When I want an alternate example, I engage the Patterns as Chess Pieces™

Check Mate!

This section is for the advanced cohort. We just said that.

You will most likely need assistance if you are here by accident :-) This might tell you what but it will not tell you how.

Here are all the sixteen patterns in our unique Patterns as Chess Pieces™ and supplementary roles.

Note the grid on the left - A1, A2 etc..

Conducted and composed by Purebred Elizabeth Hunter™ - Last Update August 4, 2021


Patterns as Chess Pieces™:

Descriptions →
Chess Piece ↓
Descriptions
Pattern Comment from E. Hunter™
A2 Pawn Just as loyal and service-oriented as their extroverted counterparts, but less vocal; that is why they are placed to the outside of the board. 13 - Practitioner - ISFJ Not the leader in chess either.
B2 Pawn Sits at B and G for their courage. They enjoy organizing and mobilizing people and are content to enforce orders. They are definitely not afraid to stand up or make the tough calls. A strong warrior is needed in the front row. 1 - Director - ESTJ Enforcer.
C2 Pawn Sits at C as they are the most likely to go first if you tell them to!! And this is the piece many play first. Agreeable people, they like to help and to be liked and admired so we think that they would be happy with this position. Also, they are quite gullible which makes them a bit delusional sometimes so they could even think "Sure, I’ll do it, maybe it won’t be that bad”. 7 - Promoter - ENFP Delusional.
D2 Pawn Sits at D and E, right in front of the King and Queen as they are very loyal and would go to great lengths to protect and care for their loved ones and to be by their side. 6 - Appraiser - ESFJ By the side of those close.
E2 Pawn Sits at D and E, right in front of the King and Queen as they are very loyal and would go to great lengths to protect and care for their loved ones and to be by their side. 6 - Appraiser - ESFJ By the side of those close.
F2 Pawn Sits at F as they are the most likely to go first if you tell them to!! And this is the piece many play first. Agreeable people, they like to help and to be liked and admired so we think that they would be happy with this position. Also, they are quite gullible which makes them a bit delusional sometimes so they could even think "Sure, I’ll do it, maybe it won’t be that bad”. 5 - Persuader - ENFJ Interfering first.
G2 Pawn Sits at B and G for their courage. They enjoy organizing and mobilizing people and are content to enforce orders. They are definitely not afraid to stand up or make the tough calls. A strong warrior is needed in the front row. 1 - Director - ESTJ Enforcer.
H2 Pawn Just as loyal and service-oriented as their extroverted counterparts, but less vocal; that is why they are placed to the outside of the board. 13 - Practitioner - ISFJ Not the leader in chess either.
A1 Castle The Castle is the trusty Objective Thinker. Often a favourite piece to play with and if running a team, they would be one's right hand man - direct, practical, dutiful, transparent, strong-willed, responsible. The Castle personifies straight movement, horizontally or vertically. That’s it. Nothing fancy, no mumbo jumbo, just gets the job done steadily and reliably. Not the most forthcoming people though and, just like the Castle, would rather observe first and then jump in. That makes sense as the Castle is not available to play until later in the game. When in the game they are very powerful piece for checkmate. 14 - Objective Thinker - ISTJ Not the first in chess either.
B1 Knight The Knight needs to be seen as unique and special and you have to admit the Knight makes the most unique move of all, an irregular L-shaped move and it is not even restricted by the lack of movement in the pawns’ row because it can leap right over them. Original, Productive - right?. One does not really achieve much with this piece. But it is cool piece just like the Inspirational is a cool guy. Or seems cool at first, at least. A player quickly understands that they operate on 50% second-guessing themselves and 50% trying to prove that they are cool while second-guessing themselves - which does not really lead anywhere. The Knights are pieces that can easily be taken with pawns (which are of lesser value than themselves) because a pawn attacking a knight is not itself attacked by the knight and to defend themselves they have to retreat - just like the Inspirational. They strut their stuff, get intimidated by someone, then retreat. And losing to someone of lesser value? The Inspirational know a thing or two about this!! 4 - Inspirational - ENTP Sneaky.
C1 Bishop The biggest bad boy of the patterns, the Results, takes the role of the Bishop. In the Roman language, the Bishop is called "The Nutter" and one can see why. An eccentric diagonal movement with no restrictions (can go as far as possible) - just like the Results. Bold, daring, likely to push boundaries to see how much they can get away with, reckless at times (most times!) and gets you into trouble. This pattern fits the Bishop which is a fun piece to play with and seems like a good idea in the moment, though it most often puts the Queen in danger. The second row piece is most often lost first and, in general, the Results' fun is not long lasting either. However, if one does make it until the end with this piece, it is valuable to force checkmate - just like the Results. Pushy enough to achieve its goal as long as it does not die or get bored along the way. 3 - Results - ESTP Goes the journey.
D1 Queen The Queen is the Developer. This piece can do eeeverythiing and is not afraid to be flashy about it. The strongest piece in the game, just as the Developer is the strongest personality. Efficient, decisive, energetic, a go-getter who wants success, power and influence and is not afraid to work hard for this. The Queen is a very versatile piece. It has the most mobility, can sit on any colour and its entire power can be transferred to another location in one move, it can even come back from the dead (exchange pawn at the opposite side of the board) and, knowing how determined the Developer is, one would not bat an eyelid if others were told they could too. 2 - Developer - ENTJ Bully.
E1 King Although the King is the most important piece, it only moves one square at a time and needs the other pieces to stay alive therefore it is usually the weakest piece until the endgame, and that is when the King cannot escape anymore. Behold, the Perfectionist, the greatest escapist! Some of the most unproductive people, who would much rather live in their own minds than in the real world, a world they are divorced from most often. In simple English, people who never get anything done. But still, the King is the most important piece of the game, can the Perfectionist fulfill this role in society? Although 90% of the time they seem completely oblivious to their surroundings and one simply cannot get hold of them because they have locked themselves in the underground dens where they live, they are actually the most intelligent type and we probably owe many of the world’s technological advancements to them. If one had come across them then you know the stroke of genius thing is real. They can impress many times and they are actually very perceptive people. They are not as oblivious as they seem, they know what needs to be done, have already solved the problem in their minds and are not motivated to get it done in the real world as well so they just do not act much. Just like the King. 15 - Perfectionist - INTP Absent minded professor.
F1 Bishop The biggest bad boy of the patterns, the Results, takes the role of the Bishop. In the Roman language, the Bishop is called "The Nutter" and one can see why. An eccentric diagonal movement with no restrictions (can go as far as possible) - just like the Results. Bold, daring, likely to push boundaries to see how much they can get away with, reckless at times (most times!) and gets you into trouble. This pattern fits the Bishop which is a fun piece to play with and seems like a good idea in the moment, though it most often puts the Queen in danger. The second row piece is most often lost first and, in general, the Results' fun is not long lasting either. However, if one does make it until the end with this piece, it is valuable to force checkmate - just like the Results. Pushy enough to achieve its goal as long as it does not die or get bored along the way. 3 - Results - ESTP Goes the journey.
G1 Knight The Knight needs to be seen as unique and special and you have to admit the Knight makes the most unique move of all, an irregular L-shaped move and it is not even restricted by the lack of movement in the pawns’ row because it can leap right over them. Original, Productive - right?. One does not really achieve much with this piece. But it is cool piece just like the Inspirational is a cool guy. Or seems cool at first, at least. A player quickly understands that they operate on 50% second-guessing themselves and 50% trying to prove that they are cool while second-guessing themselves - which does not really lead anywhere. The Knights are pieces that can easily be taken with pawns (which are of lesser value than themselves) because a pawn attacking a knight is not itself attacked by the knight and to defend themselves they have to retreat - just like the Inspirational. They strut their stuff, get intimidated by someone, then retreat. And losing to someone of lesser value? The Inspirational know a thing or two about this!! 4 - Inspirational - ENTP Sneaky.
H1 Castle The Castle is the trusty Objective Thinker. Often a favourite piece to play with and if running a team, they would be one's right hand man - direct, practical, dutiful, transparent, strong-willed, responsible. The Castle personifies straight movement, horizontally or vertically. That’s it. Nothing fancy, no mumbo jumbo, just gets the job done steadily and reliably. Not the most forthcoming people though and, just like the Castle, would rather observe first and then jump in. That makes sense as the Castle is not available to play until later in the game. When in the game they are very powerful piece for checkmate. 14 - Objective Thinker - ISTJ Not the first in chess either.
The Spectator The Spectator is seen at the game. Making noise, arriving late and the life of the after party. 8 - Counselor - ESFP Where's the party? This is boring.
The Designer The Designer crafted the beautiful pieces and came up with the beautiful colours. 9 - Specialist - ISFP The arty type who has no interest in chess.
The Chessboard Something has to be trampled upon and that would be the chessboard. 10 - Investigator - INFJ As in real life.
The Absentee Not everyone can get to the game from La La Land. 11 - Agent - INFP In dreamworld.
The Manufacturer The pieces and the board have to be made and the Tradie is the one who does that. 12 - Achiever - ISTP Need the light bulb changed, while I am here?
The Player And the Enhancer would of course be the player. The mastermind who knows how everything runs. Chess is a game for them and most likely invented by them. And this Enhancer had a lot of fun composing, adjusting and inventing this page that makes clever associations between Disc patterns and chess pieces. 16 - Enhancer - INTJ The cunning strategist.
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Descriptions
Pattern Comment from E. Hunter™