The Colorbound Clobberers have two kinds of colorbound pieces, that is, two kinds of pieces whose moves are restricted to squares of one color.
In addition, the Clobberers have an unusual material balance: their Queen is notably weaker than the FIDE Queen, and their Bishop (the FAD) is noticeably stronger.
Perhaps it would be just as good, or even better, to begin the game with WA on c1 and f1 and FAD on b1 and g1. Anyone using this lineup should call their army the "Colorbound Clobberers II".
Castling: When the Colorbound Clobberers castle Queen-side, O-O-O, their King goes from e1 to b1 and their BD goes from a1 to c1; this is not optional, and the purpose of the rule is that the BD must not change from one color of square to the other.
Promotion: Either player can promote Pawns to any piece that's in the game.
If you just look at the values of the individual pieces, the Clobberers seem to have the advantage. Add to this the fact that the Clobberers can develop quickly, without moving too many Pawns, and things begin to look sticky for the FIDEs.
On the other hand, the Clobberers are awfully colorbound. They can easily get into situations where all their strength is concentrated on squares of a single color, leaving them either unable to exploit an advantage or vulnerable to attack on the other color.
The real equalizer is the hard-working, straightforward, and steadfast FIDE Rook. This piece has great endurance, and actually gains strength as the game goes along. I have seen games where things looked bad for the FIDEs from the opening kickoff, and seemed to be getting worse and worse, until suddenly there were just a few chessmen left standing on the field and the Rooks began scoring goal after goal.
A Problem (Mate in 2)
The Original Clobberers Description