CSCL: The London Civil Service, Post Office & Municipal Chess League

 

Survey of League Chess

 

The starting time of matches; how colours are decided; the default period for absent players; how games are concluded; the time control to be used. These are all issues that chess leagues have to face. Of course, each league will make decisions based on its own circumstances. But it might be interesting to know what decisions other leagues have made. Are some outcomes more popular than others? Can one discern trends in the larger picture?

 

I recently carried out a survey of league chess to find the answers. As the analysis will show, there were some interesting results.

 

Methodology

For practical reasons, I limited the scope of the survey to chess leagues in England, Scotland, Wales, Northern Ireland and the Republic of Ireland. I identified the leagues from three different websites (as well as through general internet searches). These were:

 

I also limited the survey to leagues using standardplay rather than rapidplay (standardplay means that each player has at least 60 minutes to make all his moves).

 

In about two-thirds of cases, information about the playing rules was available on each league's website. In the remaining cases I sought information by letter or email from relevant league and club officials. I am very grateful for their co-operation.

 

I managed to obtain information on 108 leagues. These are listed at the end. I was hoping to get a complete list of all currently active leagues, but I was unable to find anything on a very small number of leagues: Doncaster; Dyfed; Humber. If anyone has information on these leagues then I would be very pleased to receive it.

 

The information on each league, together with the URL for the website or the name of the person supplying information, is also available as a download in various formats. This summarises what in some cases are complex or diverse playing rules. For example, some leagues have different starting times for different clubs, or different time controls for different divisions. I have taken the latest starting time or the longest time control, and referred to earlier or shorter ones in a comments section.

 

Geographical location of leagues

Table 1 shows where each league is located. The vast majority are in England. Northern Ireland is a separate entry, as it is no longer affiliated to the Irish Chess Union.

 

The English leagues are distributed all over the country, although there is a concentration in and around urban areas such as London. Elsewhere there are some wilderness areas. Isolated clubs such as Scarborough in North Yorkshire face an 80-mile round trip to play in the nearest league (York & District).

 

Table 1

Area
No.
England
90
Scotland
10
Wales
4
Northern Ireland
1
Republic of Ireland
3
 
108

 

The starting time of matches

Table 2 shows the different starting times used and their frequency. The afternoon starting times are all for Saturday or weekend leagues: the 4NCL, Devon, Yorkshire, and Munster (12:00, with a second match at 17:00) – and possibly others, where I do not have Information on starting times.

 

Of the weekday evening leagues, the four early starters (at 18:30) are all in London: Civil Service, Combined Banks & Insurance, London Banks, London Commercial. There does not seem to be any obvious reason for this. One might suppose that matches start early because the players go straight from work without making what could be a lengthy journey home to get changed and eat first. But one would expect this pattern of behaviour to apply in other large metropolitan areas too. And the other London leagues all start later than these three.

 

The latest starter (at 20:00) is Cambridge University. As this is an internal university league, whose players are students based in college or in the city itself, the journey home at the end will be short, so a later finish (and therefore a later start) is workable.

 

One starting time (19:30) is more popular than all the rest put together. The leagues concerned must have come to the same conclusion about the optimum starting time, given journey times to and from the venue, and the amount of time available for playing chess in the evening.

 

Table 2

Starting time
No.
12:00
1
14:00
1

14:30

2
18:30
4
19:00
7
19:15
10
19:30
60
19:40
1
19:45
8
20:00
1
Information not available
13
 
108

 

How colours are decided

Table 3 shows the different ways of deciding the colours for each board. There are two main options. The first one is the toss of a coin: either the winner chooses the board colours, or else the winner automatically has White on the odd boards. These generally amount to the same thing in practice since captains who win the toss almost always choose White on the odd boards anyway. The second one is a rule specifying that one of the teams (usually the away team) shall have White on the odd boards.

 

The toss of a coin is the traditional way of making decisions at the start of the contest in a range of sports. It can have a significant effect on the result (test cricket and the Oxford & Cambridge Boat Race come to mind). Where there is an advantage to be gained, the toss can be seen as an impartial way of conferring it on one side. In chess, the player with the White pieces has a slight advantage: in the 4.5 million games in BigBase 2010, White scores 54% and Black 46% on average. This does not matter in league chess if matches are played with an even number of boards. But matches with five boards each are not uncommon, so that one side has more Whites than the other. And in a match with an even number of boards, any default that is known in advance will be taken on the bottom (and even-numbered) board.

 

The problem with the toss is that the actual outcome tends to differ slightly from the predicted outcome. Theoretically, a coin will fall Heads 50% of the time. In practice, captains can find they either win or lose the toss a number of times in succession. So the advantage of having White on the odd boards tends not to be equally distributed.

 

The main advantage of a fixed rule is that it eliminates the randomness of the toss. It works where teams have home and away fixtures against each other teams, or where they only play each team once but have an equal number of home and away fixtures (this requires an odd number of teams in the division). In other cases, if the fixtures are drawn up correctly, the number of home and away fixtures will differ by no more than one. Another advantage of eliminating the toss is that matches are more likely to start on time.

 

One possible disadvantage of a fixed rule is that captains may be able to manipulate their board order so as to ensure that certain players were guaranteed to have White in every match. This was cited by one league as the reason for retaining the toss in its lowest division. However, leagues also tend to have a rule requiring teams to be in order of playing strength, or prohibiting players from playing on higher boards than anyone rated more than a set number of grading points higher than them. This should guard against foul play.

 

There are other ways of deciding colours, usually variants on the toss, for example drawing white or black pawns from a box (Central, in Scotland). In another league (Manchester), one of the usual methods applies but if both captains are absent at the relevant time, the first captain to arrive at the venue has the choice of colours.

 

As the table shows, one method is by far the most popular: the away team automatically has White on the odd boards.

 

Table 3

Deciding colours
No.
Toss – winner chooses board colour
24
Toss – winner has White on odd boards
11
Away team has White on odd boards
53
Home team has White on odd boards
9
Miscellaneous
6
Information not available
5
 
108
   

 

Default periods

Table 4 shows the amount of time allowed after the match starts before an absent player is defaulted. The shortest, and most common, period of time is 30 minutes. The longest is 1 hour 30 minutes (Worcestershire). Since the first time control in that league is also 1 hour 30 minutes, this amounts to saying that a player may turn up at any point before his time runs out.

 

The point of a shorter default period is to allow a player without an opponent to go home. Against this, late opponents have been known to turn up after the default period, generally for the reason that they experienced travel delays that were beyond their control. At least one league (Civil Service) extended its default period from 30 minutes to 45 minutes for this reason.

 

One would expect leagues with early starting times to have longer default periods, and clubs with later starting times to have shorter default periods, but this is not borne out by the survey. There seems to be no pattern to the distribution of default periods between different starting times.

 

Table 4

Default periods
No.
30 minutes
52
40 minutes
1
45 minutes
10
1 hour
28
1 hour 15 minutes
1
1 hour 30 minutes
1
No provision
2
Information not available
13
 
108

 

How games are concluded

Table 5 shows the frequency of the three arrangements for concluding games: adjournment, adjudication, and quickplay. In the survey I used "quickplay" for games either with an intermediate time control (e.g. 30 moves in 75 minutes and all remaining moves in a further 15 minutes) or without (e.g. all moves in 90 minutes). The quickplay element is after the intermediate time control, or in the later stages of an "all moves in X minutes" time control. A more accurate term for this kind of game would be "one session chess" or "single session chess", but quickplay is the term in use.

 

Some leagues incorporate an element of choice. One method is the primary or default method, to be used if the players cannot agree. Other methods, which one might call secondary methods, are available if both players agree. Other leagues operate a mandatory system for all games.

 

The most striking result in the survey is the adoption of quickplay by so many leagues. It is the mandatory or default option in 87 leagues out of 108 (i.e. about 80%). In almost all of those (77 out of 87), quickplay is mandatory: there is no alternative option. All these leagues must have decided that the advantages of quickplay (a guaranteed finish on the night, between the two players with no outside help) outweigh the disadvantages (having to move faster in the later stages of the game, and the risk of being hustled when short of time). To guard against the risk of hustling, many leagues incorporate into their rules the wording of the two-minute rule, which allows a player with less than two minutes on the clock to claim a draw if his opponent is not trying to win the game through the moves he makes on the board.

 

Opponents of quickplay are concerned that many players (generally the older ones) would stop playing in the league if it was adopted. That needs investigation: in the leagues that have adopted quickplay, what effect did that have on the number of players in their league?

 

At the other end of the scale, adjudication seems to be in terminal decline. It is the mandatory finish in only two leagues (East Lancashire, London Commercial) and the default finish in only two more (Civil Service, Mid-Sussex). It survives as a back-up in 15 other leagues.

 

Two leagues (Croydon & District, and Surrey) operate a mixed scheme. The away player offers two options out of the three, and the home player must choose one of those two. These means that both players can guarantee avoiding the method they like the least, but neither can guarantee getting the method they like the most. The Surrey website contains information about the actual choices made in most matches (although coverage in some divisions is patchy). In the 2009/10 season, out of 511 games for which this information is recorded, 48% chose quickplay, 41% chose adjudication, and 12% chose adjournment. As one might expect, the quickplay proportion is higher in the top division than in lower divisions.

 

Table 5

Type of finish
M
D
MD
S
MDS
Adjournment
0
15
15
11
26
Adjudication
2
2
4
15
19
Quickplay
77
10
87
16
103
Mixed
2
0
2
0
2
 
108

 

In the table, M = Mandatory, D = Default, and S = Secondary. MD = either Mandatory or Default, and this is the same as the total number of leagues. MDS adds up to more than that, because a number of leagues offer a choice of two methods rather than one as the secondary option, and each is counted separately.

 

Time controls

Tables 6 to 10 show the different time controls in use in each of the adjournment, adjudication and quickplay systems. The information is quite diverse. The main points seem to be:

 

A total of 18 leagues operate the quickplay variant of all moves in X minutes (in most cases, this is 90 minutes). The rationale is that it makes the operation of the game simpler and there is no need to have an intermediate time control anyway. Against that, the discipline of an intermediate time control arguably helps players to budget their time better.

 

Finally, a Fischer time control is available as an alternative in three leagues (Croydon & District, Essex, Surrey Border). The time control is all moves in either 75 or 80 minutes, plus 10 seconds a move. Obviously, this depends on suitable digital clocks being available.

 

Table 6

1st time control
Rate
A1
A2
Q
Total
28 moves in 60 minutes
2:09
1
1
28 moves in 70 minutes
2:30
1
1
30 moves in 60 minutes
2:00
14
14
30 moves in 65 minutes
2:10
1
1
30 moves in 70 minutes
2:20
1
1
30 moves in 75 minutes
2:30
2
23
25
30 moves in 90 minutes
3:00
1
1
34 moves in 85 minutes
2:30
1
1
35 moves in 70 minutes
2:00
3
3
35 moves in 75 minutes
2:09
5
7
23
35
36 moves in 75 minutes
2:05
3
2
7
12
36 moves in 90 minutes
2:30
12
4
6
22
37 moves in 75 minutes
2:02
1
1
40 moves in 100 minutes
2:30
1
1
40 moves in 120 minutes
3:00
2
2
42 moves in 90 minutes
2:09
4
4
8
42 moves in 100 minutes
2:23
1
1
45 moves in 90 minutes
2:00
1
1
Information not available
1
1
 
26
19
87

 

In the table, A1 = Adjournment, A2 = Adjudication and Q = Quickplay.

 

Table 7

Later time control – Adjournment
Rate
No.
16 moves in 30 minutes
1:53
1
24 moves in 60 minutes
2:30
11
28 moves in 60 minutes
2:09
7
35 moves in 75 minutes
2:09
1
36 moves in 90 minutes
2:30
4
42 moves in 90 minutes
2:09
2
 
26

 

Table 8

Later time control – Adjudication
Rate
No.
5 moves in 10 minutes (repeating)
2:00
1
6 moves in 15 minutes (repeating)
2:30
2
7 moves in 15 minutes (repeating)
2:09
7
15 moves in 15 minutes (repeating)
1:00
1
Information not available
8
 
19

 

Table 9

Quickplay finish
Rate
No.
All remaining moves in 15 minutes
62
All remaining moves in 20 minutes
15
All remaining moves in 25 minutes
2
All remaining moves in 30 minutes
8
 
87

 

Table 10

Quickplay – no intermediate time control
Rate
No.
All moves in 80 minutes
2
All moves in 90 minutes
12
All moves in 95 minutes
2
All moves in 105 minutes
1
All moves in 120 minutes
1
 
18

 

Conclusion

Based on these findings, the typical league is likely to have the following characteristics:

 

Despite operating largely in isolation (or with the knowledge of what happens in nearby leagues), many leagues are taking the same decisions on a range of issues and moving towards a uniformity of provision. Some may regret this; others may accept it simply as the way that league chess has developed in recent years.

 

I hope the results of the survey will be useful to players and administrators as they continue to address these issues.

 

Alphabetical list of leagues

 

England

  Scotland
4NCL Leeds Ayrshire
Bedfordshire Leicestershire Central
Berkshire & District Lincolnshire Dumbarton & District
Birmingham & District London Edinburgh
Blackpool & Fylde London Banks Glasgow
Bolton London Commercial Lanarkshire
Bournemouth & District Manchester North East Scotland
Bradford & District Merseyside Scottish Borders
Bristol & District Mid-Sussex Scottish National
Buckinghamshire Middlesex Tayside & Fife
Bury & Rochdale Norfolk  
Bury Area North Circular

Wales

Calderdale North Devon East Glamorgan
Cambridge University North Essex Newport & District
Cambridgeshire North Gloucestershire Welsh Premier
Cannock & District North Staffordshire & District West Wales
Central Lancashire Northamptonshire Silver King  
Chester & District Northumbria

Northern Ireland

Chiltern Nottinghamshire Belfast & District
Civil Service Oxfordshire  
Cleveland Portsmouth & District Republic of Ireland
Combined Banks & Insurance Scunthorpe & District Connaught
Cornwall Sheffield & District Leinster
Coventry & District Shropshire Munster
Croydon & District Somerset  
Cumbria South East Lancashire  
Darlington & District South Tyne  
Derby & District Southampton  
Devon Southend & District  
Dorset Stockport & District  
Dudley & District Suffolk  
Durham Surrey  
East Lancashire Surrey Border  
Essex Thames Valley  
Exeter & District Thanet  
Hammersmith & District Torbay  
Herefordshire Warrington & District  
Hertford & District Wiltshire  
Hertfordshire Wirral  
Hillingdon Wolverhampton & District  
Huddersfield & District Wolverhampton Summer  
Hull & District Worcester & District  
Kent Worcestershire  
Lancaster, Morecambe & District York & District  
Leamington & District Yorkshire  

 

Downloads

These use shorthand, as in the following examples.

 

0h 30m

Default period of 30 minutes

30/75 1st time control is 30 moves in 75 minutes
6/15 R Repeating time control of 6 moves in 15 minutes
// 24/60 Later session is 24 moves in 60 minutes
All/15 All remaining moves in 15 minutes
G 90 All moves in 90 minutes
G 80 10 All moves in 80 minutes + 10 seconds a move

 

 

 

FileMaker Pro Database

 

Excel 2003 Spreadsheet

 

PDF Document