Team Guidelines (english) 1000 1001 Guidelines for IECC Intn'l Team Matches in English, French and 1002 Spanish by Conrad Goodman, revised July 30th, 2003 .. for our 1003 team events with 'other' clubs which are mutually agreed upon 1004 by the organizers before a match starts. For 'non-team' games, 1005 see IECC Guidelines for games played within IECC. 1006 1007 I: Required pgn headers 1008 II: Required algebraic notation 1009 III: Speed 10/40 1010 IV: Required time controls 1011 V: Repeat moves 1012 VI: First overstep 1013 VII: If ( conditional ) moves 1014 VIII: Illegal moves 1015 IX: Time out 1016 X: Abandonment 1017 XI: Substitution 1018 XII: Rated results 1019 XIII: E-mail addresses 1020 1021 I. REQUIRED PGN HEADERS: 1022 Using data that is specific to you and the match, 1023 you must include the 6-line pgn header on each note. 1024 As an example, let's use match IECC-57 vs CXV-1 1025 1026 [Event "T5701W Team Match"] <= match 57, bd 1, IECC plays white 1027 [Site "IECC-57 vs CXV-1"] <= white's team vs black's team 1028 [Date "????.??.??"] <= End date: year.month.day ) 1029 [White "Last name, First name"] 1030 [Black "Last name, First name"] 1031 [Result "???"] <= 1-0, or 1/2-1/2, or 0-1 1032 1033 1034 II. REQUIRED ALGEBRAIC NOTATION: 1035 Below the required pgn header, you must include all 1036 moves of your game in algebraic notation. K = King, 1037 Q = Queen, R = Rook, B= Bishop, N = Knight. Example: 1038 1039 [Event "T5701B Team Match"] 1040 [Site "CXV-1 vs IECC-57"] 1041 [Date "????.??.??"] 1042 [White "Last name, First name"] 1043 [Black "Last name, First name"] 1044 [Result "???"] 1045 1046 1.d4 Nf6 2.c4 e6 3.Nf3 c5 4.Nc3 cxd4 5.Nxd4 d5 1047 6.cxd5 Nxd5 7.Bd2 Bc5 8.Nb3 Bb6 9.g3 Nc6 .. 1048 1049 time controls: 1050 Sent: Mar 08th 1051 Rcvd: Mar 09th 1052 Ansd: Mar 14th 1053 White used +01 =12 of 40 allowed days; 1054 Black used +05 =29 0f 40 allowed days. 1055 1056 1057 II. SPEED IS 10/40: 1058 means 10 moves per 40 used days: 10/40; 20/80; 30/120; 1059 40/160 etc. Put simply, you must reach move 10 in each 1060 game within 40 used days; then you must reach move 20 1061 in each game within 80 used days, etc. Unused days from 1062 one time control can be used in the next time control, 1063 just like a regular game of clocked chess. Example: If 1064 you use 5 days to reach move 10, you will have saved 1065 35 days in your 1st time control, and will now have 1066 75 days to reach move 20 in your 2nd time control. 1067 1068 1069 IV. REQUIRED TIME CONTROLS: 1070 Below the game moves, you must include time controls 1071 for you and your opponent. Let's clarify what 'used' 1072 days means: 1073 1074 1. Received date: 1075 Your clock starts on the calendar date you see the 1076 unopened incoming move has arrived in your E-mail 1077 box. This date is not always the same date that 1078 your opponent expected you to receive that move. 1079 1080 2. Sent date: 1081 Your clock stops on the calendar date your E-mail is 1082 postmarked by the Internet provider. This date is not 1083 always the same date you 'answered' your move. If your 1084 opponent says your move was postmarked a day later then 1085 you claimed, simply adjust your answered date to reflect 1086 the true sent date. 1087 1088 3. Answering a move on the same date that you receive it 1089 counts as 'zero' time used. 1090 1091 4. To compensate for differences in time zones, 1092 moves received after 8pm at night can be dated 1093 as having arrived the next morning! 1094 1095 If you are ready to reply in one game, but need more 1096 time in the other game, send your moves separately. 1097 You are not required to send both moves in the same 1098 That's why each game has its own time controls. 1099 Time controls must follow the algebraic moves 1100 and they should look something like this: 1101 1102 [Event "T5701W Team Match"] 1103 [Site "IECC-57 vs CXV-1"] 1104 [Date "????.??.??"] 1105 [White "Last name, First name"] 1106 [Black "Last name, First name"] 1107 [Result "???"] 1108 1109 1.d4 Nf6 2.c4 e6 3.Nf3 c5 4.Nc3 cxd4 5.Nxd4 d5 1110 6.cxd5 Nxd5 7.Bd2 Bc5 8.Nb3 Bb6 9.g3 Nc6 10.Bg2 1111 Qf6 11.0-0 Nxc3 12.Bxc3 e5 13.Qd3 0-0 14 .. 1112 1113 time controls: 1114 Sent: Apr 13th <= date opponent's note was postmarked 1115 Rcvd: Apr 15th <= date you opened oppponent's note 1116 Ansd: Apr 17th <= date your reply will be postmarked 1117 White used +01 =28 of 80 allowed days; <= since start of game 1118 Black used +02 =28 of 80 allowed days. <= since start of game 1119 1120 please note: 1121 40 changes to 80 allowed days at move 11; 1122 80 changes to 120 allowed days at move 21; 1123 120 changes to 160 allowed fays at move 31; etc. 1124 1125 1126 V. REPEATS: 1127 If opponent's move is due, send a repeat on 5th day 1128 to make sure the E-mail was not lost. Send another 1129 repeat on the 10th day and think on opponent's time. 1130 If opponent is out 14 days, send another repeat and 1131 carbon copy both Team Captains. If a time control is 1132 exceeded, submit a time complaint to both Team Captains 1133 and include repeat dates to support your time complaint. 1134 1135 1136 VI. 1ST OVERSTEP: 1137 There are two ways to exceed the 10/40 time limit: 1138 1. By using MORE THAN 40 DAYS to play 10 moves; 1139 2. By playing LESS THAN 10 MOVES in 40 used days! 1140 If you exceed a time limit, you will receive a 1st 1141 caution and your clock will be reset to a new time 1142 control that starts from the overstepped move. 1143 1144 Example #1: 1145 If you used 45 days to play 10 moves, you exceed 1146 the 10/40 time control by 5 DAYS. Your time control 1147 will be reset from 10/40 to 10/45 and you must now 1148 reach move 20 within 85 total days from start of game, 1149 keeping in mind that you have already used 45 of those 1150 85 days. Your new time control becomes 10/45; 20/85; 1151 30/125; 40/165 etc. Your opponent's time control 1152 remains unchanged. 1153 1154 Example #2: 1155 If you only reach move 8 in 40 days, you exceeded 1156 the 10/40 time control by 2 MOVES. Your time control 1157 will be reset from 10/40 to 8/40 and you must now 1158 reach move 18 within 80 total days from start of game, 1159 keeping in mind that you already used 40 of those 80 1160 days. Your new time control becomes 8/40; 18/80; 1161 28/120; 38/160 etc. Your opponent's time control 1162 remains unchanged. 1163 Note: Two oversteps usually result in forfeit! 1164 1165 1166 VII. IF ( CONDITIONAL ) MOVES: 1167 You may include 'if' moves when you feel the reply is 1168 obvious, or when you simply want to put time pressure 1169 on your opponent. When you include a legal 'if' move 1170 that's accepted, your move is binding. Sent E-mail is 1171 like touch move .. you can't take it back! 1172 1173 VIII. ILLEGAL MOVES: 1174 All mailed legal moves are binding even if they are 1175 blunders! If you send an illegal move, or ambiguous 1176 move that has several interpretations, your opponent 1177 should send that move back to you for clarification. 1178 You will be charged 5-DAYS for each sent illegal or 1179 ambiguous move. If you send more than two illegal or 1180 ambiguous moves in one game, that game can be subject 1181 to forfeiture by the Arbiter. Many of us include the 1182 current move in the E-mail subject line to 'confirm' 1183 the played move. Note: If subject line move differs 1184 from the pgn move, consider the played move to be 1185 ambigious and ask the sender to clarify which of 1186 the two played moves is the intended move. 1187 1188 1189 IX. TIME OUT: 1190 You may request up-to 30 excused time out days per 1191 game. These days must be told in advance. Failure to 1192 notify your opponent plus Team Captains and Arbiter 1193 can result in game forfeiture! 1194 1195 1196 X. SILENT ABANDONMENT: 1197 You can't use more than 30 days to answer any one move. 1198 If you go silent for 31 or more days and your opponent 1199 sent you at least one repeat with a carbon copy to both 1200 Team Captains, your 'silent withdrawal' can be claimed 1201 as a forfeit by the opposing team! 1202 1203 1204 XI. SUBSTITUTIONS: 1205 If both players have not reached move 3, substitution 1206 can be made whereby both players begin new games. Once 1207 3 or more moves are made, substitution can be made but 1208 both players must continue the already started games. 1209 This is done to prevent team players from withdrawing 1210 because of opening mistakes. 1211 1212 1213 XII. RATED RESULTS: 1214 IECC members gain +5 rating pts per tean win; 1215 +3 pts per team draw; and -lose 5 pts per team 1216 loss. Send completed games in pgn format to both 1217 Team Captains so your game can be submitted for 1218 rating compensation plus web site publication. 1219 1220 1221 XIII. E-mail ADDRESSES: team: 1222 Conrad Goodman: conrad@metronet.com ........... director 1223 Vojislav Petrovic: vojpet@eunet.yu ............ pgn archive 1224 Michel Barrer: barrerM@aol.com ............... match captain 1225 Terry Taylor: terry@taylor5511.freeserve.co.uk pgn validation 1226 Olivier Laliga: jose-olivier.laliga@wanadoo.fr playing guidelines 1227 Giorgio Ruggeri Larerchi: ruggeri.laderchi@people.. it match arbiter 1228 1229 1230 Please let us know if you have any questions regarding 1231 these guidelines. On behalf of our Executive staff plus 1232 Match Organizers, Team Captains, Players and Arbiter .. 1233 we wish each of you very enjoyable team matches. 1234 Best regards, Conrad Goodman .. July 30th, 2003