Gameclock manual_EFGIS.qxd
12/20/2005
at any time, press PAUSE. Press either of the Time Control Buttons to
restart the clocks from Pause without adding free time or extra time (for
the next stage).
As soon as one side runs out of time, 00.00 flashes on the corresponding
LCD, along with the relevant LED on that side's Time Control Button. If the
sound is on, you will also hear a sequence of beeps to remind you that the
time is up. The winner is the player who still has time on the clock.
To play again, press and hold PAUSE for 3 seconds or more. You can then
choose whether to play a game with the same timing option or choose
another timing option. To select another timing option, use the Timing
Option Keys. Whoever plays first simply presses the opponent's Time
Control Button to start the clock. If the Low Battery Symbol appears at any
time, we recommend that you replace the batteries (see the Powering Up
Section).
TIMING MODES
HOURGLASS
In a game using the hourglass timing method, your opponent's thinking
time increases as your own thinking time is being used up. This makes for
a doubly exciting game where you have to make your best moves in the
quickest times possible to avoid giving more time to your opponent. If your
count goes down to zero, you have lost the game.
BLITZ
If you are happy to play a game using the Blitz timing method, simply
press the opponent's Time Control Button to start the clock. In a game of
Blitz, each player has a certain number of minutes to complete all his/her
moves. Under Blitz you have a choice of 5 preset timer modes with
varying time to complete moves. The preset modes are listed below:
The first display you see shows 5 minutes on each clock. To choose
another of the preset timer options, press DOWN on the 4-way Control
Pad to scroll through the timing modes. The amount of time you have on
the clock for each timing option will appear on the LCDs. As soon as you
have decided which option to choose, press the appropriate Time Control
Button to start either your own or your opponent's clock, depending on
who is playing first.
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TOURNAMENT
When using the Tournament modes, each player has a certain amount of
time to complete a fixed number of moves. If a player fails to meet the
required number of moves in the set time period, he or she has lost the
game. (Note, a player can make more than the required number of moves
within the given time period).
Tournament games have more than one stage for the players to complete.
Some games have up to three time periods (primary, secondary and
tertiary) in which they must play a certain number of moves against the
clock (see below for details on preset timer options):
FISCHER
The Fischer method allows the chess players' performance to be
successfully measured, without having to either adjourn the game, or rely
on the guillotine method as a means of ending the game in one session. It
does this by providing the players with an amount of time to complete all
the moves plus an amount of bonus time (free time) for each individual
move. Your remaining time for the whole game is only reduced if you go
over the free time allocation for each individual move.
Players can also gain more overall thinking time by completing a move
faster than the time allowed for each move. You can decide how much
extra time will be added to your overall time for the whole game by
programming the Competition Pro Game Clock before you start the game.
The time is then either added "before" or "after" (explained below).
When the LCD screens show ADD BEFORE the free time for each
individual move (x) will be added to your opponent's clock as soon as you
have made your move and pressed your Timing Control button ie, before
your opponent makes a move. If your opponent then makes a move in
less than the allocated free time per move, he or she will make a net gain
in time on the clock.
When the LCD screens show ADD AFTER the time available for each
individual move (x) will be added to your clock as soon as you have made
your move and pressed your Timing Control button ie, after you have
made a move. If you make a move in less than the allocated free time per
move (x), you will make a net gain in time on the clock.