Mihalis Kaloumenos sent us a text regarding the handling of the electronic chess
clock DGT XL
Michalis Kaloumenos is an electrical and computer engineer who graduated from the
National Technical University of Athens. He lives in Athens with his wife and three
children. Michalis is a chess software expert. From 2006 to 2009 he was responsible
for the column chess and computers for the Greek chess magazine Skaki gia
olous. He conducted and edited many interviews for the magazine. Since 2010 he is
a member of FIDE Qualification Commission.
We thank him for his contribution.
DIGITAL CLOCK DGT XL
Edited by
Michalis Kaloumenos, member of FIDE Qualification Commission
Most chess players are acquainted with DGT digital chess clocks. They are a
necessary accessory of all international chess tournaments, because FIDE supports
their use. Remaining time is displayed with big digits in hours and minutes when the
remaining time is more than 20 minutes and in minutes and seconds if remaining time
is under 20 minutes. Programming the clock requires some experience because most
popular rates of play (as the ones accepted for tournaments offering title norms and
are described in FIDE handbook paragraph B.01.1.14) must be adjusted manually.
This article includes necessary information to arbiters (also not arbiters) who
contribute to the preparation of the tournament hall.
The first digital chess clock made by the Dutch firm was released in 1985. In 1994,
the model DGT Fide clock was approved by FIDE and soon DGT became the major
supplier of digital chess clocks for tournaments across the world. The model DGT XL
(usually in beige color, equipped with 5 buttons under the LCD display) was
introduced in 2003. It is one of the most widely used today although newer models are
available in the market.
This presentation uses the following symbols for the five buttons under the LCD
display, from left to right, in bold writing, within brackets:
[<] [-] [] [+] [>]
The visual cues on the LCD display are enclosed in parentheses, in bold writing.
Flashing visual cues are underlined.
For example: (00) or (TIME FISCH DELAY HGLASS UPCNT BYO END)
ON/OFF switch can be found at the bottom of the clock. As soon as the clock is
switched on, the user must choose the timing method. The last used option is blinking
on the display. It can be changed using the buttons [-] and [+] and the new selection must
be entered with the button [>]. Then the arbiter must adjust the lever in the correct position so
that the white player is the first to press the lever down. The visual cue or can be
compared to the colors on the board in order to avoid any mistake. This cue is always on
display during the game. The game begins when the middle button [] is pressed. The same
button also stops the clock if this is necessary. It works as a STOP/GO button. If during the
game the clock is switched off by mistake, then time adjustments have to be re-entered.
The clock includes 23 preset timing methods, the meaning of each one can be found at
the bottom of the clock. Many of them can be used for blitz or rapid games (for
example presets 01 and 05 respectively) but three (out of six) rates of play for
standard chess which FIDE regulations require for tournaments offering title norms
are not included. Presets 07, 08 and 12 are FIDE accepted while preset 13 provides 10
minutes for game completion as third time control while FIDE relevant timing method
requires 15 minutes. Therefore preset 13 is not a FIDE time format.
Although XL model can use 6 different methods of timing, in FIDE chess
tournaments we are only interested in TIME and Fischer methods. TIME method
works in imitation of the traditional wooden clock. The remaining time of the
following period is added to the display as soon as time of the previous period for the
first player is reached; not when the predefined number of moves is played. A flag
appears to the left of the appropriate players remaining time indicating which player
was the first to exhaust the available time of the period. The arbiter is responsible to
confirm the number of moves played as soon as the timing period was completed.
After completion of all time periods, the displayed flag flashes.
DGT XL clock does not include a preset program of two or more periods with time
increment. In this case all adjustments must be manually made. In the following
example the clock is programmed for 90 minutes for 40 moves plus 30 minutes with
30 seconds cumulative increment for each move starting from the first move. The
display drawings refer to the clock display as soon as the previously described
commands are entered.
As soon as the clock is switched on, the program 00 must be selected. If the display
shows a different number then it must be adjusted with the buttons [-] or [+] until the
correct display (00) appears on the screen. The selection is then entered with the button [>].
Number (1) to the left indicates that the first timing period is about to be programmed. With
the buttons [-] or [+] we select Fischer. The following indication flashes:
(TIME FISCH DELAY HGLASS UPCNT BYO END)
The selection is entered with the button [>].
The time of the first period is set separately for each player. The desired value is selected with
the buttons [-] and [+]. The value is entered with the button [>].
First the time of the left player is set. Flashing digits can be adjusted with the buttons [-] and
[+]. The value is entered with the button [>]. Flashing digits indicate:
-
Hours of thinking time for the left player
Tenths of minutes for the left player
Minutes for the left player
Tenths of seconds for the left player
Seconds for the left player
Then the time for the right player is set. Flashing digits indicate:
-
Hours of thinking time for the right player
Tenths of minutes for the right player
Minutes for the right player
Tenths of seconds for the right player
Seconds for the right player
Then the time increment per move for the left player must be set. Flashing digits indicate:
-
Minutes of added time for the left player
Tenths of seconds for the left player
Seconds for the left player
Then the time increment per move for the right player must be set. Flashing digits indicate:
-
Minutes of added time for the right player
Tenths of seconds for the right player
Seconds for the right player
If the time period is not of Fischer type, the time increment must be set to zero. In this case,
after programming, the LCD should display:
(0.00
0.00)
Notice that a Fischer type period with zero increment is exactly the same as a TIME type
period. However there is an important difference: Remaining time displayed is automatically
updated as soon as the desired number of moves is played regardless of the total time
remaining for each player. It is necessary that the players did not press the lever by mistake
during their game, so that the moves recorded on the score sheet equal the moves recorded by
the DGT clock. This information is available with the button [+] pressed any time during the
game, even if the clock is stopped. (Number of moves is not available in programming mode).
The number of moves for the current period is the next adjustment. Flashing digits can be
adjusted with the buttons [-] and [+]. The value is entered with the button [>]. Flashing digits
indicate:
-
Tenths of the number of moves
Units of the number of moves
A time period may last from 1 to 99 moves. If there are more time periods to follow then the
value set should not be (00)
When button [>] is pressed, number (2) appears at the left of the display. The second time
period must be set. In contrast with the first period all following time periods must have a
common time configuration for both players. As a result all values are set once for both
players.
Flashing digits can be adjusted with the buttons [-] and [+]. The value is entered with the
button [>]. Flashing digits indicate:
-
Hours of thinking time for both players
Tenths of minutes for both players
Minutes for both players
Tenths of seconds for both players
Seconds for both players
Time increment follows:
Minutes of time added for both players
Tenths of seconds for both players
Seconds for both players
Finally the number of moves for the second time period must be set. The procedure described
for the first period must be followed. The value set MUST be (00) if the time period being
configured is the last one.
Following the same steps it is possible to set a third, fourth and a fifth time period. If this is
not the case (as in this example) then the procedure for the following period must be stopped
by selecting END.
(TIME FISCH DELAY HGLASS UPCNT BYO END)
Then the button [>] is pressed for the last time. The clock is ready for the game.
Storing manually configured rate of play is highly recommended, so that the clock needs not
to be manually set once again for the tournaments next round. This can be done right after
programming the clock by pressing the button [<] for a couple of seconds until the display (P)
appears. There are five storage positions that can be selected with the buttons [-] or [+]. The
selected number flashes. Pressing the button [>] confirms the selection. The following day as
soon as the clock is switched on, the button [<] must be pressed for a couple of seconds until
the display (L) appears. The position which contains the time control configured the previous
day can be selected with the buttons [-] or [+]. The position to be selected is flashing.
Pressing the button [>] confirms the selection. The selection has to be activated by pressing
the button []. Now the clock is ready for the game. The countdown may begin by pressing
again the button [].
Notice that during configuration all possible mistakes can be corrected by pressing the button
[<] as many times as required until the erratic value flashes on the display. After setting the
END period and pressing the [>] button, no correction is possible.
During the game it is often required to correct the display of the clock. This procedure must
be done with some care. The clock must be stopped by pressing button [] and then [>] for a
couple of seconds until the digit on the left flashes. (This is also possible by pressing the lever
when the clock is stopped. It is recommended to avoid this method because pressing the lever
affects the number of played moves recorded by the clock.) Flashing digits can be adjusted
with the buttons [-] and [+]. The value is entered with the button [>]. Flashing digits indicate:
Hours of thinking time for the left player
Tenths of minutes for the left player
Minutes for the left player
Tenths of seconds for the left player
Seconds for the left player
Correcting the time for the right player comes next: Flashing digits indicate:
-
Hours of thinking time for the right player
Tenths of minutes for the right player
Minutes for the right player
Tenths of seconds for the right player
Seconds for the right player
The correction of the move counter follows. When the number of moves is changed for one
player, the other players moves are automatically adjusted. This is also the right moment for
changing the position of the lever. A change of the position of the lever may result in altering
the number of moves for one of the players. So, it is better to place the lever to the correct
position before changing manually the number of moves played.
The final correction regards the current timing period. Adjustments can be made with the
buttons [-] and [+]. As soon as corrections are made the button [>] must be pressed until the
display stops flashing. The clock may start again after pressing the button [].
When the players number of moves is corrected for Fischer type time periods, the restarted
clock follows the correct time period. However, the display of remaining time will not change
until the next time period begins. Instead time manually corrected is displayed.
DGT provide manuals for all of their clocks in many different languages which can be
downloaded in PDF from the following link:
http://digitalgametechnology.com/site/index.php/Manuals/View-category.html