DGT North American User manual

NEW!
Multi-period Delay
Easy to program
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Extreme energy eciency
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Multi-période Delay
Facile à programmer
Stocke vos réglages manuels
Grand écran, plus d’informations
Basse consommation de piles
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Multi-período Delay
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www.dgtprojects.com
PO Box 1295 7500 BG Enschede The Netherlands
developed by DGT
THE CHESS INNOVATORS
North American
Manual DGT2010NA.indd 2 11/6/09 11:32:36 AM

North American
User manual
Manuel d’utilisation
Manual de usuario
Manual DGT2010NA.indd 1 11/6/09 11:32:42 AM

© Copyright 1994-2009 DGT BV
DGT BV PO Box 1295 7500 BG Enschede The Netherlands
Control buttons
DGT North American Display
ON/OFF
Decreasing the ashing number
Enable/disable sound
Increasing the ashing number
Show move number
Start/Stop
Start the clock
Stop or restart the clock
Push 3 seconds for time adjustment
OK:
Activates the chosen option number
Activates the desired ashing number
Checks active option number when pressed
during a game; correct display contrast
Switches the clock on and o
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Option Clock type Basic time / extra times
01 Time blitz
5 min
02
Time manual set
03
Time + guillotine
2 hrs f.b. 30 min
04 Time + guillotine manual set
05 2 x Time + guillotine 2 hrs f.b. 1 hr f.b. 30 min
06 2 x Time + guillotine manual set
07 Time + repeating 2nd period 2 hours f.b. 1 hour (repeating)
08 Time + repeating 2nd period Manual set
09 Time + Bonus (“Fischer”) 2 hrs f.b. 15 min + 30 sec./move
10 Time + Bonus (“Fischer”) manual set
11 2 x Time + Bonus (“Fischer”)
2 hrs, f.b. 1 hr f.b. 15 min + 30 sec./move
12 2 x Time + Bonus (“Fischer”) Manual set
13 Bonus (“Fischer”) blitz 3 min + 2 sec/move
14 Bonus (“Fischer”) Manual set
15 Bonus tournament 90 min f.b. 15 min (all + 30sec./move)
16 Bonus tournament 4 periods Manual set (with / without move counter)
17 Delay (1 period) 5 min + 2 sec./move free
18 Delay (1 period) 25 min + 5 sec./move free
19 Delay (1 period) 2 hrs. + 5 sec./move free
20 Delay (1 period) Manual set
21 Delay (2 periods) 1 hr 55 min f.b. 60 min + 5 sec./move free
for both periods
22 Delay (2 periods) 2 hrs f.b. 1 hr + 5 sec./move free for both
periods
23 Delay (up to 3 periods) Manual set
f.b. = followed by
39
Decreasing the ashing number
Enable/disable sound
Increasing the ashing number
Show move number
Start/Stop
Start the clock
Stop or restart the clock
Push 3 seconds for time adjustment
OK:
Activates the chosen option number
Activates the desired ashing number
Checks active option number when pressed
during a game; correct display contrast
Switches the clock on and o
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PLACE
STAMP
HERE
DGT North America
234 Depot Road
Milford, CT 06460
United States of America
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User manual
Manuel d’utilisation
Manual de usuario
4
14
26
We spared no eorts to make sure that the information in this manual is correct and com-
plete. However no liability is accepted for any errors or omissions. DGT reserves the right to
change the specications of the hardware and software described in this manual without
prior notice. No part of this manual may be reproduced, transmitted or translated in any
language in any form, by any means, without the prior written permission of DGT.
North American
Manual DGT2010NA.indd 5 11/6/09 11:32:51 AM

4
Overview 5
Registration methods 5
Introduction 5
1. Time Rapid and Blitz (Options 1 and 2) 5
2. Time + Guillotine (Options 3 and 2) 5
3. 2 x Time + Guillotine (Options 5 and 6) 5
4. Time + Repeating Time (Options 7 and 8) 6
5. Bonus (“Fischer”) options (Options 9-14) 6
5a. Time + Bonus (“Fischer”) (Options 9 and 10) 6
5b. 2 x Time + Bonus (“Fischer”) (Options 11 and 12) 6
5c. Bonus (“Fischer”) single period (Options 13 and -14) 6
5d. Bonus tournament (Options 15 and 16) 6
6. Delay (Options 17 - 23) 7
Operation 8
1. Batteries. Batteries 8
2. Switching the timer on 8
3. Choosing an option number . Option number choice 8
4. Activating the option number. Activating the option number 8
5. Starting a game. Starting a game 8
6. Temporarily stopping the timer.
Temporarily stopping the timer 8
7. Audible signal 8
8. Time and move counter correction 9
9. Manual settings and manual adjustment 9
10. Skipping manual settings or time changes 10
11. Display symbols. Display signals 11
12. Time display112. Time display 11
13. Checking the option number. 11
Checking the option number during a game 11
14. The move counter 11
15. Checking the move number 11
16. Fast setting using Auto repeat 12
17. Display contrast adjustment 12
18. Detailing on time corrections 12
19. Detailing on manual setting 12
20. Care and cleaning 12
21. Technical data 12
22. Warranty conditions 13
List of option numbers 39
ENGLISH
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5
Overview
This DGT North American Game Timer has been designed to be used as
game clock for various two-person board games, especially Chess, Go and
Draughts. In this manual it will be referred to as DGT NA
The main features are:
10 dierent algorithms covering all popular timing standards•
Manual programming of all these methods•
All 10 manual settings are stored in the clock’s memory•
13 pre-programmed options for quick and ease of use•
Move counter for all options•
Time and move counter correction option during a game•
Optional sound alert to warn for running out of time•
LCD contrast correction feature•
Low battery indication•
Registration methods
Introduction
Time forms a part of every sport, especially sports such as chess, go,
draughts, shogi and scrabble®. The dierence between the players is deter-
mined not only by the potential performance level of the individual player
but also by the time the player needs in order to reach this level. The more
a sport is seen as a measure of performance the more important it is to limit
the time a player needs to make a move. This must be done in a way which
is most appropriate for the game and the sport concerned.
The DGT NA oers 10 dierent methods for registering the timing of a
game between two players. Whilst several methods are well known, others
may be less familiar. Several of these methods have been in use for a long
time; others are the result of the possibilities oered by modern electro-
nics. Every method has its own charm and has an inuence on the man-
ner in which a sport is experienced. The traditional “quickie” of 5 minutes
per person is dierent from 3 minutes using “Delay” or “Bonus” in which
every move attracts an extra 3 seconds of thinking time, although the total
thinking time for a game is hardly any dierent. We recommend players to
experiment with the various methods which the DGT NA oers. It can add
an extra dimension to a favourite sport.
1. Time Rapid and Blitz (Options 1 and 2)
This is the simplest way to indicate time. Both players receive one period of
time in which they must make all moves.
2. Time + Guillotine (Options 3 and 4)
The rst period is used to play a predetermined number of moves. The se-
cond period, the Guillotine, is used to complete the game. 1 Period + Guil-
lotine is similar to “Rapid and Blitz” but with a slower start. Notice that the
guillotine time is added for both players when one player has used all rst
period time (not after the completion of e.g. 40 moves).
3. 2 x Time + Guillotine (Options 5 and 6)
For an even quieter start it is possible to play a game with two periods be-
fore the Guillotine. Notice that the second and guillotine times are added
when one player passes zero time.
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6
4. Time + Repeating Time (Options 7 and 8)
A quiet end to a game also has its advantages. The simple traditional clock
gives the players repeated one-hour periods in which to complete a subse-
quent number of moves.
5. Bonus (“Fischer”) options (Options 9-14)
The Bonus method (or “Fischer”) is a timing system in which, for each
separate move played, a bonus time is added to the available time. This
method gives the players always the possibility to continue a game, even
when much time was spent in earlier moves. It is possible to obtain incre-
ased thinking time by completing a move in a time which is shorter than
the extra time allowed. The total time increases with the bonus time that is
not used. Notice that the bonus time is already added for the rst move. In
all Bonus options: If a player has used the nal period playing time, and no
more time is added, the clock stops as well as the clock of the opponent.
End of the game!
5a. Time + Bonus (“Fischer”) (Options 9 and 10)
When the rst player reaches zero time in the rst (Time) period, both play-
ers enter Bonus period, and receive the second period time. The bonus time
is added at nishing each move.
5b. 2 x Time + Bonus (“Fischer”) (Options 11 and 12)
When the rst player reaches zero time in the second (Time) period, both
players enter Bonus period, and receive the third period time. The bonus
time is added at nishing each move.
5c. Bonus (“Fischer”) single period (Options 13 and 14)
Single period Fischer method. The clock starts with the bonus time for the
rst move added already and is added after each subsequent move.
5d. Bonus tournament (Options 15 and 16)
The Bonus tournament method is the most complex method of regulating
thinking time. It features up to 4 periods of main time, during all of which,
the bonus time is added for each move. In the preset option 15, with two
time periods, the second period starts when one player has used all the rst
period time and passes zero. Both players receive the second period Basic
time added at that moment.
The option 16 (Bonus tournament 4 periods) allows the programming of 4
periods, with dierent basic times, all with the same bonus time per move.
For the periods 1 to 3, a move number can be programmed. If the move
number is set to a non-zero number the next period time is added when
a player has used up all the time allocated to him in the rst period. If the
move number is programmed to the value 0 (zero), the transition to the
next period takes place when a player passes zero time.
If a player does not nish the programmed (non-zero) number of moves for a
period, at passing zero time the blinking ag is shown and the DGT NA stops
running for both players, indicating that the game has ended. That player
lost the game!
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7
For the correct working of the move counter driven Bonus Tournament op-
tion, the players are obliged to correctly stop the clock after each nished
move, so that the clock keeps track of the played number of moves.
Always ensure that the lever is in the correct position and the player color
icons are correct before a game begins.
6. Delay (Options 17 - 23)
Delay is a simple method to give each player a certain amount of free time
for every move. When you use a delay option, a player’s clock does not start
running until the delay interval has passed. For example, setting a count-
down delay of ve seconds allows ve seconds from the time a player pres-
ses the lever until the opponent’s clock actually starts running. During the
delay time, the word “DELAY” blinks in the display once per second. When
the delay time has passed the word “DELAY” stops blinking on the display
and the clock starts counting down.
According to the USCF regulations in delay mode the clock will not show the
blinking ag when a player has run out of time in the nal period. When the
player with no time left stops his clock, the other player’s clock will resume
counting down. This way it may be possible for both sides to end with zero
time and a non blinking ag.
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8
Operation
1 . B a t t e r i e s
The DGT NA requires 2 AA (penlight) batteries. We recommend low self-
discharge alkaline batteries on which it will run for 10 years, theoretically. If
you do not plan to use your timer for a long period, we recommend that you
remove the batteries to avoid damage caused by leaking. If the Low Battery
symbol appears on the timer display, the batteries need replacement.
When this message rst appears, the batteries still contain enough energy
to allow the current game to be completed. In case of a malfunction, rst
remove then reinsert the batteries.
2. Switching the timer on
Switch the timer on and o with the On/O button on the bottom of the
timer. The on/o button is placed on the bottom to avoid unintended reset-
ting of the clock.
3. Choosing an option number
When you switch on the timer the display shows the option number that
was last selected. Press the or button to step through the 23 opti-
ons. After number 23 the display returns to 01. To nd the option you wish
see the list of option numbers on the bottom of the timer.
4. Activating the option number
When the option number you want appears on the display activate it by
pressing the button. The display then shows the default starting time
for that option. You can now begin your game. If you selected a manual set
option refer to Section 9, Manual settings.
5. Starting a game
When you have selected an option with pre-programmed setting check
that the lever is upward for the white player. The player color is indicated
with the KING symbol. Now start the timer by pressing the button. The
correct setting of player color is important to keep good record of the move
number, especially for the Bonus Tournament options.
6. Temporarily stopping the timer
During the course of a game you can temporarily stop the timer by shortly
pressing the button. Restart the timer by pressing the button
again (pressing longer than 2 seconds starts the time correction, explained
in section 8).
7. Audible signal
The DGT NA can give audible signals when a time control comes close. It
beeps 10 seconds before every time control and also for each of the last 5
seconds. On the last second before time control a full second beep is given.
The sound is given only when the “sound on” icon is visible on the display.
The sound function can be switched on or o by pressing the button
while the clock is stopped. All the options have the sound o by default.
Manual DGT2010NA.indd 8 11/6/09 11:32:54 AM

9
8. Time and move counter correction
During a game you can change the time that is currently displayed. Hold the
button for two seconds until the most left display digit starts blinking.
Now the times of both players can be corrected, digit by digit. To change
the blinking digit, press the or button. Press the button to
step to the next digit. After the player’s time, the move counter can be cor-
rected: increase or decrease by pressing the or button. When the
value is correct, press . Now press to restart the timer to resume
the countdown based on the corrected times. See section 18. “Detailing on
time correction” for specic aspects of some options.
9. Manual settings
Each timing method has an option number to allow manual set of all the
method parameters. After selecting a manual set option number (i.e. op-
tion 04 for Time + Guillotine) the parameters for this method must be set,
gure by gure. First the main time for each player must be set.
After this a number of parameters follow dependent on the selected option.
See the table below for manual set parameters for all manual set options.
Change the currently blinking digit with the or button. When the
desired digit appears press . This causes the next digit to start ashing.
If you don’t want to change a digit just press .
When you have nished entering all the parameters the display will show
the Pause symbol > || and both players’ clock times. Now the clock can be
started: refer to Operation paragraph 5 for further instructions.
Parameters that need to be programmed for manual set options:
Option Name Display Settings
02
Time
Left-hand and right-hand player time
04
Time +
Guillotine 2
First period left-hand and right-hand time
Guillotine period time for both players
06
2 x Time +
Guillotine 2
3
First period left-hand and right-hand time
Second period time for both players
Guillotine period time for both players
08
Time +
Repeating Time 2
First period left-hand and right-hand time
Repeating period time for both players
10
Time +
Bonus (“Fischer”) 2
2
First period left-hand and right-hand time
Second period time for both players
Second period move bonus time for both
players
12
2 x Time +
Bonus (“Fischer”) 2
3
3
First period left-hand and right-hand time
Second period time for both players
Third period time for both players
Third period move bonus time for both
players
14
Bonus (“Fischer”)
First period left-hand and right-hand time
Move bonus time for left-hand player
Move bonus time for right-hand player
Manual DGT2010NA.indd 9 11/6/09 11:32:55 AM

10
16
Bonus
Tournament
(max. 4 periods)
2
2
3
3
4
First period left-hand and right-hand time
Move bonus time for both players, all periods
Number of moves in the 1st period
2nd period time for both players
Number of moves in the 2nd period
Third period time for both players
Number of moves in the 3rd period
Fourth period time for both players
20
Delay
Left-hand and right-hand player time
Both player’s free time per move
23
Delay (up to 3
periods) 1
2
2
3
3
First period left-hand and right-hand time
First period free time per move for both
players
Second period time for both players
Second period free time per move for both
players
Third period time for both players
Third period free time per move for both
players
Parameter format:
Left-hand and right-hand player time, Guillotine time, period time,
repeating period time:
H:MM followed by .SS: Hour units, minutes and then seconds
(up to 9 hours, 59 minutes, 59 seconds)
Bonus time:
M.SS minutes and seconds (up to 9 minutes, 59 seconds)
Number of moves for a period:
NN 2digit number up to 99 moves
Free time for a player:
M.SS Minutes and seconds (up to 9 minutes, 59 seconds)
10. Skipping manual settings or time changes
When manual set or time correction is chosen it is possible to skip the
number-by-number entry of the values by pressing the button when
the rst digit is ashing. The parameters stay unchanged and the clock will
show > || and is ready to be started.
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11
11. Display symbols
In addition to the digits the timer’s display shows the following symbols:
Symbol Meaning
Indicates that the batteries must be changed
Indicates that a Bonus period is active
Indicates that a Delay period is active
byo-yomiindicates that a Byo-Yomi period is active
This can be a Professional Byo-Yomi or a Canadian Byo-Yomi
The interim ag;
indicates that this player has rst gone to the next time period.
Disappears after 5 minutes.
The (ashing) ultimate ag;
indicates a player who has run out of time.
Indicates that the times displayed are in hours and minutes.
A colon separates the hour and minutes digits (for instance 1:45 or 0:25).
Indicates that the times displayed are in minutes and seconds. A dot
separates the minutes and seconds digits (for instance 17.55 or 4.06).
Indicates that the sound function is active, and the clock will beep when
approaching zero time.
Indicates that the clock is paused, either ready for the rst start, or paused
by pressing , or halted due to a player reaching a time limit.
Indicates that the clock is running.
/
Indicates the player color.
12. Time display
For times over 20 minutes the DGT NA displays hours and minutes. The
icons hrs and min are visible. For times under 20 minutes, the clock displays
minutes and seconds and the icons min and sec are visible. The maximum
displayable time is 9:59.59. If a time would exceed this, it is clipped to 9:59.59
without warning.
13. Checking the option number
During a game, you can check the selected option number without inter-
rupting the countdown. To do this press the button.
14. The move counter
The clock keeps track of the number of moves that have been completed.
When starting a new game the move counter has the value 0. The move
counter is incremented when the black player (see the
/
icons on the
display) ends the turn.
15. Checking the move number
When the clock is running or paused, you can see the move number by pres-
sing the button. The running clock is not interrupted by this action.
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12
16. Fast setting using Auto repeat
For fast operation, you can hold the , or buttons. After a se-
cond, they will repeat.
17. Display contrast adjustment
If necessary, the contrast of the display can be adjusted in 16 steps. The
clock must be in pause mode (showing > ||). Now press and hold the
button. The option number will be shown. Keep the button pressed,
and press the button repeatedly to darken the display or press the button
repeatedly to make the display lighter. Release the button when done.
The contrast setting is kept until the batteries are removed.
18. Detailing on time corrections
If you make a time correction during an option with more time periods nor-
mally the clock will assume that the same period is active as when time cor-
rection started. So when, for example, during option 9, in period 2 (Bonus),
the time is corrected to 1 hour the bonus method will stay active.
Option 16: Bonus tournament, however, oers the possibility to allot a
number of moves for each period. If the move numbers for each period are
programmed to a non-zero number then, during time correction, the move
number can be changed and the correct period calculated from that.
19. Detailing on manual setting
Parameters are kept in every manual set option until you change them or
the batteries are removed. If after a manual set option, the game is ended
and the same manual set option is selected again, the parameters from the
previous setting are conserved. See section 10 for a quick way to start the
new game. If in a multiple period setting, a period is programmed with zero
period time, this period and the following periods are skipped during the
game. When a period is programmed with a zero value of the main thinking
time no further parameters can be set for this and the following periods.
The manual set option 16: Bonus tournament is the most advanced option.
Notice that when the move number for a period is programmed zero the
period will end when a player runs through zero time. When for a period
zero moves are programmed the eventual trailing periods will be set to zero
moves automatically. These trailing period move numbers cannot be set to
non-zero value.
20. Care and cleaning
Your DGT NA is a durable, well-made product. If you treat it with reasonable
care it should give you years of trouble-free performance. To clean the clock
use only a slightly-moistened soft cloth. Do not use abrasive cleansers.
Manual DGT2010NA.indd 12 11/6/09 11:32:56 AM

13
21. Care and cleaning
Batteries: Two AA-size (alkaline recommended; current consumption
2 uA when o, 10 uA when on (battery life approx. 10 yrs.)
Accuracy: Within 1 second per hour
Housing: ABS plastic
The DGT NA complies with EN 50081-1:1991 and
EN50082-1:1991 regulations. The product complies with
the RoHS directive EU/2002/95/EC
The DGT NA complies with EN 50081-1:1991 and EN50082-1:1991
regulations. The product complies with the RoHS directive EU/2002/95/EC
21. Warranty conditions
DGT guarantees that your digital chess clock complies with the highest qua-
lity standards. If your DGT NA – despite our care in choosing components
and material, production and transport – nevertheless may show a defect
during the rst two years after purchase, you should contact the agent who
sold the appliance to you.
In order to qualify for this warranty on your new DGT NA, you should pre-
sent the warranty card (page 28) together with proof of purchase.
This condition of warranty is only validated if the DGT NA has been used
in a prudent manner. Our obligations of warranty do not apply if attempts
to repair the clock have been carried out without our explicit permission
in writing
Manual DGT2010NA.indd 13 11/6/09 11:32:56 AM

14
Vue d’ensemble 15
Méthodes de chronométrage 15
Introduction 15
1. 1 période Rapide ou Blitz (Options 1 et 2) 15
2. 1 période Temps + mort subite (Options 3 et 4) 15
3. 2 périodes Temps + mort subite (Options 5 et 6) 16
4. 1 période Temps + répétition à l’inni de la 2ème période (Options 7 et 8) 16
5. Options Incrément (“Fischer”) (Options 9-14) 16
5a. 1 période Temps + Incrément (“Fischer”) (Options 9 et 10) 16
5 b .
2 périodes Temps + Incrément (“Fischer”) (Options 11 et 12)
16
5c. Incrément (“Fischer”) 1 période (Options 13 et 14) 16
5d. Incrément tournoi (Options 15 et 16) 16
6. Délai (Options 17 - 23) 17
Opération 18
1. Les Piles 18
2. Allumer la DGTNorth American 18
3. Choisir un numéro d’option 18
4. Activer un numéro d’option 18
5. Commencer une partie 18
6. Mettre la pendule en pause 18
7. Signal sonore
7. Rectication du temps et du nombre de coups 18
8. Réglages manuels 18
9. Sauter le réglage manuel ou changement de temps 19
10. Icônes à l’achage 20
11. Achage de temps 21
12. Vérier l’option choisie pendant la partie 21
13. Le compteur de coups 21
14. Vérier le nombre de coups 21
15. Réglage rapide utilisant la répétition automatique 22
16. Recharger le temps Byo-yomi canadienne 22
17. Acher l’ajustement du contraste 22
18. Détails sur la correction du temps 22
19. Détails sur le réglage manuel 22
20. Entretien et nettoyage 22
21. Informations techniques 23
22. L’application de la garantie 23
Liste d’options 39
FRANÇAIS
Manual DGT2010NA.indd 14 11/6/09 11:32:56 AM

15
Vue d’ensemble
Ce chronomètre de jeu DGT North American a été conçu pour servir de
pendule pour des jeux de société à deux, en particulier pour les Echecs,
le Go et les Dames. Dans ce manuel d’utilisation il est indiqué comme
DGT NA
Les caractéristiques principales sont:
10 algorithmes diérents regroupant toutes les méthodes de chro-
•
nométrages usuelles
Programmation manuelle pour toutes ces méthodes
•
13 options préprogrammées pour une utilisation rapide et facile•
Toutes les 10 congurations manuelles sont stockées dans la mé-•
moire de la pendule
Compteur de coups pour toutes les options
•
Rectication du temps et nombre de coups pendant la partie•
Alerte sonore facultative pour prévenir d’un manque de temps•
Dispositif de correction du contraste à l’écran•
Indication des piles faibles•
Méthodes de Chronométrage
Introduction
Le temps fait partie de chaque sport, mais particulièrement des sports com-
me les échecs, le go, les dames, le shogi et le scrabble®. La diérence entre
les joueurs est déterminée non seulement par le niveau de performance
potentiel d’un joueur mais aussi par le temps dont le joueur a besoin pour
atteindre ce niveau. Plus un sport est caractérisé par une mesure de la per-
formance, plus il est important de limiter le temps alloué au joueur pour faire
un coup. Ceci doit être fait de la manière la plus appropriée pour le jeu et le
sport concerné. Le DGT NA ore 10 méthodes diérentes de chronométrage
pour une partie entre deux joueurs. Alors que certaines méthodes sont plus
connues, d’autres peuvent être moins familières. Certaines de ces métho-
des ont servi depuis longtemps et d’autres sont le résultat des possibilités
oertes par l’électronique moderne. Chaque méthode à son propre intérêt
et inuence la manière dont le sport est vécue. Le traditionnel « blitz » de 5
minutes par personne est diérent de la cadence de 3 minutes utilisant le «
délai » ou l’«incrément » dans lequel chaque coup est crédité de 3 secondes
supplémentaires de temps de réexion bien que le temps total de réexion
soit presque identique. Nous recommandons aux joueurs d’expérimenter les
diverses méthodes que la DGT NA propose. Elle pourrait ajouter une dimen-
sion supplémentaire à votre sport préféré.
1. 1 période Temps Rapide ou Blitz (Options 1 et 2)
La façon le plus simple d’allouer le temps. Chaque joueur doit eectuer
tous les coups dans un temps donné.
2. 1 période Temps + mort subite (Options 3 et 4)
La première période est utilisée pour jouer un nombre prédéterminé de
coups. La deuxième période, la mort subite, est utilisée pour terminer la
partie. Une période + mort subite est similaire au “Rapide et Blitz” avec
un départ plus tranquille. On peut constater que le temps alloué à la mort
subite est ajouté quand un des joueurs a utilisé tout le temps alloué pour
la première période.
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16
3. 2 périodes Temps + mort subite (Options 5 et 6)
Pour un départ encore plus calme, il est possible de jouer une partie avec
deux périodes avant la mort subite. On peut constater que la seconde
période et le temps alloué à la mort subite sont ajoutés quand la pendule
d’un joueur indique zéro.
4.
1 période Temps + répétition indénie de la 2ème période (Options 7 et 8)
Une partie qui se termine tranquillement a aussi des avantages. Ce con-
trôle traditionnel donne aux joueurs des périodes successives d’une heu-
re dans lequel ils doivent eectuer un nombre prédéterminé de coups.
5. Options Incrément (“Fischer”) (Options 9-14)
La méthode incrément (ou « Fischer ») est une méthode de chronométra-
ge où pour chaque coup joué, un temps supplémentaire est ajouté au
temps disponible. Cette méthode donne aux joueurs la possibilité de
continuer une partie en dépit du temps passé sur les coups précédents.
Il est possible d’augmenter le temps disponible en achevant un coup
dans un temps inférieur à celui de l’incrément. Le temps total augmente
avec le temps supplémentaire qui n’est pas utilisé. On peut constater que
l’incrément est déjà alloué pour le premier coup. Dans toutes les options
incrément : si un joueur a utilisé tout son temps pour la dernière période
et que le temps ne s’ajoute plus, la pendule s’arrête et le décompte du
temps de l’adversaire se bloque. Fin de la partie !
5a. 1 période Temps + Incrément (“Fischer”) (Options 9 et 10)
Quand la pendule d’un joueur indique zéro dans la première période, les
deux joueurs entrent dans la phase incrément et reçoivent le temps de la
deuxième période. Le temps supplémentaire est ajouté quand chaque
coup est achevé.
5b. 2 périodes Temps + Incrément (“Fischer”) (Options 11 et 12)
Quand la pendule d’un joueur indique zéro dans la seconde période, les
deux joueurs entrent dans la phase incrément et reçoivent le temps de
la troisième période. Le temps supplémentaire est ajouté quand chaque
coup est achevé.
5c. Incrément (“Fischer”) 1 période (Options 13 et14)
La méthode Fischer sur une période de jeu. Quand la pendule est démar-
rée le temps supplémentaire pour le premier coup est déjà ajouté.
5d. Incrément tournoi (Options 19-21)
La méthode incrément tournoi est la façon la plus complexe de chrono-
métrage. Elle est caractérisée par des périodes de temps pouvant aller
jusqu’à 4. Pendant toutes les périodes, le temps supplémentaire est ajou-
té après chaque coup. L’ajout du temps principal alloué pour la prochaine
période s’eectue soit quand la pendule d’un joueur indique zéro soit
quand le joueur a eectué un nombre prédéterminé de coups.
Dans l’option préprogrammée 15, avec deux périodes, la deuxième pé-
riode commence quand un joueur a utilisé tout le temps alloué pour la
première période et sa pendule ache zéro. Les deux joueurs reçoivent
le temps principal de la deuxième période à ce moment. L’option 16 (4
périodes incrément tournoi) permet la programmation de 4 périodes,
chacune avec un temps principal diérent, chacune avec le même temps
supplémentaire par coup.
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17
Pour les périodes 1 à 3, un nombre de coups peut-être programmé. Si
le nombre de coups est réglé sur un numéro qui n’est pas égal à zéro, le
temps principal pour la prochaine période est ajouté quand un joueur a
achevé le nombre de coups programmé pour cette période.
Si le nombre de coups est programmé à la valeur 0 (zéro), la transition vers
la prochaine période se passe quand un joueur dépasse le temps zéro. Si un
joueur n’achève pas le nombre de coups (diérent de zéro) preuves pour la
période, son temps passant à zéro, un drapeau clignotant est indiqué, et
la DGT NA s’arrête de décompter le temps pour les deux joueurs. Ce joueur
a perdu la partie!
Pour un fonctionnement correct du compteur de coups pendant l’option
incrément tournoi, les joueurs sont obligés d’appuyer correctement sur
la pendule après chaque coup achevé pour que la pendule puisse comp-
ter correctement le nombre de coups.
Vériez toujours que le levier est dans la bonne position et que des icônes
de couleur sont achées correctement avant que la partie commence.
6. Délai (Options 17-23)
Délai est une méthode simple qui donne à chaque joueur une certaine
quantité de temps libre pour chaque coup. Quand vous utilisez une des
options délai, le compte à rebours du joueur au trait n’ est activé qu’après
l’expiration du temps de délai.
Par exemple, si vous choisissez un délai de cinq secondes, le compte à re-
bours du joueur au trait commence à cinq secondes après que le joueur
opposant a pressé la bascule. Pendant le temps de délai, le mot ‘DELAY’
clignote dans l’écran une fois par seconde. Quand le temps de délai est
ni, le mot ‘DELAY’ s’arrête à clignoter dans l’écran et la pendule com-
mence à décompter.
Selon les règlements USCF dans l’option délai la pendule ne montrera
pas le drapeau clignotant quand un joueur a épuisé son temps dans la
dernière période. Quand le joueur qui a épuisé son temps arrête sa pen-
dule, la pendule de l’autre joueur recommence à décompter. De cette
façon il sera possible pour les deux joueurs d’arriver à zéro sans drapeau
clignotant.
Manual DGT2010NA.indd 17 11/6/09 11:32:59 AM
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