To gather all the pieces in one post, here is what rule 5 will be after the current state of my proposed changes. This includes Mr. Smythe’s proposed changes to the existing rule 5B. (The current rule 5A and 5B have been merged into the replacement rule 5A.)
Note: I am proposing to move the existing rules 5H (Pressing the clock) and 5I (Stopping the clock) to rule 16 (Use of the chess clock).
5. The Chess Clock and Time Controls
This rule describes time controls and the type of clock that is standard for each type of time control. For rules concerning the use of the chess clock during the game, see 16, Use of the Chess Clock.
5A. Time controls.
A time control consists of one or more time control segments. Each time control segment consists of a base time, along with either an increment time or a delay time. The base time is the time allocated to the player at the start of the time control segment. Increment time and delay time are described in 5A3 and 5A4 below.
5A1. Base time. The base time specifies the number of minutes in the time control segment, along with either (a) the number of moves to be played in the segment, or (b) completion of all moves (or all remaining moves) in the segment. A segment in which all moves, or all remaining moves, are to be played is called a “sudden death” segment.
5A2. Types of time controls. A time control may be single, mixed, or repeating.
5A2a. A single time control consists of a single sudden-death segment in which all the moves of the game must be made.
5A2b. A mixed time control consists of one or more non-sudden-death segments followed by one sudden-death segment in which all the remaining moves of the game must be made.
5A2c. A repeating time control consists of one or more non-sudden death segments. In this case, the number of minutes and number of moves specified in the final segment are repeated indefinitely until the end of the game.
5A3. Increment time. The increment time, if any, is specified in seconds, and is added to the player’s remaining base time before each move.
5A4. Delay time. The delay time, if any, is specified in seconds. On each move, after the player’s clock is started, the player’s remaining base time will not begin to decrease until the delay time has elapsed. If the player moves and presses the clock before the delay time has fully elapsed, the player’s remaining base time is unchanged and the unused delay time is ignored.
Some clocks implement Bronstein mode, which is an alternative to delay mode. In Bronstein mode, the delay time is added to the player’s remaining time at the beginning of the move. The clock then begins deducting time from the player immediately. If the player presses the clock before the full delay time has elapsed, the clock will add only the used time to the player’s remaining time, not the full delay time. Thus, a Bronstein mode clock always shows the total time a player has available to make his move. Bronstein mode is fully equivalent to delay mode, and both are equally acceptable for use with a delay time control.
5A5. Recommended increment or delay. For a mixed or repeating time control, or for a base time of 30 minutes or more, an increment or delay in the range of 5 to 30 seconds is recommended. For a base time of more than 10 minutes and less than 30 minutes, an increment or delay of 3 seconds is recommended. For a base time of 10 minutes or less, an increment or delay of 2 seconds is recommended.
5A6. Increment or delay with mixed time controls. If a mixed time control includes increment or delay, the increment or delay should apply starting with the first move of the game, and the increment or delay time should be the same for all time control segments in the game.
TD TIP: Organizers are very strongly encouraged to follow rule 5A6. Some clocks can not be set for different delay or increment times in different time controls, and it is likely players wll not know how to set their clocks for differing increment or delay times or to enable increment or delay in some but not all time controls of the game.
5A7. Specifications for time controls. The following notations should be used when writing tournament announcements for publication in official USCF publications and are also recommended for all other significant pre-event publicity.
5A7a. Base time. Base time should be written as the number of moves followed by a slash (/) and the number of minutes. For a single sudden-death time control segment, use “G/” (game) followed by the number of minutes. For the final time control segment in a mixed time control, use “SD/” (sudden death) followed by the number of minutes.
TD TIP: For example, 40/90 indicates each player must complete 40 moves within 90 minutes; G/30 indicates each player must make all the moves of the game within 30 minutes; SD/60 indicates each player will have one hour additional base time in which to complete the game.
5A7b. Increment time. Increment time should be written as “inc/” followed by the increment time in seconds. Alternatively, increment time may be written as a plus sign (+) followed by the increment time in seconds.
5A7c. Delay time. Delay time should be written as “d/” followed by the delay time in seconds.
5A7d. Mixed and repeating time controls. If the increment or delay time is the same for all time control segments, the increment or delay time need be specified only once. If the increment or delay time is not the same for all time control segments, the increment or delay time must be specified for each time control segment, and a semicolon should be used between segments. If there is no increment or delay time in any time control segment, this must be indicated by writing “d/0” after the final time control segment.
[i]TD TIP: The following are examples of correctly written time control specifications:
- G/90 inc/30 – Game (all moves) in 90 minutes, with 30 seconds increment time.
- G/30 d/5 – Game (all moves) in 30 minutes, with 5 seconds delay time.
- G/30 d/0 – Game (all moves) in 30 minutes, with neither increment nor delay. (This is not recommended; see rule 5A5.)
- 40/120 SD/60 d/5 – 40 moves in 120 minutes, then the rest of the moves of the game in 60 minutes, with a five-second delay throughout the game.
- 40/120 d/0; SD/60 d/5 – 40 moves in 120 minutes, with no delay or increment; then all the rest of the moves of the game in 60 minutes with a five-second delay. (This is not recommended; see rule 5A6 and the TD TIP following rule 5A6.)
[/i]
5A8. Time control specified fully in advance publicity. In all advance publicity which specifies the time control for the event, the organizer must indicate the full time control including the increment or delay time as described in rule 5A7. (If there is no increment or delay time, the time control specification must include the notation “d/0” to indicate explicitly the lack of increment or delay.) The time control must be specified in Tournament Life Announcements and should be specified in other publicity such as flyer mailings, email, and on web sites. It is acceptable for abbreviated publicity to refer the reader to more complete tournament details posted elsewhere.
5A8a. Organizer fails to comply with rule 5A8. If the organizer fails to comply with rule 5A8 and does not publish a specification of increment or delay time in the time control, the recommended delay specified in rule 5A5 shall apply.
TD TIP: This rule does not excuse organizers from the responsibility of advertising complete time control details.
5B. Ratable time controls.
There are three rating systems: Regular (slow), Quick (fast) and Blitz. For the purposes of rating G/minutes and inc/seconds (or d/seconds), add minutes (mm) and seconds (ss) for total playing time for each player. (i.e. total time equals minutes plus (seconds times 60)) or mm+ss; e.g.: G/60 d/5 = 60+5 = 65 minutes total playing time for each player. Multiple time controls add all mm for each control: mm = mm(1) + mm(2) + …
TD TIP: In the above, the notation mm refers to the base time and ss refers to the increment or delay time.
Regular only: Total playing time for each player is greater than 65 minutes. mm+ss > 65.
Dual (both regular and quick): Total playing time for each player is from 30 to 65 minutes. 30 <= mm+ss <= 65.
Quick only: Total playing time for each player is more than 10 and less than 30 minutes. 10 < mm+ss < 30
For Regular, Dual and Quick the primary time (mm in minutes) must be at least 5 minutes.
Blitz: Total playing time for each player is from 5 to 10 minutes inclusive and the primary time control must be at least 3 minutes. 5 <= mm+ss <= 10 All rounds must use the same time control.
[i]TD TIP: Examples of standard time controls:
40/90 SD/30 inc/30 Regular
40/120 SD/60 d/5 Regular
40/115 SD/60 d/5 Regular
G/120 inc/30 Regular
G/120 d/5 Regular
G/115 d/5 Regular
G/90 inc/30 Regular
G/90 d/5 Regular
G/60 inc/30 Regular
G/60 d/5 Dual
30/30 SD/30 d/5 Dual
G/30 d/5 Dual
G/25 d/5 Dual
G/25 d/3 Quick
G/15 d/3 Quick
G/10 d/3 Quick
G/10 d/0 Blitz
G/5 d/0 Blitz
G/3 inc/2 Blitz
Although these are not all of the possible time controls, organizers are encouraged to select one of the above (or very similar) so that all participants are clear as what to expect and under which system the event will be rated.[/i]
[i]TD TIP: Here is how the changes referred to in 5B will be implemented and administered:
Quick Chess: A Quick Chess event is for a person who wishes to play many games in one day and not have the results affect his regular rating. The time controls in a Quick Chess tournament are designed to be a single time control of more than 10 to less than 30 total playing minutes per player, one second delay or increment counting as 1 minute playing time. 10 < mm + ss < 30. Sudden-death rules are used in Quick Chess events, except scorekeeping is not required.
Dual Rating: All events with total playing time for each player of 30 to 65 minutes inclusive (30 ≤ mm+ss < 65) will be dual rated, that is, rated under both the Quick and Regular rating systems.
Blitz: Any event that the total playing time 5 minutes or greater and is 10 minutes or less (5≤ mm+ss < 10) will be Blitz rated. (Blitz rules apply, see Chapter 11.) For clarity, it is advisable to state Blitz in the title or in the time control of the event.
Note 1: Game/60 d/5 is Dual Rated. If you wish for the games not to be Quick Rated, make the total basic time control at least Game in 61 minutes or longer and use a 5 second delay (61 + 5 = 66). Game/25 d/5 is also Dual Rated (25 + 5 = 30). If you do not want these games to be Regular Rated, make the time control Game/26 d/3 (26 + 3 = 29) or quicker.
Note 2: The TD must indicate what the time control is for all sections of all events, including the delay or increment used. If submitting by disk or paper, the time control is to be indicated. If different sections have different time controls, indicate the time control for each section. If submitting the report online, the TD is to enter the time control for all sections. The time control used determines whether the event is regular, dual, quick or blitz rated.
Note 3: If a section has different schedules that merge, the slowest control is all that is needed, provided all games meet the criteria for the slowest time control. This applies when early rounds might fall in the dual rated group (which is regular rated, and the slower time control is regular only. All rounds will then be regular rated only.
Example: 3-day schedule is 40/120 SD/6 d/5. The 2 day schedule plays rounds 1 and 2 at game 45 and then merges with the 3-day schedule for round 3. All that needs to be reported is the 40/120 SD/60 d/5 (120 + 60) as USCF cannot separate the schedules at this point.
If any games in a section use a time control that is quick-ratable only (i.e. total time greater than 10 minutes but less than 30 minutes), then all games in that section must use time controls that are quick-ratable only. If any games in a section use a time control that is blitz ratable (i.e. total time between 5 and 10 minutes), then all games in that section must use time controls that are blitz ratable.[/i]
5C. Accumulation of time.
The time unused by a player during one time control segment accumulates and is added to the player’s available time for the next time control segment.
5D. Standard timer.
5D1. Standard timer for increment time controls. An increment capable clock is the standard timer for use with an increment time control.
5D1a. Increment capable clock not available. If an increment capable clock is not available, one of the following clocks, listed in order of preference from most to least preferred, may be used:
- A delay capable clock whose delay can be set for the increment time.
- A delay capable clock whose delay can not be set for the increment time.
- A digital clock that is not delay capable.
- An analog clock.
5D1b. Setting a non-increment capable clock for use with an increment time control. In all cases, each player starts with the clock set for the base time. If the clock is delay capable and the delay can be set the same as the increment time, the clock should be so configured. Otherwise, if the clock is delay capable, set the delay time to the maximum possible value that does not exceed the increment time. If the clock is not delay capable, the clock is set to the base time.
5D1b1. Variation. The organizer may specify a different time control to be used with clocks that are capable of neither increment nor delay. This must be specified in all pre-tournament publicity.
5D2. Standard timer for delay time controls. A delay capable clock is the standard timer for use with a delay time control.
5D2a. Delay capable clock not available. If a delay capable (or Bronstein capable) clock is not available, a digital clock that is not delay capable may be used. If a digital clock is not available, an analog clock may be used. In all cases, the clock is set so that each player starts with the base time.
5D2a1. Variation. The organizer may specify a different time control to be used with clocks that are not delay capable. This must be specified in all pre-tournament publicity.
5D3. Standard timer for time controls with neither delay nor increment. The standard timer for a time control with neither delay nor increment is a digital clock. If a digital clock is not available, an analog clock may be used.
5D4. Digital clock preferred over analog clock. In all cases, a digital clock is preferred over an analog clock.
TD TIP: A digital clock operates silently. It can be set so that both players have exactly the same amount of time. Digital clocks time the game more precisely and are not subject to having the two sides of the clock run at different rates
5D5. Replacement of non-standard timer in increment and delay time controls. If either player arrives late for the start of the game, and a clock without delay or increment has already been started the player has the right to furnish and substitute a properly set delay or increment capable clock prior to the determination of black’s first move. The player substituting the delay or increment capable clock must also transfer the elapsed times shown on the original clock to the replacement clock without any additional adjustments (except to correct any errors in the display of the elapsed time).
5D6. Same clock used for the entire game. Except as provided in rules 5D5 and 14H2a, once a game starts, the same clock must be used throughout the entire game. If a defective clock must be replaced as described in rule 16O, the replacement clock shall be set in the same manner as the clock being replaced. See also 5D5, Replacement of non-standard timer in increment and delay time controls; 14H2a, The claim is unclear and a delay clock is available for the game; and 16O, Defective clocks.
5E. The flag.
Monitoring of each player’s time is done with a clock equipped wih a flag or other special device used to signal the end of a time control; the flag falls to indicate the player’s time has been used up. Some digital clocks have a beep, a light, or a display of all zeros to indicate that the player’s time has been exhausted. References in this book to a flag falling or being down also apply to such flag substitutes. See also 16E, When flag is considered down; 16F, Evidence provided by flag; 16G, Premature flag fall; 16H, Apparent flag fall can cause forfeit; 35F5, Special clock; and 42B, Signaling devices.
Edit: fix a typo (“being” => “begin” in rule 5A4)
Edit: fix “<” to be “<=” as necessary in rule 5B (the “less than or equal to” character did not transfer to HTML)