Time + Professional Byo-Yomi (Options 26 - 28); Time + Canadian Byo-Yomi ("Overtime") (Options 29 And 30); Hourglass (Options 31 And 32); Gong (Options 33 And 34) - FIDE DGT 2010 Manuel D'utilisation

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The clock will not wait counting down until the delay time has been passed, but will add
the used delay time back to the total as soon as the player has pushed the lever.
For example the clock is set to 5 seconds delay and shows 57 seconds left. The
player uses 4 seconds to complete his move (less than the delay time) and the
clock shows 53, then the clock will jump back to 57 as soon as the lever is
pressed. The player did not lose any time during this move. If he used 10 sec-
onds however the clock will initially show 47 seconds but will add the 5 seconds
delay time for the next move after pressing the lever, thus showing 52. The ad-
vantage of this method is that the players always see the exact time left for the
game or time control.
Time + professional byo-yomi (Options 26 – 28)
7.
From its very nature the game of Go lends itself naturally to allowing players extra time
to complete a game. Traditionally, the byo-yomi method is used for this. Byo-yomi gives
the player who has used up his thinking time a fixed amount of time for each subse-
quent move.
In normal games of Go the principal thinking time allowed is 1 1/2 to 2 hours, usually
combined with a byo-yomi of 20 to 30 seconds. After the principal thinking time has
been used the clock jumps to byo-yomi time. Each time a player completes a move the
clock jumps back. If the player has not completed the move before the clock reaches 0
a flag appears in the display. For top matches the principal thinking time can be 9 hours
which is followed by 5 byo-yomi periods of 1 minute each. At the end of the 9-hour
period the clock jumps to 5 minutes. If the player completes a move before a time of 4
minutes is reached the clock jumps back to 5 minutes. If he completes a move after the
4-minute period has been exceeded, the clock reverts to 4 minutes. The clock thus
reverts each time to the beginning of the current byo-yomi period.
Note that the icon "byo-yomi" is shown in the display as soon as a player enters
the byo-yomi phase. The flag sign is not shown yet, the flag sign is shown when
a player reached zero, during byo-yomi. The game can go on, the flag is
cleared when the players next turn starts.

Time + Canadian byo-yomi ("Overtime") (options 29 and 30)

8.
Canadian byo-yomi offers a simplified version of professional byo-yomi. It gives a player
the extra time to complete a number (5 to 25) of moves instead of extra time per move.
After passing the first period (TIME), the byo-yomi time is given, and the byo-yomi icon
is shown in the display. When the agreed number of moves is made, the players clock
can be reloaded with the byo-yomi time by pressing the
In the manual option 30 it is possible to set a number of moves after which the clock will
automatically reload the byo-yomi time.
9.

Hourglass (Options 31 and 32)

A player's thinking time is gradually reduced whilst at the same time that of his oppo-
nent is increased. This way of playing is an exciting alternative to the traditional
"quickie". The clock stops when a player reaches zero, thus losing the game.

10. Gong (Options 33 and 34)

Before the introduction of clocks with double timers, tournaments were often controlled
with a gong. The gong was used to mark a fixed time for each move. Option 33 provides
a fixed time of ten seconds alternately for first the left-hand player followed by the same
amount of time for the right-hand player, and so on.
®
11. Scrabble
(Options 35 and 35)
®
In Scrabble
, games have to be finished, even if a player exceeds the available thinking
time. The more time a player uses after exceeding the available thinking time, the
bigger the number of points that will be subtracted.
You can use Upcount as an independent method by choosing manual settings
(option 36) and set 1 second per player. The clock will not start when the time is
set to .00 seconds.
button for 1 second.
7

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