9.
"Fischer"-tournament (Options 24 and 25)
The "Fischer"-tournament method is the most complex in the way thinking
time is regulated. In addition to the extra time available per move, the player
is also allotated an extra amount of principal thinking time after a pre-
determined number of moves has been completed.
For this option a move counter is available. This counts the number
of completed moves (that is: the sum total of the moves played by
both white and black). The allocation of new principal thinking time
occurs only at the appropriate moment if the DGT 2000 is carefully
operated.
10a Go with byo-yomi (Options 26, 27 and 28)
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 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 is 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.
10b "Overtime", Canadian byo-yomi
In order to use the original byo-yomi method with traditional clocks it was
always necessary to have a time referee with a stopwatch. This regularly
resulted in personnel problems. Therefore, in recent years the game has
often been played using a compromise solution in which each player is given
5 minutes new thinking time to complete a fixed number of moves, usually 10
or 15. The Digital Game Timer allows "Overtime" to be employed through the
use of time correction as described in paragraph 8 of the technical section of
this manual.
11. Hourglass (Options 29 and 30)
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".
12. Gong (Options 31 and 32)
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 31 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.
By using the lever it is possible to determine if a player has made a move
within the thinking time. A flag appears in the display if the lever is not
depressed within the specified time.
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