Seirawan++ is an extension of Seirawan Chess that allows players to become familiar with a wide variety of fairy pieces on a standard chessboard.
Seirawan++ Chess is played on a standard 8 × 8 chessboard and follows the normal rules of chess, with two additional pieces selected during the opening phase.
When a player moves for the first time a piece that is still on its original square, they may, during the same move, place one of their reserve pieces on the square that has just been vacated.
Placing a reserve piece is optional. Each starting piece (King, Queen, Rooks, Bishops and Knights) can vacate its original square only once: therefore, a player has eight opportunities to introduce their two reserve pieces. If they move all their pieces from the first rank without placing a reserve piece, any remaining reserve pieces can no longer be introduced.
A reserve piece cannot be introduced as a way of getting out of check.
When castling, a player may place one of their reserve pieces on the original square vacated by the King or the Rook. However, only one of the two reserve pieces may be introduced during that move.
When a pawn reaches the last rank, it may be promoted to a piece of the player's choice.
Combines the movement of a Rook and a Knight.
Combines the movement of a Bishop and a Knight.
Moves one square diagonally like a Ferz, or jumps two squares orthogonally like a Dabbaba. Betza notation: FD.

Moves one square orthogonally like a Wazir, or jumps two squares diagonally like an Alfil. Betza notation: WA.

Slides diagonally like a Bishop, or jumps like a Dabbaba. Betza notation: BD, hence its name BaDger.
Slides orthogonally like a Rook, or jumps like an Alfil. Betza notation: RA, hence its name RAm.
This piece can appear through the promotion of a Ship. It moves one square diagonally and can then slide any number of squares vertically or horizontally.
This piece can appear through the promotion of a Snake. It moves one square orthogonally and can then slide any number of squares diagonally.
Moves either one or two squares diagonally, forwards or backwards. It can jump over the first square if it is occupied, in order to reach the second diagonal square.
Moves like a Rook. To capture an enemy piece, the Cannon must be aligned with it along a rank or file, never diagonally, with exactly one other piece, friendly or enemy, between them. The intervening piece "charges" the Cannon, which can then capture the enemy piece. In this case, the Cannon takes the enemy piece's square by jumping over the intervening piece, which remains in place. The Cannon is borrowed from Xiangqi.
Combines the movement of a King and a Knight.
Moves one square vertically and can then slide diagonally.
Moves one square diagonally and can then slide vertically, but not horizontally.
Jumps diagonally or orthogonally by 2 or 3 squares.
Jumps orthogonally (horizontally or vertically) and diagonally by 1 or 2 squares.
The orthogonal equivalent of the Elephant; it can jump over the first square.
Moves and captures like a Knight, or one step orthogonally.
it is another compound piece that moves as a Bishop or a non-royal King. That means that it is a Bishop that can also step one space orthogonally.