However, unlike
SUDDEN
death in Chess, the game does not end when the main time
control has ended. Instead when the player uses all of their time, the player enters an
overtime time control. GameTime™ turns on a
FLAG
near the time of the player that
enters overtime. There are two types of overtime methods used by Go players.
PRESET 84-87: Byo-Yomi Overtime
For the first time control each player has a specific amount of time, with no move count
requirements. Once a player has used all of the time in the first time control, a
FLAG
will turn on near their time. The second time control (overtime) consists of five forfeit
periods during which you have a specific amount of time to make a move. When you
make your move, your clock resets to the specified time. If you fail to move within that
time period, you use up one of your forfeit periods. If you use up all five-forfeit peri-
ods, you lose the game.
For example, preset 84 is G/30m 1/10s, which gives you 30 minutes of initial thinking
time to make as many moves as you want. After that, you must move every 10 seconds.
As long as you move within the 10-second time limit, your clock resets to 10 seconds
for the next move. But if you take more than 10 seconds for a move, you lose one of
your five forfeit periods and your clock resets to 10 seconds. The small digit counter
next to your
FLAG
shows the number of forfeit periods you have remaining
If you use up all five-forfeit period, you forfeit the game, and the
FLAG
will flash as
will the red LED.
To set a custom time control for Go with byo-yomi overtime:
1. Review Chapter 5, then select one of the user time controls you wish to customize.
2. Set a
PRIMARY
time control with the number of seconds and minutes each play-
er will have for initial thinking time, and set the move count to zero.
3. Set a
SECOND
time control with the number of seconds (and minutes) each play-
er will have for each move thereafter, and set the move count to 1.
4. Make sure the
SUDDEN
death time control is set to
0
seconds and
0
minutes for
both players.
5. Set the
GAME END
to the number of forfeit periods each player has before los-
ing the game.
PRESET 88-91: Canadian Overtime
For the first time control each player has a specific amount of time, with no move count
requirements. Once a player has used all of the time in the first time control, a
FLAG
23
Summary of Contents for 750GT-2
Page 1: ...GameTime II INSTRUCTION GUIDE Model 750GT 2 ...
Page 26: ...26 NOTES ...
Page 27: ...27 APPENDIX A ...