The standard form is minutes + seconds: the first number is the time each player gets for the whole game, the second is what is added after every move made.
Longer classical events sometimes use a two-stage form - a first allowance for a set number of moves, then extra time added once that number is reached. It appears at serious events and almost never at amateur ones.
The boundaries are calculated from the total time available for the whole game, counting the increment over an assumed sixty moves - so 3+2 is blitz even though the increment adds up. Bullet, anything under three minutes, is not a separate official category and is treated as blitz - blitz rules, rapid rules.
Two different ways of adding time, and clocks support both. The difference matters in a scramble.
For an amateur event, use an increment. It removes most of the unpleasantness at the end of games: no scrambles, no arguments about knocked pieces, and endgames stay playable rather than being decided by hand speed.
| Event | Control | Why |
|---|---|---|
| Club evening | 15+10 | 5-7 rounds in three hours, and there is time to think |
| Blitz evening | 5+3 or 3+2 | 9-13 rounds, a different kind of evening entirely |
| Corporate event | 10+5 | people are not chess players; shorter keeps everyone engaged |
| Children up to 10 | 15+0 or 15+5 | long enough not to panic, short enough to hold attention |
| A festival stand | 5+0 | people are passing through and want a quick game |
| Rated classical | 90+30 | the standard, and the only family counting towards titles |
One rule that overrides the table: for a mixed-strength field, longer is better. In blitz a beginner loses in thirty seconds and does not come back; with fifteen minutes they at least play a game - looking after first-timers.
The most useful arithmetic an organizer can do, and the one most often skipped:
Length of a round
About twice the base time, plus the increment over a typical game, plus five to ten minutes between rounds. For 15+10 that is roughly forty minutes per round - so five rounds is well over three hours with the prize-giving.
Two consequences worth acting on:
Announce the control and the expected finishing time in the listing. People plan their evenings, and an event that overruns by an hour loses the ones with a train to catch - schedule and breaks.
If clocks are short, an increment is still worth having on the boards that have them: the top boards are where a scramble does the most damage - using phones as clocks.
Five minutes for the whole game for each player, plus three seconds added after every move made. The first number is the base time, the second is the increment.
Blitz is up to ten minutes per player for the whole game, rapid is more than ten and up to sixty, classical is more than sixty. The boundaries count the increment over an assumed sixty moves, and only classical counts towards titles.
With a Fischer increment the seconds are added after every move and unused time accumulates, so your clock can rise. With a Bronstein delay the same seconds are available but the clock never goes above where it was. Both prevent scrambles; only the increment builds a reserve.
15+10 for most events: five to seven rounds fit into three hours and there is still time to think. Use 5+3 for a blitz evening, and prefer longer controls whenever the field is mixed in strength - beginners who lose in thirty seconds do not return.
Roughly twice the base time plus the increment over a typical game, plus five to ten minutes between rounds. For 15+10 that is about forty minutes a round. Decide the finishing time first and choose the control to fit it, then add slack.
For any control with an increment or delay, yes - mechanical clocks cannot add time, so they only support sudden death. Set every clock before the round and to the same setting, and carry spare batteries.
Pairings are computed by bbpPairings, an open-source engine implementing the Dutch system by FIDE rules: score groups, floats on an odd field, colour alternation. Free to use.
proper rounds with correct pairings, not random matchups
a full circle, with the round count derived from the field
a light format with no tournament machinery
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 - blitz, rapid, the rules of chess. Organizing - schedule and logistics.