Extra time for notation? Fastest reasonable for notation?

Is it legal to give a person who takes notation extra time (eg G/45 but if you take notation you get d10)?

In general, what do people think the fastest time controls is where taking notation to the end of the game will happen the supermajority of the time (eg no losing moves when the clock is under 5m so taking notation is no longer done)?

Trying to schedule/run my first tournament at a location with limited hours. Want notation to be encouraged as my high school team will be playing in it and they need practice and to be able to go over their games with me and Stockfish afterwards.

The kicker in your question is ā€˜to the end of the gameā€™. G/30 (without increment/delay) is plenty of time for most adult or experienced players to take notation for most of the game.

But requiring notation in time trouble would be, well, troubling.

If you want to require notation for the entire game, under current rules you need to organize events that use a time control that includes 30 or more seconds of increment or delay.

Dealing with inexperienced players and/or players under (say) 12 raises separate issues, as do players with physical or other limitations.

There doesnā€™t appear to be anything in the rulebook against it, though I donā€™t know of any way to implement it with current clock technology, but I have wondered about the feasibility of a time control that does not involve any increment or delay (or minimal increment/delay) until the last X minutes of the (presumably sudden death) time limit. This would have to be something that is turned on for both players at the same time unless thereā€™s a major rules change to permit having only the player in time trouble get the additional increment/delay.

Such a clock/time control might help organizers with tight schedules for their events, because only the games that get to time trouble have the difficult to predict ā€˜extra timeā€™ issues that complicate round scheduling.

Figuring out how to list such a time control presents its own challenge. G/30;+30T5 might be one possibility, it would translate to G/30 no increment/delay until the 5 minute mark is reached, then +30.

Yes, but technically youā€™d do it in reverse. Look at Rule 15A1 and the TD tip:

TD TIP: Directors often deduct time from the clocks of players at the start of the game whom they excuse from keeping score (the most common example would be that of a player excused from keeping score for genuine religious reasons). Their opponents will need to give up thinking time in order to keep score, which the excused player need not do. A good rule of thumb is to deduct 5% of the total game time allotted for each individual player, up to 10 minutes, from the playerā€™s clock that is excused from keeping score.

With a high school team, I think any time control considered classical (so even G/25;d5 or G/30;d0) and possibly even down to G/15;d0 would work.

If I were structuring it, Iā€™d do it G/30;d5 for the notators and G/25;d5 for the non-notators, keeping it a dual time control even for the ones penalized 5 minutes for not taking notation.

X/25;d0, SD/5;+30. Clock set with no move counter and X is defined as a non-predetermined trigger move to turn on +30 increment, or d30 delay. That would mean that at all times a player has at least 30 seconds and notation is always required. That is a very weird time control and thus a major variation.

If you allow games where only one player is taking notation, with that player getting a time penalty, then you need a clock where the delay/increment can be set differently for each player.

Simpler might be to announce a variation of the five minute rule to require notation until a clock gets under 15 minutes. Since you were talking G/45 that may be plenty of time to avoid your newer players getting stressed.

N/30;5+30 (any number of moves in the first 30 minutes, followed by 5 minutes with a 30 second increment) might work.

ā€¦thereā€™s also room for some sort of 14H2a version that would accomplish the same thing, but Iā€™m guessing it would be most easily described as its own variant, at which point you could just describe it however you want.

ā€¦I wouldnā€™t do that without experienced players though, as changing clock settings in the middle of a game would be problematic for many of our local players.

Agreed this would end up as a major variation regardless.

Iā€™ve run events where nearly every clock had to be reset at each time control, not fun.
I think it would only work if the clock supported turning on delay/increment at the appropriate point, preferably with some visible signal showing when it is in effect.

And I can hear the moans: Great, I gotta buy ANOTHER clock!?

One thing that I really, really strongly urge of my HS players is to never stop keeping score because the opponent is under 5 minutes. The simple advice is ā€œPlay chess. Not clock.ā€ It would strike me that it would be a minor (rather than major) rule variation to require players to continue keeping score as long as they have 5 minutes or more. (To be perfectly honest, I would prefer that to be the actual rule, but ā€¦). You would be amazed at how well a pair of players can remember what happened even without a score sheet until they get down to a mutual time scramble, at which point Stockfish would probably say ā€œyou guys know how to play chess??ā€.

The other pet peeve is players blitzing off moves in a millisecond when they have a five second delay. The ā€œI donā€™t want to let my opponent think on my timeā€ isnā€™t very helpful when you donā€™t think on your own time either.

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This is the FIDE rule, so thereā€™s one way to get it anyway.

8.4 If a player has less than five minutes left on his/her clock during an allotted period of time and does not have additional time of 30 seconds or more added with each move, then for the remainder of the period he/she is not obliged to meet the requirements of Article 8.1.1.