Welcome to Intn'l team match #122 betwen IECC and BCCA
These guidelines apply only to this team match played between our chess
clubs whereby the playing rules have been mutually agreed upon by the
organizers before the match officially begins on Nov 6th, 2014.
TABLE OF CONTENTS:
1: Required PGN Headers
2: Required Algebraic Notation
3: 10/30 Playing Speed
4: Required Time Controls
5: Repeating a Move
6: Overstepping (exceeding) the Time Limit
7: If (conditional) Moves
8: Illegal Moves
9: Altered Moves
10: Excused Time Out
11: Silent Abandonment
12: Player Substitution
13: Chess Engines
14: Finished Games
15: Rated Results
16: IECC Team Staff Email Addresses
Guideline 1: REQUIRED PGN HEADERS
Using data that is specific to you and this match, we must include the
proper 6-line PGN header on each note. For example
[Event "T122001B"] Enter full T122 game number including W or B.
[Site "XXXX vs XXXX"] Enter names of teams playing white vs black.
[Date "11/06/2014"] Enter 11/06/2014 starting date of match.
[White "Last name, First"] Enter name of person playing white.
[Black "Last name, First"] Enter name of person playing black.
[Result "???"] Enter game result: 1-0 or 1/2-1/2 or 0-1.
Guideline 2: REQUIRED ALGEBRAIC NOTATION
Right below the required 6-line PGN header, we must always include all
moves of our game in English short Algebraic Notation: K=King, Q=Queen,
R=Rook, B=Bishop and N=Knight which should look something like this:
[Event "T122001B"]
[Site "XXXX vs XXXX"]
[Date "11/06/2014"]
[White "Last name, First"]
[Black "Last name, First"]
[Result "???"]
1.Nh3 e5 2.e4 Nf6 3.g4 Nxe4 4.c4 Qh4 5.Ng1 .. Enter all game moves
Guideline 3: 10/30 PLAYING SPEED
This means playing 10 moves per 30 used days. 10/30; 20/60; 30/90; 40/120
etc. Put simply, we must reach move 10 in each game within 30 used days;
then reach move 20 in each game within 60 used days, etc.
NOTE: Unused days from one time control can be used in the next time
control just like a regular game of clocked chess. For example,
let's say you only used 5 days to reach move 10. You have saved
25 days in your 1st time control and you now have 25+30=55 days
remaining on your clock to reach move 20 in your 2nd time control.
Guideline 4: REQUIRED TIME CONTROLS
Right below the Algebraic game moves, we must always include the time controls,
even if our opponent does not. Let's clarify what 'used days' means:
4A: Opponents sent date
Your opponent's clock stops on the calendar date that his/her outgoing
email is actually postmarked by the Internet provider. This date may not
always be the same date that your opponent claims to have sent the move.
If the postmark is a day or so later than your opponent claimed, simply
adjust your opponents expected sent date to reflect the true sent date,
and copy your Team Captain so it's on the record.
4B: Your received date
Your clock starts on the calendar date you see the opponents unopened,
incoming move has arrived in your email box. This date may not always
be the same date that your opponent expected you to receive that move,
and it might be challenged by your opponent.
4C: Your answered date
Your clock stops on the calendar date your outgoing email is actually
postmarked by the Internet provider. This date may not always be the
same date that you answered the move. If your opponent claims your move
was postmarked a day or so later than you claimed, simply adjust your
answered date to reflect the true sent date and copy your Team Captain.
NOTE: Answering a move the same date it was received
counts as 'zero' time used for that move!
4D: Time zone differences
To compensate for differences in time zones, moves received after 8:00
pm (20:00 hours) can be dated as having arrived the next morning. If you
are playing two games with the same opponent and are ready to reply in
one game, but need more time in the other game, send separate emails. We
are not required to send both moves in the same email. Each game has its
own time controls that must always go below the Algebraic moves which
should look something like this:
[Event "T122001B"]
[Site "XXXX vs XXXX"]
[Date "11/06/2014"]
[White "Last name, First"]
[Black "Last name, First"]
[Result "???"]
1.Nh3 e5 2.e4 Nf6 3.g4 Nxe4 4.c4 Qh4 5.Ng1 ..
>
10/30 Time controls: Enter the words 10/30 time controls.
Sent: Nov 6th Enter date opponent's note was postmarked.
Rcvd: Nov 6th Enter date you opened your opponent's note.
Ansd: Nov 6th Enter date your reply should be postmarked.
White used +00 =09 of 30 allowed days to reach move 10; Enter the total days used.
Black used +01 =12 of 30 allowed days to reach move 10. Enter the total days used.
NOTE: Change 30 to 60 allowed days at move 11; then change 60 to 90 allowed
days at move 21; then change 90 to 120 allowed days at move 31; etc.
Guideline 5: REPEATING A MOVE
If an opponent's move is due, send a friendly repeat on the 5th day to make sure
some email was not lost. If you still have no word from your opponent within 10 days,
send another repeat on the 10th day and copy your Team Captain. Your Team Captain will
send your 10th day repeat to your opponents Team Captain to help get that game resumed.
If your opponent exceeds the time control, submit a time complaint to your Team Captain
and include repeat dates to support your time complaint.
NOTE: If you have properly sent 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.
Guideline 6: OVERSTEPPING (EXCEEDING) THE TIME LIMIT
There are FOUR ways that you or your opponent can exceed the 10/30 time limit:
6A: Using MORE than 30 days to play 10 moves automatically results in a 5-day
penalty! Let's say you used 35 days to play 10 moves. This means you have
exceed the 10/30 time control by 5 DAYS. Therefore you will be penalized
5 days, which means your used time now totals 40 days and you only have
20 days remaining on the clock to reach move 20.
6B: Playing LESS than 10 moves within 30 used days also results in an automatic
5-day penalty! Let's say you only reached move 8 in 30 used days. This means
you have exceeded the 10/30 time control by 2 MOVES. Therefore you will be
penalized 5 days which means your used time now totals 35 days and you only
have 25 days remaining on the clock to reach move 20.
6C: Using MORE than 30 days to answer any ONE move will result in an automatic
5-day penalty and could easily result in game forfeiture by Arbitration.
(see silent abandonment)
6D: Receiving TWO documented oversteps usually results in game forfeiture.
Guideline 7: If (CONDITIONAL) MOVES
You may include 'if' moves when you feel the reply is obvious or when you simply
want to put some time pressure on your opponent. However, whenever we include a legal
'if' move that is accepted, that move is binding, even if it was a blunder. Sending
email moves is the same as playing touch move chess, we can't take that move back!
Guideline 8: ILLEGAL MOVES
If you send or receive an illegal or ambiguous move that has several different
interpretations, you or your opponent should quickly send that move back for
clarification. There is an automatic 5-day penalty for each illegal or ambiguous
sent move. If you or your opponent sends more than two illegal or ambiguous moves
in one game, that game can be subject to forfeiture by Arbitration. This is why we
strongly recommend including your sent move in your email's Subject line to confirm
your intended played move. Here is an example of what this should look like:
Subject: T122001B moves 5.c4 Qh4 5.Ng1 ..
NOTE: If the Subject line move differs from your opponent's actual sent
move, quickly ask the sender to clarify which of the two different
moves is the intended move. Also notify your Team Captain so a 5-day
penalty request can be made against your opponent.
Guideline 9: ALTERED MOVES
To prevent the deliberate or accidental changing of moves that have already been
played, we recommend you copy & paste the entire string of Algebraic moves, that
you sent in your last outgoing note, into the new note you are now sending. Then
simply add the opponent's recent move followed by your intended reply. Do not copy
and paste your opponent's string of moves that just arrived because that string
could contain an error. If you receive an altered move, quickly forward that note
to your Team Captain.
NOTE: If your opponent "accidentally or deliberately alters" a move
that was already played or 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.
Guideline 10: EXCUSED TIME OUT
We each may request up to 42 excused time out days, per game, per year. These days
must be notified in advance. Failure to notify your opponent plus your Team Captain
can result in game forfeiture. If you send your move and go on announced leave, your
clock stops until you return; your opponent's clock works from the day he/she opened
your sent move, up to the day that his/her outgoing reply is postmarked. And at that
moment, both clocks stop until your scheduled return.
Guideline 11: SILENT ABANDONMENT
We cannot use more than 30 days to answer any one move. If you go silent for 31 or
more days and your opponent has sent you at least one repeat with a copy to his/her
Team Captain, your silent withdrawal will most likely be cited as a forfeit by the
opposing team and submitted for Arbitration.
Guideline 12: PLAYER SUBSTITUTION
If both players have not yet reached move 3, substitution can be made whereby both
players begin a new game. Once 3 or more moves have been played, substitution can be
named, but both players must continue the already started game/s to prevent team
players that made an opening mistake from withdrawing.
Guideline 13: CHESS ENGINES
Unlike games played within IECC, where the use of chess engines is prohibited, the
use of chess engines for Intn'l Team Matches is permitted and strongly recommended
in order to be competitive with international email chess clubs that do allow the
use of chess engines during their international matches.
Guideline 14: FINISHED GAMES
Send completed games to your Team Captain. He/she will send them to a Reviewer to
check for correctness with a carbon copy to your opponent's Team Captain plus the
Tournament Arbiter. The IECC Reviewer will then send your checked game to IECC and
the PGN Coordinator will submit your team game for rating points, plus archive your
game in IECC's database and arrange for your game to be published on IECC's website.
Your finished game can also be viewed on 'conradchess' move-by-move chess boards.
NOTE: After your game is reviewed for correctness, IECC will use a
simplified 6-line pgn header that is similar to the one shown
below to rate, archive and publish your game:
[Event "T122001B"]
[Site "XXXX vs XXXX"]
[Date "11/06/2014"]
[White "Last name, First"]
[Black "Last name, First"]
[Result "0-1"]
1.Nh3 e5 2.e4 Nf6 3.g4 Nxe4 4.c4 Qh4 5.Ng1 Qxf2# 0-1
Guideline 15: RATED TEAM RESULTS
IECC team members now individually gain +10 rating points per team win;
+5 rating points per team draw; and lose -5 rating points per team loss.
NOTE: If we can truly prove cheating has taken place in your team game
and no penalties were enforced by the Tournament Director, I will
personally award you a +10 rated team win by forfeit ~ regardless
of that game’s outcome.
NOTE: Returning 'inactive' team members will receive a 1-time retro-active
rating bump of +5 points for each team win, plus +2 points for each
team draw they scored from Team Match 22 to June 30th, 2013.
Guideline 16: TEAM STAFF EMAIL ADDRESSES
Please let us know if you have any questions regarding these Playing Guidelines.
On behalf of our Team Captains and Staff .. we wish you an enjoyable team match!
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