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Clock Types

There are many time controls users can set when playing a game on PlayStrategy. For games with multiple actions on a player's turn the clock only updates/adds any increment after the entire full turn of the player, not per move/action.

Fischer

There are two inputs for a Fischer Clock, how much time a player has for the entire game and the increment they receive after completing a turn. If the increment is set to 0 then each player has a fixed time for the whole game.

Display examples: 1+0 (1 minute for whole game), 3+2 (3 minutes to start with and an increment of 2 seconds per turn).

Berserk penalty: lose any increment and the main clock may also get reduced.

Byoyomi

There are four inputs for a Byoyomi Clock, how much time a player has for the entire game, the increment a player receives after completing their turn, the number of periods a player has and the time for each period. The initial part of the game will play out the same as a Fischer Clock, however when a player reaches 0s on their clock they don't just lose the game. When this happens a player moves into Byoyomi time, and they have x seconds (time for each period) to complete their turn. At the end of the players turn their clock is set back at the time for each period, i.e. they always have x seconds to complete their turn. Each additional period is like having an extra life, if the player's clock goes to 0 they lose a period and have x seconds back on their clock again. The number of periods and the time for them is displayed next to the clock, e.g. |10s(2x). As a player uses up their periods the display updates; when a player has no remaining periods the extra display will be removed.

Display examples: ½+2|10(4x) (30 seconds plus 2 seconds increment and 4 periods of 10 seconds), 1 | 5(2x) (1 minute for the game and 2 periods of 5 seconds).

Berserk penalty: lose any periods and the main clock may also get reduced.

Bronstein

There are two inputs for a Bronstein Clock, how much time a player has for the entire game and the maximum time a player can get back after their turn. The increment a player receives after each turn is completed is the minimum of both the delay time and the time taken during the turn.

Display example: 2 d+6 (2 minutes and 6 seconds delay).

Berserk penalty: lose any delay and the main clock may also get reduced.

Simple Delay

There are two inputs for a Simple Delay Clock, how much time a player has for the entire game and the delay time a player has at the start of each turn. There is a countdown next to the clock, indicating the bonus time a player has each turn, before the main clock starts to countdown.

Display example: 1 d/10 (1 minute and 10 seconds delay).

Berserk penalty: lose any delay and the main clock may also get reduced.

Correspondence

The time limit is set in days (1 - 14). Each player has a number of days to make each turn, there is no total time for the game to be completed by, only a limit for each turn.

Display example: 3 days (3 days per turn).

Unlimited

There is no time limit for the game, play as slow or fast as you like.

Display example: ∞ (infinite time).

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