Players can enter tournaments organized by the club. To protect serious
players, new members cannot enter tournaments immediately after their
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
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
Currently, the following types of tournaments run:
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.
- 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.
There is no prize in club level tournaments, but they give good play
opportunity and appreciation for the winners.
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.
Players can use more different time controls in the club.
10/30 - This is the default time control. Club level tournaments and games by pairing use this one. Here 10 moves must be taken in 30 days. Clocks start with 30 days, the thinking time is always subtracted from them, but another 30 days are added at every 10th move. The maximum the clocks can show is 40 days.
10/40 - This is a bit slower time control. 10 moves must be taken in 40 days, the addition is 40 days, and the maximum is 50 days.
10/50 - More slower, 50 days for 10 moves, 50 days addition at every 10th move, the maximum is 65 days.
5+1 - This is a faster one. Here the clocks start with 5 days on them. The used up thinking time is subtracted also, and 1 day is added at each move. The maximum is 30 days here too.
The server manages the clocks, it calculates the thinking times, adds, subtracts, and does everything. Records everything in the game logs.
If a clock runs out of time, the player will be considered as being on an unannounced vacation. If it elapses also, he'll loose the game, the opponent can claim result.
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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