Revolution:
A two-player game, in which both players (Pawns) are not pitted against each other, but against the government powers (pieces) centered randomly on the board. The 16 pieces in the center represent the governments of the world united as a One-World government, allied against the common people (represented by the Pawns), whose goal is to defeat the government. There is a problem...
The pieces, with their moves (representing fully-automatic weapons, body armor, tanks, fighters, bombers, drones, missiles, etc.) are far more powerful than the Pawns (representing the people who either don't even have guns in some countries or at most in some countries have semiautomatic weapons, with not enough registered fully-automatic guns to make a difference). The object is to have each side (black and white teams of Pawns) help each other take down every government piece and check both Kings, heralding a return to a state of Anarchy (read - rule without government and absolute freedom of the individual, not chaos). If one player loses all Pawns, then it is up to the surviving player to try to completely destroy the government (checking both Kings). The game is won when both players (or the surviving player) manages to defeat the government. The game is lost obviously when neither side survives the war against the government.
Initially, all Pawns at the beginning are assumed to be loyal to the government. This is true as long as a Pawn continues to move such that it never attacks any of the pieces (government). If it attacks/captures a piece, then the government will have its turn to capture that attacking piece in one move or move its piece out of attack if it cannot capture that Pawn at all in that turn. (in other words, don't put your piece in a position where the government's response to your move is to capture your attacking Pawn, but there are times when your Pawns are blocked, and it is your only move, to go into an attacking position and be captured in response). The government can only attack at the time it is directly threatened, and if it is forked by one of your Pawns and cannot attack back, then it has to move the higher-value piece out of attack. One side moves one Pawn at a time. However, if one side becomes blocked (no more moves are possible), then the other side can keep moving until moves are made to unblock/capture pieces that are blocking. This attacking style would be reflective of guerilla warfare, in which the enemy pops in and out of place and is unpredictable. It's like this:
White move to attack
Government responds with capturing the Pawn or moving its vulnerable piece out of the way
Black move to neutral space ahead (can move two spaces initially, then one space afterwards)
Since Government is not threatened, no move is made against Black
White move to neutral space ahead
Since Government is not threatened, no move is made against White
Black forced to move into attacking position (since other Pawns are blocked or captured)
Government responds with capturing piece, even if it puts itself in a directly vulnerable position (King cannot capture a piece if that move puts it into check)
White move to capture vulnerable piece
Government responds with attacking piece if it can or moves vulnerable piece out from attack
And so on...
The standard rules of movement applies, including checks on the King. It is best to coordinate each other's Pawn movements so that when you are in classical Pawn attacking position (opposing Pawns diagonal to each other), you can "attack" to switch places without capturing to move out of each other's way and be able to reach the other side. However, if the outer Pawns (along files A and H) can move in such a way so as not to directly attack any of the pieces (that can even mean having a Pawn on d5 and one of the Kings is on d6, a nonthreatening position for the King - in that case, that Pawn would merely be stuck there until the King is threatened by another Pawn and goes after it or moves out of check), then it would be able to make it all the way across and birth a new Pawn to "replace" a Pawn previously captured by one of the pieces. The exception is when you already have all Pawns available to you. This is a global war, so envision the chessboard as a flat rendition of the planet, so that when a Pawn reaches the other side, it has essentially returned to the same place it started from (so, put that Pawn back on the same file it ended on, or you can put it on the A or H files to help you "birth" more Pawns to replace the ones you've lost in battle), and the new-born Pawn can be initially positioned anywhere along the open spaces of your back rank you want (represented by the ideals of complete individual freedom) and move anew from there. This is represented by the idea that children are born and raised to become fighters against the government in future battles. So, position new Pawns along the back rank in a way that it can support the other Pawns ahead in the adjacent files to capture more pieces with support/close off the Kings and put them in check. However, if you have no more new Pawns to birth, then you can reposition the returning Pawn to help support the Pawns ahead of it.
Using the example below, white starting off has a few options. One is b1-b2, putting the "government's" black Knight at c3 in danger. Since there are no pieces available to attack the Pawn in one move nor block it, then the Knight has to be moved to a safe square, which is either a4 or b5. Another one is f1 -f2, since neither Knight at e3 and f3 can attack the attacking Pawn and no other piece is available to defend the Knight or block the Pawn, the Knight has to move to a safe square, and that is only g4 at this time. Black, on the other hand, would put the first King, the black King at e6, in checkmate on the first move of a Pawn f8-f7, and the black Rook on f6 would have to take the Pawn at f7 to defend the King. On the next turn, black can advance g8-f7 to take the defending Rook and put the King in check again. The King can only move e6-f6 to move out of danger. Now, because the government is limited to one move at a time for attacking or saving itself at the one-time turn of each side, this means that since the King is now safe at f6, and the Pawn at f7 is no longer attacking, the black Queen d5, although she has an open line to the pawn at f7, cannot attack, since the Pawn is not directly threatening anything at this moment. In other words, if you just attack people for no reason, you run the risk of upsetting enough people to cause a revolution (and thus have all Pawns attack at once). Of course, this defeats the purpose of the game, which is to make it challenging to defeat the government. The nature of guerilla warfare makes it all but impossible to root out all the members of the enemy, so the government doesn't have the knowledge and resources to head off attacks and strategies at every turn.
Just don't run out of Pawns with which to fight the government with...
Go to post #26 to see the image of how the game starts out. Keep in mind that the Kings need to be in the inner 4 squares starting out.
https://www.chess.com/forum/view/fun-with-chess/make-up-your-own-chess-variants-and-post-them-here?page=2