The economy, deep dive
We will be diving into the time economy in detail, explaining how the three main economies price the same events differently, and how that changes the way you play.
The price of victory: mate costs money
Delivering checkmate takes moves, and moves cost time. Approximate time costs for the basic mates:
ENDGAMETYPICAL MOVESWHO DOES THE WORKCONVERSION BILL
K+Q+R vs K
~6
Ladder, heavy pieces
~21s
K+2R vs K
~8
Pure rook ladder, king never moves
~24s
K+Q vs K
~15
Queen boxes, king walks
~48s
K+2B vs K
~28
Bishops herd, king supports
~48s
K+P vs K
~25
Escort the pawn, then the queen bill
~58s
K+R vs K
~28
Rook boxes, king shoulders
~70s
K+B+N vs K
~50
The hardest mate in chess
~88s
K+Q vs K+R
~30
Queen-heavy grind
~105s
Practical move counts vary with piece placement and defender resistance; bills are the toll cost of that many moves at base rates, not a hard guarantee.
Because tolls never scale, the conversion bill is the same in every rated pool, one number to learn, valid from Zeitnot to Mainspring. So while playing that means you can be completely winning on the board and unable to afford the win. If you reach K+R vs K with less than 70 seconds on your clock, you will flag mid-conversion if your opponent doesn't slip up. Being winning isn't the same as being able to pay for the win.
- Budget your endgame before you enter it. Before liquidating into a winning ending, check whether your clock can cover the conversion bill.
- The insufficient-material draw rule is your opponent's best shield. If they're down to a bare king when your flag falls, you get a draw, not a loss, a desperate defender's best hope is often to shed material fast and race your clock.
- Mate in the middlegame is cheaper than mate in the endgame. A sharp, clean mating attack costs a handful of tolls; a technical grind costs a fortune. KiriChess rewards players who finish efficiently.
- Know the technique, don't improvise it. The cost per mate above assume the textbook method, driving the king to the edge with no wasted moves. In KiriChess endgame study isn't optional polish, you need to know how to convert efficiently or you'll run out of time ending in a draw or loss.
Trade math per economy
The three main economies price the same knight trade completely differently:
ECONOMY (GAIN, LOSS / PT)YOU AFTER TRADING KNIGHTSTHEMGAP
Steal (5, 5)
−10 +10 = 0
0
unchanged
Bounty (5, 0)
+10
+10
both profit
Burn (0, 5)
−10
−10
both drain
Under Burn, an equal trade drains 10 seconds from both players, trading becomes a weapon, and "can I even afford to trade?" becomes a question. Under Bounty, trades inflate both clocks and games run longer the more material is captured. But your opponent might be low on time, making an equal trade disadvantageous. Under Steal, only genuine material wins matter.
Why the queen costs 4 and not 5
By raw material logic, the queen (worth a rook + bishop) " should" cost 5s to move if the rook costs 3 and the bishop 2. She's deliberately discounted, for two reasons. First, tolls are paid per move, and the queen is the most-moved piece in most attacks, linear pricing would tax attacking chess into the ground; a ten-move queen attack at Q=5 costs 50 seconds on top of the double price sacrifices already pay. The discount is a pro-aggression subsidy. Second, the check table above. At Q=4, queen checks are exactly self-financing. At Q=5 they'd be gap-negative, attacking with your queen would lose you the clock war even while giving checks. The 4 is load-bearing.