This sounds like a nice and interesting idea (depending on the quality of your malk-chat ) and if you would prefer to leave the trophies to your “students” then you can always resign from the tournament after finishing your own games (assuming your not one of the last to finish).
No guarantees about that!
Probably my comments will be something like “this move doesn’t seem sente for me, I won’t respond and go for some big move elsewhere”…
I think this should be useful when reviewing
Do you want me to revive RR fast correspondence tournaments? And the yearly title tournament?
For quite some time, I haven’t been active on the site, just for playing really. But I can continue with these if many of you are interested in participating.
What is the fastest time control people have found to be viable?
As I recall:
+8h/move is about the fastest you can go without really worrying about timing out, just play twice a day, and if your opponent plays often enough to make that not fast enough, they’ll be giving you ample opportunities to get an extra move or two in when it’s convenient for you
+4h/move is doable, but it requires a fair degree of attentiveness at a variety of hours throughout the day. Still, it only takes 2 moves to make up for an 8 hour sleep cycle, so it’s about the fastest that can fit around a full time work schedule so long as you’re diligent to play a move before leaving for work, during your lunch break, and then several moves throughout the evening
+2h/move is about the fastest you can go if everyone’s really dedicated
I think it’s more about the cap than the increment. If you can play at various times in the day then 4h is fine but you need something like a 3 day cap to provide some buffer.
If you use up the buffer then you need to pay attention a little more to your opponent having played but that seems a fair price for taking it easier for a day or two.
I think the main thing is that below about 12h increment you might need to adapt your play routine to how your opponent plays if they are very responsive. With 12h (or even 8h) you can pretty much play one move at a couple of fixed points (e.g. Morning and evening, or lunch and dinner) without worrying much about what your opponent is doing.
As far as I’m concerned, in practice it’s a combination of the two. Mainly because time management on correspondence games requires both periodicity and buffer.
In other words: in normal circumstances, increment pretty much imposes the pace, and in special circumstances, you need a certain buffer to deal with the situation.
The fastest time control that we managed to use with a reasonable success in timeout rate is 2 days + 8 hours. The more long term solution but still very fast is 3 days + 8 hours. All non-fischer solutions failed for various reasons, as far as I could tell.
Anyway, I’m still very interested in going deep into this analysis, so feel free to open up the debate.
I ran a tiny tournament where I requested people from similar time zones (“Atlantic”) to join. There were a couple timeouts and a few slower games (vacation I think) but a bunch of games did complete quite fast.
I should pull the games and analyse the move times, hopefully it should show that if people have enough overlap in potential online time then they can play quite fast games.
For my own games I definitely had a couple where we did tens of moves a day at times.