I've been thinking about how to write-up some "by novice, for novice" thoughts...
But, first:
"Bughouse Chess Tips For Beginners" -- IM Daniel Rensch
Link: https://www.chess.com/article/view/bughouse-chess-tips-for-beginners
That said, you've got the following (obviously):
- Two (2) Boards,
- Two (2) Clocks,
- Four (4) Players, AND
- Extra Pieces.
You cannot drop a pawn on first or last rank.
But you'll be yelling for pawns, and you can drop one to defend otherwise.
If you're pinned, you can drop a major piece on the last rank.
Pawns promote, but, if a promoted pawn is captured, it is just a pawn, not the captured promotion.
You can drop a piece to check the king, and you can drop a piece to check-mate.
Pawn structure, and knight structure, and diagonals are a big deal. Queens aren't as important, pawns and knights become much more important.
Dropping a pawn, unobstructed, or which cannot be taken, near the back rank, and which you can defend or otherwise not leave hanging without causing a loss -- this is a big deal. Someone drops a pawn near your starting rank, and they've got more material to drop -- spells trouble. (Try to avoid this, though difficult.)
OTB -- You'll hear players whispering among each other (strategy and tactics). Other times, people will actively yell at each other -- gimme this, gimme that... based on what's happening on the board.
You need to get used to glancing at the other board to see what's going on. Sometimes you might see something, and say something... sacrifice, and hand-over a piece that helps your team member. (Or vice-versa.)
"Stalling" is one tactic. Especially if it's a timed-game. Don't resign unless it's obvious you're pinned, or next move is mate and your team member isn't going to win. The bottom line is time. If next move is mate, stall. If you're being forced into a corner, watch time, and stall if you can. (You'll hear people say "sit" and "go" as signals for safety.)
"Material" is another tactic. I'm not a good chess player. Usually my role (OTB) has been to provide material to a better player. But, I can't just throw sacrifices around, I'm still responsible for my own board and defense.
It is safe to assume that you will at least receive pieces (material) from your team member occasionally, but don't expect a lot of material -- try to survive with what you have, expecting only a bare-minimum of pawn, knight and/or bishop exchanges (or sacrifices).
You also have to be careful about what material you provide, and when you do an exchange or sacrifice, and stalling. It's not just your clock, it's your team member's clock. It's not just your board, it's your team member's board. If you trade something, or lose a piece, same as standard chess -- it could put you at a disadvantage, or, worse, your team member.
Secondary to that, when you're looking back and forth at the boards -- you have to take into account what material you've given away to the other team ... this can be make-or-break. If you give away the wrong piece at the wrong time... it could screw-over your team member. And, for that matter... the same holds... sometimes you sacrifice an exchange for this exact purpose -- so your team member can gain the upper-hand.
You are ultimately responsible for your board and your play. But you can communicate about what you need, why and when, suggest moves, strategy, tactics, etc.
The best teams out there coordinate openings and common exchanges. (If my opponents takes me down this line, I'm going to have to sacrifice this to stay alive and safe, and then you're going to have this or that to play with, in which case you'll need to force another line or switch things up or back it up with XYZ material...)
Openings are somewhat important in Bughouse, but, since things can change rapidly, not too important. Sometimes conservative and defensive is better. Sometimes being aggressive and rapid exchanges are better. (But, remember, the same as rapid exchanges on your board can lose to a lost exchange... the faster pieces are dropped on the other board, the faster the dynamics of that game change.)
You need a strong defensible opening, and not to give-up too much material, else it sets your team at a disadvantage ... especially against a team who knows their moves.
OR, if you plan on exchanges at the outset... OR, you could be up against an opponent who acts as a "feeder" (of material) and your opening prep is shot, and you may not be fed material if your team member needs to go on the defensive.
It can be fun, most of the time, but sometimes you run across "pro" teams who walk the board as if it's GM playing Novice.
For the most part, I use the terms: "Vicious Team Sport" to describe Bughouse chess.
Whereas, in normal chess you get a feel for the clock and time per move count and only need to glance at it every-so-often... in Bughouse, you have a second clock. In Bughouse, you have a second board (like playing a simul, practically speaking). In Bughouse, you get extra pieces, they're not gone forever, and sometimes come back to haunt you like a gory horror movie.
A few other random stream-of-consciousness thoughts rolling around in my head... but this is what has been on my mind the last few days... for the most part.
I'd suggest trying to learn OTB, first, if you can. (Starts to make more sense that way.) Right now we're only generally playing 3-minute rounds on Live Chess.com, such that it's difficult to figure it all out at that pace.
Every wished you had a knight somewhere on the board, and it simply wasn't possible? Crazyhouse and Bughouse *can* (sometimes) grant you that wish.
In Crazyhouse, if you need a pawn to screw with the other king, and, on the other side of the board you can sacrifice a knight for that pawn... you do it... you take the pawn with the knight, knowing you're going to lose the knight (give it up for the other player to use)... and then drop that pawn and check the king and force it to move. And you do this hoping not to lose advantage, etc.
In Bughouse, you rely on a team member to do this on another board. Or, you do it for your team member. What your team member takes, you get, and what you take, your team member gets, and what your team member gives-up, your opponent gets, and what your opponent gives-up, your team member gets. Team sports are give-and-take -- take one for the team, a sacrifice, etc.
I am looking for some.
I never tried this until now and was very pathetic :(((