IECC Team Match T122 Playing Guidelines
 


















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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!