diff --git a/.godot/editor/script_editor_cache.cfg b/.godot/editor/script_editor_cache.cfg
index a5f5ca27d916bba1137718bef9482dcd3efb7a01..a2b4d40911fe6617b9f8d8abbb9609459da0336c 100644
--- a/.godot/editor/script_editor_cache.cfg
+++ b/.godot/editor/script_editor_cache.cfg
@@ -129,11 +129,11 @@ state={
 state={
 "bookmarks": PackedInt32Array(),
 "breakpoints": PackedInt32Array(),
-"column": 38,
+"column": 19,
 "folded_lines": Array[int]([]),
 "h_scroll_position": 0,
 "row": 113,
-"scroll_position": 99.0,
+"scroll_position": 95.0,
 "selection": false,
 "syntax_highlighter": "GDScript"
 }
diff --git a/scripts/game.gd b/scripts/game.gd
index f416dc65a56f1f3c4965ee9d52932c21be1f55e3..1b06578611d203dd2e492571436cfb118d78025f 100644
--- a/scripts/game.gd
+++ b/scripts/game.gd
@@ -117,7 +117,8 @@ func _process(delta: float) -> void:
 			if selected_piece_value is Pawn:
 					if selected_piece_value.is_white:
 						draw_pieces()
-						remove_piece(selected_piece_position.x, selected_piece_position.y)
+						selected_piece.queue_free()
+						# remove_piece(selected_piece_position.x, selected_piece_position.y)
 
 
 func draw_pieces():
@@ -337,6 +338,32 @@ func remove_piece(x,y):
 		if child.position == Vector2(x*tile_size + 32, y*tile_size + 32):
 			explosion_effect.position = child.position + translate()
 			explosion_effect.restart()
+
+			var piece = child.duplicate()
+			if is_opponent(x, y):
+				opponent_piece_count += 1
+				if opponent_piece_count <= 4:
+					piece.position = Vector2(opponent_piece_count - 1, 0) * tile_size
+				elif opponent_piece_count <= 8:
+					piece.position = Vector2(opponent_piece_count - 5, 1) * tile_size
+				elif opponent_piece_count <= 12:
+					piece.position = Vector2(opponent_piece_count - 9, 2) * tile_size
+				else:
+					piece.position = Vector2(opponent_piece_count - 13, 3) * tile_size
+				opponent_pieces.add_child(piece)
+			else:
+				player_piece_count += 1
+				if player_piece_count <= 4:
+					piece.position = Vector2(player_piece_count - 1, 0) * tile_size
+				elif player_piece_count <= 8:
+					piece.position = Vector2(player_piece_count - 5, 1) * tile_size
+				elif player_piece_count <= 12:
+					piece.position = Vector2(player_piece_count - 9, 2) * tile_size
+				else:
+					piece.position = Vector2(player_piece_count - 13, 3) * tile_size
+				player_pieces.add_child(piece)
+
+
 			piece_container.remove_child(child)
 			child.queue_free()
 			break