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Players, spectators, and commentators regularly speak about time management, and about using the clock as a weapon. Having played go and shogi the past few years, I can say: for serious player-versus-player matches, byo-yomi is the only clock mode which encourages players to play well. Lishogi.org implemented a byo-yomi clock and hopefully I can encourage Lidraughts, Liwords (a.k.a. Woogles.io), etc. to follow suit (although this clock mode may be even less suitable for tournaments than increment is, I fear).
This timing method is also used in shogi. The word is borrowed from Japanese; the term literally means "counting the seconds", or more generally, "countdown".
After the main time is depleted, a player has a certain number of periods (for example five periods, each of thirty seconds). If a move is completed before the time expires, the time period resets and restarts the next turn. If a move is not completed within a time period, the time period will expire, and the next time period begins. This is written as [maintime] + [number of byo-yomi time periods] of [byo-yomi time period]. Using up the last period means that the player has lost on time. In some systems, such as certain Go title matches, there is no main time; instead, the time used is rounded up to the nearest whole increment, such as one minute, and the actual counting of time occurs toward the end of one player's time.
This discussion was converted from issue #8466 on March 30, 2021 07:15.
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Players, spectators, and commentators regularly speak about time management, and about using the clock as a weapon. Having played go and shogi the past few years, I can say: for serious player-versus-player matches, byo-yomi is the only clock mode which encourages players to play well. Lishogi.org implemented a byo-yomi clock and hopefully I can encourage Lidraughts, Liwords (a.k.a. Woogles.io), etc. to follow suit (although this clock mode may be even less suitable for tournaments than increment is, I fear).
https://en.wikipedia.org/wiki/Time_control#Byo-yomi
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