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What are the strategies and skills of flying chess?

Views: 8     Author: Site Editor     Publish Time: 2023-08-10      Origin: Site

                                                  What are the strategies and skills of flying chess?

Flying chess is a game of strategy, and the strategy is based on probability. The more planes you have to choose from, the more strategies you can use.

Due to the rules of flying chess, the number of aircraft we can use is 0-1 - more - 1-0 process. We need to discuss the five situations in order to have a better decision.

The first and second are the opening states, in fact, there is no need to discuss, anyway, the choice is one-way, you can not say that you change the probability of 1/6.

In particular, if you throw 6 in a single machine, you should calculate the distance of the nearby enemy, if not in a critical situation, you should first take off from the base, form a multi-machine situation, and enter the middle game.

The third situation is the middle game. The purpose of the middle game is to prepare for victory, there are two directions of combat, one is to expand the advantage, the other is to suppress the opponent.

To expand advantage is to advance and increase combat power (number of aircraft).

The strategy of going forward is nothing more than choosing which plane to go forward. In general, to ensure the safety of the aircraft after the advance, the best strategy is to keep the aircraft away from the opposing plane after the advance (the distance is greater than 6, and not on the jump 4 grid), including the field and the opposing plane has taken off. The secondary strategy is to choose to play with an opponent who has only one plane, and his plane, because the opponent has no choice, and whether his plane will hit you is a matter of probability.

Here is a trick, if you have two planes, after moving forward, one is one step ahead of the other plane, and the other is two steps ahead of the other plane, then the former choice will be more favorable. Because the probability of the former getting hit is 1 in 6, and the probability of the latter getting hit is 7 in 36. The principle of this technique is to minimize the probability of being hit, and the same is true for other point comparisons.

The decision to add power is always right, but when to add power and whether it will end after adding power need to be judged according to reality.

There is only a 1/6 chance of adding power, and for us, adding power is the opportunity to sacrifice a 6 square advance. We only need to give up the opportunity to take off if there is a high chance that the other side will eat our pieces after advancing. The odds are just a matter of character. My recommendation is to take 1/3 as the baseline. If the probability is not less than 1/3, we must use this opportunity to escape.

Two points should be added here: First, the above decision is based on the number of aircraft in the middle stage is greater than 2. The second is to note that the calculation of probability should be calculated together with the number of other parties.

Whether to stand down after adding combat force, we should judge according to the number of aircraft of the other side. If only 1 aircraft can be called by the other side (this is calculated according to a single person, taking the maximum number of aircraft can be called by the other side to judge), we can send 2 or more aircraft to enter. If the number of callable parties is 2, the number of aircraft sent by us shall not exceed 2. If the other side has 3-4 aircraft, the single aircraft on our field is not threatened at close range, the number of our aircraft should be 1; If threatened, we can send one more plane to increase the probability of escape and counterattack.

It's all about expanding the advantage, then we'll talk about crushing the opponent.

The crash is the fun of the game, but it's not all. For a crash plane, the ideal situation is that you are not in any danger after hitting someone. Therefore, our decision is to give priority to advance and then consider suppressing the opponent.

The crash machine is divided into collision and collision avoidance. Personally, I understand that there are two principles in it: 1 is the priority of collision prevention over collision and 2 is the late collision is better than early collision

Rule number one is easy to understand. Stay green, even if there's no wood to burn. The second is that the closer you get to the end, the more the dike will be hit. The plane flew so far, indicating that a lot of points have been used in it, and the second is something we need to pay special attention to. At the same time, Article 2 can be extended to a truth: the top of the levee takes precedence over the bottom of the levee. Because of the design of the chessboard, the starting point of the home is closer to our end, so it is more cost-effective to pay attention to the movement of the home.

Based on the above two principles, we can distinguish several techniques:

1. When the aircraft is near the starting point of the other side, it should pay attention to countermeasures and try to quickly pass the starting point of the other side after 6 bars, which is also the low-risk striking distance of the other side. And the closer you get to the end, the more attention you need to pay.

2 is the choice of collision, if we have two planes on the field, both in the other side of the 12 grid (12 grid is the addition of two 6, which is to give up a strike distance), then we can give priority to the other side near the end of the aircraft.

3. Minimize stacking. Unless there are a lot of planes, don't risk it. If the superposition party is less than 6 squares ahead and the stand-alone party is blocked, the probability of our pure gain is 2/3, the probability of two consecutive gains is 4/9, and the probability of three consecutive gains is 8/27. On the other hand, the probability of changing from the superposition state to two machines away from the other machine is different, the probability of achieving the purpose of a roll is 1/18 (double 6 or a 6 plus a hop), if you want to wait until the roll twice, the probability of the other party hitting us will be greatly increased. Such a situation should be avoided at all costs.

4. In the middle of the game, it is inevitable that there will be aircraft entering the final terminal. At this time, if we still have aircraft outside the terminal, then we do not need to enter the terminal in such a hurry. The end channel can "waste" some unnecessary points for us. Ideally, use the finish line and wait until the points for avoidance and collision are available.

The middle game is basically the essence of flying chess, as long as the number of planes in the middle game has been maintained at more than 2, the probability of victory will be greatly increased.

As for going to the fourth and fifth stages, these two stages are also one-way choices, and basically can't use any strategy.

Before the arrival of these two stages, we need to pay attention to the position of our aircraft, try to avoid sudden attacks, it is best to enter the channel together, and achieve these two stages in the channel.

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