If you think* about it, the emotions and mind workers of "Inside Out" function much in the same way a chess team functions.
INSIDE OUT CHESS PIECES:
King: Sadness - Small, slow, often more of a burden than an asset, this piece is seemingly insignificant, but very very vital. Case in point: it's the only piece that sees the big picture.
Queen: Joy - The king's foil & polar opposite, naturally. Energetic, all over the place, the most powerful piece with seemingly infinite reach, but can easily be compromised/wind up in a bad spot due to poorly laid plans.
Bishop: Fear - hesitant to go anywhere save when it's absolutely necessary, never used except when defense is guaranteed, quickly into the battle and even more quickly out of it. You'll hardly know the piece exists until it's already used.
Knight: Disgust - Moves in a very roundabout way, only goes to very particular places on the board, Good at covering areas generally overlooked by the other pieces. Has a unique perspective on the board because of this (...though don't they all, kinda?)
Rook: Anger - brute force, the most powerful piece (next to the queen), a wall of muscle and able to knock out anything in its line of sight, but (ironically) a bit shortsighted at times.
Pawns: Mind workers. Because why not.
*(by "think" I mean, "contort and twist and force into a particular mold")
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