Introduction to Crazyhouse
Who Should Read This
If you're new to crazyhouse (zh), you should
definitely consider reading this page. This is my attempt as a
middle-of-the-road player to explain the key concepts and strategies in
crazyhouse to people who either want to improve their game or understand how it
is their opponent just soundly thumped them 15 times in a row.
Who Shouldn't Read This
If you're rated over 1700 in crazyhouse, it's
unlikely you'll get much out of this document.
How do I play Crazyhouse?
Most people are familiar with a game called
bughouse. If you are, this is simply a single board version of bughouse. If
you're not, I'll explain a little further. Crazyhouse is a game played under the
normal rules of chess with the following exception: any piece taken during the
game becomes a "droppable" piece for the taker in lieu of moving a piece on the
board. For instance, if you take your opponent's knight, you may choose to place
it on any open square on the board when it is your move instead of moving a
piece already on the board. This game is the ultimate game of "if only I could
put a piece there...."
Key Concept #1: Initiative
If there is one thing critical in crazyhouse,
it's initiative. White has this at the beginning of the game, by virtue of
moving first, and Black is at a large disadvantage to begin the game. In normal
chess, there's a lot of talk about tempo, but tempo means nothing in crazyhouse.
You may have superior development, but if your opponent has initiative, you will
likely lose.
What is initiative? It is the ability to force your oponnent to react. For
instance, when you place the king in check, he must react to your move. He
cannot further his attack. Ten checks in a row can make a materially superior
opponent defenseless. The key thing to remember is this: if you set up a trap
and gain material, the material is useless if you cannot defend against the
maximum attack your opponent can mount with the pieces he has in hand.
A common use of initiative is to utilize a "piece storm" where a player drops
pieces turn after turn, forcing a king to run for cover. Given enough material,
checkmate can result.
Key Concept #2: Contact Attacks
Especially with the king, a contact
attack is almost always necessary to force checkmate. Contact attacks are where
there are no open spaces between the attacker and the defender. For instance, if
the king is resting on square h8, a pawn on g7 is a contact attacker. A rook on
g7 would not be, as he is not attacking the king.
The exception to the contact rule is the knight. Knights are very valuable in
crazyhouse because your opponent cannot block a knight attack. It is a common
mistake in crazyhouse for players to value knights as they are valued in normal
chess. My valuation system places knights about 1/2 point higher than rooks with
all other pieces remaining equal. Thus, Queens are worth approximately 9,
Knights 5.5, Rooks 5, Bishops 3 and Pawns 1. Pawns have an exponential value
factor, however, due to their threat of placement on the 7th rank with imminent
queening threatened. Thus 4 pawns is not worth 4, but more in line with 8,
almost a queen. Any knight attack is a contact attack.
Key Concept #3: Off-axis Attacks
Everyone who has played chess has
experienced these attacks in normal chess. It's commonly called a fork, and in
normal chess, it is usually done by the knight due to the fact that forks with
other pieces are difficult to set up as you're already attacking one piece when
you move to fork. In crazyhouse, however, dropping a piece can set up a fork
with a bishop or rook, often with devastating results.
Consider a case where the king is on e8 and the queen is on a4 with a pawn on
c4. A bishop drop on B5 is check, but forks the queen behind, protected by the
pawn. (A diagram may be added later for visual effect here.)
I call these attack off-axis because it rarely works out that a fork is like
the example above. By putting an attack on two different lines, it's impossible
to block both attacks with a drop. These attacks are very useful for winning
material as they never happen in real chess!
Key Concept #4: Weak Squares
Squares that are normally not weak in
normal chess are weak points in crazyhouse. F2 is a weak square for white at the
beginning of the game. F3 is also weak because of a possible knight attack.
Fienchettos are almost always bad because they open up 7th rank squares for
pawns. Nothing is worse than losing a rook and having a pawn promoted because
you opened up g2 or b2 and traded your protecting bishop away.
In general, king-side castling can hurt more than it helps because it is far
away from the protection of the major pieces. Queenside castling is almost
preferred in most cases. If you must castle, consider building up a second row
of major defenders on the f, g, and h files for additional protection.
Key Concept #5: Sacrifices
Sacrifices are always risky in normal chess.
They are doubly so in crazyhouse. Why? Simply because the valuable piece you sac
is now in your opponent's hand to throw back at you the next time he gets
initiative. Often, pieces are sacced to continue a contact check piece storm. As
long as checkmate results, the captured material doesn't really matter but if
initiative is recaptured by your opponent, all those extra pieces are now in his
hand. Choose carefully before sacking pieces.
How do I Improve?
Crazyhouse can be difficult to improve at. The
emphasis is on tactics and mating patterns. If you are weak with either of
these, study up. Checkmates that are rare or impossible in normal chess happen
commonly in crazyhouse. Watch for forks and pins. Both are your best friend and
worst enemy.
By Popular Demand: A Few Problems!
Here are two mate-in-twos for you to work on. Both are forced mate situations.
In problem #1 (left), you are black, it is your turn, and you have a queen and a
pawn. In problem #2 (right), you have a rook and it is mate in two.
Good Luck!
Scott E. Regener
Last updated: 1-18-2001