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Regulations


The club is open to anyone who has an email address and follows the club Regulations.

Membership and all activity in the club are free and also free from any advertising and business dealings.

Each member uses a nickname and email addresses of the members are not made public.

Members must keep the following rules:
  1. The system must be used for playing chess.
  2. Members must act according to basic human behavior.
  3. The basic rules of using the Internet, the Netiquette must be kept.
  4. Computer or other help during the games is not permitted for generating, choosing, verifying moves, for analysis or else.
  5. Do not search for errors and use them to your advantage.
The club may organize other organizations' tournaments, and accepts the regulation of those tournaments. Some organizations may not prohibit computer or other external help, this is always shown in these tournaments and games. So, computer or other help in these and ONLY in these games may be allowed.

Any member who violates these rules will be excluded from continued play.

The coordinator is Andras Galos, who is always accessible according to the Contact page. He will help members who are unable to find answers in the command list or the FAQ.


 
Link to E4EC

Yes, we'd appreciate it if you want to link to e4ec.org from your own website.
You can use this graphic and link if you want to create a graphical link...

LinkImage


http://www.e4ec.org/
 
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.
 
jenricks wrote this notice on Dec 09, 2012:

how do you get agame


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