Board   E4EC
 
The system is still under development
  Development


The chess server is responsible for the continuous operation of the club. The server is constantly under development.

The main directions of the current and future developments are as follows:
  • More tournaments in the Club.
  • Teams. Establish, enter, vote, championships, leauges, etc.
The most important last developments:

  • Jan 10, 2005: We can form teams. We are preparing for team matches and team tournaments.
  • Sep 6, 2004: Supporting the Fischer Random Variant we can play Bobby Fischer's great chess variant here.
  • Jun 22, 2004: Claiming result in broken games: Winning is not always the best for everyone. The innocent player can decide what he/she wants.
  • May 18, 2004: Calculating an approximate reliability factor for the players: This helps to get a basic overview of the playing habit of the player.
  • Mar 7, 2004: Continuous class tournaments: Players from wider class ranges can play against each other in these tournaments
  • Nov 22, 2003: Invitation based tournaments: Official, external organizations use this, where entering is possible via the players' previous results.
  • Oct 22, 2003: Analyses: Players can study game analyses sent in by other players, and can share their own analyses with them.
  • Oct 6, 2003: A guidance for new members is set up. New players can go through all the features of the club via the chapters of the Guide. They will know how things go in the club, the most important things, settings, and what to do and how to do.
  • Aug 24, 2003: Support of the Insufficient Mating Material Rule.
  • Aug 9, 2003: Messages with moves, challenges, etc.: According to the traditional correspondence chess, players can easily discuss with each other during their games.
  • May 8, 2003: Downloading games in PGN: Games can be retrieved as PGN attachments.
  • Apr 30, 2003: Scrollable moves in games in html message format.
  • Apr 21, 2003: Digest mode: Players can set they want to get their messages in one or two (or more) batch messages, where all their messages are collected into one. This helps them to keep balance with their normal life or work especially when they play many games simultaneously.
  • Apr 21, 2003: Automatic pairing: They can set how many games they want to play simultaneously and whenever the number of their active games lowers under this value the server will try to find them new opponents by pairing.
You can suggest things to develop or voice your opinion to Andras Galos according to the Contact page.


Scoring

In competitive chess, a player scores one point for a win, a half-point for a draw, and zero points for a loss. So the rankings at the end of a tournament are easy to calculate by simple addition.

In the early 19th century, when modern competitive play began, draws were ignored, and a match was won by the player who first scored an agreed number of wins, or who had the most wins after an agreed number of games. With the advent of all-play-all tournaments (the first international all-play-all was held in London in 1851) draws became more important. At first, rules were devised to discourage draws, which were very unpopular with the chess public, but gradually these were dropped and draws were counted as a half-point.
 
Link to E4EC

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http://www.e4ec.org/
 
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