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Why 0+6 Blitz Might Be the Most Underrated Time Control

i just tried it and i got a quick paring by chance... i won against a player with higher rating than me

i just tried it and i got a quick paring by chance... i won against a player with higher rating than me

It would be cool if Lichess offered byoyomi or delay clocks.

It would be cool if Lichess offered byoyomi or delay clocks.

In the 0+6 I was quite intrigued by the 6. Why 6? My guess is it is in essence 5 seconds for play and 1 second for delay. Delay = lag. This is just a theory.

In practice, I could never play 0+6. I can't play 5+3. Heck, I can't play 15+10. When did the world get so fast?

In the 0+6 I was quite intrigued by the 6. Why 6? My guess is it is in essence 5 seconds for play and 1 second for delay. Delay = lag. This is just a theory. In practice, I could never play 0+6. I can't play 5+3. Heck, I can't play 15+10. When did the world get so fast?

@octokuro said in #11:

i just tried it and i got a quick paring by chance... i won against a player with higher rating than me

You played a sort of Botez Queen sacrifice offer on your opponent! When they declined winning your queen, you won theirs and won! Although, you still had to win more material. :)

@octokuro said in #11: > i just tried it and i got a quick paring by chance... i won against a player with higher rating than me You played a sort of Botez Queen sacrifice offer on your opponent! When they declined winning your queen, you won theirs and won! Although, you still had to win more material. :)

This post has given me an idea. I mostly play Rapid 15+10 and I still have time trouble often. The 0+ idea could help me train my move rate for Rapid 15+10 towards a good overall average and a good average for opening, middle, endgame. Let us assume I need to be able to finish out at least 60 move games. Such a game would last 15 minutes plus 6 minutes = 21 minutes on my clock if I used virtually all my time and won (hopefully) in 60 moves.

Thus I need 0+ (21x60/60) seconds = 21 secs per move. But +21 seconds looks a bit silly so why not simply go for 0+20?

Is my arithmetic right or have I made a simple mistake? Would this help me learn whole-of-game time budgeting and would I get any games? I wonder.

This post has given me an idea. I mostly play Rapid 15+10 and I still have time trouble often. The 0+ idea could help me train my move rate for Rapid 15+10 towards a good overall average and a good average for opening, middle, endgame. Let us assume I need to be able to finish out at least 60 move games. Such a game would last 15 minutes plus 6 minutes = 21 minutes on my clock if I used virtually all my time and won (hopefully) in 60 moves. Thus I need 0+ (21x60/60) seconds = 21 secs per move. But +21 seconds looks a bit silly so why not simply go for 0+20? Is my arithmetic right or have I made a simple mistake? Would this help me learn whole-of-game time budgeting and would I get any games? I wonder.

I generally like the idea of having enough increment to keep the game going.

The problem I see with 0+6 is that the lack of initial time will favor crazy openings. If you have some some clue about a rubbish (unsound) opening variation, your opponent will probably not have enough time to work it out - increasing the chances he falls for silly trap. So the openings might tend to move to this direction. On the other hand, one also sees this in 3+0.

One could argue that it is beneficial to learn some refutations for those things, and things will take care of itself...

I generally like the idea of having enough increment to keep the game going. The problem I see with 0+6 is that the lack of initial time will favor crazy openings. If you have some some clue about a rubbish (unsound) opening variation, your opponent will probably not have enough time to work it out - increasing the chances he falls for silly trap. So the openings might tend to move to this direction. On the other hand, one also sees this in 3+0. One could argue that it is beneficial to learn some refutations for those things, and things will take care of itself...

In the early days of chess on the Internet there was a server with a default time control of 2 minutes with 12 seconds increment. I kind of liked that... some time to start with, and enough of an increment to eliminate the silliest time scrambles... but everything is faster nowadays, maybe half that, or 1+6 could be good?

(Are there clubs for increment lovers or would one be needed? Say, "Friends of increment"?)

(Did anyone try 1/4 + 4 yet?)

In the early days of chess on the Internet there was a server with a default time control of 2 minutes with 12 seconds increment. I kind of liked that... some time to start with, and enough of an increment to eliminate the silliest time scrambles... but everything is faster nowadays, maybe half that, or 1+6 could be good? (Are there clubs for increment lovers or would one be needed? Say, "Friends of increment"?) (Did anyone try 1/4 + 4 yet?)

Nice g-file breakthrough

Even more big brain: using this time-control post as an excuse to show off a nice endgame maneuvering.

jk, cheers

Nice g-file breakthrough Even more big brain: using this time-control post as an excuse to show off a nice endgame maneuvering. jk, cheers

What is with all of these AI posts

What is with all of these AI posts

Why 0+6 Blitz Might Be the Most Underrated Time Control

Why 0+6 Blitz Might Be the Most Underrated Time Control