5.
Bonus ("Fischer") options (Options 10-21)
The Bonus method (or "Fischer") is a timing system, where for each sepa-
rate move to play, a bonus time is added to the available time. This method
gives the players always the possibility to continue a game, even when
much time was spent in earlier moves. It is possible to obtain increased
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 the bonus time is already allotted for the first move. In
all Bonus options: If a player has used the last period playing time, and no
time is added anymore, the clock stops, and also the clock of the opponent
blocks and can not set to count down anymore. End of the game!
5a. Time + Bonus ("Fischer") (Options 10-12)
When the first player reaches zero time in the first (Time) period, both play-
ers enter Bonus period, and receive the second period time. The bonus time
is added at finishing each move.
5b. 2 x Time + Bonus ("Fischer") (Options 13-14)
When the first player reaches zero time in the second (Time) period, both
players enter Bonus period, and receive the third period time. The bonus
time is added at finishing each move.
5c. Bonus ("Fischer") single period (Options 15-18)
Single period Fischer method. The clock starts with the bonus time for the
first move added already.
5d. Bonus tournament (Options 19-21)
The Bonus tournament method is the most complex in the way thinking
time is regulated. It features up to 4 periods of main time, during all, the
bonus time is added for each move. The addition of the next period main
time is either done when a player passes zero time or when a player finished
a programmed number of moves. In the preset options 19 and 20, each with
two time periods, the second period starts when one player used all the
first period time, and passes zero. Both players receive the second period
Basic time added on that moment. The option 21 (Bonus tournament 4 pe-
riods) allows the programming of 4 periods, with different basic time, all
with the same bonus time per move. For the periods 1 to 3, a move number
can be programmed. If the move number is set to a non-zero number, the
next period time is added when a player finished the programmed number
of moves for that period. If the move number is programmed to the value
0 (zero), the transient to the next period takes place when a player passes
zero time.
If a player does not finish the programmed (non-zero) number of moves for
a period, at passing zero time, the blinking flag is shown, and the DGT 2010
stops time counting for both players, indicating that the game has ended.
That player lost the game!
For the correct working of the move counter driven Bonus Tournament op-
tion, 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.
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