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Bg in London Clock Rules and Procedures
Bronstein clocks only
13th August 2008
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1.0 CLOCK USAGE |
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1.1
At the request of any participant in the tournament or on
his own initiative, the Director may require a specific match be
played using a Bronstein time clock. Alternatively, the Director
may post on the draw sheet for any or all rounds of an event
either “CLOCKS REQUIRED” (all matches will be clocked) or “CLOCKS
ALLOWED” (a clock will be used when either player or team requests
it). Clocks can be introduced only at the start of a game.
The clocks selected must use the Bronstein system of reserve time
and per move deductibles and must be approved by the Director.
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2.0 TIME LIMITS |
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2.1 SINGLES MATCHES.
Reserve time is based on match length. Reserve time for each
player is set at two (2) minutes per match point, less one (1)
minute per point already scored by either player. The per move
deductible is 15 seconds (NOT 12 :amended 28-Aug-08) per move for each player. Both players
shall confirm the proper setting of the clocks.
2.2 DOUBLES MATCHES.
For Doubles matches reserve time for each team is set at two and
one-half (2 1/2) minutes per match point, less one and one-quarter
(1 1/4) minutes per point already scored by either team. The per
move deductible is 18 seconds per move for each team. Both teams
shall confirm the proper setting of the clocks.
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3.0 THE PLAY |
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3.1 EQUIPMENT.
Two dice cups (one for each player) and one pair of dice shared by
both players.
3.2 DICE MIX.
Either player may demand a mixing of dice prior to the start of
any game. Four predetermined dice (including the two already in
play) are mixed with each player choosing one die. The player
demanding the dice mix chooses second.
3.3 OPENING ROLL.
To begin the game, each player rolls one die. The player rolling
the lower die starts the opponent’s clock. The player with the
higher die makes the opening move.
3.4 COMPLETING A TURN.
A player completes his turn by “hitting” the clock with the same
hand used in moving, leaving the dice in place on the board.
(“Hitting” the clock simultaneously stops the player’s clock and
starts the opponent’s clock.) While playing against an opponent
with no legal moves (e.g. closed out on the bar) the player must
still hit the clock to end his turn, which resets the deductible,
gives the opponent the opportunity to double or redouble and
verify the player’s move as legal. A player with no legal moves is
not required to roll the dice but must continue hitting the clock
to complete his turn and reset the deductible.
3.5 DOUBLING.
After doubling or redoubling, a player hits the clock. To reject a
double, the opponent says “Pass,” then stops both clocks, records
the score, and resets the board. To accept the cube, the opponent
says “Take” and places the cube on his side of the board, then
hits the clock.
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4.0 IRREGULARITIES |
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4.1 MISHANDLING DICE.
A player shall not touch or pick up the dice until the opponent
hits the clock to complete his turn. A player who prematurely
picks up the dice forfeits his per move deductible for his next
checker play. The player on turn stops both clocks and summons the
Director to claim the time penalty, unless both players agree to
accept it. The penalized player must wait until his deductible has
counted down to zero before rolling his dice.
4.2 DICE NOT LEFT ON THE BOARD.
When a player hits the clock to end his turn and also picks up the
dice, the opponent may stop both clocks and complete his next move
with the clocks stopped.
4.3 ILLEGAL PLAYS.
When a player has made an illegal checker play and the opponent
wishes it corrected, he brings attention to the illegal play and
hits the clock. The player makes a legal checker play, then hits
the clock. If the opponent does not want the illegal play
corrected, he picks up the dice and rolls (or doubles/redoubles).
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5.0 ENDING A GAME OR MATCH |
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5.1 CONCEDING, ENDING A GAME.
Prior to rolling the dice a player may concede a single game,
gammon or backgammon by stopping both clocks and stating the
offer. To accept the offer the opponent says, “Accept,” records
the score, and resets the board. To reject the offer the opponent
says, “Reject,” and, if necessary, summons the Director to
adjudicate. The Director will require the opponent to accept the
offer when no outcome more favourable for him can occur; otherwise,
the Director deems the offer invalid and restarts the player’s
clock. After bearing off his last checker, a player stops both
clocks and resets the board.
5.2 STOPPING THE CLOCK.
A player stops both clocks, (a) to offer a concession, (b) to take
an authorized break between games in the match, (c) to retrieve
fallen dice, (d) to contest an opponent’s action, (e) to move
after the opponent has picked up the dice in error, or (f) to
summon the Director.
5.3 TIME EXPIRATION.
A player who exhausts his reserve time before he can validly claim
the match is declared the loser.
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VIEW THE FULL RULES |