Hello everyone!
I’m developing a chess-inspired game called Beyond Chess that deliberately breaks the determinism at the core of classic chess. The goal is to keep the strategic depth, but introduce uncertainty so outcomes are shaped by both planning and chance. More like real life!
Modes
1) Statistical Mode (Probability-based combat)
Instead of guaranteed captures, each piece has capture probabilities against other pieces. When you attempt a capture, the game computes the chance and rolls the result:
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Success: capture happens
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Fail: your piece “bounces” (no capture)
Because outcomes aren’t fully certain, no lead is perfectly safe—momentum can shift at any time.
2) RPG Mode (D20 resolution + special effects)
In this mode, capture attempts are resolved with a D20 roll (D&D-style). Depending on the roll, different effects can happen:
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capture succeeds/fails (bounce)
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critical fail (self-destruct)
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conversion (“WOLOLO!”) — turning an enemy piece to your side
Current status/roadmap
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Playable PvP (local) -
Working on AI (PvAI) — still in progress -
Online PvP is planned, but it’s a bigger/time-consuming milestone
Feedback wanted
I’d love suggestions on:
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balancing probabilities / D20 outcomes
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UI/UX for communicating odds clearly (without clutter)
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ideas for AI design in a non-deterministic board game
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online PvP architecture tips (Godot-specific advice welcome)
Below is a gameplay screenshot. Thanks!

