Board   E4EC
 
Tournaments of the club
  Tournaments


Players can enter tournaments organized by the club. To protect serious players, new members cannot enter tournaments immediately after their registration. 5 rated games need to be finished to be considered as a serious player and to be able to enter tournaments. Normally finished games are those that end in checkmate, stalemate, a draw agreement, a valid draw claim, or resignation. Friendly, deleted and time forfeited games don't count into this value.

When a player enters for a tournament, those of their games which belong to already entered players are started. Their other games in that tournament are waiting until the corresponding player enters.

When a tournament fills up, another tournament is started automatically with the same parameters. This ensures that in each rating class, in each (future) types there is always a tournament which is open for entrants.

Players can enter for more tournaments until they have enough free game slots. This is 16 initially and raises by 2 with each normally finished games until 100.

Players can play other games simultaneously that are started by challenges or pairing, until the above criteria are met.

Each won game is worth 1 point, a draw 0.5, a lost 0. The winner of a tournament is the player who collects the most points. In the case of a tie, the Sonneborg-Berger formula decides the winner. When the last game finishes in a tournament, the entrants get result announcement and the tournament closes.

All tournaments are time controlled. Now all of them run in 10/30, so 10 moves must be taken in 30 days. The ceiling is 40 days. This means all their games run in that time control. Later another tournaments may come with either faster (e.g. 5+1) or slower (e.g. 10/50) time controls. External organizations' tournaments can run under different time control.

The vacation policy applies to tournament games. Players can announce their planned vacations, or when they are in trouble, the automatic vacation protects their games from timeout.

Currently, the following types of tournaments run:
  • Class based 7 player single round-robin: These tournaments are class based, this ensures that players can play others around the same rating. These classes are shown in the table on the right. In this tournament 7 players play one game with each other entrants in alternating color. This means the maximum number of simultaneous games is 6 for one player.
  • Multiclass 9 player single round-robin: Players of three neighbor classes can enter for the same tournamets. This ensures, players can play others with higher rating difference.
  • Multiclass 6 player double round-robin, Fischer Random: Three neighbor classes belong to these tournaments, but here all players play two games with each opponent, once as black, once as right. The games run under the rules of the Fischer Random variant. A tournament like this means 10 simultaneous games for each entrants.
  • Invitation based 15 player single round-robin: This is almost the same as above, external organizations use this type with 15 entrants. Players according to their previous results are allowed to enter for these tournaments.
Ratings are recalculated after each finished game immediately by the chess server. This is the standard elo rating calculation implemented by the Glicko method. Except those games where the club's Regulations don't apply. These game are not rated by the club.

There is no prize in club level tournaments, but they give good play opportunity and appreciation for the winners.


 
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.
 
shamskhan wrote this notice on Jun 14, 2008:

I m a very strong player n m seeking 2 play with the strongest opponents


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