PART 2 • Time increments – no more poorly-played endgames
and hits the clock, five seconds is added to the White player's time, so
his clock now reads 29:55. He thinks for a full minute and three seconds
because his opponent played the St. George, but he finally makes a move
and hits his clock; the digital display now reads 28:47. After the opponent
moves and hits his clock, White's clock gets five seconds added to it, so
the clock now reads 28:52.
If a player moves quickly enough, he can actually gain time on his clock.
In the above example, if White had just shot 1.e4 out there for his first
move and hit his clock within two seconds, he would actually have gained
three seconds (for a display of 30:03) after his opponent replied with 1...
a6 and hit his own clock. In a time control like 30 min. + 5 sec., a player
will always have at least five seconds to make his move (as long as his
clock never hits 0:00) – in theory, a player need never lose on time when
using delay timing (of course, it happens all the time anyway).
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