20 members celebration!

Fischer time is interesting. It could solve our problems, if implemented correctly. 60+20 may work well for chess, but chu shogi would require more increment and less main time. After 200 moves, normally that's the late middlegame, where things get very tricky if the game is even. If someone asked me when the "turning point" of a chu shogi game is, I'd probably say at move 200.

60+20 provides 33⅓ extra minutes after 200 moves (total 93⅓ minutes per player). 20+45 provides 75 minutes after 200 moves (95 minutes per player), with the added benefit of reasonable-ish time in the tricky late game.

I'd be willing to support 20+45.

I think that the tournament should be at 90+30. It's like the Fischer cadence but without the 30 minutes of increment, it can be a good solution. 1 hour and 30 minutes with an increment of 30 seconds per move. The time is good, and on chess tournaments, you can do a pause and rest you. Or 120+30 can also work, to do like the 30 minutes of increment.

We don't want to keep players for over 4 hours, if it can be helped. This is a major time commitment. I respect the idea of not wanting players to be under time pressure, but it won't work logistically.

Adjournments are trickier when using increment than byoyomi.

you say that you don't want to keep players for over 4h but if it lasts 200 moves = 200 moves x 3 minutes = 600 minutes = 10 hours
With the other cadence with increment, it lasts less than 10 hours but 3/4 hours or 5/6 hours maximum

A particularly close game can last 400+ moves. I have seen a few games go that long. But at least 95% of games should be decided before move 300.

60+20 guarantees at least 360 moves must be played to exceed 4h, at the expense of an unreasonably harsh time scramble in the endgame.

20+45 guarantees at least 267 moves must be played to exceed 4h. If we change that to 15+45, which I'm also willing to support, that goes up to 280 moves.

I wanted to reply to Daniel extensively, with explaining everything, but looks like it is not actual.

Fischer time is good as soon as it is not less than 30 sec of incrementation (the minimal time of blitz games in Chu Shogi).

Yes, in the tournament the hardest point is to find the balance between the following things:
- Time MUST be enough for the well-thought-out play. Our tournament is not a blitz.
- Total game time should be realistic to be played. You would need to play at least one game per week during about 7 rounds. We can try to introduce adjournments, but they are tricky to regulate too.
- Participants might be from different time zones, and with very different capabilities of playing tournament games.

What Daniel really aptly said is the following:

>0|90 can last hours but will not allow going away from the keyboard for toilet breaks or any other important thing that might happen (like a vital job call, somebody knocking at the door, you just name it)- in such cases, you would lose the game on the spot.

Which completely breaks the bare 0|90 without periods.

Custom time settings for byoyomi and time periods would be very handy, as well, as a more extensive amount of byoyomi periods (at least 10-15). I'll probably raise that point to developers.

My suggestion for now: 30 minutes of primary time + 40 seconds of Fischer time.

30+40 gives each player 96⅔ minutes to reach move 200. It guarantees at least 270 moves must be played to exceed 4 hours. I still prefer the 45-second increment. That extra 5 seconds per move is something I very much find helpful.

I believe we are getting closer to a good time format. Not sure if 30+40 or 30+45, they look great to me. I'm willing to support both, but those 5 extra sec/m will give several extra minutes that might indeed help in the late middlegame. So, maybe, I am a bit more in favor of 30+45.

So we currently have suggestions of: 30+40 (AlexTrick), 30+45 (DoubleD91), and 20+45 (dax00).

30+45 is a fine time control for myself, having lots of time flexibility. The only reason I didn't suggest more main time to go with the 45-second increment, was to keep the total game time close to 4 hours.

30+45 gives players 105 minutes to reach move 200, and it guarantees only at least 240 moves to exceed 4 hours.

My estimates: 95% of games decided within 300 moves, 92% of games decided within 270 moves, 87% of games decided within 240 moves.

This topic has been archived and can no longer be replied to.

Reconnecting