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Old 2013-10-02, 16:37   #78
Brian-E
 
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Good luck with recruiting more team members, LaurV.

You could also write a new posting in henryzz' thread in the lounge which Mike helpfully glued to the top of that sub-forum.
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Old 2013-10-02, 23:26   #79
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Sorry I wrote it on my tablet while out. Thanks for the correction.
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Old 2013-10-04, 21:16   #80
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May I suggest "if-then" moves to speed up the game?

In my former correspondence play, we did that extensively sometimes doing a series of 3-4-5 if-then moves in one Email in long forced variations. For instance, white could have said: 10. Qxa5, if Nxa5, then 11. (whatever) before the last set of moves.

If the other side accepts the "if" move, then they have (here) 7 days to make the move following the "then" move. If they don't accept it, they have 7 days to make a move different than the "if" move. It really speeds things along in a long forced variation.

Of course it's only an option, not a requirement. If you're wanting to go slowly like white here with team members out, then it makes sense to not do it.

Last fiddled with by gd_barnes on 2013-10-04 at 21:18
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Old 2013-10-04, 21:21   #81
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I think this is a good time-saving option for forced moves.
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Old 2013-10-04, 21:25   #82
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I think the current rules are okay, because it gives plenty of time to the members of each team to study the positions. Often the members are busy with work, family or holidays. Black was able to move quickly, NxQ, because there was no choice and so no analysis was needed. Anyway, teams can use their opponents moving time for "what if" scenarios
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Old 2013-10-05, 03:28   #83
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I am mostly with paulunderwood here. We all have better things to do, usually... One week is ok for me, which I mainly study the position over the weekend. But of course, there are situations, like the one we just passed, when the continuation is obvious. We could say "10.xxx and you are forced to 10....yyy otherwise mate in 2 moves, and if you do 10...yyy then we do 11. zzz", but you know, that wouldn't be very polite... Maybe the other team is counting on those 7 days of the "forced" move yyy to decide further moves, which are more complicate, and forcing them in a sequence of moves would mean robbing them of those days. Not that I would care, enemies must be killed by any means, who invented that impossible association of words called "fair fight"? but well.. I like my "chessy weekends"...
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Old 2013-10-05, 06:45   #84
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11.f4

(yarrrr!)

And to stay in line with the former discussion: "and if you resign, we will accept!" (or maybe not, because we'll lose all the fun...)
(just my idea of joking, and it does not represent the oppinion of my team! However, the move is for real, that is out 11th move).
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Old 2013-10-05, 14:32   #85
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Like Paul and LaurV, I am no fan of conditional moves. They were useful in the bad old days of postal chess to save on time and postage costs, but there is little to be gained from them now. We were able to reply quickly last time anyway, and if the Pirates had had their next move already worked out then they too could have replied very quickly. So there is little to be gained. The disadvantages of conditional moves, on the other hand, which include more chance of clerical errors and more risk of inadequately considered moves, are as prevalent with this form of play as with normal correspondence games.
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Old 2013-10-05, 15:33   #86
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Here's a famous example of the perils of conditional moves from the world correspondence championship tournament 1965-8. In the position below Black (Ken Messere) intended to play 14...Bxf2+ and to offer the conditional sequence "if 15.Kxf2 Ne5". Instead, he forgot about the initial rook capture and simply sent the blunder 14...Ne5??, and after 15.Be3 Nxf3+ 16.Rxf3 he was a piece down and had to resign. What a sad outcome to months of hard work! You could say that such carelessness is just part of the game, but I don't think it makes for interesting chess.
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Old 2013-10-07, 22:33   #87
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I understand why you don't want to do if-then moves but I think your last argument is flawed. It's like saying: Because the speed limit is 70 MPH, more people are killed in car accidents than if the speed limit is 55 MPH so we are going to always have 55 MPH speed limits...or let's outlaw alcohol because it leads to drunk driving accidents.

In other words, with anything that leads to "convenience, fun, or efficiency" there are frequently risks and tradeoffs. I think it would be a very small tradeoff of the minuscule chance of an error vs. all of the possible time savings.

All of that said, I know time does not really matter in this game so the point is taken for that reason to not have if-then moves.

Last fiddled with by gd_barnes on 2013-10-07 at 22:34
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Old 2013-10-11, 20:34   #88
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Heads up. I will be traveling for two weeks - please don't be alarmed if an(y)other mod will start posting the game moves. They may or may not have a set up ready for the attached board image of the game, so it may not be attached with every move for a few moves... I'll be back.
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