After each turn, roll (5-x+1)d6, where x=amt of previous rolls. If all=1, apply 2nd prototype. Bifurcate remaining pieces. Let's hope your chessgame is strong enough that you've developed into a strong position and traded favorably, because this is where the snowball begins.
2nd Prototyping
Board: 24x24x6, adding Foliage and Water upon certain spaces.
concepts introduced:
Damage Output/Carapace (x/y), Range (rng, default 0), "capture" becomes "combat"
Stationary pieces - function as "buildings" and tank damage to the space they occupy
Space capacity (2 pieces/space/player). stationary pieces do not count towards space capacity
Unless otherwise specified, movement speed defaults to horizontal/vertical "snake" movement. Movement rules for traditional chess pieces remain.
Turns now consist of 5 "actions" each
The board has gone from 144 tiles to 3,456, with each tile now "bigger" than before. Each piece furcates into five or more pieces to fill the board.
Pawn - 2spd (movement now includes horizontal and/or vertical, can engage diagonally), 1/4
==> Encampment (stationary), 8HP
Scout, 4spd, 1/1
(2) Peon, 2spd, 1/1
Knight - 7spd ("snake" movement w/ 2 "bends" req.), 2/4, 1rng
==> Encampment
(2) Rider, 8spd, 1/2
Archer, 2spd, 1/2, 4rng
Scout
Bishop - 9spd, 1/6, 2rng
==> Missionary (stationary), 12HP, heals occupants 1 carapace per turn
Enchanter, 2spd, 2/1, 1rng
(4) Peons
Rook - 10spd, 2/8
==> Tower (stationary), 18HP, allows 1 additional piece/space
Liutenant, 4spd, 2/4
Rider
Scout
(2) Archers
(2) Peons
Queen - 8spd, 3/3
==> Caravan - 8spd, 5HP. Carries up to 3 pieces (carried pieces do not count towards space capacity)
Captain, 3spd, 3/5
Liutenant
Rider
Enchanter
Archer
Scout
King - 2spd, 1/8
==> Castle, 30HP, occupies 2x2
(2) Captain
(2) Liutenant
Enchanter
(2) Rider
(4) Peon
Here's the board as an unwrapped cube: