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by Michael Atkins, NTD

Digital Chess Clocks have been around for at least 20 years. The original models, like any new product, were an interesting blend of exciting innovation and buggy & featureless technology. They have been getting better and for the past few years, a digital clock with time delay mode has been the preferred clock in USCF tournament play. It is the delay feature which is useful in that it allows claims of insufficient losing chances to be proven on the board.

Tournament Directors are not always masters of the game and asking them to adjudicate many endgame positions is like asking them to hit as many home runs as Mark Maguire. One option available to a director in an insufficient losing chances claim is to place a time delay clock on the board, with the claimant having 1/2 his/her remaining time up to 1 minute (read maximum - 1 minute) with a 5 second delay and the opponent having all his/her time plus the delay. Assuming the game is really a draw, with a 5 second delay, it can be proven on the board.

Recently, there has been some controversy about the nature of the insufficient losing chances claim - is it good for only one move or is it a standing offer of a draw where a draw is the best result the claimant can get, even if the opponent hangs pieces or gets mated. The USCF website and digital clock pamphlet had this interpretation and it was confusing to both player and TD. Here is an example of the confusion - player A makes an insufficient losing chances claim and during the continuation of the game, player B either gets mated or loses material (when A would normally win) or Player A's flag falls - the recent interpretation of standing draw offer meant that Player A could not win the game, that a draw was the best result because of the claim and that the TD could still call the game a draw after the flags had fallen.There is a brand new USCF Rules Committee decision has been made and this is the decision: (4/99)

" Claiming ILC is also considered a draw offer. The TD should so advise the opponent. It is the same as any other draw offer--good for that move only. If the opponent chooses to play on he may win, lose or draw, but cannot say a few moves later, "I'll take that draw now". He may offer a draw, of course, but the draw "offer" that automatically came with the original claim is no longer valid. Especially since this now contradicts the USCF's leaflet, "Clock Rules", it is strongly advised that the TD explain this to both players"

All TDs and players must be aware of the fact that the "delay" or "incremental" time allotment that can be set into the Bronstein or Fischer time controls when in the manual mode can be set differently for each of the two players. It is possible, for instance, to have white getting 5 seconds and black only 3 seconds if programming is done carelessly.

One of the problems with digital clocks is how to set them! Few TDs know how to set every brand of digital clock and more than a few players do not know how to set their own clock!! Know your own equipment - why buy new equipment and then ask a TD to set it for you? Below are some explanations for each clock, recently sent to me by NTD Carol Jarecki, chair of the USCF Rules Committee....

SETTING DIGITAL CLOCKS

Tips for TDs

The following guidelines and remarks are not meant as recommendations or criticisms of any of the clocks described. They are being presented as assistance for TDs who are faced with the challenge of having to adjust various digital clocks during tournaments, and as a few helpful tips on some possible idiosyncrasies.

by Carol Jarecki, NTD

Thanks to Carol Jarecki for providing the text below...

Chronos

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There may have been a dozen Chronos models since the introduction of this clock several years ago. The most recent two or three models have been switchless. Earlier models had an on-off switch on the bottom. This discussion covers only the switchless models and the last model with a switch.

In what follows we are interested in tournament chess only. Further, we shall assume that there are either one, two, or three time controls, that the final control is sudden death, and that there is to be a 5-second delay. Modes not addressing these assumptions will be omitted from the discussion.

The switchless models are described first.

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SWITCHLESS MODELS:

The switchless models all operate the same way, but the earlier versions omitted some of the modes.

There are four ways to turn on the clock. Only two are of interest here: (1) To access all the modes, or to program a user mode, hold down both play buttons while pressing the center red button. (2) To access a previously programmed user mode, do not hold down the play buttons. Simply short-press the center button one to four times, for user modes 1 through 4 respectively. "Short-press" means press for less than 1 second.

Once the clock has been turned on using method (1), you may cycle through all the modes by short-pressing the center button repeatedly until you see the mode you want. If you accidentaly go too far, you can go backward by long-pressing the center button. "Long-press" means press for at least 1 second, until it beeps.

Two modes are displayed at a time, one on each side of the clock. To select one, press the play button on that side. Then, adjust the settings, as described later. In most modes with two or three time controls, the delay may be set differently for each control. This comes in handy if the director strays from standard practice by specifying a delay only in the final control.

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AVAILABLE MODES ON THE SWITCHLESS MODELS:

The modes of greatest interest to tournament players are listed below. The earliest switchless models omitted some of these modes.

CH-A1: For a single time-control of up to 99 minutes. The delay is always displayed as a digit, even when it reaches 0. On the side that is not running, the full 5-second delay is displayed.

CH-A2: Same as CH-A1, but for two time-controls of up to 99 minutes each.

CH-A3: Same as CH-A1, but for three time-controls of up to 99 minutes each.

CH-A7: Essentially identical to AN-2, below.

CH-A8: Essentially identical to AN-3, below.

GO-A1: Good for a two-control tournament of any length, in which the delay is to be applied to the second control only.

AN-1: Good for a single time-control of any length. The delay is displayed as a digit, but only on the side that is running, and only until it reaches 0. This leaves room, the rest of the time, for a full 5-digit display of hours, minutes, and seconds.

AN-2: Same as AN-1, but for two time-controls.

AN-3: Same as AN-1, but for three time-controls.

DL-SD1: Good for a single time-control of any length. The delay is displayed as a flashing hyphen, never as a digit.

DL-SD2: Same as DL-SD1, but for two time-controls.

DL-SD3: Same as DL-SD1, but for three time-controls.

DL-C1: A move-counter mode for two time-controls of any length. The delay is displayed as a flashing hyphen. When the sudden-death control is reached, the move counter is off, making room for a full 5-digit display.

DL-C2: Same as DL-C1, but for three time-controls.

DL-C1A: Same as DL-C1, but displays the move counter only on the side that is not running. This sometimes makes room for a full 5-digit display, but can be confusing.

DL-C2A: Same as DL-C1A, but for three time-controls.

DL-C1B: Same as DL-C1, but the move counter remains on even during the sudden-death control.

DL-C2B: Same as DL-C1B, but for three time-controls.

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SETTING THE TIMES ON THE SWITCHLESS MODELS:

Once the desired mode has been selected and the digits are displayed, long-press the center button to adjust the settings. One digit, or a pair of digits, will begin to flash. To adjust the flashing digit(s), press the play button(s) repeatedly until the digit has the desired value. Then short-press the center button to go on to the next digit. All the settings (main time, delay time, and/or move counter) for each time control will be displayed in turn.

Finally, a list of options will be displayed. Most are either 1 (on) or 0 (off):

BEEP: For the sake of others in the tournament hall, turn this option off (zero). You don't want the clock beeping on every move.

LED: Turn this option to 1 so that the LEDs will light up to show who is on move.

BEEP AT END, BEEP AT TC: Although it is legal for the clock to beep at time control, some players and directors may feel uncomfortable. Best to keep these options off (zero).

HALT AT END: This option stops both clocks when either player oversteps, making it impossible for both "flags" to fall and possible to see which player ran out of time first.

COPY TO ##: Selecting 0 here will not save your settings. They will be lost when you turn the clock off. Selecting a number 1-4 will save your settings in user modes 1-4, respectively, which are easy to access. Selecting 5-12 will save your settings in user modes more difficult to access.

Once all the times and options have been set, long-press the center button to prepare the clock for use.

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OPERATING THE SWITCHLESS MODEL:

To begin the game, press either play button.

To stop the clock or pause the game, press the center button once.

If it is necessary to adjust either the clock times or the move count during the game, first stop the clock, then long-press the center button once. The settings may be then be adjusted in the same manner as before the game.

To turn the clock off, hold the center button down while pressing either play button five times.

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THE LAST SWITCH MODEL:

On the last model manufactured with a switch on the bottom, there are eight ways to turn on the clock, only two of which are of interest here: (1) To access all the modes, or to program a user mode, hold down the center red button while turning the clock on using the bottom switch. (2) To access a previously programmed user mode, hold down both play buttons while turning the clock on using the bottom switch. User modes 1 and 2 will be displayed; to display user modes 3 and 4, short-press the center button. When the desired mode is displayed, select it using one of the play buttons.

Except for the above, the switch model behaves in a manner similar to the switchless models. But the available modes are different. On the switch model, the delay must be set the same for all time controls, except for mode GO-A2, which has a delay only during the second control.

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AVAILABLE MODES ON THE SWITCH MODEL:

The modes of greatest interest on the switch model are listed below.

CH-A2: Equivalent to CH-A1 on the switchless models.

CH-A3: Good for a single time-control of any length. The delay is always displayed as a pair of digits, even when it reaches 0. The main time is displayed as hours and minutes until under 10 minutes, then as minutes and seconds.

GO-A2: Equivalent to GO-A1 on the switchless models.

DL-1: Equivalent to DL-SD1 on the switchless models.

DL-2A: Equivalent to DL-SD2 on the switchless models.

DL-2B: Same as DL-2A, but the delay is displayed as a digit when the main time is under 1 hour in either control. Many owners seem unaware of this advantage. Even if there is only one time control, mode DL-2B can be used with the second control set to 0:00:00.

DL-C2A: Equivalent to DL-C1B on the switchless models.

DL-C2B: Equivalent to DL-C1 on the switchless models.

DL-C3A: Equivalent to DL-C2B on the switchless models.

DL-C3B: Equivalent to DL-C2 on the switchless models.

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OTHER DIFFERENCES WITH THE SWITCH MODEL:

There is no HALT AT END option on the switch model.

To adjust either the clock times or the move count during the game, first stop the clock, then long-press the center button three times.

To turn the clock off, simply use the switch on the bottom of the clock.

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ADVICE TO CHRONOS OWNERS:

Keep both the white cardboard box and the black cloth bag. Put the clock in the box, and the box in the bag. It's a tight fit when the bag is new, but it will loosen up in time. Using the box helps prevent accidentally starting the clock by pressing the center button through the bag.

Don't try to store settings for several tournament formats in several user modes. You'll forget which is which, and you'll forget how to program your clock. Re-program before each tournament, and store the results in one or more of the user modes 1-4, which are the easiest to access. You may want to store one mode that counts moves and one that doesn't. If you're a blitz player, you may also want to store mode CH-F2, which is preferable to CH-F1 because of the reduced possibility of an accidental reset.

If you're a tournament director, use two of the user modes 1-4 to store a couple of "TD modes". I recommend CH-A1 (CH-A2 on the switch model) with the delay set to 5 seconds and the main time set to 00:00. Then you can swing into action quickly with your delay clock, setting the minutes and seconds as appropriate, in response to claims of insufficient losing chances.

The other "TD mode" should be DL-C1B (DL-C2A on the switch model) with the delay set to 5 seconds, all move counters set to 00, and all times set to 0:00:00. This is useful for claims of insufficient losing chances when there is also a likelihood of an eventual 50-move claim. Of course, the players cannot claim based on the counter alone, but the director's personal observation can be enhanced greatly.

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TO COUNT MOVES OR NOT TO COUNT MOVES?

Should the clock be set to count moves, or should this be left to the players? There are a number of good arguments both for and against the use of the move counter.

If the move counter is not used, the display is simpler. In many modes, all five digits (hours, minutes, seconds) can be displayed simultaneously. In addition, time forfeit claims must usually be based on players' scoresheets rather than on the move counter.

An advantage of the move counter is that the clock adds another hour when move 40 (for example) is reached. Without the counter, the hour will be added only when all the time is used up from the first control. One player may get his hour added 10 or 20 moves before his opponent. If the delay is used only during the final control, the slowpoke will be awarded the delay many moves ahead of his opponent.

On the other hand, errors are more likely, and more serious, with the move counter. If a player forgets to press his clock, or an illegal move is made and corrected, or the wrong clock is started at the beginning of the game, the count can be off on one or both sides. The player furnishing the clock must be careful to correct move-count errors as they occur, lest there be big trouble at the control.

The move counter can be useful even if there is only one control. To use the move counter with just one control, use one of the two-control modes, but set the initial move count to 00 in both controls, and the time to 0:00:00 in the second control.

Don't try this, however, with some of the non-counting modes. For some reason modes CH-A7, CH-A8, AN-2, and AN-3 will interpret a control of 0:00:00 as ten hours instead of zero. You don't want to be up all night, do you?

Notes:

A colon, ":", separates minutes and seconds, as well as hours and minutes.

Some modes indicate flag-fall by three flashing bars on the side that falls. It does not necessarily freeze the clock (it may in some modes but I don’t think so). The CH-A2, for instance, shows only a line of 0s, the clock doesn’t freeze, and both "flags" can be down without knowing which fell first. Each mode can be programmed to beep at time control and/or flag-fall.

Stopping the clock: Press the red center button.

Resetting the clock: Short press the center button five times. Then, to scroll through the options, short press the center button. To back up, long press the button.

Changing displayed times: When reaching the desired mode, press the play button over that mode to activate it. Press the center button until the digits begin to flash. Use the play buttons on each side to alter the numbers displayed, the center button to advance to the next number. When the desired times are set, long press the red center button once.

The latest model has no on-off switch underneath. It is turned on, to the menu selection, by pressing the center button and both play buttons simultaneously. It is turned off by pressing the center button and the left play button five times.


An excellent review on setting the Chronos digital clock is posted on the
Metrowest chess study group pages by Mark Kaprielian

FIDE
Digital Game Timer


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There are 3 models (the latest is the DGT XL) but each has a menu on the bottom. The only difference may be the number selection. Find the code number you want on the bottom, switch the clock on and change the displayed number, by pressing "+1", until it is reached for Bronstein, then press "ok".

Features of the new model "DGT XL": Larger display, move counter option, option for end-of-time-control buzzer, more pre-selects including #16 which is 1 hr. & 55 min. with 5 seconds Bronstein-type "delay". There are also 5 personal manual setting possibilities of maximum 5 periods with a free mix of timing systems.

To adjust the display press the "start-stop" bar until the first number starts flashing. Change the number by pressing the "+1" until you reach the one you want, then press "ok" to move on to the next digit. The final number displayed is the seconds of delay. In the two preset Bronstein modes this will be either 3 or 10. Change this to the seconds of delay you want.

The clock starts by awarding the delay seconds in advance of the first move, counts down immediately, then returns the used seconds (up to the delay maximum) at the end of the move. If the beginning time control is two digits the amount of delay is not displayed due to lack of space.

  • Be sure the lever is up for the player on move
  • Press "start/stop" button to start clock
  • Clock must be started and stopped by using the "start/stop" bar, not the levers.

Penalties: press the "start/stop" bar until the display flashes. Numbers are changed by the "+1" bar, then the "ok" bar when the correct number appears. The sequence is hours, tens of minutes, minutes, tens of seconds, seconds.

Notes:

In the final 20 minutes this clock displays minutes and seconds rather than hours and minutes.

It does not have an internal move counter. The time for the next time control is added only when either player’s time has been used up for the current time period—then time is added to both sides simultaneously.

White’s lever must be up at the start of the game. The "start-stop" bar is pressed to start white’s clock; after moving, white presses the lever to start black’s clock. The clock is paused by briefly pressing the "start/stop" bar.

Rarely this clock may skip down to 00 if hit too hard. In wild Blitz games it can freeze completely, requiring a screwdriver to open the battery door, disconnect the battery pack and reinstall. The 2000 model has been improved to prevent this. If you see players handling the clock too forcefully tell them to stop hitting the clock so hard. This is annoying to others as well, giving another reason to tell them to stop.

The three Bronstein "time delay" modes are all for single time controls. Therefore, in a game such as 40/2, SD/1 with a 5-second delay, set the clock for 2 hours/5 seconds and, when the time control is satisfied, add one hour to each side for the next time control. Just push the "start/stop" bar until the hour digit on the left begins to flash, press "1", then "ok". Do the same for the right side, leaving the minutes and everything else as is.


DUEL TIMER™

 

 

DUEL TIMER™ Tutorial

This information is taken from the Duel*Timer website.

This tutorial is included to provide explicit directions and examples for using the DUEL TIMER. We recommend briefly examining the DUEL TIMER and then reading this tutorial to better understand setting, presetting and other game options. Also included is a manual card with instructions, that can be carried with the DUEL TIMER.

New Model

New model: To set for 2 hr. - SD/1, hold the on/off button until the double zeros appear. Use "minB" to get to #14 (the pre-set for this time control|); then use "secB" to get to 5 for the five-second delay. Hold preset button until "~120" appears in the window. To deduct 5 minutes press "preset/reset" simultaneously with "minA" to change left clock and "minB" to change right clock.
 

The DUEL TIMER displays minutes and seconds for each player. Settings for the DUEL TIMER are in minutes and with maximum setting of 180 minutes (three hours). Additionally, there are preset options for tournament play having two time periods as described in the Game Selection Table. The Game Selection Table is included in the manual card and is inside the battery compartment of the DUEL TIMER.

When you first turn the DUEL TIMER on it will beep twice. If you prefer to play quietly, hold down the preset/reset button while turning on the DUEL TIMER. This will disable the beeping sound.

Lesson One

The DUEL TIMER allows you to set it with a few button pushes and begin to play. Setting the timers is done by pushing or holding down the set buttons. Once set, by pushing the player buttons, begin the game and the timers are counted down.

To set both clocks to ten minutes each, turn the DUEL TIMER on and then push or hold both set buttons until the displays show [10:00 10:00]. You can then start the game by pressing the player buttons on the top [- 9:59 10:00].

At any time during a game, you can stop the DUEL TIMER by pressing the stop/clear button once. Begin playing again by pressing the player start buttons on top.

To add or subtract time to either players timers, first stop the DUEL TIMER. To subtract time from the timers, push or hold either set button and the preset/reset button. Pushing the set buttons increments the timers and pushing either set button with the preset/reset button decrements the timers.

To display the number of moves made (move count), while the game is in progress, push and hold either set button. The move count is the number shown in the minutes display [08:45 -09:45]. When you release the set button, the display returns to normal. The move count increments up to 99 moves and then begins to count up from zero again.

*Because the DUEL TIMER does not have a neutral position for the brass player buttons, it is important to begin with the correct players button up.*

When playing Chess, white makes the first move, so the black playerŐs button should be pushed to begin the game. This is important if you are using the move count or the Sudden Death option. When playing Go, black makes the first move, so the white players button should be pushed to begin the game.

Lesson Two

Notice that when the DUEL TIMER is first turned on the display shows [ :00 :00]. This null display indicates that the DUEL TIMER is ready to set. During a game, the DUEL TIMER can be stopped by pushing the stop/clear button once. However, if you push the stop/clear button a second time the DUEL TIMER is cleared and returns to the null setting.

When you want to set the DUEL TIMER, it must be cleared. If there is remaining time on the displays, first stop, then clear the DUEL TIMER by pushing the stop/clear button twice.

Preset options allow you to easily set the DUEL TIMER for longer single period games. Use the Game Selection Table to determine the preset option for a specific timed game. To set the clock to a single period game of 30 minutes, push the set B button once, displaying [ :00 1:00] then push the preset/ reset button [30:00 30:00]. Once you have set the DUEL TIMER, you may still add or subtract time, by pushing the set buttons (lesson one). The DUEL TIMER increments to the maximum of 180 and then begins again from zero.

Once set, the DUEL TIMER, can be reset to play the same game again by clearing and then pressing the preset/reset button. The DUEL TIMER resets to the previously played game. Once the timer reaches zero, the DUEL TIMER beeps three times. This signals game over for that player. After a game is over, the DUEL TIMER can be cleared and is ready to be set or reset.

* Standard Model with Brass Buttons only.

Chess with Sudden Death (Second Period)

Two period play is common in tournament chess. This requires a number of moves in a First period, then if the player makes the required moves, the timer adds a Second period of either 30 or 60 minutes. The game will end if the required moves are not made within the required time. If the moves are made within the required time, any additional time is included in the Second period. The Second period, also called Sudden Death, is the final period of time. When a player runs out of time they lose.

The preset options available for chess can be found in the Game Selection Table. Intermediate times can be realized by using the set buttons to increment the timers. This new value of the First Period is stored and can be reset.

To select a common tournament game, such as (40/2+SD60), set the right display with the set B button (lesson one) to display [ :00 23:00] and press the preset/reset button. Both clocks are now set and show the First period [:120:00 :120:00] with 40 moves and 60 minute Sudden Death selected.

It is important to note that if chess presets are used that include Sudden Death, the display shows a colon in front of the players time [:120:00 :120:00]. Once the chess presets with Sudden Death are set, on reset they return. If the colons are displayed, be aware that you are playing with Sudden Death set.

When playing a preset game having a Second period, at the end of each players First period, if the required moves are not made the DUEL TIMER beeps three times signaling game over for that player. If the player makes the required moves, the DUEL TIMER beeps twice and the Second period begins, adding 30 or 60 minutes to the players time. For more than two periods or recurring periods, one can stop the DUEL TIMER and add the additional time to the timers.

Bronstein (Chess with Delay)

Bronstein allows players to move within an allotted time without sacrificing time. To set Bronstein, set Gong value as above and then set minutes as usual or set Gong and the Chess preset. For instance, to set a tournament game (40/2+60SD with 5 sec. delay), set Gong value to five [--:-- : 5] using the set B button. Select the Chess preset [--:-- 23:05] using the set A button. Push the preset/reset button to display the setting [~:120:00 ~:120:00]. Notice that while playing, the delay time is not counted down, instead the timer display shows the Gong marker [~] until the delay is over and then the remaining time is counted down.

Setting Seconds

To set seconds, turn on the DUEL TIMER with both set buttons held down. The DUEL TIMER display shows [--:00 --:00] and the seconds can be set. Push the preset/reset button and continue setting the DUEL TIMER as usual.

© 1998 Senseinate Inc.


GARDE 

 

This is a new addition to the stable of digital clocks. It looks much like the traditional Garde clock, with its wood housing and large face, but incorporates the unique aspect of a combination of two customary analog clock faces with a digital display between them. Three simple buttons on the bottom do all the programming. The "+" and "-" buttons choose the options and the "enter" button sets them. It is also used to turn the clock off for storage. There is a label on the back with a menu of 12 options, two of which are manual with "bonus" settings. 

Once the program is chosen the clock hands move in tandem automatically to the starting position (always with flag-fall at 6 o'clock). This means the analog hands stop at 2:00 for a game with a time control of 40/2, SD/1 or at 5:55 for a 5-minute blitz game. The digital numerical display in the center panel counts down, and a descending bar graph depicts the seconds. A blinking "x" shows which side in on move and disappears when the buttons are neutralized. The analog hand moves only at the end of each minute. An optional move count is displayed digitally as reference only--the clock does not freeze if time control has not been met.

Option 8 is a manual mode with bonus for up to three time controls. The bonus can be set to start with the first move of any of the time controls. For instance, if the game is 40/2, SD/1 the "time delay" or "bonus" can be set at 5 seconds from move one of the first time control, set the same way for the second (final) time control and, when the options for the third time control appear they would all be set at zero. The free time per move is the Bronstein method-the "bonus" time is added back at the end of the move.

This clock seems quite sturdy but only experience will tell how reliable it is and how well it stands up under tournament use. It has a one year warranty.

Saitek


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Silver/gray (newer model): This model will do 2 or 3 time controls with the Bronstein method of "time delay". Press "user" on the clock face. As with other model be sure the switch on the bottom is on "modify" and "sound off". 2:00 - 40 appear in the windows. Change the 2:00 to 1:55 for a game of, for instance, 40/2, SD/1 if the tournament requires deducting 5 minutes for the time delay. Push "set" until the other window shows "move" "0:00". Set this with the delay time of 0:05. Next comes 1:00 - 20. Change the 20 to 00 (unlimited moves). Next appears 0:30 - ALL. Change the 30 to 00 since there is no third time control in this case.
 

Turn the switch underneath all the way over to the "sound off".

Push the blue button underneath "Bronstein", a little black arrow on the display will point to the mode being set.

Press "adjust". If the number that is flashing is correct, press "set"; otherwise press "adjust" until the correct number is reached.

Numbers after the ":" are minutes. Enter a number of minutes in the display. Press "set" until "move" appears. This is the seconds of delay not a move counter. Set it at 5 if that is the delay to be used.

The buttons must be pushed straight down from the top. Not infrequently, if the button is not pushed adequately the clock does not switch over to the other player. This may cause a significant problem during a time scramble.
 

  • Repeat for the right window.
  • Clock will show correct times, as they were entered, when the appropriate top (chrome) button is pushed to start the clock running.

Stopping the clock during a game: Press "pause" only until the display flashes. If you keep the pause button depressed long enough the clock will reset completely.

Penalties: Stop the clock by pressing "pause" until the display flashes. Use "adjust" and "set" buttons to rotate through the numbers displayed as needed.

The 5 seconds, or whatever amount has been set as the delay, are given back as soon as the move button is pushed.

Notes:

In the final 20 minutes this clock displays minutes and seconds rather than hours and minutes.

It has an internal move-counter that can be either displayed or hidden. Even when hidden, however, the clock will freeze when the time set for the control has been used and the clock’s counter has not reached the required number of moves. Time for the next period is added when the number of moves have been satisfied for the current time control.

It is essential that white’s clock is started first, and white makes a move before pressing black’s clock; also that the blue "pause" bar is used to stop the clock for whatever reason, not the chrome play buttons on top. If black is not present to start white’s clock, white must reach over and press black’s button in order to start the time on the white side; white makes a move and presses the button to start black’s clock.

When being blitzed this clock can sometimes run on both sides. I have not seen it skip down like the DGT occasionally will do. If you are convinced that this has happened, upon a complaint by the players, give some time back to the side involved. It could be a certain number of seconds depending on the situation.

As with the DGT, the three Bronstein "time delay" modes are all for single time controls. As soon as the move requirement for the previous time control has been satisfied, stop the clocks and just add one hour, or whatever the time is for the next control, to each side.  The silver model has a "user" mode which can be programmed with up to 3 time controls using the time delay from move one.

It is also acceptable, and perhaps easier, to merge the time control for the entire game into one.  For instance, 40/2+5 sec., G/1+5sec. would be G/3+5sec.  The player who has not completed 40 moves by the time the first 2 hours are used has lost on time providing the opponent has an appropriately complete and accurate scoresheet.  This must be explained to the opponent before the start of the game.


USCF
Gametime

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This clock has a complete set of directions and extensive menu on the bottom, as well as the on-off switch, and is self-explanatory. The Spring Scholastic Championships, for instance, are played under a t.c. of 25/1, SD/1. This can be found as preset mode #30 by pushing "select", then the "plus" sign (found under "white") until the number 30 appears on the display.

  • Begin the game with both play buttons level.
  • Stop the clock by neutralizing both play buttons.

Notes:

White’s clock must be started and white must make a move before starting black’s clock. If black is not present to start white’s clock, white must reach over and press black’s button so white’s clock starts first. Minutes and seconds are displayed during the final ten minutes.

The amount of "delay" is a grace period at the beginning of each move—time does not begin to discount until the delay is used up for that move. (It is not "added back" at the end of the move as in the Saitek and DGT).

To stop the clock during play level both buttons, or "plungers", so that neither clock is running. Do not use the "pause" switch for this purpose.

Time adjustments during play: after clocks are stopped push switch to "pause", press "select" then the + or – sign to make changes. (These instructions are found on the bottom of the clock.)

This clock has a move counter which can be displayed or hidden. It shows a time forfeit by displaying a flag and red light but, according to USCF rules, this is not a forfeit unless claimed by the player. There is an option (press "select" to "claim", then "on") that will freeze the display if the required number of moves have not been reached. The move counter may be displayed or hidden.

The original issue had some problems including sticking play buttons, loose battery packs that caused the clock to turn off at random and light construction. Current manufacturing has solved these problems but the play buttons, or "plungers", are still very noisy.



Precision

 

 

The black model does not have a delay mode available, the green does.

To put the clock into delay mode go to the bottom of the clock, put the switch from "off" to "delay" and insert a pen-point or paperclip into the "reset" hole. To return to standard mode do the same thing with the switch on "standard". All times are set independently for each side of the clock buy pressing "right" or "left" and "up" or "down". First set the time of delay as seconds, then the time control.

This clock does only one time control. Additional time may be set manually at the end of the first time control or you may set the clock initially with the entire (total) time for the game. 40/2, G/1 would be set as G/3. The clock has no move counter and, in any case, only the player's scoresheet counts for making a loss-on-time claim. If a player has not completed the 40 moves (and stopped his clock) when the first 2 hours are consumed he has lost on time if the opponent has a scoresheet sufficient for the claim.

 

Clocks which do not have a USCF-type time delay
Those clocks that do not have a USCF-type of time delay offer the Bronstein mode as an alternative method. In both cases, additional time is allowed per move, without time accumulating. The only difference is that the USCF method prevents loss of a specific, pre-set, amount of time at the beginning of each move while the Bronstein gives it back at the end of the move. In neither case can a player end a game with more time than at the beginning, no matter how fast the moves are played.

The Fischer mode and the DGT Tournament mode are not substitutions and may not be used in games under USCF time-delay rules. They are not compatible with the delay or Bronstein since, in both cases, a pre-set amount of time is added for each move, regardless of how much thinking time has been used, and time can accumulate and possibly exceed the original time control.