If you are looking for chess games played in the club, then please see the Events page, this page talks about games in general.
Players can play as many games as they want in the club. A maximum of 100 simultaneous games is a general setting to avoid overloading.
Many games run simultaneously by each player.
Games can be divided into three groups in the club. These are all standard chess games, all the rules apply, but some of their attributes are different according to which groups they belong to.
The following table shows the attributes of the games belonging to the three groups:
External tournaments that do not conform to the club's Regulations are not rated in club level. The games of these tournaments may also run under different time control than 10/30.
A number looks very different in other numerical systems.
Here is for example the decimal 58604. In the octal system it is 162354, while in binary it is 1110010011101100.
Sounds much better in the 16th numerical system: E4EC
Saying the truth, miswriting a move in correspondance chess can be fatal for the game.
But it depends, if the miswritten move is still valid or not fully valid. For example if the check mark (+) is missing, our opponent can reject the move, and can send it back to us for correction.
But if we have two knights, one can move to e4 and the other one can move to e5, miswriting 12.Ne4 to 12.Ne5 can be fatal, and there is no way to proof we wanted to move the other knight.
This is a problem, that can be solved in server based correspondence chess, that this club offers.
By default the server is very indulgent in accepting moves, it accepts invalid moves if they are still unambiguous, adds check and capture marks, doesn't require the move number, etc. This is for reducing the number of rejected moves, but it results that some miswritten moves are not rejected, and are accepted as a different move.
Those players who manually compose their move messages, and therefore sometimes miswrite their moves may find the StrictMode setting useful.
If they turn it on, the server will accept only fully valid, complete moves exactly as shown in the next example: Move 1234 12.Nd2-e4
In strict mode the server requires the move number, one dot as white and three dots as black, the piece letter (even at pawns), the from square, the capture mark or hyphen, the target square, and the check mark if needed. If any of these parts is missing, or the whole move is invalid the server rejects the move.
This way the chance that a miswritten move can be valid as an other move is lowered quite dramatically.
No Viruses Here
By default, club members do not know each other's email addresses, and all email comes from our server, so no virus can spread among our players.
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