+ Pieces move as usual, but they all hide a special "power"
+ inspired by Mario Kart:
+
+
+
+ The pawn (Toad) leaves a "turbo" mushroom on its initial square,
+ or on the intermediate one in case of a two squares move.
+
+
+ The knight (Yoshi) let a surprise egg on its initial square.
+ See about egg effect below.
+
+
+ The rook (Donkey) put a banana on a square diagonally adjacent to the
+ arrival one, at random, if possible.
+
+
+ The bishop (Wario) put a bomb on a square orthogonally adjacent to the
+ arrival one, at random, if possible.
+
+
+ The queen (Mario) can play a stealth move once in the game:
+ the opponent will only know that a queen moved - to an empty square.
+ A promoted queen also has this power if not already used.
+
+
+ The king (Peach) can "throw a shell" on an enemy reachable by a queen,
+ once in the game. A promoted king also has this power, if not already
+ used. The capture is done remotely without moving.
+
+
+
The king cannot castle, and pawns don't capture en passant.
+
+
+
+
+
+ So the goal is to capture Peach :) If pawns promoted into king, then all
+ of them must be captured. Since it still looked too easy, the 4 mentioned
+ objects alter the move played, generally at random:
+
+
+
+ A king or a pawn arriving on a mushroom advance one square further,
+ while a knight jump another time in the same direction, if possible.
+ Pawns can "eat" objects diagonally too.
+ Mushrooms have no effect on sliders (queen, rook, bishop).
+
+
+ A piece arriving on a banana (resp. bomb) is redirected at random by one
+ square in an orthogonal (resp. diagonal) direction. If a piece (of any
+ color!) stands on that square, then it is captured.
+
+
+ The effects can cumulate, as illustrated on the diagram: the pawn
+ "captures" the banana on e4, and is then redirected toward e5: mushroom,
+ it jumps to the next square, which sends it on d5 eating the white rook.
+ (We can imagine that the hope was to eat the black knight instead).
+ A piece may ends on its initial square, move back, and so on. That being
+ said, a given object can only be used once on the path.
+
+
+
+
+
+
+
+ The egg case is more complex: a move ending on an egg triggers an effect
+ chosen at random, positive or negative. There are four bonus and four
+ penalties. They are introduced in a dual form: first the positive, then
+ the negative.
+
+
+
+ King Boo (*B) let you exchange the position of any pair of pieces on the
+ board.
+
+
Koopa (*K) drives the piece back onto its initial square.
+
+ Toadette (*T) allows to place a new — random — piece on the
+ board. If the piece is dropped on an egg, banana or bomb, its effects
+ are applied.
+
+
+ Chomp (*C) eats the piece, which is thus captured. If it's Peach, then
+ bad luck, game over :)
+
+
Daisy (*D) allows to play again with any of your pieces.
+
+ Bowser (*M) immobilizes the piece (which is surrounded by a light green
+ halo). It won't be allowed to move on the next turn.
+
+
Luigi (*L) changes the color of a random enemy piece.
+
Waluigi (*W) changes the color of one of your pieces (at random).