DGT 2010 Посібник - Сторінка 2

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Manual settings

To create a timing method that is not pre-programmed select the manual set option for the timing
system you require and set all parameters manually, digit-by-digit. First, the main period for each
player must be set. The hours and minutes will appear first. After accepting these values, the seconds
can be set. Subsequently a number of other parameters can be set depending on the selected option.
The period number is also shown in the display. Blinking digits can be changed using the
buttons. Press
to confirm a digit and move to the next one. If a period is programmed with
a zero value for thinking time, no further parameters can be set for this and any subsequent periods.
When all parameters have been entered the display will show the Pause symbol
be started. Manual settings are stored in the clock's memory until they are changed or until the batter-
ies are removed.
Instructions for manual settings
Option
Timing method
03
Time
05
Time fb Time
07
Time fb Time fb Time
09
Time fb Time repeated
12
Time fb Bonus
14
Time fb Time fb Bonus
18
Bonus
21
Bonus Tournament
25
Bronstein Delay Tournament
28
Byo-Yomi for Go
30
Canadian Byo-Yomi for Go
32
Hourglass
34
Gong
36
Scrabble™
Note: The zeros in above list are only displayed when the clock is not previously programmed or reset.
Note: When a manual option is selected (or when time correction mode is selected), it is possible to
skip the one by one entry of values by pressing the
appears. Previously set parameters remain unchanged and the clock is ready to be started at once,
showing
in the display. If you wish to check each parameter in a manual setting, keep the
button pressed down to see all parameters move by quickly or simply press through the blinking
options one by one.
Note: Option 21 Bonus Tournament allows the programming of four periods, all with the same bonus
time per move. For the first three periods, a move number can be programmed. If the move number is
set to a non-zero number, the time for the next period is added when a player has completed the
programmed number of moves for that period. If the move number is programmed to 0 (zero) moves,
then the transition to the next period takes place when a player's clock indicates 0.00. The time for the
next period is then added for both players at the same time.
If the move number is set to a non-zero number and a player does not complete the required pro-
grammed (non-zero) number of moves in any period, the DGT2010 will freeze and time counting is
stopped for both players and the game has ended. On the side of the player that reached 0.00 a
blinking flag will be shown to indicate that this player lost the game on time. Using the move counter in
this way means that the players must take great care to correctly press the clock after each move.
FIDE does not recommend using the move counter method for transition to the next period. Instead
transition to the next period when 0.00 is reached, is the preferred method. It remains the responsibility
of players and arbiter to check whether the correct number of moves has been played in any period.
MA_ENG_CLOCK_Q Guide DGT 2010_Rev1609
© Copyright 2016 Digital Game Technology BV
hrs=hours, min=minutes, sec=seconds
Shown in left display
Shown in right display
0:00 then .00
0:00 then .00
0:00 then .00
0:00 then .00
2
0:00 then .00
0:00 then .00
0:00 then .00
2
0:00 then .00
3
0:00 then .00
0:00 then .00
0:00 then .00
2
0:00 then .00
0:00 then .00
0:00 then .00
2 bonus
0:00 then .00
bonus
2 bonus
0.00
bonus
0:00 then .00
0:00 then .00
2
0:00 then .00
3 bonus
0:00 then .00
3 bonus
0.00
0:00 then .00
0:00 then .00
bonus
bonus
0.00
0.00
bonus
bonus
0:00 then .00
0:00 then .00
0.00
1
00
2
0:00 then .00
2
00
3
0:00 then .00
3
00
4
0:00 then .00
0:00 then .00
0:00 then .00
1
0.00
2
0:00 then .00
2
0.00
3
0:00 then .00
3
0.00
4
0:00 then .00
4
0.00
0:00 then .00
0:00 then .00
0.00
1
byo-yomi
byo-yomi
0:00 then .00
0:00 then .00
2
0:00 then .00
byo-yomi
byo-yomi
2
00
byo-yomi
byo-yomi
0:00 then .00
0:00 then .00
0:00 then .00
0:00 then .00
0:00 then .00
button as soon as the first blinking digit
Time and Move Counter Corrections
During a game the times in the display can be changed. To enter correction mode hold the
button for two seconds until the far left display digit starts blinking. Now the times of both players can
be corrected, digit by digit by pressing the
a digit and move to the next one. After the time is corrected the move counter can be corrected. Press
and
to resume countdown. If you make a time correction when using an option with multiple periods,
the clock will normally assume that play continues in the same period that was active when the time
correction was initiated.
and the clock can
Displayed time
The maximum time is 9 hours 59 minutes and 59 seconds. If the available thinking time is more than
20 minutes, the display shows hours and minutes (the icons "hrs" and "min" are visible). When less
than 20 minutes remain, the clock displays minutes and seconds ("min" and "sec" icons are shown).
Settings
Set left-hand player time, then set right-hand player time; first hrs:min, then sec.
Set first period left-hand time and then right-hand time; first hrs:min, then sec.
Set second period - same time for both players; first hrs:min, then sec.
Set first period left-hand time and then right-hand time; first hrs:min, then sec.
Set second period - same time for both players; first hrs:min, then sec.
Set third period - same time for both players; first hrs:min, then sec.
Set first period left-hand time and then right-hand time; first hrs:min, then sec.
Set repeating period time - same time for both players; first hrs:min, then sec.
Set first period left-hand time and then right-hand time; first hrs:min, then sec.
Set second period - same time for both players; first hrs:min, then sec.
Set second period increment – same for both players; set min and sec.
Set first period left-hand time and then right-hand time; first hrs/min, then sec.
Set second period - same time for both players; first hrs/min, then sec.
Set third period - same time for both players; first hrs/min, then sec.
Set third period increment – same for both players; set min and sec.
Set left-hand player time, then set right-hand player time; first hrs:min, then sec.
Set increment for left-hand player, then increment for right hand player; set min and sec.
Set first period left-hand time and then right-hand time; first hrs:min, then sec.
Set increment for all periods – same for both players; set min and sec.
Set number of moves in the first period.
Set second period left-hand time and then right-hand time; first hrs:min, then sec.
Set number of moves in the second period.
Set third period left-hand time and then right-hand time; first hrs:min, then sec.
Set number of moves in the third period.
Set fourth period left-hand time and then right-hand time; first hrs:min, then sec.
Set first period left-hand time and then right-hand time; first hrs:min, then sec.
Set first period delay time per move – same for both players; set min and sec.
Set second period left-hand time and then right-hand time; first hrs:min, then sec.
Set second period delay time per move – same for both players; set min and sec.
Set third period left-hand time and then right-hand time; first hrs:, then sec.
Set third period delay time per move – same for both players; set min and sec.
Set fourth period left-hand time and then right-hand time; first hrs:min, then sec.
Set fourth period delay time per move – same for both players; set min and sec.
Set first period left-hand time and then right-hand time; first hrs:, then sec.
Set byo-yomi time for both players in min and sec; then set the number of byo-yomi periods.
Set first period left-hand time and then right-hand time; first hrs:min, then sec.
Set byo-yomi time – same for both players; first hrs:min, then sec.
Set the number of moves to be played before reloading the byo-yomi time.
Set left-hand player time, then set right-hand player time; first hrs:min, then sec.
Set gong period time; first hrs:min, then sec.
Set left-hand player time, then set right-hand player time; first hrs:min, then sec.
Warranty conditions
This product complies with our highest quality standards. Any warranty claims should be directed to
the retailer where the product was purchased (you may be asked for proof of purchase). When return-
ing a product under warranty please state serial number and give detailed description of reason for the
claim. The warranty is only valid if the product has been used in a reasonable and prudent manner as
intended to be used. Warranty is void if the product has been misused or if unauthorized repair at-
tempts were performed without prior written consent from Digital Game Technology.
Disclaimer
No efforts were spared to ensure the information in this manual is correct and complete. However
there shall be no liability for any errors or omissions. DGT reserves the right to change hardware and
software without prior notice. No part of this manual may be reproduced, transmitted or translated in
any language in any form, by any means, without the prior written permission of Digital Game Tech-
nology.

Technical Specifications

Batteries
two AA (1,5 Volt)
Battery life
approx. 5 years
Accuracy
within 1 sec/hr
Housing
ABS plastic
Color
burgundy
Display size 25 x 135 mm
Clock weight 210 gr
EU directives 2004/108/EC 2011/65/EU
and
buttons. Press the
DGT Hengelosestraat 66 7514 AJ Enschede The Netherlands
digitalgametechnology.com
button to confirm