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Extra time on clock for premoves?

Well, if both player play faster than their compensated lag, than this might go on for long time.

But this is very rare, I'd say.

The point is that it's not limited to the last two seconds.... as mentioned it works the whole game, and it works for you, too.

I am somewhat puzzled that you mention this now for a blitz game, when you have over 14,000 bullet games under your belt - where I suspect you'd see this much more frequently.

The usual strategies applies here: make their premoves fail. And play fast! If you always take half a second or so, they have plenty time to enter their premove.

Well, if both player play faster than their compensated lag, than this might go on for long time. But this is very rare, I'd say. The point is that it's not limited to the last two seconds.... as mentioned it works the whole game, and it works for you, too. I am somewhat puzzled that you mention this now for a blitz game, when you have over 14,000 bullet games under your belt - where I suspect you'd see this much more frequently. The usual strategies applies here: make their premoves fail. And play fast! If you always take half a second or so, they have plenty time to enter their premove.

Generally, a premove consumes zero time. Occasionally, people observe it taking noticeable amounts of time. Presumably that is because the true lag compensation algorithm is more complicated than my simple mental model.

Usually when one side premoves everything, the other side can't keep up, and burns time on their own clock. But perhaps two players with fast reaction times and a lot of lag could theoretically play on forever (or to the 300-move limit).

Generally, a premove consumes zero time. Occasionally, people observe it taking noticeable amounts of time. Presumably that is because the true lag compensation algorithm is more complicated than my simple mental model. Usually when one side premoves everything, the other side can't keep up, and burns time on their own clock. But perhaps two players with fast reaction times and a lot of lag could theoretically play on forever (or to the 300-move limit).

@nadjarostowa said in #11:

I am somewhat puzzled that you mention this now for a blitz game, when you have over 14,000 bullet games under your belt - where I suspect you'd see this much more frequently.

The impetus was a post-game chat. I suspect blitz gamers are more chatty than bullet ones.

@nadjarostowa said in #11: > I am somewhat puzzled that you mention this now for a blitz game, when you have over 14,000 bullet games under your belt - where I suspect you'd see this much more frequently. The impetus was a post-game chat. I suspect blitz gamers are more chatty than bullet ones.