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Time
is an exciting aspect of many sports. This is certainly true in
games such as chess, go, draughts, shogi and Scrabble®. A players'
skill is determined not only by decisions, but by how quickly those
decisions are made. The pressure of "time scramble" situations
is one of these games' great attractions.
The DGT Digital Game Timer offers 12 different methods for timing
two-player games. Several are well-known. Others, now made possible
by modern electronics, may be less familiar to you.
Every method has its own advantages, and its own effect on your
game experience. When you own a DGT Clock, the best way to find
the timing methods you enjoy is to experiment with them.
Here's a brief description of the timing methods available with
the DGT Clock:
Traditional: Rapid/Blitz,
Guillotine, Second-Period
Repetition
Extra time per move: Bronstein,
Fischer, FIDE, Byo-yomi
Fun: Hourglass, Gong
Traditional
methods
Rapid and Blitz
The simplest way to allocate time. Each players is given one period
in which they must make all moves. As with other methods, the most
commonly-used times are pre-programmed in the DGT Clock, but you
can manually set your own time within one second.
1 Period + Guillotine
The first period is used to play a predetermined number of moves.
The second period, the Guillotine, is used to finish the game.
2 Periods + Guillotine
For a less-frantic game, it is possible to play a game with two
periods before the Guillotine.
Repeated 2nd time period
A quiet end to a game also has its advantages. The simple traditional
clock gives the players repeated one-hour periods in which to complete
a predetermined number of moves.
"Extra time per move"
methods
For more than 50 years, it was standard in chess to play a serious
game in two periods separated by a break. This had two disadvantages:
Games could not always be decided after two periods.
The increasing strength of chess computers and end-game databases
added what some considered an unfair advantage in the ability to
analyze adjourned games.
Various proposals were made for ways to finish games in one session,
without having to resort to the Guillotine method. The Fischer,
Bronstein, and FIDE methods provided a solution by giving players
a predetermined amount of extra thinking time after making each
move.
Bronstein
The earliest proposal (1969) came from IGM David Bronstein. His
method applies from the first move. Principal thinking time is reduced
by delay. Before the principal thinking time is reduced, the player
has a fixed amount of time to complete a move. Unlike the FIDE and
Fischer methods, it is not possible to increase the thinking time
by playing more quickly.
Fischer-Rapid
This method applies from the first move. A basic time is given to
each player. Each time a player makes a move and presses the clock
button, several seconds are added to that player's basic time. By
completing moves in less time than originally allotted for them,
the player's overall time is increased.
Fischer-Tournament
The Fischer-tournament method is the most complex in the way thinking
time is regulated. In addition to the extra time available per move,
the player is also given an extra amount of principal thinking time
after a predetermined number of moves has been made. Since the introduction
of the DGT Chess Clock, this method has gained rapid popularity.
The Fischer-Tournament method is now standard in many top-level
events like the World Championship and Chess Olympiads.
FIDE-Rapid
The FIDE-Rapid method begins a game with a traditional period during
which a predetermined number of moves must be completed. When this
period ends, each player gets extra time for each subsequent move.
The thinking time that is unused at the end of a move is carried
over to the next move. By making moves in less time than the extra
time given per move, a player can increase the thinking time available
for subsequent moves.
FIDE-Tournament
In this method, two periods of time are allotted before extra time
per move is available.
Go with byo-yomi
By its very nature, the game of go lends itself to allowing players
extra time to complete a game. The traditional byo-yomi method is
used for this. Byo-yomi gives the player who has used up his thinking
time a fixed amount of time for each subsequent move.
In normal games of go, the principal thinking time is 1½
to 2 hours, usually combined with a byo-yomi of 20 to 30 seconds.
After the principal thinking time has been used, the clock jumps
to byo-yomi time. Each time a player completes a move, the clock
jumps back. If the player has not completed the move before the
clock reaches zero, a flag appears in the display.
For top-level go matches, the principal thinking time is 9 hours,
followed by 5 byo-yomi periods of 1 minute each. At the end of the
9-hour period the clock jumps to 5 minutes. If the player completes
a move before a period of four minutes is reached, the clock jumps
back to 5 minutes. If he completes a move after the 4-minute period
has ended, the clock reverts to 4 minutes. Thus, the clock reverts
each time to the beginning of the current byo-yomi period.
Fun methods
Hourglass
A player's thinking time is gradually reduced while, at the same
time, his opponent's is increased. This is an exciting alternative
to the traditional "quickie" game.
Gong
Before double-timer clocks were introduced, tournaments were often
controlled with a gong. The gong was used to mark a fixed time for
each move. The DGT Clock's Gong method gives a fixed time of ten
seconds for the left-hand player, then for the right-hand player;
then it repeats this pattern.
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