yep. i'd second that
15 min bughouse games would not be fun because more people would stall and it would take forever to finish 1 game
I agree with @ChampionForever3000. 15 minutes would allow far too much stalling. 3|2 or 5|0 would be OK, maybe 5|2, but 15|0 would be way too much.
Bullet bughouse would be beyond crazy.
Agreed with Champ and MG. 15m bug = too much sitting. The suggested 5|2 is around the upper limit of what I'd want to play. Plus, it's the nature of bughouse to be crazy and fast-paced, so blitz is the best time control. As for bullet bug, that's the time control that seemed to be played even more often than 3+0 on FICS back when I played there. It's insane. I think 3+0 strikes a good balance.
I propose 5 minutes bughouse. That wouldn't have people rushing out in the opening.
After all for bug house
e4 is opening
Bc4 is middle game
Bxf7+is endgame
We should just use 5 min. because that is the normal USCF Time control for bughouse events at State and National Tournaments
I agree that 15 minutes is too long.
I learned on 5-minute boards. So, 3|2, 5|0, 5|5 is interesting, but 15-minute games could drag on for a very long time.
5/0 and 10/0 for me. I think increment spoils bughouse, bullet is too crazy, and any longer is too much stalling.
5/0 and 10/0 for me. I think increment spoils bughouse, bullet is too crazy, and any longer is too much stalling.
10|0 might be okay... maybe (at a stretch, if you have good players who know when to resign completely lost positions, assuming one team is eventually at a loss for material odds and needs to stall while another game continues to contribute, etc.)
Increment on less than 10 minutes isn't that much of a problem for Bughouse, let alone standard chess. (Eventually someone will time-out. It's really difficult to gain multi-micro-second increments to increase time over games that don't usually last more than 80-or-so moves, at max.)
Personally, I've adapted to 3-minutes digital here on Chess.com, versus probably still having a preference for 5-minutes, OTB.
I can agree with 10-minutes on the premise that it gives more time to think and scan your team member's board (small side preview, with latency, versus IRL OTB), along with communication. But 15 minutes is a bit of a stretch. (As might 10 minutes in uninteresting games or lost positions.)
Bughouse should not have an increment.
I used to play bug with an increment...Never again. I agree.
@croskie: "Agreed with Champ and MG. 15m bug = too much sitting. The suggested 5|2 is around the upper limit of what I'd want to play. Plus, it's the nature of bughouse to be crazy and fast-paced, so blitz is the best time control. As for bullet bug, that's the time control that seemed to be played even more often than 3+0 on FICS back when I played there. It's insane. I think 3+0 strikes a good balance."
Bughouse bullet. My treat .
@Rocky7788:
I propose 5 minutes bughouse. That wouldn't have people rushing out in the opening.
After all for bug house
e4 is opening
Bc4 is middle game
Bxf7+is endgame
HAHAHAHAHAH! Brilliant quote!
Anyway:
What people need to play is long time control crazyhouse. That takes most of the fun out of those speculative sacrifices (in blitz orthodox chess, speculative sacrifices sometimes work. In zh blitz, speculative sacrifices are completely fine because your opponent will DEFINITELY not find the best continuation), but I've played long time control zh games with a friend of mine and let me tell you...they're the best thing since sliced bread . Long time control bug games, though? Nah, without the time element, bug doesn't make much sense.
Bug is played normally at 2 0 for the only reason that it is all about the uptime. It doesnt matter if you have 2 or 15 minutes if me and my partner plays instantly moves our opponents will be forced to do the same if they dont they will be on downtime forever. And if they are it's most certain loss because you will never get a piece that hurts me cause i will tell my partner to sit and i will always get a piece i need to hurt you. Just a 10 seconds uptime is normally more than enough to get a piece i need. For example if i need a Knight to mate or queen fork i tell my partner i need a Knight and I am 10 seconds uptime so i can sit. A good player can make like 15-20 moves in 10 seconds. Even if his opponent manages to safe his Knights he will most certainly fucks up his position totally to do so.
This is the reason bughouse is always played by extreme speed. Uptime is 50% of the victory. You play as fast as you can - constant downtime most certain loss.
In this thread I would like to suggest that we start playing longer bughouse games. It would add an interesting twist to bughouse, as most bughouse games are played in blitz time. This thread could help us organize rapid/standard time bughouse games. I and a few others are already willing to play longer bughouse games.