|SUMMER TEAM QUICKPLAY - 2019|
Exact format and time control will depend on the number of teams entering. (As a guide, in recent years it has been about 15 minutes, and the tournament has been run as a league with home and away fixtures, followed by semi final and final).
Controller - Toby Neil - 07/05/2019
|SHROPSHIRE QUICKPLAY RULES|
1 Teams will be of FIVE players.
2 Unless the competition is run with matches on a ‘home' and ‘away' basis, 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 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).
6 Draws are permitted in the league/group matches (i.e. no need for board count tiebreaker). If necessary to determine which team progresses to the knockout stages, ‘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.
7 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 .
8 Team names should reflect the strength of the team. If, for instance, a club enters a C team, but in practice intends to play A team players in that C team (because its A team has not entered), then the C team should be redesignated as the A team.
9 There may be some players who would like to take part, but whose clubs have not entered a team. To ensure that they are not denied the opportunity to join in, they may arrange to play for a different club as a guest player. The rule of thumb will be that they are not fielded in such a way as to bring the competition into disrepute. For example, a strong A team player should not be fielded in a D team as a guest.
10 If a team turns up unexpectedly short-handed, sympathetic consideration will be given to ad hoc arrangements on the day in which they rope in any grade-appropriate “spares” from another club, or to create a mixed or scratch team from various spare players to ensure an even number of teams are taking part – and so avoiding byes. The intention of this is to avoid the disappointment to opponents of defaulted boards and to ensure everyone who wants to play, can play, the rule of thumb again being that such arrangements do not bring the competition into disrepute.