DIGITAL CLOCK RULES



Gammon Associates Sept. 17, 2004 DIGITAL CLOCK RULES
"Updates in process" to coordinate Digital Clock Rules across all USA tournaments: should be completed by 2/23/2008. Issuing Clocks The tournament director may require that clocks be used for any match, or for the remaining portion of a match already underway. When a clock is added to a match already underway, clock-use will begin with the next game. In the Super-32, either player may request the use of a clock at the beginning of the match. All matches in the VIETOR CUP are clocked. In other events, a clock may be requested but the director will have final say. Equipment PREFERENCES: If necessary, players roll to decide equipment preferences. The high roller is allowed to decide on clock placement DICE AND CUPS: Players share one pair of dice. An additional pair of dice is set aside for dice mixes. Each player has his own dice cup. CLOCK CONSTRUCTION AND APPROVAL: The clocks must be constructed properly. A player may require that the director approve any clocks used. FAULTY CLOCKS: Clocks with obvious faults must be replaced immediately. The director will use his best judgment when transferring time from faulty clocks to replacement clocks. Procedures STARTING A GAME: At the start of each game, both clocks are stopped and each player rolls one die. The player rolling the lower die hits his clock, starting his opponent's clock. COMPLETING A TURN: A player ends his turn by hitting his clock. The dice are left on the playing surface. ROLLING AND MOVING: Normal rules for rolling dice apply. If a die leaves the table, both clocks are stopped while the die is retrieved. The clocks are not stopped for cocked dice. After a valid roll is obtained, the moving player may move the dice plainly to the center of the playing surface, or as required to move his checkers, but should not otherwise touch the dice. The non-moving player may not touch the dice during his opponent's turn. After the mover hits his clock, ending his turn, the next player picks up the dice and play continues. When a player cannot move regardless of the roll (e.g., a closed out player), both players continue to hit the clock to end their turns. The player who cannot move need not roll the dice. DOUBLING: Normal doubling procedures apply. After offering the cube, the player must hit his clock. After accepting a cube, the opponent hits his clock. When rejecting a double, the player says, “I pass”, hits his clock and immediately stops both clocks. ILLEGAL MOVES: Neither player's clock runs while considering whether to ask an opponent to correct an illegal move. A player condones an illegal move by picking up either or both dice. If a player is unsure whether to request correction of an illegal move, he does NOT pick up the dice, but instead tells his opponent why the play was illegal, and hits his clock and immediately centers both clocks. If the player wants a correction, he requests it and hits his clock. The opponent then makes a legal move and hits his clock. If the opponent believes his move was legal, he stops both clocks and the tournament director is called to adjudicate. (Note: if this rule is abused, the director may impose penalties.) COMPLETING A GAME: As he completes his turn in a non-contact position, a player may offer to end the game with a particular outcome. The outcome may be a win or a loss of a backgammon, gammon, or plain game. The player specifies the outcome offered (e.g., “I lose a backgammon”, "I give you no gammon"), hits his clock and immediately stops both clocks. To accept the offer, the opponent repeats the outcome (e.g., "I win a backgammon," "I lose a single game"), scores the game, and begins to reset the board for the next game. To reject the offer, the opponent says "I reject," and hits his clock. A player may not reject a gin outcome. When a game ends, whether by a passed double, an accepted offer, or a player bearing off his last checker, the active player hits his clock and immediately stops both clocks. ADJUDICATING GIN OUTCOMES: If a dispute arises as to whether an outcome is gin, the tournament director will adjudicate. If the correct ruling is unclear to the director, the following procedure will be used. First, the current position is recorded. Then the game continues without the use of clocks, with the player disputing the gin outcome calling the rolls for both players, until the correct ruling is clear to the director. The outcome is ruled gin unless the disputing player does better than the contested outcome. If the outcome is not gin, the position is restored and play continues. DICE MIX: Either player may require a mixing of dice prior to the start of a game. Four dice are mixed, including the two already in play, and each player selects one die. BREAKS: Before beginning a break, each player must record the time on both clocks and check his opponent's record. When resuming, both players should check that the clocks are set as recorded before the break. One 5-minute break per 11-point match, per player is allowed. STOPPING THE CLOCK: Both clocks are stopped by centering both buttons: (a) prior to the first game (b) between games (c) to verify score or cube status in the event of a discrepancy (d) to retrieve fallen dice (e) while a player considers an offered end to a game (f) to summon the tournament director, or (g) while adjudicating a dispute. SPECTATORS: Spectators must remain silent. They may not call attention to either player's remaining time, to the expiration of a player's time, or to whether a player's clock is running. Time Control The tournament director shall set the clocks using the USCF system, giving each player 12 seconds per move, plus a "reserve" of two minutes per point (e.g., 18 minutes each for a 9-point match). The “reserve” is only used when a player takes more than 12 seconds for a move. Both players should verify that the clocks are properly set before beginning play. If a player's "reserve" expires, the match is over. A player who has a gin-win of the match based on the position on the board wins the match, regardless of whose clock expired. Otherwise the player whose time has expired loses the match. _________________Gammon Associates 2004 Digital Clock Rules_GA ver-2.doc
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