In those fast games where you have just three minutes or less it always comes down to basics. Especially in the one minute games, because you have basic speed moves. By those I mean pre sei moves to expire no clock. I use a basic five moves. I have three pre set, but after their first two moves I know if I can continue towards castle move. After this is determined and done it breaks down to those speed thoughts.
Okay! It's your move and there is an available fair trade; trade with them. I mean, NOW! Trade! Let's go! It's fast and takes valuable checkmate and pawn-to-queen moves. Then look to set up more trades while not compromising checkmate moves. I mean! If you can! I can't and that is why i know what I know, because I am always scrambling. Trade! Even-up trades should be quickly traded.
now we have a partially empty board and usually on one side. Now, if you want, you can move one piece from one spot to the next back and forth, but you opponent may not like this strategy. It is kind of cheap, but hey, you got a minute; one hundred and thirty seconds. Do these moves to win the clock battle that was set up by the castle defense that allowed the even trades that left you will a board empty enough to make these cheating type moves. I mean, legally it's not cheating, but it's cheting the clock and your opponent.
I say go ahead and cheat, because how many of these deviant moves can we make in a minute. Let's say the opponent ask about those fast clock winning moves you made. Deny you ever did it by explaining why those fast back-and-forth, after the trades that made no sense, either, that you trying to gain position on the board. Simple! You come out smelling like a rose and a cheap skate winner on time.
A good way to start out is the Basic #1; Pre Set Moves ending in Castle Defense, Basic #2; Basic Senseless Trades, Basic #3; Baic Cheat/Stall Moves, and Basic #4; Basic Alibi. (Note: This theory works in games up to about five minutes.)