The format is defined by time. Under the FIDE classification the boundary runs by the total time available to a player for the whole game, counting the increment over an assumed sixty moves:
The common amateur controls - 3+2, 5+0, 5+3 - all sit inside blitz. Anything faster than three minutes is usually called bullet, which is not a separate official category but is treated as blitz for rules purposes.
Why the classification matters in practice: it determines which rating the games count towards, and it determines which set of rules applies - rapid rules.
The single biggest difference from classical chess, and the source of most disputes. In blitz an illegal move is punished far more severely.
The core rule
An illegal move is completed once the opponent's clock has been started. The opponent may then claim a win - but only before making their own move. Once they reply, the position stands and play continues.
What counts as an illegal move:
In a club event this rule is often softened: the arbiter simply restores the position and adds time to the opponent. That is a legitimate choice, but it has to be in the regulations - not decided on the spot when it happens.
In blitz the clock decides more games than the board does, so the details matter.
Practical note for organizers: digital clocks with an increment remove a large share of flag disputes, because the time never runs to zero unnoticed while moves are being made - about clocks.
One organizational rule removes most of these: an arbiter within reach of the boards that matter. In blitz a dispute cannot be reconstructed after the fact - there is no record.
Five lines that settle nearly every argument before it starts - and they take a minute to write:
And announce the first two out loud before round one: half the players will not have read anything - what to announce before the start, running a blitz evening.
Up to ten minutes per player for the whole game, counting the increment over an assumed sixty moves. Above that and up to sixty minutes is rapid; beyond sixty is classical. Common amateur controls like 3+2, 5+0 and 5+3 are all blitz.
The move is complete once the opponent's clock has been started, and the opponent may then claim a win - but only before making their own reply. After they reply, the position stands. Club events often soften this to restoring the position plus added time, which must be stated in the regulations.
No, it has to be claimed, and only by a player. If neither notices and both keep playing, the game continues. If the opponent cannot deliver mate by any legal series of moves, running out of time is a draw rather than a loss.
No, notation is not required. The consequence is that claims based on threefold repetition or the fifty-move rule become almost impossible to verify, so in practice they are rarely upheld.
Put five things in the regulations - exact control with increment, the illegal-move penalty, who may call a flag, the tie-break order and the rating status - and announce the first two aloud before round one. Keep an arbiter near the decisive boards.
There are no club or arbiter roles in the app: the create button is available to everyone. You can announce a tournament today and run it this weekend.
The bot is constantly improved based on real tournaments. If you need a feature that isn't there yet, message the developers right inside the bot with the /support command. Many features appeared exactly because organizers asked for them, and useful ideas get added quickly.
Rules - rapid, draws, lateness and forfeits, etiquette.