Chess, but time is a resource.

The Idea

I started playing chess and got hooked on watching it too, videos, tournaments, all of it. I noticed a few different experienced players say the same thing, that they wished there were more variants out there. I like making things, so I started trying to come up with one myself.

My first attempt was 2v2 on a shared board with custom piece combos. Couldn't get the math to work, balance kept breaking no matter how I adjusted it, so I dropped it. That's when I started looking at the clock instead of the pieces, and figured I could build a variant around that.

How it changes the way you play

The first thing that changes is that no move is free anymore. Here every move takes a bite out of your time, so every move comes with a question: is this worth three seconds?

The second thing is that a piece stops having one only price. A knight is worth 3 points in chess and that number never moves all game. Here the same knight has three more prices: what your opponent gets if they take it, what it costs you every time you move it, and what it can earn you if it starts giving check.

The third one takes the longest to learn: the time stops being just how you lose, and turns into a weapon you can use to gain a win. Your own time is something your opponent can go after with checks, with trades, with a piece you hang, the same way they'd go after a weak pawn or an exposed king or forcing a trade they can't afford. The clock stops being a countdown and becomes another piece on the board, one you have to defend, and can also attack.

None of this replaces normal chess thinking, everything you already know still applies. KiriChess just adds a second question to every move: what does this do to the clocks? The best moments in this game are when the two answers disagree: when the objectively correct move is a trade is one you can't afford, or a "bad" move turns out to be right because of it eats your opponent's time. That disagreement is basically the whole point of the variant.

Which is why games here don't just end the two ways they do in normal chess. You still get mates, and you still get the last-second scramble where someone's flag falls because they forgot to look at it. But there's a third ending that's unique to KiriChess: the clock win you saw coming. A plan that barely threatens mate or wins a single pawn, but drains your opponent's clock until their flag falls in a position that looks completely fine on the board. This is where a time scramble turns into a calculated win, and learning to find those lines is its own skill.

What hasn't changed

Everything from chess still applies unless this manual says otherwise: how pieces move, check, checkmate, stalemate, castling, en passant, promotion, threefold repetition. If you can play chess, you already know most of KiriChess. This manual is the time economy layered on top that changes the decisions you make.

The rules stack in a fixed order: capture economy at the base, movement toll on top of it, the check chip on top of that, and a repetition guard wrapping all three so none of them can be farmed for free money.

The Four Rules of KiriChess

Captures, moves, checks, and repetition are the four levers of the time economy. The first one is capture economy, and the other three are the protection layer that prevents you from farming the first one.

01

Captures Are Time

Capturing a piece moves the clock. How much, and who it moves it for, depends on the pool's economy. Bigger pieces are worth more seconds.

STEAL
Captor gains, victim loses. Time transfers from victim to captor, only winning material moves the gap.
BOUNTY
Captor gains, nobody loses. Capturing adds time; games run longer and more forgiving.
BURN
Victim loses, captor gains nothing. Even equal trades drain both clocks, trades become a weapon.
PIECE CAPTUREDSTEALBOUNTYBURN
Pawn
±5s
+5s
−5s
Knight
±10s
+10s
−10s
Bishop
±10s
+10s
−10s
Rook
±15s
+15s
−15s
Queen
±25s
+25s
−25s

Values shown at base scale (C1). Rated pools apply a capture multiplier on top of these numbers, see The 6 pools. En passant counts as a normal pawn capture.

02

Tolls on Power

Every move costs a time off your own clock, priced by the piece you move. You pay time on power, a queen move is expensive, while doing work with cheap pieces is rewarded. Notice the king is cheap on purpose: king activity in the endgame stays affordable.

PIECETOLL PER MOVE
Pawn
1s
Knight
2s
Bishop
2s
Rook
3s
Queen
4s
King
1s
Castling (either side)
3s
Tolls never scale

In every rated pool, regardless of its capture multiplier, the toll table above is the table you pay. The toll is the price of thinking-by-moving, taxing it harder just makes a pool faster and shallower, not richer.

Castling is a flat discount

Priced individually, castling would move a king (1s) and a rook (3s) for 4s total. Instead it's a single flat 3s fee, the same for either side, a deliberate subsidy, since castling is almost always a good move.

Zugzwang has a price tag

In chess, being forced to move is sometimes only positionally painful. In KiriChess, you also pay for every forced move, there are no free waiting moves.

The average move costs about 2 seconds

Weighted by real-game move frequency, that's about 81 seconds of toll per player over a 40-move game. The queen and rook together make only ~31% of all moves but pay ~52% of all toll: the time falls on power, by design.

03

The Check Chip

Delivering check in a new, non-repeated position chips 2 seconds off the checked player and onto the checker. Double check pays 2×, a discovered attack that checks with two pieces at once steals 4s at base. The checking move still bills its own toll, so not every check turns a profit.

your clock = −toll + chip · their clock = −chip

CHECK BYYOUR CLOCKTHEIR CLOCKGAP SWING
Queen
−4 (toll) +2 (chip) = −2
−2
±0 · self-financing
Rook
−3 (toll) +2 (chip) = −1
−2
+1 for you
Knight / Bishop
−2 (toll) +2 (chip) = 0
−2
+2 for you
Pawn
−1 (toll) +2 (chip) = +1
−2
+3 for you

Read it bottom-up and the principle jumps out:the cheaper the piece delivering the check, the more profitable the attack. Because tolls and chips never scale, this table is true in every rated pool.

04

The Repetition Guard

You can't farm the clock by shuffling. If the position on the board has occurred earlier in the game, the move triggers no time effects at all: no capture value, no toll refund, and checks stop chipping. Without this guard, perpetual check would farm your opponent's clock to zero without ever improving the position, the Guard closes every loop of that kind at once.

  • A "position" follows the official chess definition: piece placement + side to move + castling rights + en passant availability.
  • Once a position has been seen, it is nullified for the rest of the game, you can't dodge the guard by alternating between two different repetition patterns.
  • Threefold repetition is automatic, not a claim: the instant a position occurs for the third time, the game is drawn immediately, no player action required.

In a healthy game you'll rarely notice this rule. It exists so the other three can.

Other events

♟→♛Promotion is free

The promoting move pays only the ordinary pawn toll (1s), nothing extra for the new piece. The pawn already paid its way down the board, and the fresh queen is simply pre-priced by Rule 1 like any other queen.

♟×♟En passant

Treated exactly as a normal pawn capture same economy, same ±5s at base, scaled by the pool's capture multiplier like any other capture.

How games end

Checkmate
Immediate win, always, even if the mating move's toll would have flagged you. Mate ends the game before the bill arrives.
WIN
Opponent's flag falls
Win, unless you have insufficient mating material, in which case it's a draw (the FIDE rule). A bare king never wins on time.
WIN*
Flag vs bare king
Flag falls but the opponent can't mate → insufficient material.
DRAW
Stalemate
No legal move, not in check, same as classical chess.
DRAW
Threefold repetition
Draw, automatic, no claim needed, the game ends the instant the third occurrence is reached.
DRAW
Resignation
You lose.
LOSS

Steal and Burn are structurally anti-draw: whoever is behind on the clock is forced to seek captures, which forces contact, which forces resolution. Boring positions cannot persist, because someone is always losing time. The one honest exception is Bounty, where nobody drains, which is exactly why Zeitnot is the casual pool.

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.

  1. Budget your endgame before you enter it. Before liquidating into a winning ending, check whether your clock can cover the conversion bill.
  2. 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.
  3. 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.
  4. 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.

The six rated pools

Each pool locks in a time control, an economy, and a capture multiplier (C) . The multiplier scales capture transfers/burns only, tolls and chips stay at base in every pool, and promotion is free everywhere. The time control decides how much you get to think; the multiplier decides how hard the material war hits. The two dials never fight each other.

POOLTIMEMULTIPLIERECONOMY
Zeitnot
1+0
C1
BOUNTY
Ratchet
4+0
C1
BURN
Pendulum
5+0
C2
STEAL
Flagfall
6+0
C1
STEAL
Mainspring
15+0
C2
BURN
Sundial
15+0
C4
STEAL

Custom configurations are always available for unrated games, every dial in this manual can be turned, including full economy scaling (F-mode), where tolls and chips scale too.

Zeitnot

1+0 · Bounty · C1

Captures pay both players and nobody loses time to them, so Zeitnot is the one pool where nobody's clock is draining. Clocks grow, mistakes are survivable, and passive play isn't punished by the economy. A decent on-ramp, though not all its habits carry over to the other pools.

Two capture-happy players can push a "two-minute" game past five real minutes, which is fine: Zeitnot's job is to teach the piece prices and the chip economy without punishing you for learning slowly. It's the one pool where getting better at the game makes your games longer, not shorter.

Rewards: Activity, capture-hunting, king harassment.Punishes: Nothing: it forgives everything else.

Ratchet

4+0 · Burn · C1

The clearest version of the Burn economy. Nobody gains time from captures; every point of material that dies takes 5 seconds off its owner's clock. Equal trades are gap-neutral but drain both players: a full queen trade costs each side 25 seconds, so total time on the board only ever goes down.

The player with the bigger clock can afford a war of attrition; the player behind faces the Burn dilemma on every capture: can I even afford to recapture? Because tolls stay at base, Ratchet's four-minute clock keeps pressure focused entirely in the trades: bullet tempo with a Burn sting.

Rewards: Clock-aware trade selection, knowing when not to resolve tension.Punishes: Reflexive recapturing.

Pendulum

5+0 · Steal · C2

Pendulum plays exactly like Flagfall until the first capture. Tolls and chips are identical, so the pace of quiet play is indistinguishable. Then contact comes, and everything is twice as loud: a hung bishop is 40 seconds of gap, a lost queen is 100, in a five-minute game.

Because chips don't scale, the comeback economy is half as strong relative to the stakes here: clawing back a queen deficit by pawn checks takes ~33 profitable checks versus ~17 in Flagfall. Pendulum is the more deterministic pool: the material war decides more, and harassment rescues less.

Rewards: Deep calculation before contact.Punishes: Optimism.

Flagfall

6+0 · Steal · C1

The reference game, and the pool the whole economy was tuned around. Material converts directly into time at the base rate; equal trades are gap-neutral, so only real material wins move the war.

Every number in this manual: the check table, the conversion bill, the capture swings in Rule 1, describes Flagfall exactly as written. If you play one pool seriously, play this one; every other pool is Flagfall with one dial turned.

Rewards: Balanced two-board thinking.Punishes: Hanging pieces, aimless queen play, unbudgeted endgames.

Mainspring

15+0 · Burn · C2

Mainspring plays out in two phases. Phase one: a fifteen-minute clock with base tolls is genuinely spacious, so the opening and early middlegame play like calm rapid chess. Phase two starts with the first trades: at doubled Burn, every exchange drains both clocks, the time supply spirals down, and the calm rapid game turns into a mutual time scramble that doesn't reverse.

The strategic heart of the pool is choosing when to start phase two, and on whose terms. Going into the trading phase with a clock lead puts you close to winning; going in behind puts you close to losing, regardless of the position on the board.

Rewards: Timing the transition, hoarding time before the storm.Punishes: Starting a war you can't outlast.

Sundial

15+0 · Steal · C4

The slowest pool and also the sharpest one. Tolls at base against a fifteen-minute clock make the toll cost almost invisible: Sundial gives the most thinking time in KiriChess, around twenty real seconds a move. Then the C4 economy makes every capture huge: a pawn swings the gap 40 seconds, a rook 120, a queen 200, a third of your opponent's starting clock, gone in one move.

So Sundial is chess where you get to think as long as you like about decisions you can't take back. The check-chip economy, still at 2s, barely matters against swings this size, so a material deficit here is close to final.

Rewards: Patience, prophylaxis, blunder-free chess.Punishes: One bad moment, permanently.

Tempo and duration: how each pool feels

The thinking budget

The clock number on the pool label is not how long you get to think. Tolls drain it, Burn drains it further, Bounty refills it. Subtract the economy from the pool and divide by a typical game (~40 moves per player) and you get each pool's real thinking budget, here is how I currently calculate it:

POOLPOOL / PLAYERECONOMY DRAINTHINKING / MOVEFEELS LIKE
Zeitnot
60s
~~81s tolls − ~75s bounty
~1.4s
1m bullet
Ratchet
240s
~~81s tolls + ~75s burn
~2.1s
2m bullet
Pendulum
300s
~~81s tolls
~5.5s
3m blitz
Flagfall
360s
~~81s tolls
~7s
5m blitz
Mainspring
900s
~~81s tolls + ~150s burn
~16.7s
10m rapid
Sundial
900s
~~81s tolls
~20.5s
15m rapid
  • The toll column is a constant (~81s per player), because tolls never scale, the only variable drain is Burn.
  • The ladder is monotonic: 1.4 → 2.1 → 5.5 → 7 → 16.7 → 20.5 seconds per move. Thinking time rises with the time control, always.
  • Averages hide divergence in high-multiplier Steal pools, Pendulum's "5.5s" and Sundial's "20.5s" describe the game, not either player. Once material falls unevenly, the winner thinks in luxury while the loser scrambles.
  • Burn drains are estimates of typical behavior, good Burn players trade less because trades cost them, so real Ratchet and Mainspring thinking budgets drift slightly above the table.

Real-world game duration

How long a game actually lasts depends on the total time in the system, and on the level of play, beginners usually play shorter games (~25–35 moves) with heavier material flow and rarely use their full time; advanced players (~40–50 moves) push games toward the flag or a paid-for conversion.

POOLNOMINAL MAXEFFECTIVE CEILINGBEGINNERINTERMEDIATEADVANCED
Zeitnot
1 min
~1.8 min
1–1.5 min
1–2 min
1–2.5 min
Ratchet
4 min
~2.8 min
1–2 min
1.5–2.5 min
2–2.8 min
Pendulum
5 min
~7.3 min
2–3 min
3–5 min
4–7 min
Flagfall
6 min
~9.3 min
4–7 min
6–9 min
8–10 min
Mainspring
15 min
~22 min
9–13 min
13–17 min
16–21 min
Sundial
15 min
~27 min
10–15 min
14–20 min
18–26 min
  • Steal is zero-sum, so multipliers don't shorten the system clock, Pendulum's ceiling equals Flagfall's. What C2 changes is decisiveness: one blunder produces an unrecoverable gap and a fast flag.
  • Burn pools always run well under their nominal ceiling, and the beginner–advanced spread is widest there: beginners trade recklessly and collapse both clocks early, while advanced players who hoard material can stretch Mainspring near twenty real minutes.
  • Zeitnot is the only pool where better play makes longer games, strong players farming bounty push past the nominal ceiling. The casual pool rewards staying alive, by design.
  • Sundial games are as long as the players make them, with almost no system drain, the ceiling is nearly the full half hour, though in practice a single C4 swing usually decides matters well before the clocks run down.

Design notes

Why capture-only scaling (Second Edition change)

The First Edition scaled the entire economy (F-mode: captures, tolls, and chips all multiplied) in the longer pools. Playtesting exposed a flaw: the toll multiplier silently taxes thinking time. An F2 pool didn't only double the stakes, it also doubled the toll cost of every move, draining minutes of pure system time. First Edition Pendulum, marked as the careful-calculation pool, actually left less thinking time per move than Flagfall; First Edition Sundial destroyed over five minutes of its own pool in tolls and priced a basic rook mate at four and a half minutes, so winning players routinely flagged mid-conversion.

Capture-only scaling (C-mode) separates the two dials: the time control sets how much you think; the capture multiplier sets how hard the material war hits. Two elegant properties fall out for free: the check profitability table is universal (tolls and chips at base everywhere means "pawn check = +3, queen check = self-financing" is true in every rated game), and the conversion bill is universal (K+Q ≈ 48s, K+R ≈ 70s, in every pool: "budget the win" is one lesson, not four).

F-mode still exists as a custom-game option for players who want the full-tax experience.

Why promotion is free (Second Edition change)

The First Edition charged time-value × 2 for the promoted piece. It was removed on a triple-taxation argument: the pawn already pays its way to the eighth rank in march tolls, and the new queen is instantly priced by Rule 1, she's the biggest capture bounty on the board, standing on the most dangerous square she'll ever occupy. A fee at the finish line taxed the same achievement a third time, and in low-clock endgames it punished the player for winning, the worst feeling an economy can produce. Removing it also collapses the priced-event list to exactly three things: moves, captures, checks. The fee survives as a custom-game dial for players who miss promoting to a knight because it's all they could afford.

Open dials (known trade-offs, watched in playtesting)

Slow pools have weak toll pressure. With tolls fixed at base, Sundial's toll cost is ~9% of the pool (vs ~36% under old F4). Zugzwang-with-a-price-tag is a faint theme in the slow pools. If slow-pool players start shuffling for free, a hybrid setting (tolls ×2, captures ×4) is the escape hatch.
Chip scaling is deliberately off, for now. Because chips don't scale, high-multiplier pools have proportionally weaker comeback economies, making them more deterministic. If Pendulum proves to feel like merely "Flagfall but careful," scaling the chip with the capture multiplier (4s checks in C2) would restore comeback power proportional to stakes. That dial stays available.
C4 concentrates variance into single moves. A 200-second Sundial queen swing can be strictly unrecoverable in a way the old distributed drain never was. That's the intended identity: the quietest game with the loudest captures, but it's the setting most likely to produce rage-quits, and the first place to soften (C3) if it does.

None of these are settled. Every dial above is exposed in custom games: different piece values, different tolls, F-mode, alternate capture personalities, so if you play one and it feels off, or you try a custom config that fixes something, that's exactly the kind of feedback that's wanted. Better to hear it now than lock it in.

Glossary

Clock gap
Your time minus your opponent's. The true score of the economic game.
Flagfall
Your clock reaching zero; you lose the game unless the opponent has insufficient mating material (Rule 5).
Toll
The per-move fee for moving a piece (Rule 2). Never scales.
Chip
The 2-second check payment (Rule 3). Never scales.
Steal / Burn / Bounty
The three capture-economy personalities (Rule 1).
The Guard
The repetition rule (Rule 4) that stops time-farming.
Capture multiplier (C-n)
The pool dial that scales capture transfers/burns.
F-mode
Full economy scaling (captures, tolls, and chips all multiplied). Custom games only.
Thinking budget
A pool's real per-move thinking time after economy drain: (pool − tolls ± economy) ÷ moves.
Self-financing check
A check whose chip exactly covers its toll (the queen). True in every pool.
Conversion bill
The total tolls required to deliver mate from a winning position. ~48s for K+Q, ~70s for K+R, in every pool.
Dead capital
A repeated position; its checks and captures no longer pay.