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The "Hidden" Side of Chess:
Correspondence Play
By Steve Ryan
Part 1 of 2
If, as a complete chess addict, you bemoan the relatively
low profile chess has as a sport/science/hobby, it may cheer you to learn
that the OTB (over-the-board) crowd of chess players has, relatively
speaking, a much higher profile than Correspondence players. OTB has a
certain "cachet" or "mystique", if you will, whereas Correspondence Chess,
by its very nature, exits in obscurity.
CC usually takes place as a solitary activity on top of someone's dining
room table or (increasingly) in front of a computer terminal. No amazing
sacrifices to dazzle the onlooking crowd of patzers (though amazing
sacrifices do take place if you examine some games), just a patient
unhurried search for the best move. You need a special type of mentality to
play CC, best described as a cross between a hired assassin and Mahatma
Gandhi; a person willing to plunge the knife slowly but deeply while smiling
and apologizing for doing so.
CC has thousands of players worldwide and a large variety of clubs from
which to choose. While CC players generally follow the same rules of chess
as the OTB crowd, correspondence play does have a few different rules to
deal with time keeping, "touch-move", defaults, poor sportsmanship, and
related issues. CC itself has the traditional postal play method with e-mail
clubs and tournaments growing rapidly. Some debate exists about whether
postal play will become extinct given the ease of e-mail. Personally, I
think it will, but not for many years to come.
Postal Games
Any chess game consists of an exchange of moves between opponents. A
Grandmaster giving an over-the-board "simul” will have more than one
opponent at a time; a situation frequently encountered in a correspondence
match. While the OTB player has his/her opponent in front of him, the CC
player may have an opponent literally on the other side of the world. OTB
players physically move their pieces and operate a time clock. CC'ers
receive moves by regular post and/or e-mail and also do time keeping.
In a regular postal tournament, the card or letter containing your
opponent's move may have taken two or more weeks to arrive, depending on its
point of origin and the reliability of the postal service in that country.
Sometimes a move never arrives and then things can get quite interesting.
Postal tournaments may take place as some part of a championship "cycle"
arranged by an organization such as the ICCF (International Correspondence
Chess Federation), or as a "friendly" tournament between the CC federations
of two nations (no prizes or titles - just a chess game and the opportunity
to collect some stamps) or even just as a game or two between some people
with no (inter)national federations or anything official involved.
Assuming you have an opponent arranged by some method, one or the other of
you will play White in Game A and send the first move. If you don't get
White in Game A you will in Game B. For "overseas" matches the rules usually
require you to use airmail as opposed to surface mail. Otherwise, the match
could last decades as opposed to merely a year or two. Your opponent, upon
receiving your move, will carefully note the date of arrival and the move
itself. After due consideration he will send a reply noting the date of
dispatch, the elapsed time for his move and the total elapsed time for both
of you. This process gets repeated for the length of the game. You must rely
on the honesty of your opponent to note the correct arrival date, as you
have no method of knowing for sure unless you go to the time and expense to
"register" each card you send. Smart postal players will "think on their
opponent's time"; i.e. they will have a move ready, if possible, for any
reply their opponent might send while the cards go through the mail.
After you have exchanged about 7 moves or more you can develop a sense of
the average time it takes to make a one-way trip for a move, especially in
domestic tournaments. You may also develop this "time sense" in an overseas
match relying on airmail and sometimes develop it surprisingly fast if your
opponent's country has reliable mail service.
A common rule in postal tournaments stipulates that the indicated "dispatch
date" on your card or letter must agree with the cancellation date as
stamped by the post office. If you receive a card on Monday September 1st
(for example) in the morning mail and slip your reply in the afternoon mail
of the same day your opponent may still claim you have used 1 day of RT
(Reflection Time) instead of 0 if the cancellation date says September 2nd.
So don't mail a card just before midnight. Give it lots of time and take
into account that it may sit for a day or more before it gets canceled.
Sometimes an opponent will "go silent" and will stop answering your moves. A
"silent" opponent means the TD of the club(s) must get involved after you
have submitted a time complaint. Conduct of this kind, if not done for a
legitimate reason, usually results in a penalty of some sort ranging from
addition of extra days to your RT total to forfeiture of the game.
In my experience, the vast majority of postal players abide by the rules and
mark arrival/dispatch times correctly. Most clubs encourage the players to
send more than just moves. A few friendly remarks and a bit of background on
yourself can lead to a lasting friendship, albeit you may never meet the
person face-to-face.
Many postal players do indeed collect stamps and prefer the more "relaxed"
pace of postal games as opposed to e-mail. Some have several games on the go
at once and receive one or more cards per day, sort of a "slow simul" so to
speak. But you do need patience and good abilities in record keeping. And a
lot of stamps.
E-Mail Games
If you consider postal chess too slow for your taste you may wish to take a
look at "lightning" CC, correspondence chess by e-mail. E-mail
Correspondence Chess (EMCC) operates much the same as postal CC but has its
own unique rules and problems.
In EMCC Internet Service Providers and telephone lines take the place of
stamps and postal systems. Traditional postal players may scoff at a
collection of e-mail addresses compared to exotic stamps from the world
over, but it does have the advantage of being much faster and you will save
a lot of money on postage if you play long enough.
I personally have not had an individual e-mail game go beyond 3 months. An
entire tournament with several rounds may get completed within a year. Of
course, you may find that you can't simultaneously carry as many e-mail
games as postal, but you will probably complete more e-mail games per year,
if that
concerns you.
At the start, your TD will provide you with a game assignment, your
opponent's e-mail address, and other pertinent information. Most clubs
require you to confirm the start of the game by copying your first move to
the TD. After that, you do not contact the TD again until you (if the
winner) report the result of the game, or some kind of problem develops. As
in postal chess, your opponent may "go silent" and stop answering. Your
messages to him may start to bounce back, which usually means he has changed
his e-mail address and forgotten to tell you or had his service
discontinued. Both outgoing and incoming messages will at least have a
time/date stamp which eliminates the uncertainty about when a mailed
postcard actually receives a cancellation stamp (assuming it gets a legible
one in the first place). Your opponent, upon receiving your move, will note
the time stamp and the move. He may reply literally within
minutes. In the opening phase of a game you may exchange several moves in
one day. The same thing will happen in the event of "obvious" captures and
recaptures, forced moves and "hypothetical sequences" (see further on).
Rules & Arbitration
As you might expect, the different CC organizations have different
"in-house" rules for required notation, time keeping, player conduct,
transmission of moves and similar topics, though all play by the universal
rules of chess as already established. Nevertheless, the clubs have enough
common ground for their in-
house rules to allow the following generalizations:
1. You send moves sequentially by e-mail or regular post after the start of
the game by the appropriate club officials.
2. You note the arrival date of your opponent's move and the dispatch date
of your reply. The difference between the two dates equals your reflection
time (RT) for that move. You must keep track of the total RT used by
yourself and your opponent (the sum of the time for individual moves).
3. You must complete a given number of moves in a certain time period. This
requirement mirrors that of OTB play though at a much slower pace. Most
clubs make provision for vacation time and special leave. Depending on the
rules of the club concerned you may or may not accumulate unused RT, which
you can
"bank" for future use.
4. Any legal move must stand AS SENT (OTB equivalent - the "touch-move"
rule).
5. An illegal/impossible or ambiguous move gets referred back to the sender
for clarification. RT for the sender of such a move continues to run. This
provision does NOT mean that you can delay asking for clarification in order
to run your opponent out of time. A move sent in the wrong notation becomes
an illegal move.
6. You must advise all your opponents and club officials of any change of
your postal or e-mail address.
7. The winner of a game (or White in case of a draw) must send the result of
the game to the TD. If, in a match involving promotion to the next round,
the players draw both games, the player with the lower rating advances.
8. Any games outstanding at the end of a time period for a particular
tournament usually go to high-rated players for arbitration.
9. While CC clubs encourage friendly communication between opponents they
will react swiftly to any personal attacks, racist/sexual slurs and similar
things. Penalties range from additional RT assigned to the offender's total
to expulsion from the club.
10. Players may consult opening compendia, end game studies, printed or
computer-based game databases, chess instruction books and general chess
literature of any kind. Unfortunately, I believe, some organizations, while
not encouraging the use of chess engines for analysis of a game in progress,
have no rules against this practice. The same goes for consulting other
players.
11. To speed up play in the opening and in the event of "obvious" captures
and recaptures, CC clubs allow "hypothetical sequences/moves", also called
"if-then moves". It would go something like 1.e4 if e5 2.Nf3. You have made
the first move 1.e4. IF your opponent chooses to answer 1...e5, then he
already has your second move 2.Nf3. Players may agree to quite lengthy
hypothetical sequences. "Thematic" tournaments really consist of nothing
more than a hypothetical series of moves to which both players have agreed
and which follow some standard opening. Players may accept all, none or part
of a hypothetical sequence. If you accept only a part, you must accept the
moves in numerical order; no "cherry picking".
Naturally, any given set of rules cannot cover all possible circumstances.
To cover this contingency CC clubs will have arbiters on staff. An arbiter
need not necessarily have a high rating as he/she does not adjudicate the
result of an unfinished game, but he must have excellent knowledge of club
rules and the rules of chess in general. To lessen the workload of the
arbiters, clubs can encourage members to settle disputes between themselves,
if possible, before asking for arbitration.
Some bizarre situations have arisen. Take the case of one player who
insisted on sending Spice Girls' sound tracks to his opponent with each
move. Such behavior would fall under rule 9 above. Especially the Spice
Girls! The most common complaint in CC involves an opponent who has "gone
silent" (stopped answering moves). You may never find out why and yes,
someone has already tried "alien abduction", but the TD didn't go for it. A
"silent" opponent will most likely incur a time default. If he has forgotten
to advise you of an address change he may start to wonder why YOU haven't
answered HIS last move. If you want a real headache to sort out, try
settling a dispute involving an illegal/impossible move that went unnoticed.
The game continues merrily along until one player makes some other kind of
infraction. Then it hits the fan boys and girls, it really does.
I don't know if I have had an unusually good streak of luck, but I can
remember only one instance in 30 years of CC play that involved making a
complaint to the arbiter (a silent opponent). Let's face it, in CC, if an
opponent wants to smoke, crack his knuckles, belch, get up and walk around
or sit there stark naked, it won't bother you a bit.
Next: Part II
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