Team Match T128 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 T128 vs other
Chess Clubs in DESC's VM2014 Rd 2 Semi-Final 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
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.xxx/Rd.2/Grp.x"] <= enter full event number/round & group.
[Site "www.desc-online.de"] <= enter desc website.
[Date "2015.05.01"] <= enter May 1st starting date.
[Round "2"] <= enter round 2.
[White "last name, first"] <= enter name of person playing white.
[Black "last name, first"] <= 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 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 rcvd, ansd
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'
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.
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 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; 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. 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. Sent email is like playing
touch move, 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 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.
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 +10 rating pts per win, +3 per draw; and -5 pts per loss.
Send completed games in pgn format to your Team Captain so your game can
be submitted for rating plus web site publication.
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.
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 / Director / April 23rd, 2015
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