4PC FFA Openings

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Eruner_SK

Here are couple of openings for Free-For-All 4-Player-Chess, because I haven't found much in pinned guides and topics.

First 4 or 5 moves are the most important.

1. Queen Rush

Queen Rush

Queen in 5 moves, very strong and popular opening.

2. Fast Castle

Fast Castle

Popular defensive opening

3. Mating Queen Push

Mating Queen PushSlightly delayed Queen Rush with possibility of mating unaware opponent

4. Infiltration

InfiltrationTrade knight for enemy Bishop and his diagonal

5. Roaming Queen

Roaming Queen
Start roaming the board with queen as soon as possible

6. Aggressive Knights

High Risk High reward blunder opening. Turn your sides against each other.

Do you know some other openings for free-for-all 4-player-chess? First four or five moves.
Do you have your own or favorite ones? And pictures?

Eruner_SK

no, i dont understand stuff like 1.k4 2. j3 3. Bj2
picture please

Eruner_SK

so L5 = trade, and L4 = castle?

I-I_I-I

old FFA opening guide by skak4 (now @4kaks) : https://www.chess.com/clubs/forum/view/guide-list-of-named-opening-theories-and-game-principles-by-skak4

diduseethatcomeing

for team opening you might see my games i come with those opening 

pjfoster13
kindly4pcCognoscente wrote:

For FFA intermediate/advanced (FFA > 2200)

Mostly team openings are played, so get a basic understanding of them as described below. I also recommend to play teammode first to learn about basics mate tricks.

 

Team

1. h3 and Qj4 are mostly played ur teammate get in most situations his q also out, the best way to kearn this kind off openings is just to get experience.

I still don't understand why this is accepted as normal, or why a 2300 game is fundamentally a completely different game than a 2100 game. It violates the principles of development and structure in favor of fast tactics which the opposite player must implicitly and in some cases explicitly agree to.

Maybe I just feel this frustration as a Karpovian-style FFA player (slow, positional, gaining long-term advantages) which will always lose to two Tal-style players violating opening principles to combine forces for fast tactics that are fundamentally unsound

Why can't people who want to team just stick with teams? There's a reason the variants are separated

Eruner_SK

Please post only Openings here, and discuss other things in other topics

pjfoster13
Eruner_SK wrote:

Please post only Openings here, and discuss other things in other topics

 

That's fine I get that, and your pictures are merely basic ideas that ignore the counter-threats caused by the other moves. 

Like for early push, the blue player can counter-push and threaten a bishop check, which forces red to play prophylactic moves against that threat.

Or for fast castle, you will most likely EVENTUALLY play all 4 moves but they do not need to be the 4 very first moves, and they will not always be in the same order depending on what happens with the diagonals and the nearby knight.

Your opening idea after move 1 could be completely different by move 2 depending on what the other three players do. 

Cha_ChaRealSmooth

these are below 2000 openings, you will get mated before completing those moves in 2000+ games

Arseny_Vasily

'Surviving aggressive knight' is one of the best meme in 4pc. it's made my day

Hagibis180

A good way to fight aggressive knights is moving your pawn in front of your room for one step.

You can also Nf3 or Nh3.

DoubleSpeedRocks
Eruner_SK wrote:

no, i dont understand stuff like 1.k4 2. j3 3. Bj2
picture please

neither do i . can i suggest the notation we used 50 years ago. p - QB3 or Q to N2. called descriptive notation. a lot easier for beginners Figure something out for the extra rows, but that should be a big help

Slayer_Of_Players

easy ways to get 4th