Chess Timer

Time control

Use this chess timer as a browser-based clock for over-the-board games, training matches, analysis races or casual blitz sessions. Set the base minutes for both players, add a Fischer increment if each completed move should earn time, and optionally use a delay so the first seconds of a move do not reduce the main clock.

How to run a chess clock

  1. 1

    Choose the time control

    Set the shared base minutes, the increment added after each move and the optional delay allowance before main time starts falling.

  2. 2

    Name the players

    Use simple player labels such as White and Black, initials, board numbers or club names before starting the clock.

  3. 3

    Start and switch turns

    Start the active side, tap a clock after each move, pause between games if needed and reset when the next game begins.

Choosing a time control

A chess clock gives each player a separate reserve of thinking time. The common short notation is base+increment, so 5+3 means five minutes per player plus three seconds after each completed move. Tournament rules usually require the full time control to be known before play begins, including any added time per move.

This timer starts both players with the same base time. When a player taps after making a move, that side records one move and receives the increment. If delay is set above zero, the first seconds of the move are protected from the main clock. Unused delay does not build up for later moves.

Timing mode What happens after each move Good fit
No increment or delay Main time only counts down. A flag falls when it reaches zero. Bullet games, puzzle races, simple casual clocks
Fischer increment The player gains the configured seconds after completing a move. Unused time can accumulate. Online-style blitz, rapid games, endgames that should stay playable
Bronstein delay The delay protects up to the configured seconds of thinking time. Unused delay is lost. Club games where each move gets a small grace period without creating a growing reserve

Worked example

For a 5+3 game, both players begin with 300 seconds. If White spends 8 seconds on move one, White drops to 292 seconds and then receives 3 seconds, leaving 295 seconds. If Black spends 2 seconds, Black drops to 298 seconds and then receives 3 seconds, leaving 301 seconds.

For a five minute game with a three second delay and no increment, a two second move costs no main time. An eight second move costs five seconds because only the time beyond the delay is charged.

Practical tips

  • Reset between games so move counts and flags start clean.
  • Pause only for genuine interruptions, not as part of normal move timing.
  • For serious events, confirm the exact rule set and clock mode before the first move.
  • Keep the device awake during play. Browser timers can slow down if a tab is backgrounded or a phone locks.

Frequently Asked Questions

Fischer increment adds the chosen number of seconds after each completed move. In a 5+3 game, each player starts with five minutes and receives three seconds whenever that player taps the clock after moving.

Bronstein delay protects the first seconds of a move from the main clock, but unused delay is not saved. With a five second delay, a three second move costs no main time and a twelve second move costs seven seconds.

No. It detects when a side reaches zero and marks that side as flagged. Real game results can still depend on the rules being used, the position on the board and any tournament director decision.

No. The clock runs in your browser. The player names and time settings can appear in the page URL during funnel preview navigation, but no game history or board position is uploaded for timing.

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