Rapid chess timer

Ten to thirty minutes a side — long enough to actually calculate, short enough to fit several games into an evening. The clock tells you the longest a game on your control can run, which is the number a club organiser needs.

Nothing leaves this tab. The clock is JavaScript running on your own device. No account, no upload, no ads, no time limit — and once the page has loaded it keeps working with the Wi-Fi off.

What this clock does

It does the round-planning arithmetic

The line under the clock shows the longest a game on this control can run, over 40 moves and over 60. Multiply by your number of rounds and you have an evening schedule.

15|10 is the FIDE rapid standard

Fifteen minutes plus ten seconds a move is the control used for FIDE-rated rapid events, and the one most improving players are told to play.

Moves are counted per side

Each half shows its own move count, which is what you need if you are keeping a scoresheet and want to check you have not lost a move.

What rapid means

Under FIDE's definition, a game is rapid when each player's total thinking time — base time plus sixty times the increment — comes to more than ten minutes and no more than sixty. That covers everything from 10|0 up to about 45|15.

The practical range at club level is narrower: 10|0, 10|5, 15|10, 20|0 and 30|0 account for almost every rapid game played on a weeknight.

Planning an evening around the control

The number an organiser actually needs is the worst case, not the average. Every game has a hard ceiling: base time plus increment per move, doubled for the two players.

ControlCeiling at 40 moves eachSensible round slot
10|020 minutes25 minutes
10|5About 27 minutes35 minutes
15|10About 43 minutes50 minutes
20|040 minutes45 minutes
30|060 minutes70 minutes

Most games finish well short of the ceiling. But a Swiss cannot pair the next round until the last board finishes, so the ceiling is the number that decides whether you get home on time.

Why increment makes scheduling harder

A fixed control like 20|0 is completely predictable: no game can exceed forty minutes, ever. Add an increment and the ceiling depends on how long the game runs, which you cannot know in advance. A 15|10 game that reaches move eighty takes over an hour.

This is why arbiters running a tight schedule often prefer a fixed control or a small delay over a generous increment, and why 10|0 remains popular for club nights despite everything increment does for the endgame.

FAQ

Questions about this clock

What is the FIDE rapid time control?

Fifteen minutes per player plus a ten-second increment from move one. FIDE classifies an event as rapid when each player's base time plus sixty times the increment falls between ten and sixty minutes.

How long does a 15|10 game take?

At most about 43 minutes if both players use every second across forty moves each. Budget fifty minutes a round if you are running a Swiss, because the pairing for the next round waits on the slowest board.

Is 10 minutes rapid or blitz?

Ten minutes with no increment sits right on the boundary: FIDE counts blitz as ten minutes or less, so 10|0 is blitz by the letter of the definition and rapid in most people's usage. 10|5 is unambiguously rapid.

Rapid, offline, in your pocket

10 min, 15|10, 20 min and 30 min are all in the app's preset list. Free on iPhone, iPad and Android, with no network needed.