The timer bar, which may be docked or floating as in this image:



displays the time for the current goban The current goban is the goban which is (or the last which was) the active MAI area. (You set the active MAI area by clicking on it, or using other MAI functions such as <Ctrl>+<Tab> or <Alt>+<Z>.)

    The timer displays remaining time for each player in minutes.seconds together with the number of remaining moves in the current byo-yomi period. The timer on the picture should be read as: Black has 8 minutes and 49 seconds to do 23 moves in his current byo-yomi period. White has not entered byo-yomi and has still 1 minute and 22 seconds before she enters byo-yomi.
Timing information is stored by the gobans. They store what you can see when you save the file to SGF or HTML. If you need to do some trimming, you can modify timing information for a node with <Ctrl>+<A> (Edit node annotation) The timer knows when that node information was set and displays remaining time updated by the elapsed time.

    The behavior of the timer is controlled by timer setup, except in the following case:

    Time displayed in observed IGS games is always right, even if your timer setup does not match the game's time settings. E.g. A game may have 1 hour + 10 min / 25 moves and your settings may be 10 min + 30 / 10 moves and the result will still be correct. This is because IGS overrides the timer at each move or when a player enters byo-yomi. You don't need to care about what is the correct timer setup to observe games.

    Timer setup is done by selecting the "Timer setup" menu command and includes the following options: You can choose between absolute timing system (by just setting the parameter "byo-yomi moves" to zero) or byo-yomi timing system (by just setting the parameter "byo-yomi moves" to the number of moves in each byo-yomi period). The initial time (in hours:minutes:seconds) is the time available until the player enters byo-yomi (or the absolute time in absolute mode). The byo-yomi time (in hours:minutes:seconds) is the time available to play the number of moves specified in each period by the parameter "byo-yomi moves". (Not applicable in absolute mode.)

    The timer is running:
  • In new games: From the moment you place the first stone, until two consecutive pass moves are played or the timer is frozen.
  • In loaded games: When you place a stone continuing the game, it continues saved remaining time and stops as in the previous case.
  • In observed telnet games: Runs during observation and stops when the game ends or when you unobserve the game.

    You can freeze a game's timer by pressing <Ctrl>+<F> (or selecting "Freeze timer"). Note that: you don't freeze the timer, you freeze the game. Select another game and it won't be frozen, return to the game and it will still be. The timer will continue automatically when you play a move, or you can make it run again by pressing <Ctrl>+<F> (or selecting "Freeze timer") again.

    You can restart the time from scratch by selecting "Reset timer". That overrides the current node's remaining time settings as if a new game had started. The initial times displayed will be those set in "Timer setup".

    When you run out of time, your timer will display [---.--] [--] but, of course, you can still play. Only if you are playing at IGS, the server will reject your move and grant the victory to your opponent.



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Version   2.0  
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