Here, I’ve been spending a lot of time reading through the trope examples associated with Chess, and I just came up with the most bizarre rule I think I’ve had yet, the “Check.” (I’ll admit that something akin to the concept has been brewing in my head for a while, and I previously referred to it simply as “conflicted” or “contested.”)

In the game I’m developing, you begin play with a single piece on the board (in theory), which represents your immediate area of influence. Future versions may have a miniatures game aspect to them, allowing a player to “buy” multiple starting pieces up to a certain value. As previously mentioned, moving pieces (influence) triggers “drift.”

I still can’t tell you what “check” means, in terms of my game, anyway, but I imagine it probably requires opposed dice rolls or another conflict resolution mechanic (actually represented in my game by drawing the top card from your deck, referred to as “drawing lots”) in order to perform some basic functions. It might enable other functions.

One of the things I realize is important here is to not cross terms from the roleplaying games I’m borrowing from: in Dungeons & Dragons (and indeed, many complex games that use dice rolling mechanics), a “check” refers to an instance of rolling the dice against a target number (“spot check”). Here, “check” means “Danger Will Robinson! Danger!