mind control mechanism. See the time control entry in the Cult FAQ.
The amount of time given to reach a certain number of moves. In international competition, this varies, though one common time control is 40 moves in 2 hours (extra time is given after 40 moves have been played). If a player uses up his 2 hour allocation and he has not yet made 40 moves, he will lose the game by forfeit no matter what the position on the board is like.
A specific number of moves in a specific amount of time. Time controls can be either traditional or sudden death.
The amount of time you have on your clock to either complete your game or make a given number of moves. Exceeding the time control means you lose the game.
Used to limit the length of a game. It is the time allotted to reach a certain number of moves. Most GM games are 40 moves in 2 hours, in which case a player forfeits the game if they have not played 40 moves in the first two hours.
The amount of time in which each player must play a specified number of moves. In international competitions, the typical time control is 40 moves in 2 hours for each player.
Click the Clock button in a dialog box to set a time using the Time Control. Click and drag the blue arrow to the desired point on the timeline, or use the left and right arrow buttons to move backwards and forwards one hour at a time.
A time control is imposed on the tournament play of almost all two-player board games so that each round of the match can finish in a timely way and the tournament can proceed. Time controls are typically enforced by means of a game clock. Time pressure, time trouble or zeitnot is the situation of having very little time on a player's clock to complete his remaining moves.