Digital Game Technology 10630 User manual

2
DGT North American Display
© Copyright 1994 -2012 Digital Game Technology BV
DGT BV PO Box 1295 7500 BG Enschede The Netherlands
Version 2.21 January 2012
Decrease the blinking number
Enable / disable sound
Increase the blinking number
Show move number
Run / Pause the clock
Time correction after pushing for 3 seconds
Step over manual set
Activate the chosen option number
Accept the desired blinking digit
Check active option number
ON / OFF
(bottom of the clock)
Switch the clock on and off
Reset the clock for the next game

4
ENGLISH
Overview 5
Timing Functions 5
Introduction 5
1. One Time Control –Rapid and Blitz Games (Options 1 and 2) 5
2. One Time Control then Sudden Death (Options 3 and 4) 5
3. Two Time Controls then Sudden Death (Options 5 and 6) 5
4. One Time Control then Repeating Time Controls (Options 7 and 8) 5
5. Bonus (“Fischer” or “Incremental” Mode) Options (Options 9 - 14) 6
5a. One Time Control then Bonus (“Fischer”) (Options 9 and 10) 6
5b. Two Time Controls then Bonus (“Fischer”) (Options 11 and 12) 6
5c. Bonus (“Fischer”) Single Time Control (Options 13 and 14) 6
5d. Bonus Tournament, up to 4 Time Controls with Bonus time per move
(“Fischer”) (Options 15 and 16) 6
6. Delay (Options 17 - 23) 6
Operation of the DGT NA 7
1. Batteries 7
2. Turning on the DGT NA 7
3. Choosing an Option Number 7
4. Activating an Option Number 7
5. Starting a Game 8
6. Temporarily Stopping the Timer 8
7. Audible Signal 8
8. Time and Move Counter Correction 8
9. Manual Settings 8
10. Parameters that need to be programmed for manual settings 8
11. Display Symbols 10
12. Time Display 10
13. Checking the Option Number 10
14. The Move Counter 10
15. Checking the Move Number 11
16. Quick Setting Using Auto Repeat 11
17. Adjusting the Time 11
18. Manual Settings 11
19. Care and Cleaning 11
20 Warranty conditions 11
21. Technical Specifications 12
List of option numbers 35

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 the “DGT NA.”
The main features are:
10 different programmed functions covering all popular timing standards
Additional manual programming functionality for all 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
Low battery indication
This product not suitable for children under 5 years old.
Timing Functions
Introduction
Time forms a part of every sport, especially sports such as chess, go, draughts, shogi
and Scrabble®. The difference between the players is determined not only by the
potential performance level of the individual players but also by the time a 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
offers 10 different methods for the timing of a game between two players. While 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 offered by modern
electronics. Every method has its own charm and has an influence on the manner in
which a sport is experienced. The traditional “blitz”game of 5 minutes per person is
different 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 may not be much
different. We recommend players experiment with the various methods which the DGT
NA offers. It can add an extra dimension to your favorite sport.
1. One Time Control –Rapid and Blitz Games (Options 1 and 2)
This is the simplest way to indicate time. Both players receive one period of time (i.e.,
there is a single time control with no Delay or Bonus time) in which they must make all
moves.
2. One Time Control then Sudden Death (Options 3 and 4)
The first time control is used to play a predetermined number of moves. The second
time control, the “Sudden Death”(or “Guillotine”as it is known in Europe) period, is
used to complete the game. One Time Control + Sudden Death is similar to “Rapid” and
“Blitz” but usually with a slower start. Notice that the sudden death time is added for
both players when one player has used all the time in the first time control (not after the
completion of, e.g., 40 moves).
3. Two Time Controls then Sudden Death (Options 5 and 6)
For an even calmer start, it is possible to play a game with two time controls before the
third time control, the Sudden Death period. Notice that the second and sudden death
times are added when one player passes zero (0:00) time.
4. One Time Control then Repeating Time Controls (Options 7 and 8)
A quiet end to a game also has its advantages. The simple traditional (analogue) clock
gives the players repeated one-hour periods in which to complete a subsequent number
of moves. A digital clock can be set to any period of time for this repeating time control.

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5. Bonus (“Fischer” or “Incremental”Mode) Options (Options 9 - 14)
The Bonus method (also referred to as a “Fischer” or “Incremental”Mode) is a timing
system in which, for each separate move played- from the first move of the time control
in question, bonus time is added to the available time. This method always gives the
players the possibility of continuing a game, even when a great deal of time has been
spent on earlier moves. It is possible actually to obtain additional 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, at the beginning of the
game, the bonus time has already been added to the initial time period. In all Bonus
options: When a player has used up all the time in the final time control, and no more
time is added, the clock stops –for both players –and it is the end of the game. The
freezing of the clock in this mode is according to FIDE regulations.
5a. One Time Control then Bonus (“Fischer”) (Options 9 and 10)
When the time displayed reaches 0:00 for one of the players, the second time control
begins (the “bonus” period) and the time allotted for this second time control is added.
The bonus time is added when this time control starts and after the completion of each
move.
5b. Two Time Controls then Bonus (“Fischer”) (Options 11 and 12)
When the time displayed reaches 0:00 for one of the players, the second or third (the
“bonus” period) time control (as the case may be) begins and the time allotted for the
each such time control is added. The bonus time is only added in the final time control.
It is added when this time control starts and after the completion of each move.
5c. Bonus (“Fischer”) Single Time Control (Options 13 and 14)
One time control with bonus time. The bonus time is added to every move from the very
outset of the game. When the clock starts, the bonus time is already added for the first
move and will be added after the completion of each subsequent move.
5d. Bonus Tournament, up to 4 Time Controls with Bonus time per
move (“Fischer”) (Options 15 and 16)
As far as the time for thinking is regulated, the bonus tournament method is the most
complex. It features up to four time controls in which the bonus time is added for each
move. When the time displayed reaches 0:00 during any time control except the last
one, the next time control begins and the time allotted for the next time control is added.
Option 16 (Bonus tournament, up to 4 Time Controls) allows the programming of 4
different time controls, all with the same bonus time per move. For the first three time
controls, a move number can be programmed. If the move number is set to a non-zero
number, the time for the next time control is added when a player has finished the
programmed number of moves for that period. If the move number is programmed to 0
(zero), the transition to the next period takes place when a player’s display indicates
0.00.
If a player does not finish the programmed (non-zero) number of moves for
a particular time control, when the display indicates 0:00, the blinking flag
is shown and the DGT NA stops time counting for both players, indicating
that the game has ended, with the player in question having lost the game
on time.
For the correct working of the move counter driven Bonus Tournament option, the
players are obliged to correctly stop the clock after each finished 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 extra time for every
move. It is very common in American Swiss System tournaments. When a delay option
is used, a player’s clock does not start running until the delay interval has passed. Thus,
setting a countdown delay of five seconds allows five seconds to go by before a player’s
clock begins to run. For example, let’s assume a player has 18:37 of remaining time on
the clock, and the game is being played with a 5-second delay. The opponent moves.

7
When the opponent finishes the move by pressing the clock lever, instead of the display
immediately beginning to tick down (18:36, 18:35, etc.), there is a five-second period –
the delay –before the clock is activated. 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.
As per USCF regulations, in delay mode, the clock will not show the blinking flag when
a player has run out of time in the final 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 flag.
Operation of the DGT NA
1. Batteries
The DGT NA requires 2 AA (penlight) batteries. We recommend low self-discharging
alkaline batteries which may last many years of normal use. 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 possible leaking of the batteries. If the Low Battery symbol
appears on the timer display, the batteries need replacement. When this message first
appears, the batteries still contain enough energy to allow the current game to be
completed. In case of a malfunction, first remove, then reinsert the batteries.
Replacing the batteries:
Remove the battery cover and the old batteries.
Insert the new batteries with the “+” side pointing as in the drawing.
Place back the battery cover.
Dispose of the old battery as .rescribed in your country or region.
Non-rechargeable batteries are not to be recharged; Rechargeable batteries
are to be removed from the product before being charged; Rechargeable
batteries are only to be charged under adult supervision; Different types of
batteries or new and used batteries are not to be mixed; Batteries are to be
inserted with the correct polarity; Exhausted batteries are to be removed from
the product. The supply terminals are not to be short-circuited.
2. Turning on the DGT NA
Switch the timer on and off with the ON/OFF button on the bottom of the timer. The
ON/OFF button is placed on the bottom, recessed to avoid unintentional resetting of the
clock.
3. Choosing an Option Number
When you switch on the timer, the display initially shows the option that was last
selected. Press the or button to cycle through the 23 options. After number
23 the display returns to 01. A numbered list of all options may be found on the bottom
of the timer.
4. Activating an Option Number
When the option number you want appears on the display, select and 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.

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5. Starting a Game
When you have selected an option with a pre-programmed setting, make sure that the
lever is up for the player who will be white. The player color is indicated with the
symbol on the display. Now start the game, and the timer, by pressing the button
in the middle. Starting the DGT NA at the beginning of the game with the proper player
designated as white will keep an accurate record of the move numbers, something that
may be especially important in the Bonus Tournament options.
6. Temporarily Stopping the Timer
During the course of a game you can temporarily stop the timer by quickly pressing the
button. Restart the timer by pressing the button again (pressing longer than
2 seconds starts the time correction procedure, cf. section 8).
7. Audible Signal
The DGT NA can give audible signals near the end of a time control. When this function
is on, it will give a short beep 10 seconds before every time control and also for each of
the last 5 seconds of the time control. At the last second before time control, a full
second beep sounds. However, the audible signal is given only when the “sound on”
icon is visible on the display. The sound function can be switched on or off by pressing
button while the clock is stopped. All the options have the sound off by default.
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 far 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 move to the next digit. After the player’s time,
the move counter can be corrected: decrease or increase 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, “Adjusting the
time”for specific aspects of some options.
9. Manual Settings
Each timing method has an option number to allow manual setting of all the method
parameters. After selecting a manual option number (e.g., option 04 for Time + Sudden
Death) the parameters for this method must be set, digit-by-digit.
First, the main time control for each player must be set. After this, a number of
parameters follow, depending on the selected option. See the table below for the
manual set parameters for all manual options.
Change the currently blinking digit with the or button. When the desired digit
appears, press . This causes the next digit to start flashing. If you don’t want to
change a digit, just press .
When you have finished 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.
10. Parameters that need to be programmed for manual settings
The zeros in below list are displayed when the clock is not previously programmed or
reset.
When setting the clock, first the hours and minutes are set, separated by a colon (:).
After this the display will change to allow setting of the seconds preceded by a period (.)
In this table hours:minutes.seconds are shown in one line as 0:00.00.

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All these digits can be changed with the or button and will keep their value
even after the clock is switched off or other options are chosen.
Notice that the main Time Control settings must be given in Hours, Minutes and and
Seconds.
Option
Name
Display
Left
Display
Right
Settings
02
One Time Control
0:00.00
0:00.00
Left-hand and right-hand player time, first
hours:minutes, then .seconds
04
One Time Control fb.
Sudden Death
0:00.00
0:00.00
First Time Control left-hand and right-
hand time, first hours:minutes, then
.seconds
2
0:00.00
Sudden Death Time Control for each
player, first hours:minutes, then .seconds
06
Two Time Controls fb.
Sudden Death
0:00.00
0:00.00
First Time Control left-hand and right-
hand time
2
0:00.00
Second Time Control time for each player
3
0:00.00
Sudden Death Time Control for each
player
08
One Time Control fb.
repeating Time Controls
0:00.00
First Time Control left-hand and right-
hand time
2
0:00.00
Repeating Time Control time for each
player
10
One Time Control fb.
Sudden Death with
Bonus time per move
(“Fischer”)
0:00.00
0:00.00
First Time Control left-hand and right-
hand time
2 bonus
0:00.00
Second Time Control time for each player
2 bonus
0.00
Second Time Control bonus time per
move for each player
12
Two Time Controls fb.
Sudden Death with
Bonus time per move
(“Fischer”)
0:00.00
0:00.00
First Time Control left-hand and right-
hand time
2
0:00.00
Second Time Control time for each player
3 bonus
0:00.00
Third Time Control time for each player
3 bonus
0.00
Third Time Control bonus time per move
for each player
14
One Time Control with
Bonus time per move
(“Fischer”)
0:00.00
0:00.00
First Time Control left-hand and right-
hand time, the bonus icon is displayed in
all settings
0.00
Bonus time per move for left-hand player
0.00
Bonus time per move for right-hand player
16
Up to 4 Time Controls,
with Bonus time per
move ("Fischer")
0:00.00
0:00.00
First Time Control left-hand and right-
hand time, the bonus icon is displayed in
all settings
0.00
Bonus time per move for each player, all
Time Controls
1
00
Number of moves in the 1st Time Control
2
0:00.00
2nd Time Control time for each player
2
00
Number of moves in the 2nd Time Control
3
0:00.00
Third Time Control time for each player
3
00
Number of moves in the 3rd Time Control
4
0:00.00
Fourth Time Control time for each player
20
One Time Control with
Delay
0:00.00
0:00.00
Left-hand and right-hand player time
delay
0.00
Both player's delay time per move
23
Delay (up to 3 Time
Controls)
0:00.00
0:00.00
First Time Control left-hand and right-
hand time, the delay icon is displayed in
all settings
1
0.00
First Time Control delay time per move for
each player
2
0:00.00
Second Time Control time for each player
2
0.00
Second Time Control delay time per move
for each player
3
0:00.00
Third Time Control time for each player
3
0.00
Third Time Control delay time per move
for each player

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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 first digit is flashing.
The parameters stay unchanged and the clock will show > || and is ready to be started.
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.
bonus
Indicates that a Bonus period is active.
delay
Indicates that a Delay period is active.
The interim flag;
Indicates that this player has first gone to the next time period.
Disappears after 5 minutes.
blinking
The (flashing) ultimate flag;
Indicates a player who has run out of time.
hrs
min
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).
min
sec
Indicates that the times displayed are in hours and minutes.
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).
sound on
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 first start, or
paused.
Indicates that the clock is running.
/
Indicates the player color.
12. Time Display
With 20 minutes or more remaining, the DGT NA displays hours and minutes. The icons
“hrs”and “min”are visible. With less than 20 minutes remaining, the clock displays
minutes and seconds, and the icons “min”and “sec” are visible.
The maximum displayable time is 9:59:59. Attempting to enter more time simply results
in 9:59:59 being displayed.
13. Checking the Option Number
During a game, you may check the selected option number without interrupting any
clock function. 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 (zero). The move counter changes when
the black player (see the icons on the display) has completed a move.

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15. Checking the Move Number
When the clock is running or paused, you may see the move number by pressing the
button. The running clock is not interrupted by this action.
16. Quick Setting Using Auto Repeat
For fast operation, you can hold the , or buttons. After a second, they
will repeat.
17. Adjusting the Time
If you make a time correction while using an option with multiple time periods, normally
the clock will assume that the same period that was being used before the correction is
still in effect. So when, for example, during option 9, in time control 2 (Bonus), the time
is corrected to 1 hour the bonus method will stay active. Bonus tournament (option 16)
however, offers the possibility to allot a number of moves for each time control. If the
move numbers for each time control are programmed to a non-zero number then,
during a time correction, the move number can be changed and the correct period is
calculated from that point.
18. Manual Settings
Parameters are saved 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 saved. See
section 10 for a quick way to start the new game.
If in a multiple time control setting, a period is programmed with zero period time, this
period and the following periods are skipped during the game. When a time control is
programmed with a zero value for thinking time, no further parameters can be set for
this and any subsequent time controls.
Manually setting option 16: Bonus tournament is the most advanced option.
Notice that when the move number for a time control is programmed zero,
that period will end when a player runs through zero time. If zero moves are
programmed for a time control in option 16, all subsequent time controls will
also be set to zero moves automatically. These subsequent period move
numbers cannot be set to non-zero value.
19. 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.
20 Warranty conditions
DGT guarantees that your digital chess clock complies with the highest quality
standards. If your DGT North American –despite our care in choosing components and
material, production and transport –nevertheless may show a defect during the first two
years after purchase, you should contact the retailer who sold it to you.
For warranty coverage on your new DGT North American, you should present the
warranty card (page 28) together with proof of purchase. This condition of warranty is
only valid if the DGT North American has been used in a reasonably prudent manner as
it is intended to be used. This warranty shall not apply if the clock has been misused or
if any unauthorized repair attempts have been undertaken without express written
consent from the manufacturer.

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21. Technical Specifications
Batteries: Two AA-size (alkaline recommended; current consumption
2 uA when off, 10 uA when on (battery life approx. 10 yrs.)
Accuracy: within 1 second per hour
Housing: ABS plastic
Display: 1’x 5-3/8’
Weight: 8.6 oz. (with 2-AA batteries installed)
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
This equipment is marked with the recycling symbol. It means that at the end of the life
of the equipment you must dispose of it separately at an appropriate collection point and
not place it in the normal domestic unsorted waste stream. This will benefit the
environment for all.
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