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Year Book 2019-20 Contents

Notices

 

(Under construction.)

 

11/08/2019

Use of DGT 2010 Clocks as Relevant to Yorkshire League

 

The introduction of an incremental time limit in the Woodhouse Cup means some people unaccustomed to setting up and using digital clocks may find some tailored guidance of use.  Clocks come with a manual, but that will not always be immediately to hand.  The following is offered with regard to DGT 2010 clocks, and was compiled by one unaccustomed to such gadgets while actually setting one up from scratch while consulting the manual supplied.  This “guidance” has no official YCA status.

 

Unfortunately, a player sitting down at the board cannot easily check the clock is correctly set.  The time-control option number can be easily checked (see here), but the actual settings of a programmable option cannot so easily be checked, and for a visiting player to start “fiddling” with his clock to check these things might well cause consternation in the home player and/or captain!  (Incorrect settings of four clocks caused disputes in a 2019 English Counties U-120 preliminary round match between Derbyshire and Hertfordshire.)  A “read only” facility to review settings would be an appropriate additional feature.

 

A)  Introduction

B)  Setting up the Woodhouse Time Control in the Clock’s Memory

C)  Setting up the Lower-Division Time Control in the Clock’s Memory

D)  Using the Clock Once Option 18 or 05 has been Set Up

 

The following is downloadable as a 4-page Word document by clicking here.

 

A)  Introduction

 

Batteries

The DGT 2010 is powered by 2 AA (R6P) batteries (supplied), so keeping some spare AA batteries with your club’s clocks is a good idea.  Those supplied are “extra heavy duty” which may offer guidance as to suitable replacement batteries.

The battery-space cover is to the back of the underside of the clock, and slides backwards, off the clock.  Remember to observe polarity (+ & -) when inserting batteries.  Removing the batteries loses all manual settings.  [Manual page 8, item 1]

 

Time Control Options

The DGT 2010 has 36 different time control options, numbered 1 to 36, of which 22 have wholly pre-set parameters (see page 71 of manual for the values of the pre-set parameters), while the other 14 need to be “programmed” with user-selected parameters.  Such “programmable” options allow the two players to have different amounts of time, so both sides have to be set appropriately.

 

The Woodhouse incremental time control is “all moves in 110 minutes with a ten second increment per move being added from the start” (Rule 22A).  This does not match any pre-set option, and so option 18 needs to be “programmed”, for both sides, as detailed in (B) below, with the following parameters:

1 hour, 50 minutes, 00 seconds as the fixed amount of time, and

00 minutes and 10 seconds as the increment.

 

In other divisions the default time control is “42 moves in one and three quarter hours plus a quarter of an hour to complete the game” (Rule 22A).  This does not match any pre-set option, and so option 05 needs to be “programmed”, for both sides, as detailed in (C) below, with the following parameters:

1 hour, 45 minutes, 00 seconds as the first period, and

15 minutes and 00 seconds final period.

 

Once parameters are set for a given option, the clock will “remember” these parameters, even after the clock is switched off, or if a different option is later used for another game, but settings will be lost if the batteries are removed.

(The parameters for “programmable” options can subsequently be changed if necessary.)

 

On/Off Button

This is in a recess in the underside of the clock.  Pressing the button turns the clock from “off” to “on”, or from “on” to “off”, according to the current state.

 

Time Displays

These are in hours/minutes, changing to minutes/seconds for less than 20 minutes.

(This can be irritating and/or confusing to some.)  [Manual page 11, item 12]

 

Flag-Fall

A flashing flag indicates a player has used up all available time.  When there is more than one time control, expiry of a non-final period is indicated by a non-flashing flag.

[See manual page 11, item 11, for a table of display symbols.]

 

B)  Setting up the Woodhouse Time Control in the Clock’s Memory

 

There is no corresponding pre-set time-control option, so option 18 needs to be “programmed” accordingly.  [Manual page 9, items 9-10]

 

Turning the clock on displays the last-selected option, or 01 if the clock has not been set before.  To select the desired option (in this case 18) use the blue + (plus) and – (minus) buttons on the left below the display to change the displayed number.  When the correct option number is displayed press the blue “tick” button on the right below the display.  This sets up the first (1 below) of six displays editable one after the other, each to be edited by the following method.

 

In each display, initially the leftmost digit is highlighted by flashing.  If this digit is correct, then press the “tick” button to store it.  If the digit needs changing then adjust it appropriately, using the blue “plus” and “minus” buttons, and then press the “tick” button to store the digit.  The flashing effect then moves on to the next digit.  Each digit is thus in turn edited (if necessary) and stored.  When the last digit of the display has been stored, the flashing effect moves to the start of the next display to be edited.

 

To set the time control as required carry out the following six steps, using the editing method just described.

1)  Set the 01 hour and 50 minute part of the fixed time in the left-hand display.

The display should read “1:50”.  After this has been set, you are presented on the left-hand side with the display for the seconds part of the fixed time.

2)  Set the 00 seconds part of the fixed time in the left-hand display.

The display should read “.00”.

This transfers the flashing to the right-hand display.

3)  Set the 01 hour and 50 minute part of the fixed time in the right-hand display.

The display should read “1:50”.  After this has been set, you are presented on the right-hand side with the display for the seconds part of the fixed time.

4)  Set the 00 seconds part of the fixed time in the right-hand display.

The display should read “.00”.

This takes you to the increment elements.

5)  Set the 00 minutes and 10 seconds of the increment of the left-hand side.

The display should read “0.10”.

This takes you to the increment of the right-hand side.

6)  Set the 00 minutes and 10 seconds of the increment of the right-hand side.

The display should read “0.10”.

This stores the settings and shows the display required for the start of the game.

Turning the clock off retains the parameters set for option 18.  Even if you subsequently used the clock with a different time control option, you can still later use option 18 when the previously-stored parameters will still be “remembered”.

 

NOTE:  Removing the batteries loses all such programmed settings, so they need re-set if the batteries are changed.

 

C)  Setting up the Lower-Division Time Control in the Clock’s Memory

 

There is no corresponding pre-set time-control option, so option 05 needs to be “programmed” accordingly.  [Manual page 9, items 9-10]

 

Turning the clock on displays the last-selected option, or 01 if the clock has not been set before.  To select the desired option (in this case 05) use the blue + (plus) and – (minus) buttons on the left below the display to change the displayed number.  When the correct option number is displayed press the blue “tick” button on the right below the display.  This sets up the first (1 below) of six displays editable one after the other, each to be edited by the following method.

 

In each display, initially the leftmost digit is highlighted by flashing.  If this digit is correct, then press the “tick” button to store it.  If the digit needs changing then adjust it appropriately, using the blue “plus” and “minus” buttons, and then press the “tick” button to store the digit.  The flashing effect then moves on to the next digit.  Each digit is thus in turn edited (if necessary) and stored.  When the last digit of the display has been stored, the flashing effect moves to the start of the next display to be edited.

 

To set the time control as required carry out the following six steps, using the editing method just described.

1)  Set the 1 hour and 45 minute part of the first period in the left-hand display.

The display should read “1:45”.  (You do not enter the “42 moves” into the clock.)  After this has been set, you are presented on the left-hand side with the display for the seconds part of the first period.

2)  Set the 00 seconds part of the first period in the left-hand display.

The display should read “.00”.

This transfers the flashing to the right-hand display.

3)  Set the 1 hour and 45 minute part of the first period in the right-hand display.

The display should read “1:45”.  (You do not enter the “42 moves” into the clock.)  After this has been set, you are presented on the right-hand side with the display for the seconds part of the first period.

4)  Set the 00 seconds part of the first period in the right-hand display.

The display should read “.00”.

This takes you to the final period applicable to both sides, displayed on the right-hand side.

5)  Set the 0 hours and 15 minutes of the final period (for both players).

The display should read “0:15”.

This takes you to the seconds part of the final period.

6)  Set the 00 seconds of the final period (applicable to both players).

The display should read “.00”.

This stores the settings and shows the display required for the start of the game.

Turning the clock off retains the parameters set for option 05.  Even if you subsequently used the clock with a different time control option, you can still later use option 05 when the previously-stored parameters will still be “remembered”.

 

NOTE:  Removing the batteries loses all such programmed settings, so they need re-set if the batteries are changed.

 

D)  Using the Clock Once Option 18 or 05 has been Set Up

 

1)  If the display is blank then the clock is switched off (or the battery is dead).  To switch the clock on, press the on/off button to switch the clock on.  This displays the last-selected time-control option number.  If this is 18 or 05 as necessary, then press the tick button and then press the central button.  Otherwise use the + and – buttons to get the desired number, then press the tick button and then press the central blue button below the display.  This sets the display ready to start the game.  [Manual page 8, items 2-4]

 

2)  Note that you can check the time-control option number currently in use, either when ready to start the game, or at any time during play, by pressing and holding down the tick button.  This displays the currently operative time-control option number (which should be 18 or 05 for these purposes).  Releasing the tick button returns the display to the normal in-play display.  Unfortunately you cannot as easily check that the time-control parameters are correctly set for a programmable option such as 18 or 05; to do that you need to plough through the set-up process to check the defaults thrown up are correct (pressing the tick button for each digit, to move on to the next).  [Manual page 11, item 13]

 

3)  It seems a good idea to check the time-control option number as described in 2, before you start the game.

 

4)  Before starting the clock, first ensure that WHITE’S SIDE of the LEVER is UP, ready to be pressed after White’s first move.  Start the clock by pressing the central blue button beneath the displays.  This starts White’s clock.  [Manual page 8, item 5]

 

5)  After a player has made his move on the board, he stops his clock and starts his opponent’s by pressing down his side of the lever.

 

6)  You can tell which clock is running from the flashing of the colon (between hours and minutes) or of the stop (between minutes and seconds).

 

7)  You can stop the clock for a while by pressing the central blue button.  At this stage nothing will be flashing on either side.  To restart the clock, press the central blue button again.  The clock now running will be indicated by a flashing colon or stop, as in 6.  [Manual page 9, item 6]

 

8)  ADJUSTING THE DISPLAYED TIMES during play, as for instance to give one player 2 minutes extra due to an infraction of the Rules, is achieved as follows.  Stop the clock by pressing the central blue button.  Note the times shown.  Press the central blue button again, holding it down for more than 2 seconds.  This causes the leftmost digit to start flashing.  Change the digits as necessary, using the same method as in B above.  Move counts are presented for correction, but these are somewhat irrelevant and would normally be accepted as they stand.  After all digits have been corrected as necessary and stored, the display returns to that when the clocks were stopped (as corrected).  Press the central blue button to restart the clock.  [Manual page 9, item 8]

 

9)  Recovery after accidental switching off of a clock during a game is achieved by restarting the clock as for the start of the game, then changing the displayed times, as in 8, to what they should be in the interrupted game.