Crazyhouse rules

Crazyhouse is a popular chess variant similar to bughouse. The basic premise of crazyhouse is that pieces which you capture from your opponent can be dropped on empty squares on your turn.

Crazyhouse is also known as Drop chess, Mad chess, Reinforcement chess, Turnabout chess and Schizo-chess.

The fact that pieces can be re-introduced into play makes this an extremely tactical game with a huge emphasis placed on initiative and solid structure. You have to be able to calculate not only the normal chess variations from any given position, but also the Crazyhouse rulesresulting implications that could arise with each exchanged piece; and, even more than in chess, you need to actively prevent weaknesses in your own structure.

Pawns and knights increase slightly and the queen decreases slightly in relative importance, and there is no endgame to speak of since all the pieces can be placed back on the board. Otherwise, crazyhouse takes all the normal chess themes and heightens them by magnitudes. An extra tempo or two can lead to a crushing attack, and even small weaknesses, when exploited correctly, can become glaring. Precision is almost always required, especially when defending, as every position is a sharp one.

Crazyhouse Rules: The standard rules of chess apply to crazyhouse with these additions.

  • When you capture an opponent's piece, it is placed in your "pool" of pieces and you can "drop" it on an empty square on your turn.
  • Pieces may only be dropped on empty squares.
  • You may drop a piece to give check or checkmate.
  • Pawns may not be dropped on the first or eighth ranks.

Notation: In order to record drops in crazyhouse the @ symbol is used. An example from our picture above would be N@e7 which means a "knight is dropped from the pool to the square e7."

Calculate what your opponent (and you) can do with exchanged pieces before entering into tactical complications. Go crazy!

No Comments Yet.

Leave a comment

Facebook