How to play
The clock
A clock is optional. With one, only your time runs: your opponent can think as long as it needs.
All articlesThe time controls
| Choice | Your time | Added after each of your moves |
|---|---|---|
| Untimed | No clock | Nothing |
| 1+0 | 1 minute | Nothing |
| 3+2 | 3 minutes | 2 seconds |
| 5+0 | 5 minutes | Nothing |
| 10+0 | 10 minutes | Nothing |
| 15+10 | 15 minutes | 10 seconds |
Untimed is where a new game starts. Choose a clock when you set up the game: see Setting up a game.
When it runs
Playing White, your clock starts with the game; playing Black, after your opponent's first move. It runs only on your turn. At 20 seconds or less it turns red and reads Low time.
At zero
When your time runs out, you lose the game on time.
It runs while you're away
If you leave a timed game on your turn, your clock keeps running, even with the board closed. For a game you can leave and come back to, choose Untimed.
Why only your time
How long your opponent takes depends on the assistant or the engine, not on its skill, so Checkme times only you. Taking a move back doesn't give back your time.