Mysterious Treasure Hunt
The objective of the game is to hunt for as much treasure (points) as possible or to eliminate the opponent. To ensure that this task is easier said than done, the FOW rule is included to encourage risk-taking and logical decision-making. Often, pieces that scavenge for treasure in the deep heart of the board don't make it out alive, so it's up to the player whether to keep foraging points or to bring more resources for assistance.
Each player has a starting set of pieces and a dispatch bank that can be deployed on the player's first 3 ranks. The Amazons are superior attacking and scavenging pieces, able to quickly scoop up points over time; however, the Generals are more abundant and are overall a better choice for hunting treasure in the early game. The Wildebeest can sneakily attack and defend with its unique Camel movement; however, the opposite is also true as it is extremely weak in close range.
The board has a very intriguing design; upon careful notice, one may see that in the central 64 squares, the value of the dead pieces increases towards the center of the board, with 12-point amazons residing in the central 4 squares and measly 3-point Knights and Alfils lurking on the edges. This is designed so that the further in a piece is, the less chance it will have to retreat back if a major attack suddenly happens. The low-value pieces scattered around the edge of the entire board can act as obstacles or some sort of "signal" that could indicate the presence of an opponent's piece. Many new players may take this bait immediately, not realizing that these low-value pieces are extremely unimportant and therefore falling into a trap.
Pawns promote on the 10th rank, and the selection includes the all-powerful Amazon, the sneaky Wildebeest, the premium Knight-rider and Camel-rider which cannot be obtained through any other means, and the amazing Brick. (The Brick, while seemingly laughable, can prevent the opponent's Pawns from advancing and/or hinder the movement of the Chancellors/Amazons. It is helpful if the player believes that the Pawn would otherwise be captured.)
I only now noticed that there is a distinct lack of Fog of War variants (I wonder why?). Hopefully that can change. And thanks for reading!
Comments
6
"self-declined for improvement" in the words of BN

Any reason that this was self-declined? It looks like a pretty good variant.
I was trying to think of a way to give more visibility to the dead sea so that you don't have to blindly jump a knight around, hoping you don't get captured first (which is actually kind of a fun part of this game). But if you want to give the players more information about all the plundering in the middle, I had the idea of adding these berolina pawns as scouts. They will see fog until a piece captures in front of them and moves away, or until they are captured. Either way, it gives you some idea of what your opponent is up to. I'm not suggesting you use all these pawns, it's just an idea to work with.
https://www.chess.com/variants/custom/game/67081422
