Important Note
Team Match T115 is played under DESC Regulations.
These differ from IECC guidelines in some parts.
It is recommended that you also read:
Regulations of the German E-Mail Chess Club (DESC)
IMPORTANT PARAGRAPHs 5.2 - 5.10
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Guidelines for IECC Team Match T115 versus other Chess
Clubs in Round 2 of DESC's VM2013 Team Championship ..
I: Required pgn headers
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, you must include
the following 9-line pgn header on each note. For example:
[Event "VM2013.001/Group.x"] <= enter VM2013 game number including group.
[Site "www.desc-online.de"] <= enter DESC's website.
[Date "2014.05.01"] <= enter May 1st starting date.
[Round "2"] <= enter round 2.
[White "name, forename"] <= enter last and first name of person playing white.
[Black "name, forename"] <= enter last and first name of person playing black.
[WhiteTeam "team name"] <= enter white's team name.
[BlackTeam "team name"] <= enter black's team name.
[Result "*"] <= enter 1-0, 1/2 or 0-1 result.
1.g3 Nf6 2 .. <= enter all moves to the game in one paragraph
followed by required timer controls.
10/30 time controls means 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 6-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 rcvd, ansd
and sent:
1. Received date:
Your clock starts on the calendar day you see an unopened incoming
move has arrived in your email box.
2. Sent date:
Your clock stops on the calendar day your outgoing email note is
postmarked by the internet provider.
3. Answering a move on the same date that you receive it counts as 'zero'
time used.
V. REPEATS:
If your opponent's move is due, send a repeat on the 5th day to make sure
email was not lost. If no reply, send another repeat on the 10th day and
carbon copy both Team Captains while you think on your opponent's time.
NOTE: If you have properly sent sent a 5th day repeat plus a 10th day repeat,
and it is obvious that your opponent used "more than 10 days" to answer
your move, the Arbiter will "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; MORE than 60 days to reach
move 20; MORE than 90 days to reach move 30; etc.
2. By playing LESS than 10 moves in 30 used days; LESS than 20 moves in 60
used days; LESS than 30 moves in 90 used days; etc.
Note: Two oversteps usually result in forfeit!
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. Sent email is the same as
"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.
IX. TIME OUT:
You may request up to 30 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:
When a substitution is made both players must continue the started game.
XII. RATED RESULTS:
IECC members earn +10 rating pts per win, +5 per draw; and -5 pts per loss.
Send completed games in pgn format to both Team Captains so your game can
be submitted for rating plus web site publication.
Please let us know if you have any questions regarding these guidelines.
On behalf of our executive staff, plus match organizers, Team Captains,
players and Arbiter .. we wish each of you a very enjoyable team match.
Best regards,
Conrad Goodman, IECC Team Director and Rainer Tavenrath, Web Assistant.
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