Kung Fu Chess, as found at
https://www.kfchess.com/ is a remake of a much older PC game by
Shizmoo games, and has recently been adapted for online play.
Kung Fu Chess has the initial setup and
most of the same rules as the standard game of queen's chess that
everyone is familiar with. The primary difference is that instead of
one player moving one piece at a time, a player may move any of their
pieces at any time, provided that the peace in question has not been
moved in the last 10 seconds.
The common video game term for this
10-second refractory period that each piece has after it moves is
called a cooldown.
Two consequences of this 'cooldown
move' rule are that are a player can leave their king in check, and
that the game ends when a king is captured, not mated. The 'end on
capture' rule is likely for computational purposes, because testing
the condition for checkmate would involve considering each piece's
cooldown, and would be either computationally intensive or
error-prone. After a checkmate, a capture happens soon after, so it's
moot anyways.
The removal of the rules surrounding
check is more tactically interesting. Moving into check, or moving
while in check without resolving check does not automatically give an
opponent an opportunity to capture. All the threatening pieces may be
on cooldown, and the check may yet be resolved in time. This is
especially true when you consider that pieces also move in real time
at a rate of about 1 square per second, and that captures happen upon
arrival. The king could move out of the way AFTER a capturing move
has been initiated.
Another consequence of not having
checks is that a piece is never pinned in the absolute sense.
Furthermore a pinning peace has no ability to threaten or defend
itself while it is in cool down.
A tactic that becomes less powerful is
the fork. A simple example of a fork is when one piece, which is not
itself being threatened, is threatening two or more pieces at once.
In the classical queen's chess the player subject to the fork can
only prevent one of the two threatened pieces from being captured
because they can only move one out of harm's way before the forking
piece can move again. In a game like Kung Fu Chess where more than
one piece can be moved at a time, both pieces can be moved out if the
defending player is fast enough.
A player can also choose to make no
move at all. In fact, if both players are in Zugzwang, (the condition
where any move at all produces a worse situation for a player than
making no move) then both players can agree to a draw.
Castling and pawn promotion continue to
work as normal, but en passant does not, at least in this
implementation. Finally because both players can make moves at the
same time a player cannot know what the board state will be at the
end of any given move. As such some information is effectively hidden
from a player at the time that they decide to make a move. Without
that complete information perfect play cannot be assured regardless
of skill, as will be discussed in the next chess variants article.
The inspiration for this game was real
time strategy games like Starcraft, in which a player commands the
individual units of an army, and they respond to those commands in
real time. A key element to successful play in a real time strategy
game is being able to execute many actions quickly. Doing so leaves
fewer of resources idle and vulnerable, and allows for finer, more
nuanced play.
Likewise in Kung Fu Chess, being able
to execute many actions in a short time means keeping many of your
pieces on the move from one position to a better one, or at least
prevents them from being attacked and captured.
Although each piece has the same
cooldown time. One could imagine a massive shift in the relative
value of pieces just by changing their relative cool down times.
The 10-second cooldown interval implies
that a player can theoretically make a move up to every 10/16 of a
second by keeping every piece active as soon as possible. Because of
this, I would recommend Kung Fu Chess to fans of bullet chess. I
would personally like an option for a longer cool down to consider my
strategy more rather than leave this as a real time strategy frenzy.
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