Because of the forced capture rule, losing chess games often involve long sequences of forced captures by one player. This means that a minor mistake can doom a game. Such mistakes can be made from the very first move—it is currently known that a Black win can be forced after 13 of White's 20 legal opening moves. Some of these openings took months of computer time to solve: they vary greatly in difficulty. • The forced wins against 1.e4, 1.d4, and 1.d3 consist of simple series of forced captures and can be played from memory by most average players. • The forced wins against 1.Nc3, 1.Nf3, 1.f4, and 1.h4 are harder to demonstrate, but can be executed by skilled players. This solution is valid for both FICS and "International" rules on stalemate. Some lines are trivial (1...d6, 1...d5, 1...Na6, and 1...g6 lose in less than 20 moves), others are quite simple (1...Nf6, 1...h6, 1...e5, 1...f5, 1...h5, 1...f6, 1...a6, 1...a5 lose in less than 30 moves, subject to knowledge of the theory), and some are quite complicated (1...Nh6, 1...Nc6, 1...c6, the win in which may require about 60 moves (in order of increasing difficulty): 1.e3 g5 (Wild Boar Defence), 1.e3 e6 (Modern Defence), 1.e3 b5 (Classical Defence), 1.e3 c5 (Polish Defence), and 1.e3 b6 (Liardet Defence).
David Pritchard, the author of
The Encyclopedia of Chess Variants, wrote that the "complexity and beauty" of losing chess is found in its
endgame. He noted that, in contrast to regular chess, losing chess endgames with just two pieces require considerable skill to play correctly, whereas three- or four-piece endgames can exceed human capacity to solve precisely. For example, the following endgames may turn out to be quite complicated:
2 Knights vs Rook,
3 Kings vs King, or
Bishop+Knight+King vs King. In the latter case, in particular, a win may require more than 60 moves, which means that it is sometimes unattainable due to the
fifty-move rule. ==Variations==