Hold on just a cotton-pickin’ minute, guys. Perhaps I should have said “set” instead of “specified”.
Yes, in a two-time-control event, of course the number of moves in the first control must be specified in the TLA, e.g. 40/90 SD/30; inc/30.
I was referring to the way some popular clocks, notably the DGT North American, handle the transition from the first control to the second. On that clock, mode number 16 is used for two time controls with increment:
- First the clock asks for the first-control main time (h:mm:ss) for each player. The organizer (or the owner of the clock) enters 1:30:00 (i.e. 90 minutes), first for the left side clock (usually white), then for the right side (black).
- Then the clock asks for the increment time (m:ss). The organizer enters 0:30 (i.e. 30 seconds). This increment applies to both players and all time controls.
- Next the clock asks for the number of moves in the first control. Presumably, the organizer enters 40.
- Now the clock asks for the second-control main time (h:mm:ss) for each player. The organizer enters 0:30:00 (30 minutes) for white, and the same for black.
- Finally the clock asks for the number of moves in the second control. The second control is sudden death, so the organizer enters 00. This zero entry causes the clock to not ask any more questions (third control, fourth control).
The organizer has now completed setting the clock for 40/90 SD/30; inc/30.
The game begins, the clock starts counting clock presses, and after black’s 40th adds 30 minutes to each side.
Little does the organizer understand that, instead of entering 40 as the number of moves in the first control, he could have entered 00. In this case, the clock (at least the DGT NA), during the setting process, still would have asked for the second-control main time and then the number of moves in the second control.
And the clock would function differently during the game. Instead of adding 30 minutes to both sides after black’s 40th clock press, it would add 30 minutes to each player’s side after that player’s initial 90 minutes has run out.
And the net difference is zero, as long as neither player has exceeded the initial 90 minutes during the first 40 moves, and as long as the clock’s press counter remains accurate. Both methods of setting the clock will give the players the SAME amount of time to reach move 40, and the same amount of time to finish the game.
But some players and some TDs have strong preferences one way or the other. It is nice to see the clock add 30 minutes after move 40, and some players may freak out if this doesn’t appear to be happening. OTOH, having the clock-press count trigger the time control can cause serious problems if the counter becomes inaccurate, e.g. if there have been missed clock presses (somebody forgot to press the clock) or extra clock presses (an illegal move was completed and then corrected), etc.
Please, there is no need to debate, in this thread, which clock-setting method is preferable. That’s been argued interminably in other threads, and can continue there if desired. There are plusses and minuses on both sides. Such a debate should probably be considered off-topic in this thread.
My main point is that many organizers and TDs, at least the less experienced ones, may not have given much thought as to which setting method is preferable. They will probably just go through the steps above, unaware of the detailed consequences.
I am simply urging organizers and TDs to consider all the issues, and to choose the clock setting method they consider superior.
Bill Smythe