A game clock consists of two adjacent clocks with buttons to stop one clock while starting the other, so that the two clocks never run simultaneously. Game clocks are used in two-player games where the players move in turn. The purpose is to keep track of the total time each player takes for his or her own moves, and ensure that neither player overly delays the game.
Game clocks were first used extensively in tournament chess, and are often called chess clocks. In a tournament, the arbiter typically places all clocks in the same orientation, so that he can easily assess games that need attention at later stages. Their use has since spread to tournament Scrabble, shogi, go, and nearly every competitive two-player board game, as well as other types of games. The first time that game clocks were used in a chess tournament was in the London 1883 tournament.
The simplest time control is "sudden death", in which players must make a predetermined number of moves in a certain amount of time or forfeit the game immediately. A particularly popular variant in informal play is blitz chess, in which each player is given a short time (e.g. five minutes) on the clock in which to play the entire game.
The players may take more or less time over any individual move. The opening moves in chess are often played quickly due to their familiarity, which leaves the players more time to consider more complex and unfamiliar positions later. It is not unusual in slow chess games for a player to leave the table, but the clock of the absent player continues to run if it is his turn, or starts to run if his opponent makes a move.
Analog game clocks
Analog clocks are equipped with a "flag" (a Dutch invention) that falls to indicate the exact moment the player's time has expired. Analog clocks use mechanical buttons. Pressing the button on one player's side physically stops the movement of that player's clock and releases the hold on the opponent's.
The drawbacks of the mechanical clocks include accuracy and matching of the two clocks, and matching of the indicators (flags) of time expiration. Additional time cannot easily be added for more complex time controls, especially those that call for an increment or delay on every move, such as some forms of byoyomi. However, a malfunctioning analog clock is a less serious event than a malfunctioning digital clock.
Early development of digital game clocks
In 1973, to address the issues with analog clocks, Bruce Cheney, a Cornell University Electrical Engineering student and chess player, created a digital chess clock as a project for an undergraduate EE course. However, the first chess clock that was patented (and therefore credited as being the true first digital chess clock was developed by Joseph Meshi. These patent numbers are 4,062,180 (filed on July 1975) & 4,247,925 (filed on July 1978). Mr. Meshi published his MBA Thesis on this subject titled-"Demand Analysis for a New Product (The Digital Chess Clock)", at San Diego State University in 1978. Mr. Meshi designed and built two versions of the clock-the Micromate-80 (based on the original patent) and the Micromate-180, which incorporated the latest innovations. The Micromate 180 was truly revolutionary and clearly ahead of its time.
Recent developments of digital clocks and current usage
Digital clocks and Internet gaming have spurred a wave of experimentation with more varied and complex time controls than the traditional standards. Time control is commonly used in modern chess in many different methodologies. One particularly notable development, which has gained quite wide acceptance in chess, was proposed by former world champion Bobby Fischer, who in 1988 filed for U.S. Patent 4,884,255 (awarded in 1989) for a new type of digital chess clock. Fischer's digital clock gave each player a fixed period of time at the start of the game and then added a small amount after each move. Joseph Meshi called this "Accumulation" as it was a main feature of his patented Micromate-180 (US Patent 4,247,925 1978). This became the linchpin of Fischer's clock patented 10 years later. In this way, the players would never be desperately short of time, but games could also be completed more quickly, doing away with the need for adjournments (in which a game is left incomplete to be finished at a later date). Although it was slow to catch on, as of 2004 a very large number of top class tournaments use Fischer's system, though usually in combination with the more traditional clocks (at lower levels, more traditional clocks are still employed, as they are cheaper). Other aspects of Fischer's patent, such as a synthesized voice announcing how much time the players have, thus eliminating the need for them to keep looking at the clock, have not been adopted.
On March 10, 1994, a patent application was filed by inventors Frank A. Camaratta, jr. of Huntsville, AL, and Wllliam Goichberg of Salisbury Mills, NY for a game timer, especially suitable for playing the game of chess, which employed a "Delay" feature. The game timer provides, among other features, a user definable delay between the time the activation button is pressed and the time that the activated clock actually begins to count down. United States Patent 5,420,830 was issued on May 10, 1995 and subsequently assigned to the United States Chess Federation by the inventors. The benefit of the delay clock is to reduce the likelihood that a player with positional and/or material superiority will lose a match solely because of the expiration of time on that player's time clock. The "Delay" mode is still a popular feature for both Standard and sudden-death time controls in major tournaments throughout the U.S.
There are five main types of Time Controls: (1) Fischer (invented by Bobby Fischer), (2) Bronstein (invented by David Bronstein), (3) Simple Delay, (4) Overtime Penalty and (5) Hour Glass. The first three time controls implement some sort of delay clock, a small amount of time that is added for each move. The reason is that with a sudden-death time limit, all moves must be completed in the specified time, or the player loses. With a small delay added at each move, the player always has at least that much time to make a move. The three types of delay clocks differ in how the delay is implemented. The last two time controls are somewhat different, as they do not rely on time delay, as explained below.
- Fischer—before a player has made his move, a specified time increment is added to his clock. Time can be accumulated, so if the player moves within the delay period, his remaining time actually increases. For example, if the delay time is five seconds, and a player has four seconds left on his clock, as soon as his opponent moves, he receives the increment and has nine seconds to make a move. If he takes two seconds to move, on the start of his next move he has twelve seconds. There is also a variant of this time control that adds the delay after a player makes his move (Fischer after), so the delay is added to the player's remaining time and is available for his next move. If however time runs out during his move, the game ends without the delay time being added. This variant prevents the player who is in time-trouble to take advantage of the extra-time.
- Bronstein delay—with the Bronstein timing method, the increment is always added after the move. But unlike Fischer, not always the maximum increment is added. If a player expends more than the specified increment, then the entire increment is added to the player's clock. But if a player has moved faster than the time increment, only the exact amount of time expended by the player is added. For example, if the delay is five seconds, the player has ten seconds left in his clock before his turn and during his turn he spends three seconds, after he presses the clock button to indicate the end of his turn, his clock increases by only three seconds (not five). This ensures that the time left on the clock can never increase, even if a player makes fast moves.
- Simple delay—when it becomes a player's turn to move, the clock waits for the delay period before starting to subtract from the player's remaining time. For example, if the delay is five seconds, the clock waits for five seconds before counting down. The time is not accumulated. If the player moves within the delay period, no time is subtracted from his remaining time. This time control is similar to a Bronstein with time added before the move.
- Overtime penalty—it is a sudden death time control, without any increment nor delay. The difference here is that when the time expires by dropping to zero, a flag is set, and the clock immediately starts counting up without limit. This time control applies to games where the amount of time used after the allowed time can be subtracted from the player's score as a penalty, such as Tournament or Club Scrabble.
- Hour Glass—a player loses in this time control when he allows the difference between both clocks to reach the specified total amount. For example, if the total is defined as one minute, both players start their clocks at thirty seconds. Every second the first player uses to think in his moves is subtracted from his clock and added to his opponent's clock. If he uses thirty seconds to move, the difference between the clocks reaches one minute, and the time flag falls to indicate that he loses by time. If he has used twenty nine seconds and then pushes the clock's button, he has one second left on his clock and his opponent has fifty-nine seconds.
Keith Ammann (April 2012). "Winding Down: This year's rule changes may begin the last chapter in the history of the analog clock". Chess Life.
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- U.S. Patent 4,884,255 for Fischer's clock