0% found this document useful (0 votes)
35 views1 page

Chess Clock Rules for ITC Events

Uploaded by

pnidsperre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
35 views1 page

Chess Clock Rules for ITC Events

Uploaded by

pnidsperre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

ITC Chess Clock Rules:

 These rules are optional for those events that choose to use them, ask
your TO in advance.
 When does time start?
o Time starts when the first pregame action or dice roll happens.
 When does the game end?
o Games end naturally depending on the rules of the mission or at the end
of a game turn when neither player has GREATER than 5:00 minutes of
time left on the clock.

Rules:
1. Each player is responsible for their own time. It is a player’s right but not their
obligation to make sure that their time is being handled properly.
2. Only a judge may pause the clock. Players may not pause their clocks.
Pausing the clock is a Yellow Card foul on the first offense and will result in a 10
point deduction to the offending player(s) victory points. A second offense is a
Red Card and DQ from the event.
3. If a player’s time runs out, they may not perform any more actions except for
those listed below. The only exception is if they are in the middle of moving a
unit, they may finish so that the unit is placed legally on the board. As an
example, this can include moving a unit in the movement phase, finishing
moving a unit into assault (note they will not be able to attack), or consolidating
a unit. Any other action is immediately stopped.
4. If a player runs out of time they may only perform the following actions:

a. Making saving throws, and taking a leadership test if required to.


b. Scoring objectives that they have already achieved or already hold.

The most important rule is rule number 1. This is the most important rule
because it puts time in your control, and fairly allocates time while players
interact. It is each player's right to pass the time to his opponent whenever they
are making an action or spending time making a decision.
Some examples of this are as follows:

1. You put 20 wounds on a unit containing models with different saving throws.
Pass the clock to your opponent so he can make his saving throws in the order
that he chooses.
2. Your opponent must make 3 leadership tests. Pass the clock to your
opponent while he makes these tests and adjusts the units which fail.
3. You destroy a vehicle and your opponent has a large squad inside that he
wants to be positioned just right. Pass the clock to him while he arranges his
models.
4. You do 5 power fist wounds and 5 regular wounds to a unit. Pass the clock to
your opponent while he decides what saves to take on which models.

These examples are limited but show the basic concept. You manage your own
time and it is up to you to pass the clock. If you waste your own time, it is not
your opponent's fault.

You might also like