NorthWest Draughts Federation

Pacing the Game

The English Draughts Association first introduced timing clocks in 1900 to pace the time taken to play a game of draughts. Prior to their introduction, players were given five minutes to make each move, and if they had not done so within a further minute, the game would be considered lost due to playing too slowly. The introduction of clocks has been of great benefit to pacing games, as they allow players to accumulate time where their choice of move is seen a obvious, and allows longer periods of time where the choice of moves is more difficult.

Today timing clocks are used to pace games in all major tournaments. In doing so, they are used in two different ways. The first is in pacing games using a set number of moves to be made in one hour (e.g. 28 moves to be made in 1 hour, with further numbers of moves to be made in further stipulated periods of time). The second method (known as the "Allegro System") is to pace and conclude games within a stipulated period of time (e.g. each game must be finished in 1 hour, or two games must be finished in 3 hours, etc)

Rules Governing The Use Of Clocks

  1. Players set their clock to the specified period of time for the game or games.
  2. It is the players' responsibility to ensure the time is set correctly, and that the clock is working properly.
  3. On commencing play, the clock is started by pressing the button on the clock on the opposite side to the player whose turn it is to play.
  4. Players are responsible for their own time keeping. If a player "forgets" to press his/her clock, no other person may interfere in the game by bringing it to their attention. If a player does forget, it is considered sporting to bring this to his/her attention, although there is no obligation to do so.
  5. Players may mutually agree to stop a clock for a short period of time between games where the one time limit applies to both games, in order to take a short break. The tournament director has the power to compel the players to restart the clock where it is felt there is an unnecessary delay in recommencing play, or where a delay may interfere with the finishing time of the round.
  6. The objective of using a clock (in the Allegro System) is to get a result within a specified period of time. The players are required to agree a result prior to the time control being reached. A small "flag" on the clock face, which rises during the last few minutes of a game and falls "on the hour" denotes the time control. When a player's "flag" has fallen the game is over, irrespectful of the position on the board. Failure to have reached a result prior to the "flag" haven fallen will result in a lost game to the player whose "flag" fell.
  7. A player cannot use a clock to effect a win where none exists in the game. The clock is only intended to pace the game.
  8. If nearing the end of a game (with time remaining) a player feels that the position in his/her game is even, and has offered a drawn result to his/her opponent and the offer is refused, he/she has the power to ask the tournament controller to intervene. If the tournament controller feels that the position is even, with little winning chances to either player with reasonable care, the tournament controller has the power to declare the game drawn. However, if the tournament controller feels that there is an advantage to the requesting player's opponent, then the tournament controller shall allow the game to be continued to a conclusion.

Tips For Using Clocks

The use of clocks puts the onus on players to pace their games. The following hints may be found to be useful when using the "Allegro System".

© NorthWest Draughts Federation 2002