However, unlike SUDDEN death in Chess, the game does not end when the main time control has ended. Instead when the player uses all of their time, the player enters an overtime time control. GameTime™ turns on a FLAG near the time of the player that enters overtime. There are two types of overtime methods used by Go players.

PRESET 84-87: Byo-Yomi Overtime

For the first time control each player has a specific amount of time, with no move count requirements. Once a player has used all of the time in the first time control, a FLAG will turn on near their time. The second time control (overtime) consists of five forfeit periods during which you have a specific amount of time to make a move. When you make your move, your clock resets to the specified time. If you fail to move within that time period, you use up one of your forfeit periods. If you use up all five-forfeit peri- ods, you lose the game.

For example, preset 84 is G/30m 1/10s, which gives you 30 minutes of initial thinking time to make as many moves as you want. After that, you must move every 10 seconds. As long as you move within the 10-second time limit, your clock resets to 10 seconds for the next move. But if you take more than 10 seconds for a move, you lose one of your five forfeit periods and your clock resets to 10 seconds. The small digit counter next to your FLAG shows the number of forfeit periods you have remaining

If you use up all five-forfeit period, you forfeit the game, and the FLAG will flash as will the red LED.

To set a custom time control for Go with byo-yomi overtime:

1.Review Chapter 5, then select one of the user time controls you wish to customize.

2.Set a PRIMARY time control with the number of seconds and minutes each play- er will have for initial thinking time, and set the move count to zero.

3.Set a SECOND time control with the number of seconds (and minutes) each play- er will have for each move thereafter, and set the move count to 1.

4.Make sure the SUDDEN death time control is set to 0 seconds and 0 minutes for both players.

5.Set the GAME END to the number of forfeit periods each player has before los- ing the game.

PRESET 88-91: Canadian Overtime

For the first time control each player has a specific amount of time, with no move count requirements. Once a player has used all of the time in the first time control, a FLAG

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CarAlarms.com 750GT-2 manual Preset 84-87 Byo-Yomi Overtime, Preset 88-91 Canadian Overtime

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