UNLISTED INTERACTIONS:
If a piece is Transformed, it cannot be revived since it did not "Die". However, you suffer its On Death effect (Except for Phoenix).
Charming involves a piece switching sides.
PhoenixEgg's value increments by 1 per turn. When it reaches the "hatch" value, it transforms back into a Phoenix. The "penalty" is on the egg's death.
Envy transforms into a piece type. This includes upgrades, but does not include Value changes, Ability loss, or Status effects.
Saplings are 0 value (Status-Immune) pieces that gain 1 Value every turn, capping at 4.
Pieces that do not block movement block pushes from Wind magic.
"Block one normal attack from this location" means it has to be from that location, it has to be either "Move or Attack" or "Attack Only", and every square of Block is lost after that attack is prevented.
Pieces' interactions with Wisp can be found here: http://chess-evolved-online.wikia.com/wiki/Wisp
Since nobody has posted this yet:
TIE RULES:
Ties are caused by both players being at 0 morale at the start of a turn.
They are resolved by:
1. Whoever has MORE PIECES wins. This includes the King, Minions, Champions, and Tokens.
2. Whoever has MORE TIME REMAINING in their Timer (your large time pool that doesn't replenish after each turn) wins.
3. BLACK wins.
Honestly, this game is heading in a direction that is nothing like Chess. As Lifestones and Rangers dominate the meta, gameplay consists of gaining piece advantage through various "degenerate" strategies like Moonfox & Lifestone spam, use of Greed to create an excessive amount of Value, and Phoenix+++ usage combined with insane openings with Snake+++ and Reaver++ to create an incredibly sticky board. New overpowered units are introduced literally every update, making balance changes meaningless as new pieces will arrive to replace them. Basically, don't play this if you want a mechanically simple yet strategically deep game.