SUMMER TEAM QUICKPLAY - 2016
Hi everybody, six teams have entered the 2016 summer quickplay tournament being held at the Wrekin Housing Trust, Telford, on Sunday, June 5.
They are: Newport – 2 teams; Telepost; Wellington; Shrewsbury; and Telford.
Telford may be short, so on the day we may (if players and captains agree) use any ‘extras' who have turned up to plug gaps in teams as needed, to avoid any defaulted boards.
With six teams I intend to follow last year's format, with ‘home' and ‘away' fixtures. In other words, teams will play each other twice, once with white on 1, 3, and 5, and once with white on 2 and 4.
The schedule for timings is below. The pairings are now also below.
All rounds will start exactly on time. Rules are on the chess website.
2016 QUICKPLAY TOURNAMENT SCHEDULE, June 5
Time limit: 15 minutes per player.
10am: Round One
10.40am: Round Two
11.15am: Round Three
11.50am: Round Four
12.25pm: Round Five
12.55pm LUNCH BREAK.
2pm: Round Six.
2.35pm: Round Seven
3.10pm: Round Eight.
3.50pm: Round Nine.
4.25pm: Round Ten
5pm SEMI FINAL - 1st v 4th, 2nd v 3rd
5.35pm FINAL and 3rd/4th place playoff.
6.10 CUP PRESENTATION --
Here are the rules for the 2016 team rapidplay tournament.
As last year, if a player wants to play, but their club has not entered a team, they will be permitted to play as a “guest” for another club.
The guiding principle of the tournament will be to get the maximum amount of chess for the maximum amount of people.
1 Teams will be of FIVE players.
2 In each round team captains will toss for choice of having the white pieces on board one.
3 Players can only play for ONE team in the competition.
4 Subject to the above rule, teams can play substitutes from their club ranks during the competition. The intention of this is that if, say, a club has six or seven players interested in playing, those ‘extras' will have, at their captain's discretion, a chance to play in later rounds.
5 Time control will depend on number of entries, and will be announced later, but is likely to be 15, 20, or 25 minutes.
6 In the case of time control disputes, the arbiters in the first instance will be the two team captains. If they are actually involved in the dispute, the arbiter will be the competition organiser, consulting and taking advice as necessary from experienced players. (My default interpretation of the rules will be that a player whose flag falls automatically loses unless: 1. The opponent does not have mating material – and a pawn is mating material as it could promote; 2. The opponent is not trying to win i.e. is just messing about running the clock down).
7 Draws are permitted in the group matches (i.e. no need for board count tiebreaker). Leading teams from the league stages will go through to the semi finals. ‘Goal difference' will be used to separate teams on equal points. If points and goal difference are identical, the teams will play a five minute blitz decider.
8 In the semi final and final, if the match result is a draw, the result on the bottom board will be discounted, repeatedly if necessary, until a decisive result is achieved. If all the games are drawn, the team which played black on board one will be declared winner .