Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Seems to be an oversight with checkmates involving inactive timelines. The AI in general doesn't seem to know how to use turns it's not required to play.
Basically somewhat like an Italian game, then castling, then play my second Knight or something along those lines to gain an extra turn so that my queen can travel back as early as possible at H5 in the second turn. From there I time-clone my queen to get a situation my opponent can't win, and creating inactive timelines. Then I send my king back to the field in the castle that was not occupied by the original king, creating another inactive timeline. should my opponent have created alternate timelines before I got all setup, I usually keep my king on better secured timelines in the present, until my opponent attacks. This results in timelines with no king being weaker for my opponent, meaning I can attack there.
It's terrible, really, but apparently it's works.
Note: I'm not sure, when exactly I castle, so if something isn't right, it's probably when I castle.