This DGT 2010 Digital Game Timer has been designed to
be used as game clock for various two-person board games, especially Chess, Go
and Draughts. The new DGT 2010, the dynamic successor to the extremely popular
DGT 2000, features the following types of time controls:
(1) Time Rapid and Blitz
(2) Time +
Guillotine
(3) 2 x Time + Guillotine
(4) Time + Repeating Time
(5)
Bonus (“Fischer”)
(6) Delay (“Bronstein”)
(7) Time + professional
byo-yomi
(8) Time + Canadian byo-yomi (“Overtime”)
(9) Hourglass;
and
(10) Gong (“Lightning”)
See the full descriptions below of each
mode.
This includes:
- 13 different algorithms covering all popular timing
standards
- Manual programming for all these methods
- 21 pre-programmed options for quick and ease of use
- Move-counter for all options
- Time and move counter correction option during a
game
- Optional sound alert to warn for running out of time
- LCD contrast correction feature
- Low battery indication
The DGT 2010 – Time for the
Future
Time forms a part of every sport, especially sports such
as chess, go, draughts, shogi and Scrabble®. The difference between the players
is determined not only by the potential performance level of the individual
player but also by the time the player needs in order to reach this level. The
more a sport is seen as a measure of performance the more important it is to
limit the time a player needs to make a move. This must be done in a way which
is most appropriate for the game and the sport concerned. The DGT 2010 offers 13
different methods for registering the timing of a game between two
players.
While several methods are well known, others may be less
familiar. Several of these methods have been in use for a long time; others are
the result of the possibilities offered by modern electronics. Every method has
its own charm and has an influence on the manner in which a sport is
experienced.
The traditional “quickie” of 5 minutes per person is
different from 3 minutes using “Delay” or “Bonus” in which every move attracts
an extra 3 seconds of thinking time, although the total thinking time for a game
is hardly any different. We recommend players to experiment with the various
methods which the DGT 2010 offers. It can add an extra dimension to a favorite
sport.
1. Time Rapid and
Blitz (Options 1, 2 and 3)
This is the simplest way to indicate time.
Both players are allocated one period in which they must make all
moves.
2. Time +
Guillotine (Options 4 and 5)
The first period is used to play a
predetermined number of moves. The second period, the Guillotine, is used to
complete the game. 1 Period + Guillotine is similar to “Rapid and Blitz” but
with a slower start. Notice that the guillotine time is added when one player
used all first period time (not after the completion of e.g. 40
moves).
3. 2 x Time +
Guillotine (Options 6 and 7)
For an even quieter start it is possible to
play a game with two periods before the Guillotine. Notice that the second and
guillotine time are added when one player passes zero
time.
4. Time + Repeating
Time (Options 8 and 9)
A quiet end to a game also has its advantages. The
simple traditional clock gives the players repeated one-hour periods in which to
complete a subsequent number of moves.
5. Bonus (“Fischer”) options (Options
10-21)
The Bonus method (or “Fischer”) is a timing system, where for each
separate move to play, a bonus time is added to the available time. This method
gives the players always the possibility to continue a game, even when much time
was spent in earlier moves. It is possible to obtain increased thinking time by
completing a move in a time which is shorter than the extra time allowed. The
total time increases with the bonus time that is not used. Notice that the bonus
time is already allotted for the first move. In all Bonus options: If a player
has used the last period playing time, and no time is added anymore, the clock
stops, and also the clock of the opponent blocks and can not set to count down
anymore. End of the game!
5a. Time + Bonus (“Fischer”) (Options 10-12)
When the first
player reaches zero time in the first (Time) period, both players enter Bonus
period, and receive the second period time. The bonus time is added at finishing
each move.
5b. 2 x Time +
Bonus (“Fischer”) (Options 13-14)
When the first player reaches zero time
in the second (Time) period, both players enter Bonus period, and receive the
third period time. The bonus time is added at finishing each
move.
5c. Bonus
(“Fischer”) single period (Options 15-18)
Single-period Fischer method.
The clock starts with the bonus time for the first move added
already.
5d. Bonus
tournament (Options 19-21)
The Bonus tournament method is the most
complex in the way thinking time is regulated. It features up to 4 periods of
main time, during all, the bonus time is added for each move. The addition of
the next period main time is either done when a player passes zero time or when
a player finished a programmed number of moves. In the preset options 19 and 20,
each with two time periods, the second period starts when one player used all
the first period time, and passes zero. Both players receive the second period
Basic time added on that moment. The option 21 (Bonus tournament 4 periods)
allows the programming of 4 periods, with different basic time, all with the
same bonus time per move. For the periods 1 to 3, a move number can be
programmed. If the move number is set to a non-zero number, the next period time
is added when a player finished the programmed number of moves for that period.
If the move number is programmed to the value 0 (zero), the transient to the
next period takes place when a player passes
zero
time.
If a player does
not finish the programmed (non-zero) number of moves for a period, at passing
zero time, the blinking flag is shown, and the DGT 2010 stops time counting for
both players, indicating that the game has ended. That player loses the
game!
For the correct working of the move counter driven Bonus
Tournament option, the players are obliged to correctly stop the clock after
each finished move, so that the clock keeps track of the played number of moves
Always ensure that the lever
is in the correct position and the player color icons are correct before a game
begins.
6. Delay
(“Bronstein”) (Options 20 to 25)
The oldest proposal from the chess world
for a solution to the problem of limited thinking time came from GM David
Bronstein. His method applies from the first move. The main thinking time is
reduced by delay. Before this main thinking time is reduced the player has a
fixed amount of time to complete a move. It is not possible to increase the
thinking time by playing more quickly as it is in the Bonus methods. The delay
time is initially added to the Basic time.
The clock always shows the total available time, that is the
main time plus the delay time per move (or, on a running clock, the remainder of
the main time plus the remainder of the delay time, if
any)
7. Time + professional
byo-yomi (Options 26, 27 and 28)
From its very nature the game of Go
lends itself naturally to allowing players extra time to complete a game.
Traditionally, the byo-yomi method is used for this. Byo-yomi gives the player
who has used up his thinking time a fixed amount of time for each subsequent
move. In normal games of Go the principal thinking time allowed is 1½ to 2
hours, usually combined with a byo-yomi of 20 to 30 seconds. After the principal
thinking time has been used the clock jumps to byo-yomi time. Each time a player
completes a move the clock jumps back. If the player has not completed the move
before the clock reaches 0 a flag appears in the display. For top matches the
principal thinking time can be 9 hours which is followed by 5 byo-yomi periods
of 1 minute each. At the end of the 9-hour period the clock jumps to 5 minutes.
If the player completes a move before a time of 4 minutes is reached the clock
jumps back to 5 minutes. If he completes a move after the 4-minute period has
been exceeded, the clock reverts to 4 minutes. The clock thus reverts each time
to the beginning of the current byo-yomi period.
Note that the icon “byo-yomi” is shown in the display as soon
as a player enters the byo-yomi phase. The flag sign is not shown yet, the flag
sign is shown when a player reached zero, during byo-yomi. The game can go on,
the flag is cleared when the players next turn starts.
8. Time + Canadian byo-yomi (“Overtime”) (options 29,
30)
Canadian byo-yomi offers a simplified version of professional
byo-yomi. It allocates extra time to complete a higher number (5 to 25) of moves
instead of extra time per move. After passing the first period (TIME), the
byo-yomi time is given, and the byo-yomi icon is shown in display. When the
agreed number of moves are made, the players clock can be reloaded with the
byoyomi time by pressing the “-“ button for 1
second.
9. Hourglass
(Options 31 and 32)
A player’s thinking time is gradually reduced while
at the same time that of his opponent is increased. This way of playing is an
exciting alternative to the traditional “quickie”. The clock stops when a player
reaches zero, thus losing the game.
10. Gong (a/k/a “Lightning”) (Options 33 and 34)
Before the
introduction of clocks with double timers, tournaments were often controlled
with a gong. The gong was used to mark a fixed time for each move. Option 33
provides a fixed time of ten seconds alternately for first the left-hand player
followed by the same amount of time for the right-hand player, and so
on.
The DGT 2010 – Time for the
Future