At the risk of the thread veering off-topic, you can program the DGT 2010 to do either using mode 21. I think if you're using increments it makes sense to add the 20 minutes when the clock gets to move 35. It's essential that in this mode, players need to be made absolutely aware that if an illegal move is made, the clock's move counter needs to be reset. The practical example of this sort problem is starting with the wrong lever up, and thus being half a move out with the move counter.Roger de Coverly wrote:David Sedgwick wrote:
So we went for 35 moves/100 minutes + 20 minutes + 10 second increments. On the basis of our experience to date this seems to be working out okay.
Did you ever resolve whether
(a) you add the extra 20 minutes when the clock has counted 35
or
(b) you add the extra 20 minutes the first time one of the clocks hits zero?
I think a principle of: Move counter on with increments and move counter off without increments is a reasonable enough conclusion for the MCCU.