Important Note Team Match T133 is played under DESC Regulations which differ from these guidelines in some parts. Therefore it is recommended to READ: Regulations of the German E-Mail Chess Club (DESC) IMPORTANT PARAGRAPHs 5.2 - 5.10 ---------- Basic playing guidelines for Comrades Team Match T133 vs other Chess Clubs in DESC's VM2014 Team Championship! I: Required pgn header II: Required algebraic notation III: Speed 10/30 IV: Required time controls V: Repeat moves VI: First overstep VII: If ( conditional ) moves VIII: Illegal moves IX: Time out X: Abandonment XI: Substitution XII: Rated results XIII: Email addresses I. REQUIRED PGN HEADERS: Using data that is specific to you and this match, please include this 9-line pgn header on each outgoing email note: [Event "VM2014.xxx/grp.13"] <= Line 1: Enter vm2014.xxx game number/grp.13. [Site "www.desc-online.de"] <= Line 2: Enter desc website. [Round "3"] <= Line 3: Enter round 3. [Date "2016.06.10"] <= Line 4: Enter June 10th, 2016 start date. [White "Last Name, First"] <= Line 5: Enter name of person playing white. [Black "Last Name, First"] <= Line 6: Enter name of person playing black. [WhiteTeam "Team name"] <= Line 7: Enter name of white's team. [BlackTeam "Team name"] <= Line 8: Enter name of black's team. [Result "*"] <= Line 9: Enter result 1-0, 1/2 or 0-1. 1.g3 Nf6 2 .. <= enter all moves to the game in one paragraph followed by the required time controls. 10/30 time controls: ( playing groups of 10 moves within 30 used days ) You sent on _____; I received on _______ and I answered on ______. White used +_ days which totals __ of 30 allowed days to reach move 10. Black used +_ days which totals __ of 30 allowed days to reach move 10. Note: Change 30 to 60 allowed days on move 11; then 60 to 90 allowed days on move 21, etc. II. REQUIRED ALGEBRAIC NOTATION: Below the 9-line required pgn header, include all moves of your game in algebraic notation. K = King, Q = Queen, R = Rook, B = Bishop, N = Knight. III. SPEED IS 10/30 CUMULATIVE: Put simply you must reach move 10 in each game within 30 used days from start of game; then reach move 20 in each game within 60 used days from start of game, etc. Unused days from one time control can be used in the next time control just like a regular game of clocked chess. For example: If you only used 5 days to reach move 10, you have saved 25 days in your 1st time control and will now have 25 plus 30 or 55 days on the clock to reach move 20 in your 2nd time control. IV. REQUIRED TIME CONTROLS: Below your game moves, include the "required" time controls for you and your opponent. If you are ready to reply in game one but need more time in game two, send your moves in separate notes. You are not required to send both moves in the same note. That's why each game has its own time controls. To clarify what 'used days' means, let's review the following paragraph: 1. Received date: Your clock starts on the calendar day you see an unopened incoming move has arrived in your email box. Due to uncontrollable situations, this date may not always be the same date that your opponent expected you to receive that move. 2. Sent date: Your clock stops on the calendar day your email is postmarked by the internet provider. Due to uncontrollable situations, this date may not always be the same date you answered your move. If your opponent claims your move was postmarked a day or so later then you claimed, simply adjust your answered date to reflect the true postmarked sent date. 3. Answering a move on the same date that you receive it counts as 'zero' time used. 4. To compensate for differences in time zones, any moves received after 8:00 pm (20:00 hours) can be dated as having arrived the next morning. V. REPEATS: If your opponent's move is due, send a repeat on the 5th day to make sure email was not lost. Send another repeat on the 10th day, carbon copy your Team Captain and think on our opponent's time. If your opponent is still out 14 days, send another repeat to your opponent, cc your Team Captain and be sure to include all repeat dates to support your time complaint. NOTE: If you have properly sent "5th day plus 10th day repeats" .. and it is obvious that your opponent used "more than 10 days" to answer your move, without having requested time out days, the Arbiter can "double" the number of days ( after day 10 ) that your opponent used. VI. 1ST OVERSTEP: There are two ways to exceed the 10/30 time limit: 1. By using MORE than 30 days to reach move 10; using MORE than 60 days to reach move 20; using MORE than 90 days to reach move 30; etc. 2. By playing LESS than 10 moves in 30 used days; playing LESS than 20 moves in 60 used days; playing LESS than 30 moves in 90 used days; etc. If you exceed a time limit, you will receive a 1st lateness. Two documented oversteps usually result in game forfeiture! VII. IF ( CONDITIONAL ) MOVES: You may include 'if' moves when you feel the reply is obvious ~ or when you want to put time pressure on your opponent. When you include a legal IF move that is accepted, your move is binding. Once you send email, it is like playing touch move because you can't take the move back! VIII. ILLEGAL MOVES: All mailed legal moves are binding even if they are blunders! If you send an illegal move, or ambiguous move that has several interpretations, your opponent should send that move back to you for clarification. You will be charged 5-DAYS for each illegal or ambiguous move sent. If you send more than two illegal or ambiguous moves in one game, that game can be subject to forfeiture by the Arbiter. You can also include your played move in the email "subject" line to confirm the played move. If the subject line move differs from the played move, consider the played move to be ambiguous and ask the sender to clarify which of the two sent moves is the intended move. NOTE: If your opponent "accidentally or deliberately" alters a move that was already played or alters the total number of days that were actually used .. and no penalty or corrective action was enforced by the designated Tournament Director of that match, you will be declared the winner of that game on this website. Reminders: En-passante: must contain "ep" symbol. Example: cxd6ep Castling: must contain "-" symbol. Example: O-O or 0-0-0 Capture: must contain "x" symbol. Example: Nxf3 Check: must contain "+" symbol. Example: Rxd8+ IX. TIME OUT: You may request up to 42 vacation days per game per year that must be told in advance. Failure to notify your opponent plus Team Captains can result in game forfeiture. Additional days are available in special situations. X. SILENT ABANDONMENT: You can't use more than 30 days to answer a move. If you go silent for 31 or more days and your opponent sent you at least one repeat, your 'silent withdrawal' can be claimed as a forfeit by the opposing team. XI. SUBSTITUTIONS: If both players have not reached move 3,substitution can be made whereby both players begin new games. Once 3 or more moves are made, substitution can be made but both players must continue the already started game. This is done to prevent team players from withdrawing due to opening mistakes. XII. RATED RESULTS: In this match, two of our teams must play one another in Group 5 as well as Group 6. Therefore Comrades will: [x] Earn +10 rating pts for any win against any opponent. [x] Earn +5 rating pts for any draw against opponent. [x] Lose –5 rating pts for any loss against any opponent. Send completed games in pgn format to your Team Captain so your game can be submitted for rating & web publication. Please let us know if you have any questions regarding these guidelines. On behalf of our staff, plus match organizers, Team Captains, players and Arbiter .. we wish each of you a very enjoyable team match. Best regards, Conrad Goodman / Director / May 29th, 2016 Closing this window will return you to the last page you were viewing. |