Artillery
Area denial / delayed damage / formation breaker
The threat lands after the move.
Barely moves, but fires delayed shells that force the other player to answer before impact.
A real chess variant where Snipers shoot, Artillery shells arrive late, Jets jump the board, and the community decides what survives the next season.


The board still has kings and pawns. Then the custom engine lets pieces break movement, range, timing, and blocking in ways classic chess never had to answer.
Area denial / delayed damage / formation breaker
The threat lands after the move.
Barely moves, but fires delayed shells that force the other player to answer before impact.
Long-range control / precision attacker
Moves like a king. Kills like a problem.
Steps or captures one square, then shoots diagonally from post. A ranged kill makes it reload for one round.
Fast pressure / long-range mobility
Straight-line pressure that ignores traffic.
Crosses ranks and files at speed, jumping over blockers because airborne pieces do not queue.
We wanted to know what chess becomes when the pieces stop obeying.
Instead of only replaying the classic game, we built a non-commercial system where new pieces, new strategies, and a little productive chaos can exist side by side.
Pieces are not locked to tradition. A unit can move, capture, shoot, delay damage, or jump over traffic because its behavior is defined by the engine, not by inherited chess doctrine.
Players suggest new pieces, discuss rule changes, vote on concepts, and shape where the game goes next. If an idea's good enough, it ends up on the board.
Suggest
Pitch a piece that should not exist.
Vote
Help decide what the next season keeps.
Enter the board, test strange pieces, adapt your strategy, and help shape the future of Anarchy Chess.