However, a fault often seen when players who are not very experienced in bughouse play is that they, when not know what to do, in a planless way, drop pieces just for checking. In bughouse, as in chess, one must have some idea behind the moves. A check thus should do something, for example put the enemy king in a more unsafe position.
Because of their importance we list the contact checks:
1. all night checks (hence importance of night)
2. bishop, pawn, rook and queen checks one square from the king
3. double checks
(do not forget item 3 above - it comes in handy at times.)
To some extent the enemy king can defend itself from contact checks of type 2. But note it depends on other pieces to cover night checks (yet another reason for the night's importance on attack). Also note one common tactic: forcing the king to take pieces towards the middle of the board where other pieces can mate it; it is usually dangerous when the king is defending itself.
At times you will want to wait for your partner to take a piece. This is called "sitting." You may also need to sit if:
a. you are getting mated - hoping your partner can mate first.
b. your partner is in trouble and you need to limit the flow of
pieces to your partopp (remember: your partner's opponent).
When you sit, good partopps will see that you are sitting and may sit themselves, denying you the piece or pieces you need. In this common situation, a sitzkrieg, the player with the most remaining time has the advantage. His partopp will have to move first; thus he is in control. Consequently you have to watch your partopp's clock vs. yours in deciding whether to sit or not.
A common fault is sitting when you have less time than partopp. This is theoretically a bad tactic. Your partopp will realize you are sitting - by his partner's messages or by looking at your board - and will also sit, so nothing happens except you lose more of your remaining time. This tactic can only work if your partopp is inexperienced and/or communicates badly with his partner.
The problem with an increment is that it spoils your planning in a sitzkrieg. When players get time added per move, if one game moves more than another, those players gain time. This can change the winning side in a sitzkrieg in ways that are hard to calculate and strike most experienced players as unfair.
1. you have all the pieces you need, or
2. you are ahead of your partopp on time (you can count on partner to get you more pieces), or
3. you are dead but hope for a blunder (In bughouse the blunders are much more common than in chess, believe me !)
If none of these apply, DO NOT attack. If you ignore this rule and attack, then, quoting jtp, "game over."
(Even in case 2, you should worry whether partner has time to feed you; he may be too busy defending if under attack.)
Similarly, if your partner is in a sitzkrieg with your opponent, you should not stop thinking. Try to anticipate your opponent's stalls so that you can respond to them immediately. If possible have your reply typed on your command line so you just have to press RETURN to make it.
pawn = 1
bishop = 2
night = 2
rook = 2
queen = 4
Believe these values! If you disbelieve, get Gnejs to give another lecture and attend it! Compared with chess, however, the value of a piece is much more flexible and depending on the positions on the board.
Note that trading a bishop for a night is equal in general. It may be good or bad depending on partner's game. A night is good for attack; a bishop is good for defense. Don't forget that the game is also played on the partners board !
Note that winning a queen for two pieces is equal, not an advantage. Many players do this and expect partner to win easily - this is a mistake. If partner has a secure king position, you can "sacrifice" your queen for defense or momentum with good results.
Against a good player you will usually have to sacrifice material to achieve this. Here judgment is important: if you figure out when you should or should not sacrifice for position, please tell me!
As white, with Q on d1, B on d2 and Q on the drop bar - with enemy K on e8, P on f7, B on c8, P on c7, and d8 defended only by the K. Ebenfelt mated with Q@d8+ Kxd8 Bg5++ (double check) Ke8 Rd8+++. This is truly a "chess classic bugified."
One week later, having heard about this, I had Q on d1, N at d4 and Q on the drop bar against a similar black configuration. Mate in 3! using Nc6++ instead of Bg5++.
Surely there are other classic chess combos in need of bugification! So do your part! Bughouse NEEDS YOU!
Back to Ebenfelt's Bughouse page