Guidelines for IECC Team Match T117 versus other Chess Clubs in DESC's VM2014 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 9-line pgn header on each note. For example: [Event "VM2014.001/Rd.1/Gr2"] <= enter full event number/rd.1/grp. [Site "www.desc-online.de"] <= enter desc website. [Date "2014.04.01"] <= enter April 1st starting date. [Round "1"] <= enter round 1. [White "name, forename"] <= enter name of person playing white. [Black "name, forename"] <= enter 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: 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. Due to uncontrollable situations, this date may not 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 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, moves that are received after midnight should 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 both Team Captains and think on opponent's time. If your opponent is still out 14 days, send another repeat and cc both Team Captains. If a time control is exceeded submit a time complaint to both Team Captains and include the repeat dates to support your time complaint. 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. If you exceed a time limit, you will receive a 1st lateness and your clock will be reset to a new time control that starts from the overstepped move. Note: Two oversteps usually result in forfeit! Example #1 exceeded days: If you used 35 days to play 10 moves, you exceeded the 10/30 time control by 5 DAYS. Your time control will be reset from 10/30 to 10/35 and you must now reach move 20 within 65 total days from start of game, keeping in mind that you have already used 35 of those 65 days. Your new time control is 10/35; 20/65; 30/95; 40/125 etc. Your opponent's time control remains unchanged. Example #2 exceeded moves: If you only reached move 8 in 30 days, you exceeded the 10/30 time control by 2 MOVES. Your time control will be reset from 10/30 to 8/30 and you must now reach move 18 within 60 total days from start of game, keeping in mind that you already used 30 of those 60 days. Your new time control is 8/30; 18/60; 28/90; 38/120 etc. Your opponent's time control remains unchanged. 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 like touch move, you can't take the move back 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: 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: IECC members earn +5 rating pts per win, +3 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 / March 25th, 2014 Closing this window will return you to the last page you were viewing. |