About the chess clock
A chess clock is really two clocks that never run at the same time: when one player's clock is counting down, the other's is paused. After you move, you press your side and your opponent's clock starts. The first player whose time reaches zero loses (a "flag fall"), unless their opponent has no way to deliver checkmate. This digital clock reproduces that mechanism with one-tap switching and the standard tournament presets, so you can play timed games without buying hardware.
The notation you will see, such as 5+0 or 3+2, is shorthand for the time control: the first number is the base minutes each player gets, and the second is the increment in seconds added back after every move. So 3+2 means three minutes plus two seconds per move. Time controls split games into recognised speeds: bullet, blitz, rapid, and classical, each with its own feel and its own world championships. Everything here runs locally in your browser.
How it works
The clock only subtracts time from the player on the move. Increment and the older delay/Fischer systems change how much time comes back, which is why the same base time can feel very different.
control "M + I" -> M = base minutes, I = increment seconds per move remaining = base time - time spent thinking + (I x moves made) Fischer increment: add I before each move begins (most common online) estimated game length (one side) = base + (I x expected moves) example 5+0: 5 minutes each, no increment, hard cap 10 min for both
- Base time: the starting bank of minutes for each side.
- Increment: seconds credited each move; a positive increment means a game can never be lost purely on the clock if you keep moving.
- Flag fall: hitting zero loses, but only if the opponent has mating material; otherwise it is a draw.
Worked example
Two players use a 3+2 blitz control. How long can the game run on the clock alone?
- Base time per side: 3 minutes = 180 seconds.
- Increment: 2 seconds added after each of that side's moves.
- If a player makes 40 moves: they gain 40 x 2 = 80 seconds back over the game.
- Maximum time that side could use: 180 + 80 = 260 seconds, about 4 minutes 20 seconds of thinking.
Time control reference
| Category | Typical control | Per-side time | Notes |
|---|---|---|---|
| Bullet | 1+0, 2+1 | 1 to 2 min | Pure speed; intuition over calculation |
| Blitz | 3+0, 3+2, 5+0 | 3 to 5 min | Most popular online; FIDE blitz is under 10 min |
| Rapid | 10+0, 15+10, 25+10 | 10 to 60 min | FIDE rapid: 10 to 60 min per side |
| Classical | 90+30, 120+30 | 60+ min | Over-the-board standard; long calculation |
| Increment (Fischer) | +2, +5, +30 | added per move | Seconds credited before each move |
Common pitfalls
- Forgetting to press the clock. If you move but do not tap your side, your own clock keeps running. Pressing the clock is part of completing the move.
- Pressing before moving. Tapping the clock without completing a legal move is an illegal action in tournament play; always move first, then press.
- Confusing the two numbers. In 5+3 the 5 is minutes of base time and the 3 is seconds of increment, not 5 minutes 3 seconds.
- Assuming a flag always wins. If your opponent runs out of time but you have only a lone king (no mating material), the game is a draw, not a win.
- Underrating increment in scrambles. A small increment changes endgame technique completely; with +5 you can shuffle pieces and never flag, with +0 you can lose a won game on time.
- Picking a control that does not fit. Bullet rewards speed and pre-moves; classical rewards deep calculation. Choosing the wrong speed for your goal makes practice less useful.
Related tools
Frequently asked questions
What does a notation like 5+3 mean?
It is the time control: 5 minutes of base time for each player plus a 3-second increment added after every move. So a 5+3 game gives each side 5 minutes to start, and each completed move credits 3 more seconds back to that player.
What is the difference between bullet, blitz, and rapid?
They are speed categories by per-side time. Bullet is 1 to 2 minutes, blitz is roughly 3 to 5 minutes (FIDE counts under 10 minutes as blitz), and rapid runs 10 to 60 minutes. Classical, used over the board, gives each player an hour or more.
What happens when a player's time runs out?
That player normally loses on time, called a flag fall. The one exception is if the opponent cannot possibly deliver checkmate with the pieces they have left (for example a lone king): then the game is scored as a draw instead of a loss.
What is an increment and why use one?
An increment is a fixed number of seconds added to your clock after each move, named the Fischer system after Bobby Fischer. It stops players from losing a clearly won position purely because the clock ran out during a fast scramble, and keeps endgames fairer.
Do I press the clock before or after my move?
Always after. You make your move on the board first, then press your side of the clock with the same hand, which starts your opponent's time. Pressing the clock before completing a legal move is not allowed in tournament play.
