2015 ILLINOIS OPEN |
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All
Available USCF Increment Rules
5F1. Standard
timer for increment. An
increment clock (a clock with added time capabilities) is the standard
timer.
a. The increment clock is set to add time for each move, called an
increment.
The standard increment is 30 seconds per move. For quick chess the
standard
increment is 10 seconds per move. A game with an increment time control
should
be set with the increment in effect from move one, even if the time
control is
mixed. (e.g. 40/90, SD/30, Inc/30) A game started without an increment
capable
clock should remain the timer for the game. TD Tip: Increment mode, added
time, and Fischer modes
are equivalent. b.
If an increment
clock or a similar clock is not available, 5F applies and the increment
time
may be applied as a delay. c. If an increment clock is not available,
and the
only delay clock available cannot be set to the equivalent delay time,
then the
delay clock may be set to the maximum allowable delay time (for the
clock) not
to exceed the increment time. Variant: Total time may be
adjusted to compensate for
increment time lost. TD tip
(variant): Suggested time
adjustment is one minute for each second of increment or delay time
lost. d.
If neither an increment capable clock, not a
delay capable digital clock (e.g. analog clock), then the game may be
played
without increment or delay, and follow the time control rules (regular
or
sudden death) as appropriate. Variant: Total time may be
adjusted to compensate for
increment. TD tip
(variant): Suggested adjusted
time is one minute for each second of increment. 11C. Accidental
piece displacement. … TD
tip: If
using increment time
control it may not be to a player’s advantage to start the
opponent’s clock if
the opponent created an illegal position or accidentally displaced
pieces. In
that case the players may stop or pause the clock until the correct
position is
reinstated. 14G Both flags down
in sudden death. … TD tip: An increment time control
of 30 seconds or
more is not considered sudden death, therefore 14G does not apply. 14H1. Explanation. This procedure is not
available for which a
clock is being used with time delay or increment, … 14K Claim of Insufficient
Losing Chances does not
apply in increment games. TD TIP: Only players in games
with increment time
controls of 30 seconds or more and using properly set increment capable
clocks
are required to keep score at all times, even in the last five minutes
of any
time control period. Players using improperly set increment clocks or
non-increment capable clocks, even those clocks adjusted for an
increment time
control, are regulated by rule 15B. 15C. Scorekeeping in
time pressure, sudden death time control. If Either Player has less
than five minutes remaining in a sudden
death time control and does not have additional time (increment) of 30
seconds
or more added with each move, both players are excused from the
obligation to
keep score…. TD TIP: Only players in games
with increment time
controls of 30 seconds or more and using properly set increment capable
clocks
are required to keep score at all times, even in the last five minutes
of any
time control period. Players using improperly set increment clocks or
non-increment capable clocks, even those clocks adjusted for an
increment time
control, are regulated by rule 15C. 16Bb. Delay or
increment: Time delay or
increment clocks should be set… to their opponents. The time
delay or increment
should be set according to the director’s instructions, with
the time delay or
increment in force starting at move one (5Fb). Clocks equipped to do so
should
be set for a Bronstein or a delay mode for delay controls or for
Fischer, added
time, or increment mode for increment controls. TD TIP: Directors are not
expected to know how to
set delay or increment clocks (5F) but… TD TIP: Some players
due to incapacity
or due to religious reasons cannot use some types of clock such as
electric,
electronic or with digital displays. After a director… 16T Both players
exceed time control TD
Tip: An
increment time
control of 30 seconds or more is not considered sudden death, therefore
if both
players should exceed time control, the clocks should be reset the
“next” time
control of the time increment (e.g. 30 seconds) per move 42E. Increment clock
preferable in increment time controls. A properly set clock with
time increment capability is preferable
to any other clock in a game stipulating increment time controls.
Therefore, if
White has such a clock available and black does not, white’s
clock should be
used. The only occasion where black retains the right to use the clock
of their
choice, is if both players have an increment clock or if white is late
for the
game and the game is started, and black has already set up the
equipment. In
any particular game, if the digital clock cannot be properly set, then
the
opponent of the player providing the clock may choose which legal clock
is to
be used. Order of standard clock preference is given in 5F1. 42E1 Recommended
function of an increment clock. a.
The display at all times should show the time available to complete a
player’s
next move. (I.e. time added at the completion of a move. b. In case of
passing
a time control, a sign on the display must give clear signal time has
expired.
c. In case of accumulative or delay timing systems, the clock should
not add
any additional time if a player passed the last time control. TD tip: Some clocks add time at the beginning of the move, hence when a player is not on the move, the total time for the next move is the time displayed plus the increment. Technically this is no different than adding time at the beginning of a move, except that the total time for the next move is that which is displayed plus the increment. Either function is considered standard, and are, in fact equivalent. If unsure, ask your opponent when the time is added, and observe that function early in the game when the clock is in use. Time expires when the clock reaches 0:00. Most clocks freeze time (do not add the increment) of a player who has expired (always reads 0:00, but continue to run for the player who does not.) This is considered standard. In this case, it is not possible for a player to “unflag”, but it is possible for both players to run out of time. See also 16T. Both players exceed time control. Clocks that do not freeze time (run negative time or pause at zero), continue to run and adds back the increment at the completion of a move are still considered preferable to a clock that does not have increment capability. This function should be explained to an opponent prior to the game, and claims of expired time should be made in accordance with 13C. In this case, a claim may still be made after the player whose time has expired has completed a move (time added) if the displayed time is equal to or less than the increment. Such a claim (in accordance with 13C5) must be made before the claimant has completed the next move. It is possible, with the next or subsequent moves that the displayed time is greater than the increment without a claim being made. In this case there is no evidence that time has expired, and therefore a player may have “unflagged”. With this type of clock function, you lose your right to claim the win on time if you complete your next move and your opponent’s clock now show positive time with his own clock running. |