Board   E4EC
 
The content and status of the team
  The English Language Team


The task of the team is the English language support in the club.
The table below show what parts of the whole task are managed by who. They are all volunteers, who give their work and free time for English speaking players, letting them play in the club.

Since the whole task is divided into sub-tasks, the load is less on the individual contributors, so they can do it next to their everyday job and their family.

Task Contributors Enough? Vacancy?
Base Text Editors
They maintain the English texts of the server. Andras Galos writes the new things, and the others check and correct them. Requires no direct contact with the players, this is a background job. A native English checker would be nice here.
Galos, Andras (GalosA)
Hassim, Unes (Max)
Wilkins, Todd (wilkins)
Yes Yes
Supporters
Sometimes players bumping into problems they can't solve, in this case they need to ask help in English. Usually minor things are these, all common thing can be found in the documentation.
Galos, Andras (GalosA) Yes Yes
Newsletter Managers
As the server develops, players are informed about the new things by the newsletter lists. English speaking players by the Newsletter list. Andras Galos composes the newsletter message in English (and in Hungarian), and these messages are checked by the Newsletter Managers and sent to the Newsletter. Native English would be nice here.
Galos, Andras (GalosA)
Hassim, Unes (Max)
Yes Yes
Website Maintainers
These pages are maintained by them. Somethimes this and that change and new things come. Andras Galos writes the things on the pages, but it's better to correct his English by a native speaker.
Galos, Andras (GalosA) No Yes
Forum Moderators
They keep their eyes on the English speaking forums, and keep contact with the foruming players, answer their questions, etc. This sub-task requires some more online presence, especially if the forum traffic grows. Some forum knowledge is useful here, but these can also be learned.
Galos, Andras (GalosA)
Hassim, Unes (Max)
Yes Yes

A language support thougth safe if two contributors are for each sub-task. They help each other also, and, if something happens with one of them, the others can take that job temporarly.
Starting supporting a new language is best if the two-two contributors are given.

If you feel you can shoulder one or more of the above tasks, then contact us!

There is a mailing list for the English Language Team, where they can talk each other, can talk about technical things too, so they can do anything that is important for the successfull work of the team.


 
Hutton Pairing

Hutton pairing is a system of matching many teams while demanding only one game from each player taking part. It was devised in 1921 by a Scottish clergyman, George Dickson Hutton (1866 - 1929), and has been used regularly for correspondence team events and for matches where many teams assemble on one day, for this reason it is sometimes called "jamboree pairing".

The players in each team are ranked in order of strength and each player meets someone of similar ranking. When the number of teams is one more than the number of boards, each team meets every other team on one board only. Organisers use pairing tables which enable them to cope with any number of teams and any number of boards.
 
Strict mode

Saying the truth, mis-writing a move in correspondence 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, mis-writing 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.
 
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