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       PLAYING GUIDELINES FOR COMRADES MATCH 135 vs NATCOR 
       10/30 GAMES PLAYED BY STANDARD EMAIL.

          TABLE OF CONTENTS
       1: Required PGN Headers
       2: Required Algebraic Notation
       3: 10/30 Playing Speed 
       4: Required Time Controls
          4a: Your opponent's sent date
          4b: Your received date
          4c: Your answered date
          4d: Time zone difference
       5: Repeating a Move
       6: Overstepping ( exceeding )the Time Limit
          6a: Using more than 30 days to answer a move
          6b: Playing less than 10 moves within 30 used days
          6c: Using more than 30 days to answer any one move 
          6d: Receiving two documented oversteps
       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: Contacts
 
Guideline 1: REQUIRED PGN HEADERS 
Using data that is specific to you and this match, when playing by email
we must include this proper 9-line PGN header on each note. For example:

      [Event "T135xxxX"]         Enter full T135 game number including W or B.
      [Site "conradchess.com"]   Enter conradchess.com.
      [Mode "10/30 email game"]  Enter 10/30 email game.
      [Date "10.15.2016"]        Enter 10.15.2016 starting date.
      [White "Last name, First"] Enter name of person playing white.
      [Black "Last name, First"] Enter name of person playing black.
      [WhiteTeam "xxxxxxxxxxxx"] Enter name of team playing white.
      [BlackTeam "xxxxxxxxxxxx"] Enter name of team 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 9-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:

      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 we must play 10 moves per 30 used day periods. 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,
      however, we cannot use more than 10 days to answer any one move 
      without having told this to our opponent!

Guideline 4: REQUIRED TIME CONTROLS
Right below the Algebraic game moves, we must include time controls, even 
if our opponent does not. Let's clarify what 'used days' means. Remember ..
most games are won by position .. not the clock: 

      4A: An opponents sent date
      Your opponent's clock stops on the calendar date that his/her outgoing 
      email is actually postmarked by the internet provider. Due to time zone
      differences, this date may not always be the same date that an opponent 
      claims to have sent that move. If the difference is less than 2 days ..
      you can change his/her sent date to accommodate your opponent, or you
      can request his/her sent date be changed by 1 day. Either way, cc your 
      Team Captain plus the Arbiter for a final decision. 

      4B: Your received date
      Your clock starts on the calendar date you see the opponents unopened
      incoming move arrived in your email box. Due to time zone differences,
      this date may not always be the same date that your opponent expected 
      you to receive that move. If your opponent claims differently and the 
      difference is less than 2 days .. you can change your received date to 
      accommodate your opponent, or you can request that he/she accepts the 
      date you received that move. Either way, cc your Team Captain plus the 
      Arbiter for a final decision. 

      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 you answered that move. If your opponent claims your move 
      was postmarked 1 day earlier or later than you claimed, simply adjust 
      your answered date to accommodate your opponent. Either way, cc your 
      Team Captain plus the Arbiter for a final decision. 

      NOTE: Answering a move the same calendar day that 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, just 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 example ( using actual dates):

      10/30 Time controls: Enter the words 10/30 time controls. 
      You sent: Aug 21st  Enter date opponent's note was postmarked. 
      I rcvd: Aug 22nd   Enter date you opened your opponent's note.    
      I ansd: Aug 23rd  Enter date your reply should be postmarked.  
      White used +1 day totals 7 of 30 allowed days to reach move 10;Total days used.   
      Black used +1 day totals 8 of 30 allowed days to reach move 10.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 cc your Team Captain. The Team Captain will
then send your 10th day repeat to your opponent's Team Captain to help get that game 
resumed. If your opponent exceeds the time control, submit a time complaint to the 
Team Captain plus Arbiter and include repeat dates to support your time complaint.

      NOTE: If you have properly sent a "5th day" plus a "10th day" repeat 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. This is considered an overstep!

      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. This is also 
      considered an overstep!

      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 the
      Arbiter. ( 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 is a blunder. Sending 
email moves is the same as playing touch move chess, we cannot take that move back!

Guideline 8: ILLEGAL MOVES
If you send or receive an illegal or an ambiguous move that has several different 
interpretations, or if you fail to include your move, you or your opponent should 
quickly send that note back for clarification. There is an automatic 5-day penalty 
for each illegal, ambiguous or forgot-to-include move. If you or your opponent send 
more than two illegal, ambiguous or forgotten moves in one game, that game can be 
subject to forfeiture by Arbitration. This is why we strongly recommend including 
your intended move in your email's Subject line. Here is an example of what this 
might look like:  

      Subject: 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 carbon copy the Director so a 5-day 
             penalty request can be made against your opponent.

         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+

Guideline 9: ALTERED MOVES
Frequently check all moves that were played to make sure no moves were altered. 
If you receive an altered move, quickly forward that note to the Director. 

       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 Tournament Director, 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 the Director can
result in game forfeiture. If you send your move and go on an 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. If a person
sends a move while supposedly being on vacation, his/her clock restarts on that day.


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 carbon copy to 
the Director, your silent withdrawal will most likely be cited as a forfeit by the 
Arbiter.

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 made, but only if both players continue the already started game/s to prevent 
any player who made an opening mistake from withdrawing.

Guideline 13: CHESS ENGINES
Since it is impossible to prevent anyone from seeking help ( kibitzing, data bases,
computers, on-line analysis, end-game programs, etc ) the use of chess engines for 
Individual Challenges "is permitted" in order to be competitive with international 
chess clubs that allow the use of chess engines during their international matches.

Guideline 14: FINISHED GAMES
Send completed game/s to your Team Captain.

Guideline 15: RATED RESULTS
All games played in this event will be rewarded as follows: 
You will earn +10 rating points per win, +5 rating points per draw and lose only 
-5 rating points per loss. It's a very fair system!

Guideline 16: Contacts
      Comrades Team Capt: Conrad Goodman
 Arbiter & Web Assistant: Rainer Tavenrath 
     NATCOR Team Captain: Paul Pope
                          
 
Please let us know if you have any questions regarding these Playing Guidelines.
On behalf of all participants and our Staff .. we wish you enjoyable games!