

Pawns move only one square forward and promote only to knights, bishops, or rooks.

Fun, unexpected, and convenient for playing on a phone.

u/xbambcem — 3 months ago