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SOUTHERN COUNTIES CHESS UNION
COUNTY MATCH RULES:
A GUIDE TO INCREMENTAL RATES OF PLAY
updated 11.11.15


County matches played with digital clocks can now use the following incremental time limit:
35 moves in 1 hour 40 minutes followed by all moves in 20 minutes; with an increment of 10 seconds for every move played from the start.

Note that:
Quickplay Finishes do not occur. The Quickplay Finish Rules, including claims under G5 (the "two-minute rule"), do not apply. However:
     Recording the Moves. The increment in use, being less than 30 seconds per move, is insufficient to nullify 8.4 of the Laws. Thus, if the player has less than 5 minutes remaining on his clock at some point, he is no longer obliged to record the moves even if his time remaining subsequently reaches five minutes or more.

The following notes apply to DGT 2010 clocks. Other makes and models may vary.

The clocks will be pre-set with the time limit and AND REQUIRE NO FURTHER ADJUSTMENT AT ANY TIME (except in the event of adding a time penalty for an infringement or incorrect claim – see 6 below).

Players should note the following:
  1. To start the game, first make sure that White’s lever is in the up position, then press the central button. This will start White’s clock.
  2. It is possible that the 10-second add-on will cause one or both clocks to continue to show 1hr 40min, especially if early moves are made quickly.
  3. The move counter is not in operation, as errors by players can lead to confusion.
  4. The 20-minute add-on will occur automatically, on both clocks, as soon as the initial time period of 1hr 40min (plus increments) has expired on one of the clocks. A static black flag will appear on that clock. It should then be checked that the player whose flag appears has completed the required 35 moves.
  5. If a player's complete time expires, a flashing black flag will appear on his clock. This indicates a loss on time by that player; unless the position is such that checkmate for the opponent is legally impossible, in which case the game is drawn.
  6. In the event of an incorrect draw claim (50 moves or repetition), an extra two minutes' thinking time is awarded to the opponent. In the event of an illegal move being completed: for a player's first illegal move, an extra two minutes' thinking time is awarded to the opponent. For a second illegal move by the same player in the same game, the game is lost for that player; unless the position is such that checkmate for the opponent is legally impossible, in which case the game is drawn.
         To make an adjustment, stop the clock by holding down the stop button for two seconds. This will cause the extreme left hand digit to start flashing. To correct a flashing digit, use the +/- buttons; to move on to the next digit, press OK. Bear in mind that every digit operates independently so that, for example, to change 08 to 10 it is first necessary to increase the 0 digit to 1 before changing the 8 to 0.
David Smith
SCCU County Match Controller


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