6.
Delay ("Bronstein") (Options 20 to 25)
The oldest proposal from the chess world for a solution to the problem of
limited thinking time came from IGM David Bronstein. His method applies
from the first move. The main thinking time is reduced by delay. Before
this main thinking time is reduced the player has a fixed amount of time to
complete a move. It is not possible to increase the thinking time by playing
more quickly as it is in the Bonus methods. The delay time is initially added
to the Basic time.
The clock always shows the total available time, that is the main time plus
the delay time per move (or, on a running clock, the remainder of the main
time plus the remainder of the delay time, if any)
7.
Time + professional byo-yomi (Options 26, 27 and 28)
From its very nature the game of Go lends itself naturally to allowing play-
ers 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 subsequent 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 be-
fore 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 en-
ters 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.
8.
Time + Canadian byo-yomi ("Overtime") (options 29, 30)
Canadian byo-yomi offers a simplified version of professional byo-yomi. It
allocates extra time to complete a higher 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 display. When the agreed
number of moves are made, the players clock can be reloaded with the byo-
yomi time by pressing the "-" button for 1 second.
9.
Hourglass (Options 31 and 32)
A player's thinking time is gradually reduced whilst at the same time that of
his opponent 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.
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