I took chess and added the one thing it’s missing: anxiety

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!

:game_die: 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:

  • Success: capture happens

  • 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:

  • capture succeeds/fails (bounce)

  • critical fail (self-destruct)

  • conversion (“WOLOLO!”) — turning an enemy piece to your side

:brain: Current status/roadmap

  • :white_check_mark: Playable PvP (local)

  • :wrench: Working on AI (PvAI) — still in progress

  • :wrench: Online PvP is planned, but it’s a bigger/time-consuming milestone

:folded_hands: Feedback wanted

I’d love suggestions on:

  • balancing probabilities / D20 outcomes

  • UI/UX for communicating odds clearly (without clutter)

  • ideas for AI design in a non-deterministic board game

  • online PvP architecture tips (Godot-specific advice welcome)

Below is a gameplay screenshot. Thanks!

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That sounds like a really fun game of chess. Its like battle chess without the battles.

On conversion, what happens to the extra piece? You can’t have two pieces on one square, so where do they go. You couldn’t force the attacking piece back a square, that could be disastrous, and you can’t just return the attacking piece back to the original square, for instance you moving your queen out of an attack and it gets put back into the line of fire. So how do you handle this?

Edit:
Actually, having two pieces on one square would be an interesting situation too. You might be able to do this.

2 Likes

@Omer_Guleryuz

Y’know, I’ve been thinking about this “RNG chess” concept for quite a bit. Because, on the surface, it seems like a fun idea. Chess without the rigid structure, making things less predictable.

But having a chance for the piece I played to just not work just… doesn’t sound very fun and very arbitrary. I might as well play UNO.

However, as a game designer myself, I feel like pure numeric RNG isn’t the right call. I think the luck factor should be determined by circumstances of player choice, that they then play around.

This is because I believe the strongest “luck” factor are people themselves. Everyone’s got their own life, their own preferences, and their mood changes moment-to-moment.

Also, it isn’t truly random, as one thing always leads to another. But it IS unpredictable, which is what you want.

For an example on how to apply this, what if players could build a unique starting layout for each of their pieces on the board?

That’s makes the player think “Hm, my opponent is running [this layout], I’ll have to change my strategy of my own custom layout”. Kinda like deck building for chess.

Since the circumstances of each player’s board is different by default, there’s always naturally something new to think about without numeric chances to do random stuff. It feels like your using your wits to strategize on the fly instead of praying to god your piece captures.

You can expand this idea even more by adding custom pieces, new boards, and any new creative mechanic you can think of. But make sure the unpredictability is from the players themselves, not the game screwing them over when it feels like it.

You gotta exploit human nature in your game’s design, because humans are the only ones playing the game (hopefully).

On another note, multiplayer implementation should be relatively painless for any 2D strategy game. I’m saying this as a multiplayer game developer myself.

This is because:

  1. Your game only needs Peer-2-Peer to work properly, because there’s only 2 players.
  2. You don’t need any fancy netcode for spawning and replication since it’s just basic state changes + RNG syncing.
  3. Ping is irrelevant, as there’s minimal real-time action. You can play a strategy game at 1,000 ping (1 seconds of latency) across the world, and be totally fine. (You can even play with someone on the moon with 2,500 ping/2.5 second of latency and the players won’t notice)
  4. Anti-cheat is a breeze in online chess… if the chess pieces have a set function and a set way they can interact/move, then it’s really easy to check if an action is invalid. And if somebody does cheat, it’s stupidly easy for the enemy to spot and just leave. (Physical chess is a little more challenging. I.e. that one grandmaster with the supposed vibrator. If you know, you know.)
  5. You don’t need complex 3D graphics nor need to replicate them.
  6. You can have this game on mobile and web browser extremely easily.

Hope that was concise enough for ya! :chess_pawn: :tractor:

2 Likes

I agree that moving a piece and having it ‘not work’ might be frustrating. But I do like that it is supposed to be a fight. In a fight, both players take damage. So if your queen is damaged to a very, very low health, taking a pawn gets dangerous.

However that doesn’t work either. Because a pawn can take a queen without any problems in real chess, so you could not make a pawn die against an all powerful queen.

I do like the idea that the outcome is uncertain. Bishop vs Knight say. The on-screen dice rolls, if it lands on a 6, oh no, you lost. (Or whatever the numbers are.)

Oh I have an idea, each piece has a different dice, so the queen has a 20 sided dice, a pawn a four sided dice, so the most the pawn can ‘defend’ with is 4. The queen might roll a 1, or a 2, or a 3 etc, but will probably roll a 12 or something, or is almost certainly going to win the attack. (I am assuming here the queen is taking the pawn). Then perhaps the queen loses whatever the pawn scored. So if the pawn scored 2, the queens dice becomes an 18 sided dice for the next battle.

Still doesn’t answer though what happens when a pawn tries to take a queen. I can’t wait to hear what the OP decides to build. I like your idea about a set up phase, perhaps each person takes a turn putting their pieces on the board. Still major pieces on bottom and pawns on 2nd row, so you could start with all the pawns on the board, so only 8 turns placing pieces. (Fischer Random Chess style, but this time both sides are not mirrored).

Edit: I like the idea of all the pieces having tiny health bars below them!

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Hey everyone!

Thanks a lot for the thoughtful feedback and ideas. I really appreciate you taking the time to think through the design with me.

A few quick updates on what I implemented/clarified since my first post:

Current rules (RPG Mode – D20)

Capture attempts now resolve like this:
1 → Critical fail: the attacking piece self-destructs.
2–9 → Fail: capture fails and the attacking piece stays in its original square (no “bounce forward”).
10–19 → Success: standard chess capture (attacker moves onto the target square).
20 → Conversion (“WOLOLO!”): the target piece switches to your color, but the attacking piece does not move (it remains on its original square). This also answers the “what happens when you convert but can’t occupy the same square?” question.

Statistical Mode (for now)

Right now Statistical Mode is simpler: each piece has a fixed matchup probability (piece A vs piece B), and captures resolve using that probability.

“Output randomness” vs “Input randomness”

One of the best points raised was that currently I’m mostly adding output randomness (you choose an action, then RNG decides if it works), and that can feel arbitrary if the player doesn’t have tools to play around the risk.

So I’m now actively thinking about “input randomness” / player-driven unpredictability too (e.g., pre-game setup choices, draft/deck-like piece configs, or other ways where uncertainty comes from player decisions and constraints, not just a post-move roll).

I don’t have the final design yet, but I agree it’s a strong direction and I want to explore it carefully.

Online play progress

Also: I started learning/implementing what I need for online PvP. The comments about it being comparatively manageable for a 2-player, turn-based game were encouraging, and I’m beginning to prototype that side.

Thanks again, seriously. If you have suggestions on good “input randomness” mechanics that still feel like chess (instead of pure chaos), I’d love to hear them.

Edit: New gameplay screenshot:

So my queen is under attack by, say, a protected pawn. So I move the queen to take another piece, and there is nearly a 50% chance it will end up back in the original square, where it gets taken.

In your probabilities:

5% Critical fail
40% Fail
50% Success
5% Conversion

So in a 60 move game, 27 of my moves will fail. That seems a little high. I suppose you will need some playtesting to get it just right but I am sure that is too high. Perhaps the values can change over time, so the fail rate rises through the game and the success rate drops.

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The key (for anyone looking at this) is to remember that this is no longer chess and is a different game using chess pieces and similar moves.

Adding RNG to chess completely removes move quality.
There no longer exists:

  • Best
  • Excellent
  • Good
  • Inaccuracy
  • Mistake
  • Blunder

That is not necessarily a bad thing.

The purists are going to be angry but there are lots of different ways to play chess that exist already (and the purists are already angry anyway).
Good luck, it looks good so far.

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