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Time Followed By Repeating Canadian Byo-Yomi; Time Followed By (Japanese) Byo-Yomi - DGT 3000 Bedienungsanleitung

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  • DEUTSCH, seite 20
Option 16
DELAY, 1hour 55 minutes with 5 seconds free per move
In this option the clock starts with 1 hour and 55 minutes (main time) and 5 seconds (delay time).
Option 17
DELAY, 2hours, followed by 15 minutes with30 seconds free per move for all periods
In this option the clock starts with 2 hours (main time) and 30 seconds (delay time).
When one of the players has used up this time, the clock will add 15 minutes on both sides simulta-
neously and show a non-blinking flag on the side that reached 0.00. The players or the arbiter should
determine whether the player whose flag is shown played the required number of moves.
Option 18
DELAY, 2hours, followed by 1 hour, followed by 15 minutes with 30 seconds free per
move for all periods
In this option the clock starts with 2hours (main time in the first period) and 30 seconds (delay time).
When one of the players has used up this time, 1 hour will be added for each side. In the last period
the players have 15 minutes to finish the game. During the whole game there is a delay of 30 sec-
onds.

TIME followed by repeating Canadian Byo-yomi

Option 19
1 hour TIME, followed by repeating Canadian byo-yomi of 5 minutes
Each player will have 1 hour TIME in the first period. As soon as a player has used up his hour, then 5
minutes will be added to the side of this player (and for this player only). This player is then in the
Canadian Byo-yomi (CAN-BYO) period, while the other player could for several more turns be in the
TIME period. As soon as the second player has used up his first hour, he too will enter the Canadian
Byo-yomi period. In the byo-yomi period a predefined number of moves has to be played before the
byo-yomi time can be reloaded. In Go the players set aside a number of stones and reload the time
when the last stone of this set is played. The time can be reloaded on the side whose turn it is (lever
upwards) by pressing the
next number of moves, until there are no more moves to play. When a player reaches 0.00 in the
byo-yomi period, a non-blinking flag is shown. It is then possible to reload the time, even if the time
has reached 0.00.
By default sound is on in this method.
In option 19, 20 and 21 each player can be in a different period with a different timing
method. This important information when a time correction is required. In all other methods
the period number only can be corrected for both sides simultaneously. In correction mode in
byo-yomi the period number should be set for each player separately.

TIME followed by (Japanese) Byo-yomi

Option 20
1 hour TIME, followed by 20 seconds (Japanese) Byo-yomi per move, repeating
Each player will have 1 hour TIME in the first period. As soon as a player has used up this time, 20
seconds will be added for this player (and only for this player). This player then enters the (Japanese)
byo-yomi period, while for several turns the other player could still be in the Time period. When the
second player also reaches 0.00 in his Time period 20 seconds will be added to his side.
In the byo-yomi period a player must move within 20 seconds. When he ends his turn within this
time, the clock will again return to show 20 seconds. When a player reaches 0.00 in a byo-yomi period
a non-blinking flag will be shown. When he ends his turn, the clock will return to 20 seconds.
By default sound is on in this option.
14
reload button for 3 seconds. This reloading can be repeated for the

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