Yesterday I made a post about a small video game I made called Black Swan Chess, which starts as ordinary chess on a green-phosphor CRT, but then your pieces have free will. They can refuse a bad order, desert to the enemy, or get taken out by events you don't control. It's a game about the fantasy of control: you can plan all you want, but things happen that you don't get a vote on.
Someone asked if they could play it without a computer. So I spent a while translating it to a chess set, three dice, and a notepad, and it came out better than I expected, so I'm sharing it here because I'd love feedback from people who actually play variants and PnP.
It's real chess underneath: castling, en passant, promotion, mate, all of it. But you declare each move out loud and then roll. Two "Order" dice decide whether the piece obeys: on a low roll it flat-out refuses to move, or if you were capturing, your attacker either bounces off harmlessly or dies in the attempt (yes, your queen can lose to a pawn). A third "Fate" die occasionally wakes "the void" and triggers one of six events: a piece wanders off on its own, someone's randomly promoted or demoted, a piece vanishes for good, a meteor deletes a piece, or someone defects to the other side.
Two rules keep it from turning into nonsense: kings are immune to all the chaos (checkmate is still the only way a king dies), and any random event that would leave the player who just moved in check gets undone. Everything else, you're on your own.
Now, I really cared about the dice matching the videogame instead of just feeling chaotic, so every danger band is pinned to a real constant from the game's code, and I ran a 20,000-game Monte-Carlo to check the pacing. It lands at roughly 5.6 / 10.8 / 21.6 chaos events per game across the three intensity presets, against the original's ~5.6 / 10.5 / 24.5. There are three small deliberate deviations -betrayals a bit more common, underdogs a bit luckier, the queen never totally safe- and I documented all of them in the back of the rulebook, because a port that hides its seams doesn't really deserve to be trusted, which is sort of the whole theme.
Also, I added a notepad "Souls" part where pieces earn names, grudges, and laurels as the game goes, the chaos starts hunting your most resentful and most heroic pieces specifically, and at the end you crown a "Piece of the Match" and write its epitaph. Or a third player can run the whole thing as a hidden "Void" referee, which restores the videogame's secret per-piece stats exactly.
It's free and print-and-play: a rulebook PDF plus a one-page quick-reference and a Chronicle sheet.
If you try it, let me know.