This paper considers the
variation of a popular 2-player imperfect information game Chinese dark chess (CDC). The
version is solved by computing the game-theoretical value of each position for all possible material combinations with at most four red pieces and four black pieces. The experimental results show that where to make the first move, which must be a flip, is the most important factor to affect the outcome of a game. We find that choosing a square to flip that has the best-expected outcome may not be the best strategy. Instead, a square that has the best-expected difference before and after the first move is made should be chosen. We also discover that
CDC is unfair and it is favorable to the second player, but some openings are fair. We believe observations and techniques made here can be used to improve the performance of programs for playing the original
full version of CDC.