Chess Clock

*Note: This article is about the Chess Clock in Real Life Chess. It is not happening in Smallfish Chess*

## Description

Chess clock is like a timer that tells the player about how long the player has to play until he/she rans out of time. It is not manatory to have a chess clock when playing chess, but it is recommended just in case a player takes too long time to think of a move and the opponent is very impatient to wait for a extended period of time.

## Uses

The chess clock is being set next to the chessboard. The second player gets to tap on the button on the Chess Clock and the first player starts. Every time a player makes a move, the player must tap on their button facing them on the Chess Clock to pause their timer and the opponent's timer resumes. The initial timer varies, depending on the player's choice and the agreement on the timer. If a player forget to tap on the button after he/she moves, he/she CANNOT make up the time. He/she is out of luck, which means they received time remaining lesser than what he/she supposed to get. Whoever rans of the time first loses the game, no matter if the player is approaching to win the game even in one move. If a player needs to leave the game (because of using the bathroom, something else happens), then the game must be reset. It doesn't matter if your timer is lesser or greater than your opponent's; if you win against your opponent before the time is up, you won!

## Increment

Increment can be used in a Chess Clock if a player wants to prevent themselves running out of time very rapidly. Every time a player makes a move, instead of pausing the remaining time, the Chess Clock began to add time (usually in 1-10 seconds) to their remaining time. It must happens to both players (not one) to make the game fair and easy. if a player makes a move very quickly, than the timer will most likely to increase, but just to be aware that if you uses more time to think, then you will more likely to win rather to be incautious and makes a very atrocious move.

## Types of Increment

There are three types of increment. These are:

* Delay
* Bronstein
* Fischer

In the last section heading, you were being told about the increment, right? The increment that you are told is being used as a **Fischer increment**. The Fischer increment is when player receive a full increment at the end of each turn. Like the section before this, each player will gain time, depending on the Fischer Time being set before the game starts.

The Delay time is when the player's clock starts after the delay period. For example, if the delay time was set at 10 seconds, the player's turn will not have a countdown of the timer until 10 seconds is up and the timer starts by its own. After that happens, it restarts again with the next player, and then the next player, and then the next player, and so on and so for. Larger delay time makes you sustain longer before you lose. If your timer did went down, then you cannot make up the time; your next starting time will be the time you have remaining in your previous move.

The Bronstein time is like the Fischer time, except you will not ended up getting more time than the starting one even if you move faster. For example, if the timer is 5 minutes and after a player moves very quickly and the timer wrote 4:59, it would still be 5:00 because that is the starting timer. If a player takes more longer time than the Bronstein time, then when the Bronstein time is added up, the player will have that time as the maximum timer. For example, the Bronstein time is 5 seconds. The initial timer is 7:30. A player uses 10 seconds to make a move. It will be 7:30-0:10+0:05, which equals to 7:25. The next move that same player make a move like 2 seconds. After that, the player ended up having 7:25 as the timer again.