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Banana Joe Games presents

CHESS PROJECT

The board shows the classic identity. The card holds the real one.
Prototype  v0.1  ·  2 players  ·  working title

A faction card game built on top of standard chess. The pieces and their movements stay exactly as they are. What changes is that every piece category is a card, and that card gets stronger as the game kills people.

1 What changes from chess

Standard board, setup, movement, capture, check, checkmate, castling, en passant. Two additions, and nothing else:

  1. Faction cards. Each player brings a faction: 6 category cards (Pawn, Knight, Bishop, Rook, Queen, King). Each card holds one skill printed at Levels 1, 2 and 3. All pieces of a category share the card's current level.
  2. XP. Captures generate XP. XP levels your cards.
Capture stays deterministic. There are no attack or defense stats. A capture works the way it has always worked, and the chess brain you already have keeps running. Every new decision lives in the card layer on the table beside the board.

2 The mask

The board shows the classic identity: this is a Bishop, it moves diagonally, everyone at the table knows what it does. The card holds the real one. Two players can face each other with the same 32 wooden pieces and be playing two different games, because a Bishop that harvests its own Pawns for XP and a Bishop that blesses them are the same shape on the same square.

The core box is built on one axis: mask against uniform. Hidden identity against declared identity. The theme sits in the matchup, not on the illustration.

3 The factions

Two in the core box, sitting either side of one axis. Full cards on the Factions tab.

The Undead Court Faction 01

XP come from death. The Court trades pieces it can recover for XP the opponent cannot. Every loss feeds something.

Two gameplans: feed the categories and outnumber through recursion, or feed the King, turn Death Toll on and win the long attrition.

The Order Faction 02

XP come from position and from peace. The economy runs while the pieces stand and advance. They want the game short and the board theirs.

The matchup: the Undead profit from every death, their own included, so they want trades. The Order profits from ranks that hold and from ground taken together, so a trade that scatters its formation costs it income.

In the box

Where the game is. First pass, untested. The Undead Court is complete at v0.1. The Order is a concept sketch: the economy is locked, several Level 3 lines are still open and marked as such on their cards.

One turn, one thing. The action economy is the whole tension: spending a turn on a skill is a turn you did not spend on the board.

1 Your turn

On your turn, do exactly one:

Passive skills are always on. They cost nothing and they are never activated.

2 Check and checkmate

You may answer check with a move or with an activation, as long as your King ends the turn out of check.

You are checkmated only if no move and no activation escapes check.

A placement can block a check or give check. A revived Pawn appearing in the right square is a legal answer to check, and that is deliberate.

3 Safety rails

Four rules protect chess itself. They are not tuning knobs, they are the reason the game still works:

No ranged removal.

No skill takes a piece off the board at a distance. Pieces die by capture.

No movement denial, no forced moves.

Both corrupt check and stalemate logic.

Capture immunity is rationed.

Only in short, time-limited doses, never blanket.

Skills may answer check.

Checkmate requires that nothing at all escapes, moves and activations alike.

Every capture pays out, and every payout is a fork: strengthen the category that did the killing, or feed the King. No splitting.

1 Earning

2 Values and thresholds

CategoryXP when capturedLevel 2 atLevel 3 at
Pawn124
Knight336
Bishop336
Rook548
Queen9510
Kingnever captured612

Thresholds are totals, not increments. A full enemy army is 39 XP. Maxing all six cards costs 46. You cannot max everything: choose.

Thresholds are universal in v0.1. Per-faction thresholds are a tuning lever held in reserve.

3 Why the board feeds the loser

Anti-snowball is built into the economy. Expensive pieces give a lot of XP when they die and level slowly. Cheap pieces give little and level fast. Dominating the board means killing expensive things, and killing expensive things hands the opponent the fuel to catch up. On top of that sit two mirrored valves: the Undead King's Death Toll pays for being killed, while the Order King's Martyrdom pays only for pieces that fall in enemy ground — so it is worth nothing until they attack.

The routing choice is the strategic fork of the whole design. Capture XP goes to the capturing category or to the King, whole. That single decision, made a dozen times a game, is what produces two distinct gameplans out of the same six cards.

A Pawn that reaches the last rank can also refuse the crown, and stay where it is as an anchor for skills.

1 Promotion

A Pawn reaching the last rank chooses, immediately and permanently:

Promote standard

Standard chess promotion. The piece joins the new category at that card's current level. When captured, it gives the new category's XP.

Refuse +3 XP

It stays a Pawn on that square. It no longer moves, but it remains a legal anchor for skills. Gain 3 XP (Pawn card or King card).

Leveling never changes a piece's category. A promoted Pawn is a Queen, and answers to the Queen card at whatever level that card is currently on.

2 Placement

Several skills put pieces onto the board. When they do:

Every faction answers one question: where do your XP come from? The answer is that faction's whole worldview, and it is the only thing that changes between two armies of identical wooden pieces.

The Undead Court trades pieces it can recover for XP the opponent cannot. Every loss feeds something.

1 How they win

Tempo route to categories

Feed the categories, level Rise and Court of the Dead, and outnumber the board through recursion.

Grind route to the King

Feed the King, turn Death Toll on, and win the long attrition. Every piece they take pays you.

2 The cards

The Lich King
King · never captured · L2 at 6 · L3 at 12
L1
GraveboundPassive

Your captured pieces go to your Graveyard instead of leaving the game.

L2
adds Death TollPassive

When one of your pieces is captured, gain 1 XP. Assign it to any card.

L3
adds Dread PresencePassive

Enemy pieces adjacent to your King lose all skills, active and passive.

The Banshee
Queen · gives 9 XP · L2 at 5 · L3 at 10
L1
Court of the DeadActive

Place 1 Pawn from your Graveyard on an empty square adjacent to your Queen.

L2
Court of the Dead IIActive

Up to 2 Pawns.

L3
Court of the Dead IIIActive

Up to 2 pieces of any category except King.

White = your Queen. Gold = the 8 adjacent squares.
Crypt Wardens
Rook · gives 5 XP · L2 at 4 · L3 at 8
L1
CryptPassive

Skills that return your pieces from the Graveyard may place them on any empty square adjacent to one of your Rooks instead of their marked squares.

L2
adds Broken CryptPassive

When one of your Rooks is captured, place 1 Pawn from your Graveyard on an empty square adjacent to the square where it died.

L3
Broken Crypt II + Warded StonePassive

Broken Crypt places up to 2 Pawns. Enemy skills cannot target your pieces adjacent to your Rooks.

Pale Priests
Bishop · gives 3 XP · L2 at 3 · L3 at 6
L1
Soul HarvestActive

Send one of your Pawns adjacent to one of your Bishops to the Graveyard. Gain 2 XP.

L2
Soul Harvest IIActive

Gain 3 XP.

L3
Soul Harvest III + Vile AscensionActive

Gain 4 XP. After you Harvest, you may place a Pawn from your Graveyard on the harvested square. If you do, the Harvested Pawn is Exiled instead of joining your Graveyard.

White = your Bishop. Gold = the 8 adjacent squares, where the Pawn to harvest stands.
Wraith Riders
Knight · gives 3 XP · L2 at 3 · L3 at 6
L1
Cull the LivingPassive

When one of your Knights captures, gain 1 bonus XP.

L2
Cull the Living IIPassive

2 bonus XP.

L3
adds FadePassive

Your Knights give 1 XP when captured.

Skeletal Thralls
Pawn · gives 1 XP · L2 at 2 · L3 at 4
L1
RiseActive

Choose one of your Pawns. Place a Pawn from your Graveyard on the empty square directly behind it.

L2
Rise IIActive

On any of the 3 empty squares behind it, straight or diagonal.

L3
adds Plague BearersPassive

Any enemy piece that captures one of your Pawns is Blighted.

White = the chosen Pawn. Gold = the square directly behind it at L1, all three behind it at L2.

3 What we are watching

  • Bishop L3 engine — closed in v0.2. Harvest plus Vile Ascension used to be 4 XP per action with no board change, and the simulations found it: 2,191 Harvests in 60 games, more XP from that one skill than from every Undead capture combined. Now the Pawn you eat is Exiled, so a rising costs two bodies and the Graveyard runs dry. Watch that the card still earns its Level 3.
  • Death Toll. 1 XP per loss may be too strong a comeback. Test against fast aggression.
  • Queen L3 reviving Rooks. Watch late-game board states.
  • Recursion and game length. If games drag, add a cost: pieces returned from the Graveyard are Exiled on their second death.
Naming. "The Lich King" collides with existing videogame IP if kept beyond prototype. Alternatives on the table: The Pale King, The Hollow Crown.

The Order earns XP by carrying the fight onto enemy ground, and by naming who dies next. Their economy runs on the charge and the sentence: nothing they own pays them for standing still.

1 How they win

The crusade die forward

Push pieces into the enemy half and let them fall there. Martyrdom pays for every death on the attack, and the Banner Guard pays simply for being deep.

The inquisition name the heretic

Condemn enemy pieces with the Confessors and collect the bounty when they fall. Slower, colder, and it turns every capture into a windfall.

Both factions profit from death — that is the joke. The Undead profit from any death, theirs included, wherever it falls: attrition is their friend. The Order profits only from death on the offensive, and from the deaths it has personally sentenced. So the Undead want a long grinding trade war, and the Order wants to be inside their camp by move twenty.

2 The cards

The Crusader King
King · never captured · L2 at 6 · L3 at 12
L1
MartyrdomPassive

When one of your pieces is captured in the enemy half, gain 1 XP. Assign it to any card.

L2
Martyrdom IIPassive

2 XP.

L3
Martyrdom IIIPassive

3 XP.

The mirror of the Lich King's Death Toll, and the opposite instinct: Death Toll pays for dying anywhere, Martyrdom only for dying forward. The card is worth nothing until you attack.

The Saint
Queen · gives 9 XP · L2 at 5 · L3 at 10
L1
Warding LightActive

Choose one of your pieces in your Queen's line of sight, unobstructed: it cannot be captured until the start of your next turn.

L2
Warding Light IIActive

Two pieces.

L3
Warding Light IIIActive

Two pieces, and they may be anywhere on the board, not only in her sight.

White = your Queen. Gold = her 8 movement lines, as far as they run unobstructed.
Banner Guard
Rook · gives 5 XP · L2 at 4 · L3 at 8
L1
StandardPassive

At the start of your turn, if at least one of your Rooks is in the enemy half, gain 1 XP.

L2
Standard IIPassive

1 XP per such Rook.

L3
Standard IIIPassive

A Rook on the enemy's back two ranks counts double.

Confessors
Bishop · gives 3 XP · L2 at 3 · L3 at 6
L1
CondemnActive

Name an enemy piece in one of your Bishops' line of sight, unobstructed. It is Condemned: when it is captured, gain 2 XP on top of its value.

L2
Condemn IIActive

3 XP on top.

L3
Condemn IIIActive

4 XP on top, and you may Condemn a piece anywhere on the board.

White = your Bishop. Gold = her lines, as far as they run unobstructed.

The sentence rides the piece until it dies, and anyone's capture collects it. Never the King — he is not tried, he is checkmated.

Inquisitors
Knight · gives 3 XP · L2 at 3 · L3 at 6
L1
PurgePassive

Pieces captured by your Knights are Exiled. Gain 1 bonus XP.

L2
Purge IIPassive

2 bonus XP.

L3
Purge IIIPassive

3 bonus XP.

Zealots
Pawn · gives 1 XP · L2 at 2 · L3 at 4
L1
MarchActive

Move up to 2 of your Pawns 1 square straight forward each. No captures, no double-steps.

L2
March IIActive

Up to 3 Pawns.

L3
FanaticsPassive

A Pawn of yours captured in the enemy half pays 1 extra XP through Martyrdom.

White = the chosen Pawn. Gold = the square directly ahead.

3 How this faction got here

Two passes, both from playtesting. v0.1 fixed the structure: the old identity was "position and peace", but peace is the opponent's decision, and four of six cards only did anything against the Undead. v0.2 fixed the fantasy: the structure worked — defensive actions fell from 94% to 64% in simulation — but the cards read like a drill manual. The rule that made v0.1 work is kept: every card is something the Order chooses to do, and nothing references another faction's mechanics. The verbs changed from holding to charging and judging.

v0.1 · disciplinev0.2 · zeal
Muster — XP if half your army is defendedMartyrdom — XP when your pieces die in enemy ground
Benediction — bless a defended piece forwardCondemn — name an enemy piece; it pays a bounty when it falls
Hold the Line — XP if the Knight lands defendedPurge — the Inquisitors exile and get paid, from Level 1
Shield Wall — pawns beside pawns count as defendedFanatics — a Pawn martyr pays extra
the "defended" keyworddropped — one less concept to track
Chaplains, Shield Bearers, The High KingConfessors, Zealots, The Crusader King

4 What we are watching

  • Martyrdom must not reward throwing pieces away. It pays 1 to 3 XP against a piece's whole material value, so losing a Rook for 1 XP should always be terrible.
  • Condemn costs a full turn for no board change. If it is never worth the tempo, fold the marking into a Bishop move instead of a separate activation.
  • Warding Light is the one defensive card left. Deliberate — a highlight, not the identity. If the faction drifts back to turtling, it is the first card to look at.
  • Purge's exile is dead weight against a faction with no recursion. Accepted: the bonus XP carries the card, and the exile is flavour that happens to matter in the core box.

The number in the corner is the XP the opponent gains for capturing a piece of that category. The two thresholds on each card are the totals that take it to Level 2 and Level 3.

Everything you need at the table that is not on a card.

1 Keywords

TermMeaning
GraveyardA face-up pile of captured pieces, public information. Exists only if a faction skill creates it.
BlightedThis piece gives +2 XP when captured. Mark it with a token.
ExiledRemoved from the game. An exiled piece cannot return by any effect. Death triggers still fire.

2 Reading a grid

Each Active skill carries a 5×5 grid, oriented toward the opponent. Up is forward.

White square
the acting piece
Gold squares
where the effect applies

3 Prototype components

The Undead Court needs the Graveyard to be visible and reachable, so leave room beside the board for it. The Order needs nothing off-board except its cubes.

4 The turn, in one box

Move a piece, or activate one Active skill. Passives are always on.

On a capture: take XP equal to the captured piece's value. All of it to the capturing category, or all of it to the King.

Checkmate only if no move and no activation escapes check.

Team notes. Why the design is shaped this way, what has already been tried and cut, and what is still open.

1 Locked decisions

  1. Capture stays deterministic. No attack or defense stats. The chess brain remains intact; all novelty lives in the skill layer. Stats were considered and cut: they turned the game into chess with power-ups, or broke the capture logic entirely.
  2. Skills belong to categories, not pieces. One card per category, all pieces of that category share the level. No piece-level tracking, ever.
  3. Level grammar. Each level-up does one of two things: it strengthens the skill (numbers or area), or it adds a passive. Cards read the same way across factions.
  4. XP routing is the strategic fork. Capture XP goes to the capturing category or the King, whole, no splitting. This single choice produces two gameplans per faction.
  5. Anti-snowball through the economy itself. Expensive pieces give a lot of XP and level slowly; cheap pieces give little and level fast. Dominating the board feeds the opponent. Death Toll is a comeback valve on top of that; the Order's Martyrdom is its mirror: it pays only for dying on the offensive, so the Order must spend risk to earn.
  6. Promotion. Standard promotion kept, at the card's current level. Refusing grants 3 XP and leaves a frozen Pawn as a skill anchor. Leveling never changes a piece's category.
  7. Grid notation. Onitama-style 5×5 grids on every Active skill. White is the acting piece, gold the effect squares, oriented toward the opponent.
  8. Safety rails for chess integrity. No ranged removal. No movement denial, no forced moves. Blanket capture immunity only in short, time-limited doses. Skills may answer check; checkmate requires that no move and no activation escapes.

2 Prior art

WorkWhat it doesWhat we take from it
Way of the Knight
Betza
Pieces earn experience and upgrade into stronger piece types.Individual piece upgrades, no faction layer. We went the other way.
Chess 2: The Sequel
Sirlin
Six asymmetric armies, altered piece movement, a midline win and a bidding duel.The warning. One army was near unbeatable and the bidding split the audience. Asymmetric chess forgives nothing on balance.
Knightmare ChessCards that change rules, drawn from a shuffled deck.Chance-driven, not faction-driven. We have no randomness at all.
OnitamaMovement cards with 5×5 grids.The grid notation convention, directly.
What makes this one different. Movements stay sacred. The asymmetry lives entirely in the card and XP layer, and nothing is random.

3 Playtest watchlist

4 Open threads

5 Next steps

  1. Mirror playtest, Undead vs Undead. Does the base loop hold: move or activate, XP routing, revive placement?
  2. Lock The Order at v0.1 once the base loop is confirmed.
  3. Matchup playtest, Undead vs Order. The big one.
  4. Mask module test (hidden levels), only after the open-information game works.